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Messages - Poko

#1
Is there some easy way from the start to see if this mod is working with other mods?  I've read the threads here saying that, if you get the load order right, it can work with the prisoners mod and cybernetics, but i'm not sure if I got the order right.
Thanks!
#2
Huge fan of the mod, thank you! 

I re-downloaded it yesterday, and, while I think the resource costs for some things needed to go up, you might have gone too far.  Bionic limbs and things are 30-50 synthread, which is 100 cloth each now, for 3000-5000 cloth per bionic limb.  Same thing with nano weapons, and nano-thread is incredibly slow to farm. 
#3
Quote from: Kais23 on July 24, 2014, 01:04:45 AM
Ok, gonna sound like a total noob with this, but I can't figure out how to get rid of a buzzant hill. I have tried right clicking while having a colonist selected, tried drafting them, tried all the various order commands, and got nothing. Only time it got damaged was when one of my colonists missed the and and hit it. What am I doing wrong?
If you have only one colonist selected at a time, you can click the "Fire" button (or F key) and then click on the hill thing to have them shoot at it repeatedly.  There
s no way to right-click fire on it like usual.
#4
Amazing mod, thank you! 

Just to report it as well, I've also had this bug, and it happens with non-autosaves as well as autosaves :(
Quote from: Spare74 on July 17, 2014, 06:03:36 AM
I've had this bug : http://goo.gl/YHPaVg
It happens some time when I load an autosave, I just need to load an older one.
#5
Ideas / Re: Your Cheapest Ideas
February 03, 2014, 01:11:44 PM
"Alien Artifact" discoveries when mining rock.  Cheapest Ideas version will probably be a weapon with some kind of cool stats (BFG 9000 please!).  Add on a raider attack to steal the gun maybe. 
More expensive version would be a building blueprint or cryogenically frozen alien that joins your colony.

An event like the one that drives all the squirrels mad, but that drives the Muffalos mad.  (Please allow turrets to fire at Muffalo first though)
#6
Ideas / New Player Impressions / Suggestions
February 03, 2014, 10:00:40 AM
I downloaded the new pre-alpha version on Friday and then spent the majority of the weekend playing, I wanted to say how impressed I am with how bug-free the game is for such an early state, and how much fun it is.  Great work so far, I can't wait to see what comes out next!

Things that are particularly awesome:
-The early game, where you need to carefully balance food gathering and base building
-Raids / base defense - at least until blasting charges show up, they just make it easy-mode. But, until then (and even after that if I avoid exploiting it), base defense is engaging, fun, and nerve-wracking. It's way too early for it, but, for the final version, can you include an ironman mode that doesn't allow reloads?
-The ability to fine-tune the priorities of each person, it's really cool. An added feature might be some kind of temporary command where it puts the priority on a certain thing to 1 for all colonists for a day, then reset to normal (say you need to get something built in a hurry, or there's a food crisis).

My main area of criticism is not related to gameplay at all, it's story-based, and is relatively minor.  The 3 people land stranded on a rim world, and then, in under a day, can have built a solar panel array and an interplanetary communication device.  The next non-slaver ship that passes by they can hitch a ride on and 'game over'. The idea that these 3 castaways can build all of the amazing tech that they do is a little strange anyway. 

I originally had a long list of suggestions, but here are my primary 2:

Expand weapons to include tools, and allow the colonists to create tools (and weapons?) and equip them in place of weapons.  If you've played the iPad game Rebuild, I'm thinking something along those lines, where someone can carry a pick and get +2 to mining instead of (in addition to? a pistol.  Or a shovel and get +2 to planting. This might be very easy to implement, but it would also be nice to have them, once recruited for defense, run to an equipment rack and get a weapon.

At some point in the game, have Raiders construct their own base, and allow the player to conduct raids on it / destroy it. 

Anyway, thanks for the amazing game, I'm looking forward to more content in future releases.