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Messages - MrWiggles

#1
Ideas / Re: Birthdays!
August 13, 2015, 12:05:52 PM
It sounds great, but it would probably take a lot time per birthday to set it up.

Would birthday become its own job? So that way that hole in the wall can get patch while b-day prep happens and so that the plants dont rot in the fields?

What do you do when you get more then one bday inside the same month? Do you consolidate birthdays? Or do you do separate prep for each bday?

And since this is now going to be a joy activity, there should be personality traits associated with it. What do you with folks that dont like b-days?
#2
Ideas / Re: No atmosphere planet
August 03, 2015, 10:04:45 PM
Yea, basically to start the game you would need to be given space suits that can give heat and air water for days on end. And having those space suits given out freely, would really circumvent most of the challenges.

and they hve to given out freely, as no one can interact with your base without them.
#3
General Discussion / Re: Engine Used?
July 30, 2015, 08:44:27 PM
Quote from: Tynan on October 20, 2013, 04:21:45 PM
No, DF is coded from scratch. I don't think it even has sound.
It has background music, and just the one track. The opening cinematic also had sound.
#4
Ideas / Re: Tech booming, realism, pacing.
July 30, 2015, 08:39:24 PM
There isn't a need for incremental building knowledge, which is what most research system tries to abstract. There are already spaceships, and AI Cores and all that stuff. There no need, beyond an attempt at a linear progression, for there to be a technology gating.

What stopped the romans from making steam engines, wasn't the lack of knowledge (it was in part but not arguably the largest part), but lack of infrastructure.  They didnt have the tools or manufacturing capability to make the fine quality machined parts.

I would dash away with research, and just make it into industry chains that can build on each other.  Which is far simpler thing to say then to do. This also do away with pawns having knowledges, and passing knowledges to groups and tracking knowledges between groups, and transfer of knowledge between groups, and group knowledge being passed to pawns.

But the for the crashed survivors, its not lack of knowledge that prevents from making space ship, its lack of industry to make the space ship. You can still have still batteries and solar panels and automated turrets be possible from the start as well. The start up scenario would just need to include those parts for them.
#5
Ideas / Re: Tech booming, realism, pacing.
July 30, 2015, 07:14:53 PM
Quote from: DNK on July 30, 2015, 03:17:32 PM
I too would like a game with a far more in-depth tech tree and a longer tech tree with "eras" so to speak.

Also a game where investing in research was more complex than "have that one really smart guy do it in 1-2 days". Something that had to be managed because, as you progressed, it required a constant dedication of a significant portion of your colonists to progress.

...
Eras is just totally asinine. Even "old" colonies don't exceed a generation. Colonies in play don't really last (though I'm sure there some player out thta has), 50+ years.

You'd still be going exceedingly, stupidly fast.
#6
Ideas / Re: Player Raids
July 30, 2015, 05:25:23 AM
Quote from: VideoMakerGuy on July 21, 2015, 12:28:10 PM
Quote from: pigman999999999 on July 21, 2015, 10:15:20 AM
ahem gold do you mean *silver*/ curency a guese it just came out becase thats what it is in most games
No I meant gold because gold is very valuable but the idea works with silver as well.
Well, really. Gold or silver should be just worthless. There dozens or hundred of exploited planets, in this universe. There is no materiel resource that is scarce.
#7
Pawns don't know your intentions. They can only do what you literally tell them to do.
#8
Ideas / Re: Medical priorities
July 22, 2015, 12:57:56 AM
Triage isn't a bad idea. Though how it to be implemented is the question.  Why would crap doctor  be able to conduct triage?

And its also not just plopping in triage, it'd probably have to restructure the job system, which seems to be this based on distance and last in first out. I think.
#9
Ideas / Re: REALLY NEED MINIMAP!!!
July 20, 2015, 01:02:04 AM
I think they mean control groups.
#10
Ideas / Re: Door designations
July 20, 2015, 01:01:25 AM
There was a suggestion in the "cheap suggestion" thread about narcotic addition and using medicine for recreational purposes.  Being able to gate control doors could have lots of uses invent for them.

It could become quite a ui nightmare though, depending on how complex the rules for gating can get.
#11
Ideas / Re: REALLY NEED MINIMAP!!!
July 20, 2015, 12:47:53 AM
It really hard to answer how easy or hard it would be. This isn't because of lack of programming knowledge, because of how it can be internally structured could make this feature trivial or none trivial.

#12
Ideas / Re: Your Cheapest Ideas
July 20, 2015, 12:07:58 AM
The easier fix would be to remove the raw descriptor from human flesh.
#13
Ideas / Re: Your Cheapest Ideas
July 11, 2015, 04:16:38 AM
And event that stops/greatly reduces all corpse rotting, the brewing of beer and turns infection chance to zero. A cloud of special gas, that inhabits bacterial growth.

Its more of an attempt at a neutral event.
#14
Ideas / Re: Suggestions wanted: Animals!
July 09, 2015, 05:56:02 PM
Quote from: keylocke on July 08, 2015, 04:51:24 AM
Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?

you mean like how potatoes are infinite resources too? as long as you have an area to plant, light source, people, time, right temperature, etc.. potatoes (and some other plants) are practically "infinite" food sources too.  ;)
Not really...
With fishing, its just be a pawn sitting by any water source for some game time. Supposedly there would be a new skill or it would be related to a pre-established skill. And it'd be success rate, that may be tied with quantity.

Unlike potot'ing, which only works on some land, sometime of the year, or all the time with research and the object that requiries electricity.

Fishing, can be done the through the entire year. Even if the Dev adds pounds freezing over, ice fishing is a thing. So it wouldnt block fishing either. So then... the rule grows from "if there  tile of deep water it may be fished" to something much more complex and easily dips into "not trivial". Depending how complex you want the rules governing fish population to get. 
#15
Ideas / Re: Suggestions wanted: Animals!
July 07, 2015, 06:00:16 PM
Quote from: MarcTheMerc on July 07, 2015, 02:55:54 AM
Perhaps sentient was the wrong way to word it, :-[ more possesing higher sentience as in human levels of intelligence. ;D
Sapient then. A much smaller club.

Sentience is just being able to feel pain. Though it more generally means the ability to perceive your surrounding. Which is pretty much any animal.