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Messages - zambasshik

#1
Right now in my 15 year colony i have 4 attack bears. The only reason i have them is because i want something to sink money into. But i do use them. My map is set up so that some sappers can mine into my mountain before im in position behind them to engage. So i use them in my halls to engage those that mine in. Amd even that they take a lot of damage. And i cant even set up shooters down the hall because of friendly fire. Im finding similar issues when they are on raids. I cant use them because my own people will hit them. So they are just glorified pack animals.

I think if they could get sheild belts it would help tremendously allowing them to close in unharmed and stay engaged my shooters fire around them as well. And some way to deal with missing body parts, once an old war animal gets too injured hes no longer combat effective and usually bonded so slaughter is a no go.

On a side note, id love to see raiders use attack animals... just my 2 cents though.
#2
Recruit everyone. Literrally everyone you have a reasonable expectation to survive the injuries sustained in combat. Then once they are recuited you have to treat them like a colonist you want to keep around. Thats not to say give the useless ones power armor, but dont use them as meat sheilds either
#3
Click on the pawn, character - or where ever the 'i' is. Under that list of stats is both leather and meat amount. This is found on all animals too
#4
General Discussion / Re: Hunger speed?
August 22, 2017, 09:05:47 PM
Look under the needs tab. Hover over the food bar. That number is either the per day or twice per day. Cross that with whatever nutrition value of the food they eat and viola.

Also diseases and injuries affect this number. So a denture will cause the person to eat 30%? More food and same with a destroyed stomache and gut worms
#5
Ideas / Re: New Meal System
July 14, 2017, 12:00:36 PM
I was thinking it stacked to 75 like everything else. Because even for a long supply of them, a couple hundred wouldnt take up much space and would last the average sized colony a long time. Now if you get to the point where your turning out lavish meals like theres no tomorrow, well i think storage of large quantities of spices Should be a burden for balance
#6
Ideas / Re: Muffelo Carrying Cap Increase & feeding
July 14, 2017, 09:49:42 AM
I believe thats already implemented. At least the animals grazing as they go, it even take the current tile biome into account
#7
Ideas / Re: New Meal System
July 14, 2017, 09:46:11 AM
I didnt avtually think about the impact of the early game. Unless the debuff for bland food has a threshold similar to cabin fever. So every 4 or so days of eating bland food you get -1 up to -3. Because itll be like eating a baked potato with nothing else. The first time isnt so bad, maybe even enjoyable. By day two or three though it might take real effort to finish it. By day 4 or 5 youd probably do down right cranky for it.

Though it would be humorous for a food binge to trigger off of it!!
#8
Ideas / New Meal System
July 14, 2017, 08:09:58 AM
Ive been entertaining the idea of growing spices as a concept and game mechanic. This is how i think it should work.

First, spices would be hard to grow and take a long time but not as long as devil strand.

Then an overhaul of the meal system to take into account two quality factors instead of one. Simple to complex AND bland to lavish. Simple and complex would only take into type of actual food used to prepare the meal ie having a veggie and meat. But then spices and cooking skill come in to make a bland, fine, or lavish meal.

So the base no cooking skill cook would be making simple bland meals, and they would probably have a mood debuff like -3 for eating them.  Then as the cooking skill goes up and ones acquisition of spices they could start making tastier meals which i would probably cap at 12 cooking skill for a complex lavish meal giving a +6 mood boost. Then all the other combos would fall somewhere between those.

What are your thoughts?
#9
General Discussion / Re: Mortars: any good?
July 11, 2017, 11:58:35 AM
Something that needs to be kept in mind. Motors are a no risk weapon. Ill gladly spend the resources on mortor shells to kill ships if it means i dont lose some of my best people to 4+ centipedes. That said, i think one more slight* buff is necessary. Either another straight accuracy buff, or my personal favorite, the sustained fire buff. When shooting a ship whose targets include a hit box of around a 15x15 area, and still missing 6 or more shots in a row sucks. That said also keep in mind that buffs like this will also affect seigers. So! If it were my game, i would buff two things: sustained fire accuracy of mortors and seiges to make disrupting them with rifles a lot harder. Perhaps have them not onle build their sandbags defenses, but send a few men as a van against your people; that way as you approach, your forced to kill a few men before even stopping the actual people building and firing the mortars
#10
General Discussion / Re: Crafting QoL
December 03, 2016, 12:47:40 AM
But I would prefer to sell shoddy stuff. Money is money.
#11
General Discussion / Re: Psychopaths
December 03, 2016, 12:46:00 AM
Quote from: Spdskatr on December 02, 2016, 06:19:44 PM
Quote from: Spdskatr on December 02, 2016, 06:00:34 AM
Words from his blog(about level 2 programming): The problem with level 2, though is that it works on abstract, mechanical-level analysis of systems, which doesn't relate directly to what players actually want from their games: emotions. People working at level 2 can end up 'balancing out the fun' of a great goofy design (happened during the dev of Magicka; they fixed it), or complexifying a game until it's so deep that it becomes intimidating and drives players away, or working endlessly on details that players just don't care about, or ignoring easy wins because they depend on mechanically-irrelevant pushing of emotional buttons.
This was my main point. Get it? Some people don't care about accuracy of language over having a damn fun time. There really isn't any point to changing the word, because more people would relate to the word "psychopath" than "sociopath", i.e. 3yo kids like me :P

Some of Frued's Theories have been completely debunked. Mostly his development stuff. Besides that, his theories focused a lot about sex (id, ego, superego); some of that has had evidence not strongly correlating with what he said. As for the rest of his, he blames a lot problems on parenting. This was important at the time and some of it is still used, but has been heavily modified as more longitudinal studies have been conducted examining the relationship between nature and nurture (genes vs. environment) that show that a lot of what he attributed to "bad parenting" just wasn't the case. Also psychotherapy as a whole is still largely utilized but again, over the years it has changed dramatically.
#12
General Discussion / Crafting QoL
December 02, 2016, 01:42:50 PM
I want the option for crafting bills to include the option of taking quality into account. For instance, when I say make 5 pants, I want really want 5 pants of normal or better quality and above 60% HP. I am not saying manipulating the outcome, but merely what is considered in the count. So if my tailor makes a poor quality pants it will not count it, but it will still be made.
#13
General Discussion / Re: Psychopaths
December 02, 2016, 01:39:52 PM
I am a student, I am also a psychologist licensed to preform therapy in the state of PA.

I understand why it wont be changed, I didn't think about appeal levels, psychology has a lot of problems with stigmas and pop culture miss-using and miss-understanding what we do and learn about.

For instance, Webster is not a good source for psych definitions, use the DSM5 for that. And neither is Psychology Today. The magazine is written by people with far less expertise than should be accepted; mostly journalism with psych minors intended for people who know nothing about psychology and still think Freud is largely accepted.

The difference between the two is as I stated; though the point about violence is true, not all psychopaths/sociopaths are violent. The definitions are NOT interchangeable will likely not be changed (at least not between eachother).
#14
Support / Can't Post
December 02, 2016, 02:30:44 AM
When the verification asks "you cool a room with air ___" whats the answer? its not "conditioning"
#15
General Discussion / Psychopaths
December 02, 2016, 02:28:41 AM
This game has no psychopaths. What!? I know, I know. The trait, it says "psychopath." The trait is wrong.

First some back story. I am currently a grad student for my Ph.D. in Clinical Psychology and already have my B.S. and Masters.

Simply replace every word "psychopath" with "sociopath" and all will be good. What's the difference you ask? Two men.

One walks into a bank, shoots 2 people, robs it, holds some other hostage, eats one, so and so forth. He is incapable of assimilating into society. They are always the black sheep and stick out as weird.

The second one is all those stories of serial killers and cannibals who live next door to you for years and you never knew. A sociopath is capable of assimilating flawlessly* into society so as not to be noticeable. They're actions are equally horrible and disjointed.

A "real" psychopath in this game, would do nothing but kill people. They would almost never work, haul, clean, hell even agree to join short of trying to trick you to get a nice shiny assault rifle to kill you with.