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Messages - VortecusMaximus

#1
Quote from: AlchemistNezumi on February 11, 2019, 03:00:24 AMThat's still not a bug. It's coded to work as intended and it does work, correct?

You're calling me arrogant when I haven't even referred to this as a bug. I referred to it as an "unbalanced part of the core game". Just because YOU think this is good, or think it's somehow balanced in your deranged mind, does not mean it is. Like you said, we'll let the real developers decide. Until I see you posting more than 6 things on this forum and not contributing anything other than moaning at other people's findings, kindly shut the f*** up. Peace.
#2
Ideas / Rhinoceros horns
February 10, 2019, 08:44:32 PM
Rhinos should give their horns once butchered and should cost as much as double an elephant tusk. Since you get two elephant tusks per elephant.
#3
Ideas / Re: Stone-block half-walls
February 10, 2019, 06:46:00 PM
Maybe both? Having the ability to build fortifications out of a variety of materials could help when you're attacking pirates with drop pods and landing in unknown lands, quickly chop some trees or cut some stone and make yourself some defences.
#4
Like the description of the bionic stomach suggests, this should also include raw haygrass, hops and other organics.
#5
Ideas / Stone-block half-walls
February 10, 2019, 01:29:34 PM
These can be built using stone blocks and act as sandbags without the metal, maybe even stronger than sandbags against bullets but not as strong against explosives or melee damage?
#6
Thank you Jibbles, at least I'm not the only one not batting an eye at this. I'm not saying it lasts too long, but that compared to the other mood penalties, it does last too long. Either change the other mood penalties by rising their duration or lower the selling bonded animal one.
#7
Ideas / Flamer Turrets
February 09, 2019, 01:31:23 PM
Flamer turrets are automated flamethrowers that use chemfuel to burn the shit out of anything close-range.
#8
A manhunting animal or pack will decide to attack and destroy all turrets that are powered even if said turrets are assigned to "Hold Fire" and haven't even fired a single bullet at the attacking animals or whilst the animals have been on the map. They shouldn't see these passive turrets as hostiles, or targets. As they're not "men" and defeats the objective of being a manhunter, and it's an exploit, a pricey way to get rid of 8 manhunting polar bears by using the explosions from your turrets that they're attacking to kill them.
#9
Very simple fix, the Triple rocket launcher description says "smalll" instead of "small".

[attachment deleted due to age]
#10
What I'm trying to say, is that, the "selling" of a bonded animal lasts for 60 days, which is far too long when you look at the base-value for the other mood penalties, that are technically more severe most of the time. So adding a sort of bond level to animals could be a great feature, just like training, if an animal isn't bonded with enough by the person they're bonded with, they'll eventually lose that bond. And if a newly bonded animal dies, it should have less of an effect than that of a bonded animal for 2 quadrants or even 2 years. 
#11
So should it not be a personal taste then? Depending on how close they are to their family/friend who died or how bonded they are to their animal?
#12
A mod isn't a solution to an unbalanced part of the core game. I like to keep my game as vanilla as possible because I'm usually always looking for bugs to report for Tynan.
#13
The mood penalty for selling a bonded animal lasts far too long, it gives -10 mood penalty for 60 days! However when a bonded animal is killed, it gives only a -8 mood penalty for 20 days? Surely selling your animal whilst it's alive (if you don't have enough food for it) should be a better alternative than just slaughtering it for a lesser mood penalty?

The really funny thing is: a colonist only gets a -2 mood penalty from a colonist, that they consider a friend, dying and even that lasts for only 20 days. It gets even more hysterical when a family member dies, it only gives a -4 mood penalty and only lasts for 30 days.

These numbers really need to be readjusted. When a self-tamed muffalo that has been in the colony for 2 days, and nuzzled into someone creating a bond has more of an impact when dead than ones parent, then there's definitely a problem.
#14
Bugs / Re: 1.0.2150 - Game fails to load
February 07, 2019, 08:33:05 PM
I mean, you're trying to load the game with 20+ mods installed, what did you expect? Move this to the Mod Bug thread.
#15
Ideas / Re: Marigold Cream
February 07, 2019, 07:07:15 PM
+1 Great idea, some tweaks to be made to the values but other than that a great idea for stopping pain "naturally". They could also add "painkillers" that could be crafted similarly to the medicine and penoxycyline, this can also be bought from traders and is a better alternative to pain relief than the natural alternative.