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Messages - PrZe77

#1
General Discussion / Re: Charge rifles are too common
October 06, 2016, 06:05:16 AM
I think it would be good if colonists needed a certain level of weapon skills to use them safely. If a colonist has a lower rank, the accuracy and speed drops and there is the possibility that the colonist will damage himself or damage the weapon.
If a charge rifle blow your hand away, it will be less used ...
#2
General Discussion / Re: OP turtles tortoises*
May 24, 2016, 09:44:55 AM
I think the problem is the behave unnatural predators . In reality, they attack specific vulnerabilities to ( for example, the throat ) so that prey in the rarest cases can defend .
#3
Fueled Generators produce a lot of heat so it is usefull to build them outside.. Rain has no effect on them.
#4
A menu in the options with which you can determine the reaction of the game to the various events would be very useful .

Just a list of possible events next check box for :
- Do nothing
- Slow down to 1x
- Pause the game

So everyone can individually adjust what reaction he would have in which events and determine the response time , for example when infestation itself .
#5
Ideas / accidents
April 27, 2016, 10:34:19 AM
doing something with a bad skill should cause accidents.

like by operations but it harms the pawn self.

e.g.:
cooking -> chance to burning themself / cause a fire
mining -> chance to injure the hands, foots or legs
tailoring -> chance for cuts
hunting -> chance to shot them self
hauling -> chance to twist one's ankle
buthering -> chance for cuts in the hands
building -> chance to injure the hands, foots or legs
...
#6
Ideas / Re: A few suggestions on visitors/traders
April 27, 2016, 09:49:03 AM
Sure - there is no reason the send caravans or people into there dead.
#7
Ideas / Re: A few suggestions on visitors/traders
April 27, 2016, 09:18:23 AM
maybe it would be a solution if visiter and caravans gives a always bad reputation if they get injured in a visiter zone (the area gives still a malus up to one seasons after you delete them.

another possible solution could be an assessment of the situation: if there people often dies by visiting your colony they dont visit you anymore because its to dangerous. they dont start to attack you but they avoid your colony especially when they carry expensive stuff.
so you get only traders with crap.
you can give them silver to make your colony to a "safe area" again.
(everytime a pawn leave the map without new injurys: safety +1,
been attacked on the map: safety - 1,
somebody died during the vistit: safety -5,
e.g.)

#8
Ideas / Spaceship
April 27, 2016, 08:43:49 AM
I have some suggestions for the spaceship:

- the reactor porduce energy so the components should need energy to be ready to start. if you use e.g 20 ship cryptosleep casket you have to build more than one reactor.

- give the shipparts a weight: one ship engine should have limited power so you have to use more then 1 for heavy ships

- fuel for ship engines: you have to fill up ship engine with uranium before you can start. so it harder to get all ressources.

- cryosleep pods for animals! my colonist dont want to let there dogs alone on the planet..

maybe for an campaign mode:

cargo: a part for cargo would be nice. so you could crash with your ship against i a random biome and try to survive with more colonists and stuff (with a chance that ressources breaks at the crash an colonist die)

you could have the goal to build a small ship, collect some ressources a travel to an other location to get the materials for an interplanetary spaceship. that materials could be only in an extreme biome with realy small chances to survive..
#9
Bugs / Re: Colonist sleep until tehey starve
April 20, 2016, 05:12:14 AM
An other issue is that activate the fight mode just let "spawn" the weapon over the bet but the colonist stay inside the bet and isnt able to move.
#10
Bugs / Re: Colonist sleep until tehey starve
April 20, 2016, 04:04:21 AM
here is the save file: Mayaguez.rws

usually "jono" cant stay up after reloading (repeat pressing "r" solve the problem)
#11
Bugs / Re: Colonist sleep until tehey starve
April 20, 2016, 03:48:43 AM
where can i find the save files? (win10)
#12
Bugs / plants dont grow
April 20, 2016, 03:42:06 AM
In the new Alpha I have often seen the field plants remain standing at 1 % image.
They look like they were freshly planted even at 90 %. The values ​​will change as normal and when a plant is harvested in a certain radius update all the others her image .
#13
Bugs / Colonist sleep until tehey starve
April 20, 2016, 03:33:44 AM
my colonists are often not able to leave the double beds. even if i activate the fight mode only the weapons "spawn" over the bed but the colonist isnt able to go..

iam not sure if it is a bug but sometimes they go hungry to bed and stay until they be unconscious even when food is available
#14
Ideas / flora rebalancing
April 14, 2016, 08:54:46 AM
After a few years, most areas look pretty devastated . Fires destroy large areas all plants ( accelerate killed by hunters boomalops the extreme) as well as cold spells and beaver .
After a while, everything is covered skeletons .
After 2-3 years look forests like deserts and flora and fauna are only to be found at the edge of the map .

It would be good if the could be counteracted . Maybe an event that every year in early spring plants at random can grow anywhere and all plants have an expansions boost until the end of spring.

Fires could leave ash , which lets plants grow quicker .
#15
Ideas / general colonist and prisoner settings
April 14, 2016, 08:41:17 AM
Hi,

i would like to have a menu for general settings for allowed medicines and meals for my colonists and for the prisoners. it would nice if can give the prisoners only nutrienpaste and the colonist can eat the expensive meals.
A menu where you can choose which medicine may be used for which treatment would also be very convenient and would save a lot of micromanagement . ( For example, divided into bleeding wounds , wounds , infections , diseases , operations etc. )