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Messages - glob

#1
Ideas / Revolutions
October 15, 2021, 02:56:33 AM
Why won't we have revolutions against royalty, as an event? Pawns revolt against their own royalty, player can choose which fraction they support - royalty or peasants, the other fraction turns rad and becomes an enemy, maybe with simultaneous external intervention of pirates or empire to add some challenge. When half of the enemy fration is defeated the rest turns into prisoners and can be either hanged as an entertainment (bonus to mood of everyone similar like party) or reeducated to serve the cause of the proletarian revolution (takes a lot of time but saves valuable pawns, though their abilities are randomly reduced).

Revolutions can be triggered by... something, no idea yet, but it shouldn't be easily avoidable with good food and things like that. The danger of discontent among lower classes should be permanent. The more pawns the faster growth of discontent, to the point that after some limit large colonies become ungovernable.
#2
It seems like in the latest versions of the game the raids which won't happen because colony has good relations with a faction are replaced with mechanoid raids. I think in earlier versions there were more pirate raids instead. Can anyone confirm this? I think having so many mechanid raids is quite boring.
#3
I wouldn't accept gay pawns
#4
Ideas / Re: Gourmand seems unneccarily bad
September 09, 2018, 03:39:52 AM
Quote from: StormGunner on September 08, 2018, 10:08:59 AM

As mentioned earlier, you are confusing gourmand and gourmet. Gourmand means glutton.

Then why not call this trait "glutton"? Gourmand is a French loanword, and it is loaned not just in ENglish but in other languages too. In French it's primary meaning is the one who loves good food and enjoys eating as a pleasure. I believe for most people in the word this word means exactly this, not "the piggy who overeats".

I believe this trait was supposed to imitate exactly the French meaning.
#5
Ideas / Re: Gourmand seems unneccarily bad
September 01, 2018, 04:55:56 AM
I think its' current state is undesired behaviour and it will be fixed. I'd propose remove starving, make them eat 2x of normal, always eat the most expensive meal even if it is forbidden, except the Packaged survival one. Leave binges as they are. Leave bonus to cooking as it is. This would make this trait neutral or slightly bad in early game and leaning to good in late game.
#6
General Discussion / Re: Mechanoid Rant
September 01, 2018, 02:56:11 AM
Most of the recipes in this thread won't work when there are about 100 and more mechs. Against ships a salvo of 12-14 mortars with emp with target points scattered round the ship works. Agains normal raids there's no defence at all.
#7
Ideas / Slaves
January 30, 2018, 08:34:57 AM
I have an idea - use captured pawns as actual slaves

- initial requitment: the fourth option "enslave by force", has much higher chance of success than standard recruitment option
- once a pawn turned into a slave it cannot be unslaved back
- can perform only low-skill jobs such as agriculture, cleaning, hauling, treecutting etc
- can be sold without mood penalty but for low price
- can be killed without mood penalty
- cannot use arms except when rebelling
- -10 mood debuff to all the non-slave pawns if any slave lives in good condition. So either slaves have mood debuff for living in ugly environments or non-slaves.
- besides standard mental breaks can mutiny and do group escapes
- mutiny: works similary to deceases. Discontent starts at 0%, is always hidden, grows with the time and then suddenly all the slaves run to weapons and become hostile. Non-slave pawns staying outside home area, good physical conditions of slaves and maybe some other parameters increase the chance of mutiny
- cannot marry non-slave pawns
- can be assigned to a non-slave "master"
- follows the master and doessome auxiliary work - hauls animal corpses when the master is hunting, hauls food when the master is cutting plants etc
- master is responsible for his slave and gets mood debuff when his slave does something wrong (gets a socially dangerous mental break and things like this)
- harvesting internal organs of a slave incurs the same debuff as of a non-slave
- slaves can defend themselves (with bare hands) when attacked by hostile mobs
#8
I prefer boreal forest, with real winter and balanced winter/summer temperature. -20/+20 is the ideal. The only thing I don't like is the winter penalty on movement of caravans. Also it is impossible to grow devilstrand till the endgame, it would be much better to have them at 70-75% on 5th septober. The rainier the better, at least 1000mm, but >1500 is better.
#9
General Discussion / Re: Largest map size lag?
January 14, 2018, 05:12:45 AM
I always choose third largest map on my box - i7 i4700MQ, 8G RAM, GeForce 730M, SSD, Linux. It starts lagging only when raids start to appear in numbers more than about 150 units. It is especially bad with mechanoids, but still more or less playable. I believe the number of mobs on themap adds more to the lag than map size, at least in late game.
#10
likely mechanoids and infestation
#11
Buy these shock lances and use them when you need to capture a pawn alive. It is especially useful in the late game - after the raid gives up and starts running hit as many pirates with bionics with shock lances, capture them, extract bionics and let the captives go. A lance costs three times cheaper than a bionic anyway when you buy it from trader. try to buy as many lances as possible before the pirates start to appear with bionics.
#12
Ideas / Re: Sapper AI is broken right now
January 05, 2018, 03:43:13 AM
yep, once you hit one with an Insanity lance and have a few mortsrs they are toast
#13
In the endgame raids with relationships and "Refugee Chased" event with relative hapen quite often. Don'tknow why - either because raids are that big or just because the pool of pirates gets exhausted by deaths in previous raids.
#14
Quote from: Ser Kitteh on January 02, 2018, 07:58:25 AM
Raids should be more difficult not by throwing more enemies but by being smarter.

Examples:
1. Raids can be both head on assaults but also sapping from different points.
2. Raiders should have good weapons, good armor and maybe the odd bionic.
3. Raids can come in quick succession rather than one large mega raid.
4. Raids can come through multiple directions.
5. Raids should have orbital weapons (questionable in how this can be applied fairly)

At some point the game stops due to lag death and rather than fun and challenging fights.

1 would work only if they would sap through the thick stone, not as they do now when they choose the thinnest part.  And anyway this would just force me making all outside walls thicker, even those in stone.
2 is already a reality in high-level raids. I buy Psychic shock lances for the raiders with bionics, to capture them alive, harvest bionics and let them go. Sometimes I burn 3-4 lances per raid when I have enough of them.
3 is also reality, sort of. There are raiders in full power armor and with decent charge and sniper rifles. Also there's about 10-20 raiders per raid with doomsday and triple rocket launchers. So everything degrades to  "open a door with a melee pawn, let the ranged pawns who stay behind shoot once or twice from their charged rifles, then close the door before a shot from doomsday launcher, repeat with another door" when if I'm not able to stop the raid just by making one unit insane with a Psychic insanity lance, then pounding them with mortars while they stand confused.
4 would be a bit harder than it is now but not much, as raids tend to split between the sides of the base anyway
5 I'm afraid this would make the game unplayable

Unfortunatelly it is not easy to find a way to balance such stuff. It is obvious that if the number of mobs would be reduced they should get some powers to compenste the lost numbers. But these powers should give the colony a chance to defend against them.



#15
Quote from: Songleaves on January 01, 2018, 10:52:58 PM
Well the game is sort of "supposed" to end with you escaping the planet, and isn't really designed for infinite, qualitatively different ramp-ups in difficulty. Something else could be added to make it more difficult, but what happens when you become strong enough to deal with that also?
It's not even a about the difficulty, it's about overloading colony with too many resources due to the sheer numbers of mobs in raids. In my opinion cleanup of any raid should be manageable in one day and should be converted in a sane amount of resources.
Also maybe add some superproject which would require, say, 100000 steel, 300000 silver and 30000 plasteel to complete and signifficant amount of the same resources for maintenance. We need something to burn the resources without ending the game. It's not a replacement of the soluton of the problem with numbers in raids, but just a way to make endgame more interesting.