I prefer solar, but always out some turbines for eclipse. I think solars slightly OP, maybe power should be limited by height of the sun above the horizon and maybe clouds (of course with less eclipses). This may make game slightly harder but now solars really lack it.
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#2
General Discussion / Re: Restrict Animals from food
December 20, 2016, 09:17:34 AM
I would recommend separate allowed zone for certain food storage and animals. Also my IRL cat always ignored allowed zone and ate fine and even lavish meals.
#3
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 15, 2016, 07:38:19 AMQuote from: Headshotkill on December 15, 2016, 05:26:43 AMSometimes IRL this happens near equator, in some summer days. And more - in some good days in Mariner valley you may stay alive only with oxygen mask and pressure suit.
On another note, do you plan on changing or removing the heatwave event?
I was confused to see the temperature on Mars climb up to a comfortable 20C°.
#4
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
December 02, 2016, 05:04:58 AM
Thank you for infoming us! Can we have any developement diary or teasers? Do you have plans for implementing travel system from A16 (maybe it is too early question because we dont know a lot about this system)?
#5
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
November 29, 2016, 03:25:03 AM
Any news?
#6
General Discussion / Re: Poison Ships
November 16, 2016, 01:38:40 AM
I used cheaper solution - several IEDs and shells lying around instead of other IEDs (creating stockpile of shells, waiting utill one in place, removing stockpile, disabling interaction with shell). So explosion of IED trigger all shells - you can save many precious components.
#7
General Discussion / Re: A16 Hype
November 11, 2016, 05:21:16 AMQuote from: Vincent on November 11, 2016, 05:03:03 AMMultiplayer is not just option and drain of developers resourses, it is complete rebalance of game - and not obliviously to the good side for single-players. Look at Paradox grand strategy games - they slowly becoming more multiplayer-oriented and i feel what it is not good.Quote from: mumblemumble on November 11, 2016, 04:54:23 AMI don't understand why would you be "sad" to have a multiplayer option
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...
#8
General Discussion / Re: A16 Hype
November 11, 2016, 04:59:15 AM
Relax, guys, i'm against z-levels (and against multiplayer too). These too much requested features will break current game philosophy. Game need revision of existing mechanichs and UI - both of them overloaded. Glad to see this revision (as i can remember Tynan want rework UI) and adding global map for interesting lategame - we will see what will happen.
#9
General Discussion / Re: A16 Hype
November 11, 2016, 02:17:45 AMQuote from: JesterHell on November 10, 2016, 11:33:04 PMPsst, do you want some z-levels?Quote from: Vincent on November 10, 2016, 10:18:18 AM
Multiplayer !
no, just no.
#10
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 20, 2016, 08:06:15 AM
flux is a great thing, several years i cannot live without it, especially in dark room.
#11
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
September 25, 2016, 03:37:03 AM
Interesting: Venus have very slow winds in low atmosphere - about several meters per second but because of very thick atmosphere these winds can move relatively big stones.
#12
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
September 22, 2016, 04:07:26 AM
Interesting system, seems to be good tradeoff between usability and challenge. Will pawns automatically refiil O2 at the suit station when O2 is low?
I had several breaks of airlocks and it seems to be what it is easy to prevent by using 2 or more airlocks successively. Is it WAD?
Also it is possible to add light not-EVA emergency suits (replacing usual HAB apparel) similar to IRL flight suits which slightly reducing performance and making enviroment slightly more cramped - not to work in EVA missions but to survive during decompression. But yes, this can be overcomplicated and hard to balance.
I had several breaks of airlocks and it seems to be what it is easy to prevent by using 2 or more airlocks successively. Is it WAD?
Also it is possible to add light not-EVA emergency suits (replacing usual HAB apparel) similar to IRL flight suits which slightly reducing performance and making enviroment slightly more cramped - not to work in EVA missions but to survive during decompression. But yes, this can be overcomplicated and hard to balance.
Quote from: Etherdreamer on September 21, 2016, 08:18:39 PMI dont think this will be good decision, this mod tend to be hard Sci-Fi like book "Martian" (playing this mod even make me to re-read this book and books of Peter Watts). And even now, on early stage, this mod seems to be a completely different hard Sci-Fi Rimworld! Great mod for the great game!
Thanks for the explanation, in the future we will see xenoplants and Xeno animals than could live in the vacuum?
Perhaps advanced suits than allows to "fight", when you want to add Vacuum riders / Xeno animal man hunters etc?
#13
Outdated / Re: [A15] Mars (v2.1.1) Martian colony builder - now with air!
September 20, 2016, 02:16:04 AM
This may be interesting gameplay but game mechanics don't fit this, at least for now. Outside tasks are too common for this vision - warning alerts optimizing micromanagement but not removing it.
#14
Outdated / Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
September 19, 2016, 05:04:52 PM
Air system and Eva suits system need complete redesign, need new vision, for now it is annoying micromanagement.
#15
Ideas / Re: Your Cheapest Ideas
September 19, 2016, 02:11:19 PM
Ill copy my post from general forum:
What about adding cellar floor tile requring a lot of work to make and acting like a passive cooler acting now? And maybe like a passive heater too - in our lands (boreal forests) people often use special cellars as a "passive heaters" for winter to protect, for example, potatoes from freezing. Or these tiles may act as rooms inside mountain acting now - balancing temperature. For balance this cellar tiles can be very ugly and cause cabin fever very fast.
What about adding cellar floor tile requring a lot of work to make and acting like a passive cooler acting now? And maybe like a passive heater too - in our lands (boreal forests) people often use special cellars as a "passive heaters" for winter to protect, for example, potatoes from freezing. Or these tiles may act as rooms inside mountain acting now - balancing temperature. For balance this cellar tiles can be very ugly and cause cabin fever very fast.
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