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Messages - Calistyn

#16
General Discussion / Re: Your Ideal Start
August 11, 2014, 07:23:23 PM
I tend not to care much what their skills are, except for one thing: they cannot be incapable of dumb labor. I flat out refuse to deal with someone who can't be bothered to bring in food from the fields in the very beginning of the game. 
#17
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 04:29:34 PM
I'd love to test the new alpha too! My emails are the same.
#18
Off-Topic / Help a student please!
January 27, 2014, 12:18:45 PM
Hey everyone!
I'm an Interior Design student, and for my capstone project I'm designing a gym that caters to the gamer/nerd crowd. I've got a survey that would help me get an idea of where to start that I'd appreciate people filling out. Please! It's down below, if you just want to quote and fill it out.

Thank you to anyone willing to help!



Gender:                      Age:         
- Are you on a fitness regimen? Yes/No
If no:
   Why?
   What would motivate you to begin?
   Have you made attempts for improved fitness in the past?
   If yes, what made them not work for you?

If yes:
  What motivated you start?
  What keeps you motivated to continue?
  Do your family members or friends participate with you?
  Is group support helpful?

- Do you go to gyms? Yes/No
If yes:
   What do you look for in a gym? (I.E. equipment, classes, location, times, price, etc.)
   What equipment do you use, if any?
   Is there a specific program or fitness routine you follow?
   Is there anything about the gym you don’t like?
If no:
   Where do you workout?
   What equipment do you use, if any?
   Is there a specific program or fitness routine you follow?
   What would make the gym a more attractive option?

- Are there any fitness/sport related activities you participate in outside the gym?

- Do you consider yourself a gamer?
If yes, what games do you play?
   What about these games appeals to you?
If no, are there any games you enjoy playing regularly?
   What about these games appeals to you?

- Is there any aspect of gaming/nerd culture that might inspire you to workout or improve your fitness?
#19
Lovebomb, always. I tend to set as many people as possible as wardens, so the second someone gets arrested, they're swarmed.

They're usually recruited in a span of about a minute. ^_^
#20
I haven't gotten anyone named 'Gay' yet (or Khan, sadly!) but I have gotten Ponce, the Medieval Oaf. He ended up being my absolute favorite colonist, and I liked to imagine he spoke like a proper British gentleman, while chewing on a piece hay like a farm boy from the Midwest. It always made my day.
#21
General Discussion / Re: Explosive Fire Extinguishers
November 30, 2013, 09:58:36 PM
Quote from: Makropony on November 30, 2013, 12:31:02 AM
Quote from: Hypolite on November 30, 2013, 12:11:22 AM
I never had that kind of trouble with fire I had to blow it away every single time. How big is your colony? At some point (arounds 30 colonists) I had to assign some colonists to do nothing but put out fires, and it worked well. I also took preventive measures like cutting vegetation around the base.

That is, if your problem is large fires caused by raiders attacks, it's normal for your colonists to struggle to extinguish them and for you to find creative ways to deal with the situation while there's no real fire extinguisher implemented nor fire extinguishing ability upgrade research. Remember the game is lacking a lot of content, so it's rather normal for players to resort to workarounds like you do.

And I must say it seems to be pretty effective if not a bit extreme!

The point is, if there is a fire, and some colonists ACROSS THE DAMN MAP already "took" the job to extinguish it, you can't manually order a colonist who is closer to deal with the fire. So while you're waiting for that retard to go thru the whole map to that fire, said fire lights up more and more stuff -_-

This is -without question- the single most frustrating aspect of the game. At this point, as soon as there's fire, I draft the entire colony all at once, just so I can do the prioritizing for fire-fighting, instead of letting some nimrod across the map 'claim' a job just so the rest of the base can burn. It's a little crazy.  :-\
#22
I've arrested a colonist to bring up their social a couple of times, but I think it does more for me than them. Every time I do it, I set something like a dozen others as Wardens and they just get -mobbed-! And then they rejoin the colony in the span of a minute. :D Cracks me up, every time!
#23
Mods / Re: Alpha Problem (I think?)
November 23, 2013, 12:45:59 PM
Ah, I hadn't thought of that. Well, thank you for answering! :)
#24
Mods / Alpha Problem (I think?)
November 22, 2013, 06:56:27 PM
I've been messing around with the textures in game (even though it may not be relevant in the future  :P), and have successfully modified the ground textures without issue. So I figured I'd play with making the Nutrient Paste Dispenser look a little different.

I made my image, it loads in the game and functions just fine. However, there is forever a square shadow around it, almost as if the alpha has some transparency on it and is letting something through.

I've gone over my file multiple times, checked everything against the original dispenser, and have come up blank. So! Anyone have any ideas? The file and a screenshot are attached, if anyone is willing to look them over.



[attachment deleted by admin: too old]
#25
General Discussion / Re: Self imposed restrictions
November 18, 2013, 04:32:38 PM
Quote from: DeltaV on November 16, 2013, 08:03:32 PM
Someone should try a game where the only thing they can use as cover for their colonists is the natural debris that spawns. No blasting charges, no turrets, no moving them around.

I've done this, assuming you mean not moving around the debris, as opposed to not moving around the colonists. It's great fun!

I don't even bother with turrets, blasting charges or sandbags anymore. Saves me on metal and makes the games a lot more interesting.
#26
Ideas / Re: Brainstorm: Buildable Future Content
November 15, 2013, 02:19:13 PM
I would really like to second double doors. More than anything else, I'd love double doors. Likewise the various lighting improvements such as inline or wall lights.

My own ideas:

Campfires and tents (with sleeping bags in them, presumably). Especially for the beginning. I feel like that would be an acceptable 'mid-point' between sleeping on the ground in the darkness, and sleeping in a proper bed in a bunker, with an always on floor lamp.

Bow and arrow, and crossbows. We have differing levels of civilization, why not?
#27
Ideas / Re: New Needs Boredom
November 15, 2013, 01:58:25 PM
Quote from: Cilionelle on November 15, 2013, 07:54:26 AM
Circus ships visit occasionally for a colony-wide boost (if you employ them).

This would make for a neat storyteller event! (Especially as it's not focused on being destructive to your colony, but helpful instead.)
#28
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 14, 2013, 08:37:04 PM
Name: Giant Eagle
Type: Animal
Weapon(s): Beak and claws
Description: The eagle lives somewhere in the mountains, coming out only to hunt - meaning he's going to fly off with a colonist. You knows he's coming only be the terrifying screech that sounds through the sky.
Special Abilities: Picks up a colonist and flies off with them. Anyone would decent melee skills might be able to fight enough to be dropped, otherwise they end up in the nest.

I'm not much for designing actual stats, sorry. :(

This could be a fun 'quest' style event, where you can either let the eagle have whoever he grabbed, or go explore the map enough to find the nest, kill the eagle and get back your colonists (or not, depending on how long you take). Might be a good way to randomly grab another colonist too. After all, he could've flown somewhere else before hand.

Also, I think I'd leave this event on the 'happens once colony can at least reasonably sustain itself' list, so as to not suddenly be losing people you desperately need, right at the beginning.
#29
Ideas / Re: randy random's cousin CHAOTIC CHRIS
November 14, 2013, 08:27:17 PM
I already play almost entirely Randy Random games. This? I would probably play this exclusively. It would be unbelievably entertaining!

As a note, I have seen a muffalo go mad and run right at the raiders. It was quite handy, as they had to kill it, and then they showed up to the base already wounded. :D
#30
Ideas / Re: New Needs Boredom
November 14, 2013, 08:21:39 PM
I dunno if there's plans to include other needs/wants, but I've thought about this a couple of times myself, though I think it'd make more sense to occur after a some time spent building up the colony rather than immediately, since survival is generally more important. Maybe the 'New Colony Optimism' would cover entertainment in the beginning?

For things that would be entertaining I like to think of little things they could do.

-  Dice
-  Cards
-  Chess/checkers (boardgames in general)
-  Sketchbook

The nice thing about the above is that your workers could be carrying them, and when they need a break from working just sit where they are and play, so you wouldn't be losing time as they walk across the entire dang map.