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Messages - ZeeOvenfresh

#1
Ideas / Re: Asthma revamp.
April 09, 2016, 05:41:57 PM
I think it should be changed to the colonist coughing sometimes and stop what they are doing for a moment (like when they have cryosleep sickness and vomit) only very rarely should they need to be hospitalized.
#2
Ideas / Re: Social/Political Factions
April 09, 2016, 05:37:00 PM
I was originally thinking that voting would start on the 1 year mark (maybe the anniversary of the colony). The political parties would be split on how many people have the same trait or similar traits.ex: industious and hard workers would be in the same party | psychopaths, bloodlust and cannibals in another | ascetic and teetotaler.
or maybe split on background stories. ex: Ludite rebels, space pirates, medieval nobles , etc.

To offset the negative effects of unhappy parties, council meetings would happen time to time and members would get the effect [+10? represented on the council].

Quote from: IgorKeefe on April 09, 2016, 02:20:13 PM
Should there really be a faction that frowns upon boozing when the colony has five members and everything could fall apart because of the constant attacks?

Yes :)


Quote from: IgorKeefe on April 09, 2016, 02:20:13 PM
What happens when you have, let's say, ten, and one dies?

I was thinking factions would "pseudo" form as all colonist have the preferences thing. I think the minimum party needs at least 4 members to still be active but is founded at 6/7 people.

While most colonists seek democracies(more council meetings, etc), greedy individuals will always seek an autocracy(ban things, imprison people, hoard arms, less meetings).

Quote from: IgorKeefe on April 09, 2016, 02:20:13 PM
...It just shouldn't get in the way of the survival theme.

I agree with you completely but when your colony is large enough that raids become nothing to you or you are peaceful with the other factions in the world and only deal with the odd mechanoid invasion, what left can you do aside from political intrigue.
#3
Ideas / Re: Your Cheapest Ideas
April 08, 2016, 04:20:51 PM
new event: failed raiders
-raiders from [enemy faction] are calling for help. If you help them, they join your colony and the faction chasing them are hostile towards you.
#4
Ideas / Social/Political Factions
April 08, 2016, 04:00:27 PM
Now that we have social interactions, I feel the colony needs to elect a leader as the other factions have leaders. People have different views and ideals than others and like minded individuals would flock to one another. I think it would be great if some of my colonists identify as the "X" party and thinks the colony has too many weapons, or another group from the "Y" party think that all alcohol must be prohibited. Having political factions within the colony would give positive or negative effects to the mood of the party dependent on the conditions. 
ex.
[Y faction]
+5  Dry community

[X faction]
-5  Guns everywhere...

The political factions would have leaders and the colony would vote for the new mayor. Having their party win an election would cause a mood boost for a few days and an inverse effect on the other factions, independent colonists would not have any significant boost but maybe a [+1 I Voted]. If a political leader has the greedy trait, they will attempt to assassinate other party leaders. When a leader dies or if there are too few members, the party disbands.

Members of different parties would not arrest their leader or other members without a reason (like mental breaks or berserk). If a member or leader is in prison, other members would have negative mood effects.
#5
(taken from changelog)
-It's now possible to make guns at machining table.
-Vest plate is now craftable.
-Kevlar helmet and military helmet are now craftable.
-It's now possible to craft power armors and power armor helmets.

also found that nuzzling distracts colonist doing stuff
"almost done building this turret, Hello fido! welp best leave this for tomorrow."
#6
Off-Topic / "It just Works"-Fallout 4
November 12, 2015, 08:34:26 PM
Day 3 of non-stop Fallout binge...

If you've got heavy combat armor, you've played too much...

[attachment deleted due to age]
#7
Overwhelm raiders with the llama Calvary!
#8
General Discussion / Re: Best Non-Killbox Defenses?
September 17, 2015, 11:39:52 PM
I normally build my colony structures close to one another so it is easier for my defenders to get to a different defensible position. I also set aside my "Rangers" as my main fighting force, they take the fight to the fields. If I am faced with an overwhelming force, I get all my colonists inside and let the invaders swarm my city. Meanwhile my rangers have already left the city and flanked around. I then send them in, block by block, to defeat the divided army.
Colonists inside the city would melee swarm enemies that have strayed too far from the main force. Eventually the enemy would retreat or they would all die off.
#9
Outdated / Re: [A12d] Animal ranged verb unlocker
September 13, 2015, 03:21:31 PM
pistol wielding monkey commandos!!!
#10
General Discussion / Re: Pawn training program!
September 04, 2015, 07:49:04 PM
If playing without mods that add shooting ranges, build your own. Have pawns target a segment of wall and remove it from the home zone. If you want to clear a tunnel, have colonists mine it with shooting. For melee,  find a tortoise who has no legs and nurse it to health, then you beat the crap out of it for a while and nurse it back to health.
#11
Quote from: TheDirge on August 25, 2015, 12:39:48 PM
Quote from: ZeeOvenfresh on August 24, 2015, 07:56:16 PM
Son, its time I told you about the bullets and the livers...

or even

..when two livers love eachother very much...

Legalize gay liver marriage!

Marriage should be between a stomach and a liver! :P
#12
LordFresh: "fancy being a peasant?"
Future peasant: "..."

ha I love it!
note: boomalopes bunch together at night to sleep and its easier to kill them all off if they die burning.
#13
Son, its time I told you about the bullets and the livers...

or even

..when two livers love eachother very much...
#14
Go Randy Random with random site (new in A12).

Then build an aristocracy, having only the entitled(colony founders) have luxurious rooms and the highest quality food and medicine while the peasants(anyone you capture and recruit) live in squalor(wearing poor/shoddy equipment). Build your base more like a castle town where the aristocracy lives inside the protected walls while the peasants live in wooden shanty houses. Anyone coming into the colony via crash or chased joins the aristocracy!

Tame rabbits for flesh and fur.



Also wouldn't mind having a colonist named after me :D
#15
Also perhaps ransoming prisoners for resources? Raiders can also ransom their prisoners(captured colonists).