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Messages - YoruOokami

#1
I haven't read the last 3 pages so I apologise if someone's mentioned this in detail before.
Predators seem a bit broken at the moment, the slightest injury leads to infection leads to death quickly. Predators always get injuries from their prey (Bites/scratches) and seem to always die, I'm barely 22 days into a colony and most of the predators on the map are dead to this already except the ones that steal from my food stock on occasion. I'd propose that predators that have the ability to get infections have them disabled, until(if) they are tamed by the colony or traders etc. Its not going to intrude on game-play, it would likely make predators an actual threat again which is a good thing.

Love all the new art by the way! finally getting a chance to see some of it, especially that chemfuel refinery is amazing looking.
#2
Small QoL feature suggestion, a button to remove all priorities in the work tab.

It would be useful when you're setting up all of your priorities in a new game by giving you a blank slate to work from, rather then a mess of auto-set priorities.
Could also include the ability for specific pawns priorities to be cleared (A button at the start/end of their line in the table?) which would help with pawns added mid-game or if you want to re-do one pawns priorities but not any others.

Thanks Tynan and the rest of the dev's for the awesome releases so far!
#3
A suggestion (Thanks for the answer to my last post by the way, Will do that)
Is there some way for the AI (Pathing?) of pawns to be altered, in a way that meant that they tended to try and avoid walking through rooms that other pawns were sleeping in- not a super strong, must avoid pathing, but a "If possible" kind of avoid, and even further/alternatively if there was a way to label a room as a pawns and other pawns wont go in there unless ordered to, or theres a danger inside it? (Such as a fire, or being order to hide in it/equip a weapon in it)

So for example, in a starter house with a barrack and the fastest route is to go through the barrack to get to the dining table, but theres another door a little further away. Currently the pawn will head through the barrack and annoy all the sleeping pawns at night to get a midnight snack. With this altered behaviour/pathing the pawn will instead take a couple extra steps and avoid annoying/waking up all of his fellow colonists. After all its only polite :)
#4
I'm having a few red errors when pawns have a tantrum, usually happens a few seconds after the notification. I have one mod (Numbers) in 1.0 latest version and the save is 1 version old.

Log:

Okay so the logs too big I think for the forum, How do I attach it is like a closable text box or a file?
I think the logs about the specific pawn having a tantrum starting 10 jobs in 10 ticks and it lists the jobs?, I'm not too good at reading the log- also it happened repeatedly throughout the entire tantrum, sometimes without letting me close the window for more then a second.
#5
I'd have to agree combining all meats together would be a good idea, though not in the same simplistic way others are saying of just meat, human flesh and insect meat.
Instead, I'd say that combining meat from rodents into rodent flesh, beast flesh (Warg, Wolf, Dog, Cat/Big cats etc) into one, Cattle flesh (Cows, Pigs, Muffalo etc) into one and Avian flesh (Chicken etc) into one is a better idea, I think that just having animal flesh is too simple and boring for a game like this but thats just my opinion.
(Thrumbo meat (Its own unique type, maybe with a unique texture?) could be a higher mood buff like +5 because its so hard and rare to get?)

Taking that further, you could attach different thoughts to eating each raw/cooked (Cattle flesh/Avian flesh giving a slight increase (+2), beast flesh being neutral (0) and rodent flesh giving a slight decrease (-2) to thoughts. Human flesh and Insect flesh could/would remain the same.

Hope that's of some use to you guys and girls on the dev team :)

(Editted to add something I just thought of after sending)
#6
Currently amazingly, seeing as the main server for phi has been down for 2-3 days.
#7
Stories / Dont you just love healers?
April 04, 2017, 09:49:38 AM
Seven colonists, Three with guns and good shooting skills and four hiding in the barrack, three being healers and the last one a non violent that just joined up and is probably going to become the monstergirls food in the dead of winter.

The three go out to the sandbags to face the four raiders, all four having personal shields and knives or clubs they all rush forwards and only one shield pops, first downed colonist is my best shot. Then my three healers and non violent rush in and pick up a club and shiv- the club being ripped out of the dead raiders hands and beat down the three remaining raiders, saving my gunners lives and probably the colony... Then they carry the wounded inside while bleeding to death and treat them while only having 14 hours to live if they keep bleeding... Dont you just love healers?
#8
Bugs / Spelling error on website (Possibly, Maybe not.)
January 26, 2017, 01:27:53 AM
I was just reading through the website because I had nothing much to do and I came across this

"Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season."
The word "These" in italics seems to be out of place, At first glance I thought it should of been "The" although I could and very possibly am wrong, I thought I may as well point it out. I'm not sure if I posted this in the right forum so if it requires moving, I'll repost it elsewhere.
#9
Quote from: creeper857 on January 18, 2017, 05:30:44 PM
Also a quick question:
What command and conquer game does red tiberium come from?

Fairly sure its visible in Tiberian sun in one of the (nod?) missions, Cabal's base has a field of it in Firestorm and in C&C4 I'm pretty sure you can see a few shards in the floating sonic rings.
#10
Damn, This sounds awesome! cant wait to use this, definitely installing for my next playthrough. Tiberium sun/C&C 3 were one half of the games I played in my childhood, so keep up the great work, Looking forward to seeing this done :)
#11
This should be pinned I reckon.
#12
Thanks notfood, Got some fuel cells now :D
#13
How do you get mats like FSX(or whatever it is) and Promethium? Trying to make the Incendiary launcher fuel cells and its really bugging me cause I love that weapon.
#14
In my most recent colony I had two of my colonists break up and so I guess to get back at the other one? the female got with the male's dad. Yes She got with his dad lol, I wasnt okay with this and since she happened to be the colony's doctor I got her to harvest all of his organs, locked him naked in a room, left him there for days until he began starving... and then set the room alight.

Another time my colony was on the brink of death and I had about 20 prisoners (they obviously didnt like us enough to join up) and then a huge pirate raid of about 40 people came in, so I stripped all the prisoners naked, and let them run off towards the pirates among the ice sheets. The pirates decided to flee after 10 or so died to prisoner fists. I captured all my prisoners that hadnt frozen or died to the gunfire and stripped them of their non-essential body parts and lined them all up in the prison. And promptly shot them all in the head. Lovely meat to keep the colony alive for a little longer.
#15
Outdated / Re: [A13] Genetic Engineering
May 12, 2016, 08:26:15 PM
I was mentioning the "Undying Loyalty" and the one for Genetic mates, I somehow have managed to forget the name of in a day since ive used this, In any case its something like a +90 mood buff (which is really nice for the supersoldiers, I dont want to imagine what would happen with one of those berserk in the middle of a colony lol)