Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Norseman

#1
Hmm, I had a volcanic winter in my home cell, but it wasn't two cells across. Though that was a temporary one. I can't recall ever coming across a permanent one.

So the seasons are pretty much events and not just interpolated temperature levels with a season based event pool that the RNG draws from?
#2
Quote from: 5thHorseman on August 19, 2018, 07:29:28 PM
Huh. I always avoided sending caravans out during cold snaps for fear that they'd die of frostbite. You're telling me the next tile over it's warm and sunny?
I had a cold snap going on in my temperate forest biome and the animals have eaten all the scrubs, then I got a toxic fallout, so I decided to move base, sending half my people and 4/5ths two hexes away where I had jungle and 5c-35c degrees seasons and no cold snap. Saved a lot of animals from dying to put it that way, but it made it pretty clear that certain mechanics aren't regional.

Quote from: MarvinKosh on August 19, 2018, 07:56:14 PM
If game conditions are permanent then they affect all maps.

I've looked into making game conditions affect the temperature in world map tiles that aren't open maps, but not in a radius around a particular tile. Also, it needs more testing. :)

As for toxic fallout, that's not so easy to do. Honestly, I think caravans escaping a toxic fallout area would have to take a path through caves or something to avoid exposure.

So, there are mechanics in place to make most of these events global? what sort of permanent conditions are we talking about? I can't recall any.

And traveling is another topic, but temperature does affect how much food you find and speed of the caravan, so other events should affect them too. Though traveling through tunnels... nah, it would make more sense to travel from shelter to shelter and detox.
#3
Certain events like atomic winter, toxic fallout, heat waves and cold snaps are very local right now. I'd think it would make sense that such events impacted upon the region around the base.

In my current build, I got an atomic winter and toxic fallout, so I moved two hexes over to a jungle spot and sent my animals and farmers over there to get through it all. It felt a bit mechanically abusive, but at least I got to use the multiple colony system to keep my base alive.

Either way, I think it would be logical that nuclear winters, toxic fallout and other weather events happen beyond your local maps. Maybe even upgrade the world map with a weather forecast visual aid to give hints of what's going on. (though I guess that would mess up that "rain when half the map is on fire" script a bit, though local showers isn't that much of a handwave.)

The question is probably if it's too big to add to the beta, and if it's worthy of getting added. Personally I would be happy if there's just regional consistency, with or without visualization of weather patterns on the global map.
#4
Quote from: zizard on August 09, 2018, 04:22:17 PM
Quote from: Tass237 on August 09, 2018, 03:20:01 PM
Counterpoint, but unless you have Greedy, Jealous, or Ascetic colonists to worry about, why do the room assignments matter?

Because Greedy, Jelly, and Ascetic colonists do in fact exist.

And if you got a barracks, it usually gives debuffs you rather the more unstable of your colonists doesn't get. So there's a few good reasons why it would be useful to keep the rooms assigned when they are out.
#5
I'm wondering if there should be some function/memory to keep room assignments to various colonists when they're out in a caravan. Currently all rooms gets unoccupied the moment they leave, and when they come back they just pick whatever gets handed out to them when they look for a bed.

It's a little nitpicky, but I find it annoying to try and remember who had what room, and continuously emptying the barracks every time a caravan returns to the base.
#6
Ideas / Re: Your Cheapest Ideas
January 22, 2015, 07:34:36 PM
Hi, first post. See this is a popular thread so I figured I'd add my two cents so far:

- Add a suspend button on growing zones, so you can leave the zones around in winter without having the growers waste time trying to plant stuff that dies from frost.
- Some graphical feedback on the comms console when there are ships around? just a dot or a square color coded somehow would be useful for instant info about traders.
- If a neutral faction's soldier gets incapacitated by a third party and you try to save him, you'll currently become enemies with his faction, even if you release him afterwards. I'd probably suggest either have him leave the map give you a bonus and cease hostilities, or some rescue function for neutrals.