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Messages - thebadman

#1
General Discussion / Re: Honest confession of a pirate.
January 21, 2014, 02:00:35 PM
Quote from: Tynan on January 21, 2014, 10:37:59 AM
Why wait?
Probably because of games aka "Amber Gold Story".

Castle Story
#2
Ideas / Re: Fission-Fusion, Robotics & layered research
January 04, 2014, 01:03:46 PM
TL;DR lol
#3
Ideas / Re: Clearing Roofs
December 31, 2013, 10:45:58 AM
You can build it already, you just need to find underground geysers.
#4
Ideas / Re: Prisoners, people, etc
December 26, 2013, 02:49:01 PM
I don't really see whats problem with ruling by happiness, if they have separate rooms that aren't 2x1 big and have time to eat and sleep then they shouldn't go psycho unless you don't let them fulfill their needs.
#6
Ideas / Re: Zombie-Mode and some other suggestions
December 23, 2013, 06:32:44 PM
Why are you so heartless? Why do you want to bring poor Zeds here so cruel Player can order his colo... henchmen to brutally annihilate them? Isn't suffering of poor, desperated raiders enough for you?! :'(




Someone probably will do mod for that, Tynan have more important things to focus on.
#7
Its same with mountain titles that are not connected to nearby rock roof, it will levitate as metal roof.

Minecraft Psychics!
#8
General Discussion / Re: How does combat work?
December 21, 2013, 10:39:56 AM
Its after 4 shooting 0.5% then something less then around 14 shooting(1.00%/title) its 0.10%
#9
General Discussion / Re: How does combat work?
December 21, 2013, 08:58:49 AM
Well there are few modifiers... Target size, light, skill, first cover, second cover, full cover and weather.

Accuracy don't work at the moment so now most important is skill(miss chance/title).
Characters with less than 5 shooting skill always have 5% miss chance per title.

Lets say you want to shoot boomrat behind a rock, its 10 titles away and youre trying to hit it with settler:
Base chance is 50% to hit, but because of target size you have 60% of current value so its 30%...  But its behind a rock so bullet have ~30% of hitting rock, so now its 21%.
If its night and there is no light source you have 60% less chance of hitting so now its 12,6%.

Weather can also decrease your hit chances depending if its fog(50% max so now you have 6,3% hit chance) or rain(80% max; 10,8%). if its dry or clear then you don't lose accuracy.

If you select colonits and hover cursor over target that is in range you will see current modifiers, how much distance/skill affect aim and hit chance(Shot by XXX: YYY%).
#10
Ideas / Re: Buildings with two floors/levels
December 20, 2013, 11:20:56 AM
Not going to happen.
#11
General Discussion / Re: Medical Kits?
December 19, 2013, 09:52:10 AM
Metal is good to be sold early for 10$ or 8$(If needed to buy slaves/weapons).

Later player just spam hydroponics tables and have infinite source of easy cash... Some people say hydroponics is OP but id say the problem is with food price - its too high for something you can infinitely harvest either from potato or Agave/Raspberry plants.
#12
General Discussion / Re: tombs
December 18, 2013, 04:37:58 PM
Actually, why people build graveyards instead of dumping bodies?

My colonists don't seem to get anymore debuffs from old dead bodies after some time...
#13
Ideas / Re: some ideas
December 18, 2013, 04:17:09 PM
For ~20% and ~30% dogde chances(cumuative with 40% dogde from darkness bonus and up to 75% from full cover it is pretty damn hard to hit)
#14
Ideas / Re: Simple option add for sleeping
December 18, 2013, 09:34:46 AM
Zoom out>>double-click bed>>???>>Done
#15
Ideas / Re: some ideas
December 17, 2013, 09:47:37 AM
Quote from: random on December 16, 2013, 06:07:57 PM
1. You can add a bunker, a character in it will be quite safe.
You can build it already by combining roof(darkness bonus), wall and 2 layers of sandbags.