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Messages - Billy Rueben

#1
I don't suppose you thought ahead and have a few guys with EMP grenades? Maybe even an EMP mortar?
#2
Ideas / Re: [UI] Trade window overhaul.
August 20, 2014, 04:12:09 PM
I'm just sick of slider bars in the trading screen period. I'm still waiting for "Click to insert amount" to appear.
#3
Bugs / Re: Colony Doomed.... Due to Poor FPS
August 17, 2014, 05:18:20 PM
Quote from: Lost Cause on August 17, 2014, 04:12:55 PM
Try using the base builder story teller. Not Randy Random or Cansandra.
I would, but I find the base builder story teller really boring.

Quote from: Lost Cause on August 17, 2014, 04:12:55 PM
This game has a lot of active content on the map at any one given time, and the longer a game lasts the bigger the problem gets X.x
You just need to take a slower story teller and be sure to clean up the messes.

Yeah, that's what I was afraid of.

Quote from: Bog on August 17, 2014, 05:07:53 PM
1. Play on a smallish map. The larger ones don't really add anything (in my opinion) and can cause a lot more lag late-game.

I'm playing on the default map size, which I'm pretty sure is on the smaller end of the scale.

Quote from: Bog on August 17, 2014, 05:07:53 PM
2. While in-game press the "~" button (to the left of the "1" button on standard PC keyboards) and see if there's a bug report. If it says something in yellow and that thing has a number on the left that's growing extremely fast then it could be a bug that's causing a lot of the lag.

No bugs that I've seen.

Quote from: _alphaBeta_ on August 17, 2014, 05:13:00 PM
I'd wipe out the pirate pawns with the debug tools (click them with destroy command) and see if the problem instantly improves. The pirate camp looks disorganized and awfully close to the mountain. Perhaps the path-finding is constantly trying to accomplish something grinding the game to a halt.

Could you let me know how to get to those?
#4
Bugs / Colony Doomed.... Due to Poor FPS
August 17, 2014, 03:16:19 PM
I don't want to put this in the "Bugs" section because I have no idea what is going on. I've got the biggest and longest lasting colony I've ever had, but I can't really play anymore due to the game's sudden poor performance.

All that I know happened was a group of pirates showed up to besiege me, and suddenly my game gets >1FPS. Anyone know of a good way to work around this?





#5
Alpha is alpha.

It's going to be buggy, and the developers (developer in this game) are (is) going to focus on feature additions, because the game your playing now isn't meant to be played "correctly", as it isn't complete yet.
#6
General Discussion / Can't Build Ship Reactor Indoors
August 16, 2014, 10:45:12 PM
I was disappointed to learn that you can no longer build a ship reactor beneath a roof. I thought the metal/power ratio made them horribly inefficient, but something to use your metal on, and a nice backup during the eclipses.
#7
Ideas / Re: Ai relationships and Breeding
August 16, 2014, 04:17:34 PM
Nine months for a a child to be born, at least six years for them to become a valuable worker. I've never had a colony last long enough.

I'd rather not see this become a thing.
#8
General Discussion / Re: Colony on starting screen
August 15, 2014, 08:39:40 PM
I thought that was the ship you crashed landed from.
#9
Bugs / [BUG] Prisoners Selected with Colonists.
August 13, 2014, 10:22:09 PM
It seems that if you have a colonist turned prisoner, when you click and drag a box to select multiple colonists, they still get selected as well.
#10
General Discussion / Re: Alpha 6 - live reports
August 13, 2014, 09:51:10 PM
Any chance you have a dead animal somewhere that doesn't have a proper dumping ground?
#11
Quote from: putsam on August 11, 2014, 01:35:47 PM
Quote from: ZanathKariashi on August 11, 2014, 01:07:34 PM
1. A minimum maximum setting for the Forever bill option. If the base stock-pile drops below the minimum, they'll start making it until the maximum at which point the bill suspends until needed again. This would cut down on some of the micromanagement involved until your colony is large enough to support a dedicated cook.
1. This is already in the game when you select config bill choose do until X times and set the X value

It isn't already in the game. Yes, the minimum setting is, but the maximum is not. Cooks will prepare meals every time the stockpile drops below X amount. It would be nice to be able to set a higher number that they will cook to, so that cooks don't rush back to the cooking table every time someone eats.
#12
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 05:11:51 PM
I'm up for it if you still have room.
#13
Ideas / Mortar Duty
July 29, 2014, 04:44:22 PM
It can be a real pain to manually assign colonists to mortars ,and then swap them out as they get tired and hungry. It would be cool to have an automated system in place that would:

A) Undraft colonists once their needs fell beneath a certain threshold.

or

B) Made mortar duty, (and perhaps future manned security buildings) a "job" that didn't require you to draft anybody, and could be another box that could be toggled in the overview screen.
#14
Ideas / Forbidden Doors and Crafts
July 19, 2014, 06:57:04 PM
It has always bugged me that when I want my colonists to stop making stone blocks, or metal from slag, that I have to go in and suspend the bill. It would be a lot faster and easier if I could just forbid the crafting tables and furnaces to keep the colonists from continuing their work.

It would also be convenient if doors could be forbidden. For example, during a siege by an enemy I can't yet handle, I evacuate all of my colonists in to my "safe fort" on the inside of the mountain. It would be great if I could forbid them from opening the doors in to the fort, rather than have them wander away and attempt to put out fires or haul something where they can be shot at.
#15
Ideas / Re: Prepared Meals Automation
July 19, 2014, 06:51:41 PM
I'd like to reopen this suggestion. I was ignorant of the "make until X" configuration of the bill before, but know that I am not, I'd still like for my original suggestion to be in the game.

Quote from: Billy Rueben on July 12, 2014, 02:29:16 PM
First, if there was some way to adjust the cooking table's bill to say:
I want at least X meals ready to go, so start preparing more once I fall below X meals.
I don't want there to be more than Y meals, so stop cooking once you reach Y meals.

The reason being that meals are eaten pretty often, and sometimes at different times. I like that I can set a minimum for my cook to hit, but I get annoyed that as soon as my cook hits that minimum, they stop, only to return to the stove a small time later. I'd still like to be able to say, "Make twenty simple meals, but only start making more again once the count falls below ten."