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Messages - Kharn

#1
Ideas / Re: Ideas for Different Storytellers
November 07, 2013, 10:52:09 PM
Warhammer 40k Death Worlds have given me some ideas.

Not sure if this is going to be implimented but different Tiles sets for Winter, Jungle, Desert, Volcanic, Eternal Night, Alien crystal.

You can keep the ecosystems simple but each would bring its own flair.

Winter world - Colonist freeze outside faster, (can research winter gear to help but not negate).  Food is scarce,  animals few.  Blizzards prevent going outside.  Small grow cycle.  Longer nights.

Desert world - Basically same as winter world but opposite with heat and day length.  But far less food available.

Jungle world - Colonist can be poisoned by animals, (can research local medicine).  Food is abundant but all will try to kill your colonist.  Weather strikes more violently.  Higher risk of large animal spawns.

Volcanic world - Barren, lava flows, heat, dragons you get the picture :P 

Eternal night - can't use solar power.

Alien Crystal World - anything and everything is possible!
#2
Ideas / Re: Suggestion and Discussion Megathread
November 07, 2013, 10:39:48 PM
Couple storytelling ideas came up while rewatching Firefly/Serenity again.


Risk Reward Scenarios:

Refugees land seeking shetler from the Government.  Some can be wounded and needing medical treatment/care.  There would be a risk in helping them, but also a reward for successfully doing so.  A detective could come by and want access to your base/colony.  Are you going to give them up for a quick reward? Or hold out for a much better one at the risk of having the Government call in reinformence to take you down.  You could vary up the amount of refugees coming and how wanted they are for degrees of difficulty.


Crazy Colonists:

If the end game is to escape the planet you could have one or more colonist working against you as spies or as people who get into disagreements with other colonist.  Cause some to steal important items from the ship; like the navigation computer, or exotic fuel.  Or even the Ship itself before you go!


Zombies, always with the Zombies!

Have too many graves?  Is it a full eclipse?  Is it a Thunderstorm?  Zombies!!  Hard to kill slow moving, brain eating Zombies.


And of course all the usually stuff people have mentioned.  Like other colony factions, spies, virus outbreak, cabin fever madness, no hope all is lost colonist, thief.

Also be nice if the Raiders would attack other targets that would have to be placed outside/away from the base.  Also, if spome Raiders would a alternative route into your base while other Raiders protect their mining. Not sure how easy that would be to impliment but i would think it would help a lot to protect against exploitation.
#3
1 - Dig grave
2 - Bury Body
3 - Plant Blasting Charge
4 - Detonate
5 - Repeat Step 2
#4
Bugs / Colonist Not Cleaning any rock rubble
November 06, 2013, 07:10:28 PM
For some reason now, I can't get my Colonist to clean up after mining.  I can't even click on the rock rubble to prioritize clean up anymore.   I've tried to set everyone to clean only and they just mill around with a idle colonist message. 

Just tried to make a new game and have them mine them clean the rubble.  No luck :(

#5
Bugs / Re: Colonists path through debris?
November 06, 2013, 07:03:06 PM
Ya, its the same problem that would happened in Prison Architect as well.  The AI chooses the shortest path without considering the terrain thats faster.   The AI will go around the sandbags unless its quicker to go through.