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Messages - teph117

#1
Support / Re: colonists stopped cooking?
July 28, 2014, 11:50:21 PM
okay, I figured it out. Apparently, since I had only 1 muffalo meat left in the stockpile then my cooks could no longer cook any meals whatsoever even though they had plenty of berries, agave, and potatoes to choose from. My colony can be called many things, but vegan is not one of them.
#2
Support / colonists stopped cooking?
July 28, 2014, 11:41:27 PM
okay, so i'm a few hours into the game and all my colonies cooks have stopped cooking. I have plenty of food stored for them to use, i've tried different bills to see if they can just no longer cook lavish meals, and i've even tried deconstructing and then rebuilding my cook stoves. any ideas?
#3
Outdated / Re: [CustomScenario] Raid a Pirate Base
November 25, 2013, 12:57:34 PM
I found it to be entertaining, but I think it would be better if there were more tactical options. Like several different options the player has in choosing how he is going to attack. Instead of the head on assault where you are forced to pick up one of the colonists weapons in order to have the range required to attack the base while still in cover, which can be one of the options, but it feels a little to forced, like that is your only option. other than that I loved the idea and I look forward to more of this style mod
#4
Outdated / Re: Rhodes Mod List
November 21, 2013, 04:47:42 PM
maybe i'll just try re downloading and doing it again, or perhaps i'm just really unlucky
#5
Outdated / Re: Rhodes Mod List
November 21, 2013, 04:22:49 PM
does the population mod work with existing games? I still can't seem to get past 17 colonists it seems
#6
Ideas / Re: "Battle Stations!" button
November 20, 2013, 09:06:39 AM
I second this, especially when I have some guy wandering off in the middle of nowhere and I have to search for everyone, and then take the time to place them where they need to be. time consuming and tedious. In real life people should just know where they need to be in case of an attack. You don't see our military officers running around to all the soldiers and telling each one of them exactly the position they have to be in.
#7
Ideas / Re: non AI storyteller?
November 18, 2013, 02:23:06 PM
Tynan has already stated that he might add in co op, where some players are working together. Additionally, i'm not suggesting that the game require a human storyteller, just the added option for it. It would be a fun way to play the game with friends IMO
#8
Ideas / Re: non AI storyteller?
November 18, 2013, 01:51:30 PM
I thought about it a little bit more and decided to bring it back up with a little more thought put in.

First of all, the player when starting a game with a human storyteller has the option to choose whether they want it to be balanced, or unbalanced.

- If unbalanced is chosen (maybe playing with a friend and you just want to mess around)
  *this option would mean the storyteller has free reign over any and all events that take place, maybe giving the player mass amounts of recources, or maybe just wiping him off the face of that desolate planet.

-Alternatively the option for a more balanced game is available, the use of events cost you or give you points as a type of currency, I haven't really thought much on how much for what but the basic idea is
   * Storyteller starts out with either no or little event points to use (maybe varying depending on the pre determined settings before the game starts)
   * The storyteller gains event points based on good or helpful events for the player. Maybe you want to crash some debris closeby filled with metals or food, a traveler is wounded in a crashed escape pod adding to the players colony size, etc.
   * Once the storyteller has enough event points saved up he/she can then spend them on events that would have a negative effect on the colony. Maybe some raiders attack, there's a solar flare, some local squirrels go mad. Each event costing more or less based on the severity.
   * Lastly neutral events could be caused causing no effects and neither gaining or spending event points

This would balance out the human storyteller if the player so chooses
#9
Ideas / Re: Adaptive Music
November 18, 2013, 01:19:51 PM
from ludeon.com "studio" tab

Alistair Lindsay â€" Collaborating Audiopath â€" Blog -  Twitter

Alistair did audio on games like DEFCON (haunting!), Darwinina (quirky!), and Prison Architect (engaging!), so he knows how to work with this kind of game and he knows how to handle an indie sound project top to bottom. He’s been working game audio since 1999 when he started with Rare.
Alistair doesn’t just try to make an effect in a game sound like what it represents. He thinks about how his audio will make players feel on a subliminal level. He’s going to be doing magic like adjusting ambience, interface, and game sounds to match the AI Storyteller’s desired mood, to make you feel tense or relaxed or excited just as he wishes. I (Tynan) am almost scared of him.
#10
Ideas / Re: non AI storyteller?
November 15, 2013, 01:45:28 PM
Yeah I understand that it could be pretty overpowered, but if you're playing with a friend then I don't see the big deal, I feel like it would add an extra layer to the game. I for one am always Finding new games to play with friends,  and this would be unlike anything else I've played
#11
Ideas / Re: non AI storyteller?
November 15, 2013, 12:30:44 AM
If you want to compare it to that then sure. However if that's the case then you're already playing dungeons and dragons just with an AI "gamemaster". I'm merely suggesting that a friend dictates what does and does not happen to you instead.

Maybe on top of that the storyteller could choose the amount of resources they want to be generated on the map etc.
#12
Ideas / Re: New Needs Boredom
November 14, 2013, 08:22:13 PM
I don't know how I feel about this. I just think about the scarce amount of colonists as it is, and how on edge the game is trying to get everything up to pay before that big group of raiders shows up. This can sometimes be hard enough without my colonists taking long walks on the beach and watching television.
#13
Ideas / non AI storyteller?
November 14, 2013, 07:50:55 PM
I was talking with a friend earlier today about it, and honestly I have no idea how hard this would be to even do, but have the option for a friend to play the part of the story teller like a god of sorts. How satisfying it would be to tease a friend into becoming all high and mighty and then crushing him into submission, or however you would like to do it. Again, just a thought, and no idea really how practical it is.