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Messages - bills6693

#1
It seems like herbal has been nerfed too much. 40% seems ridiculous, and normal down to 70% also seems too low. Plucking numbers from the air, 60% and 90% would seem more reasonable. A decent doctor in a good hospital should be successful with normal med in my mind, a good doctor should be able to be successful in a good hospital with herbal, and glitterworld should be for using when you've not got your doctor or not got anywhere suitable as a hospital
#2
Outdated / Re: [A16] Feed the Colonists
December 30, 2016, 12:28:05 PM
I'm going to assume he meant the old bulk meals mid that's not been updated for a few versions. You used to build a bigger (4 tile) cooker to be allowed 4 and 8 meal options but had to be more skilled for the bigger meal bills. Was a very good mod and this one seems to be doing a lot of the same.
#3
Ideas / Re: Hunting, Gathering, and Mining with Caravans
December 29, 2016, 09:21:27 AM
100% agree, this would be great. I wanted to do this to go get more metal as I was out on my starting, plains map. I went to the mountain and wanted an encounter map or something but the only thing I could do was found a whole new colony on this big map to get some metal.

Agreed that you should be able to get an encounter map, be limited in building options and just hunt and mine and scavenge. I don't want a new settlement which I may have to abandon, and has its own raids/drop pods/etc (although I think your little temporary map should be the chance to be attacked by wargs/raiders etc)
#4
Well, it needs to be balanced somehow. If it looked at your faction wealth, then each colony would be overrun since some of your defenses (colonists, wealth spent on turrets etc) are elsewhere. On the other hand, only looking at the individual settlement means they're a cakewalk - very low wealth because there's very little food, no silver, basically no buildings, only 2/3 colonists, no production facilities at all, no electricity. Basically nothing there - apart from 2/3 well skilled colonists with good weapons who murder incoming tiny raids.

On the other hand I guess they don't attack with much because of that low wealth - there's not really anything there to steal. They don't seem to raid (in my experience) when there's nobody there either, but maybe that's just been my luck.
#5
General Discussion / Re: Excess items
December 29, 2016, 06:13:24 AM
For excess cloth and leather I build armchairs. Dozens of armchairs. They use up 100 cloth/leather each. I have a very skilled building so they normally come out at a high quality, and then instead of 100 leather I have an armchair which I deconstruct and sell to the next trader who comes by or take it on a trade caravan to a nearby settlement.

But I still don't have a bionic colony yet - A few more hours and maybe even that won't be enough to hold back the tides of... stuff. I've currently built an outside stockpile to take all the steel, plasteel and bricks since they don't deteriorate  but I don't really want to build (or have room for) another storage room.
#6
Ideas / Re: Scenario edit mode
December 29, 2016, 06:03:42 AM
I do think there's some room for addition even just to the powers given in the scenario tool already. E.G.-

Stat changes could be selected who to apply to
Victory conditions changed/added
Possible faction relation changes (e.g. start hostile to all native tribes, start hostile to all other factions, start friendly with natives or whatever)
Map condition cycles - not just 'permanent toxic fallout' and instead something like 'toxic fallout' and then 'permanent / monthly / yearly / set interval'

Just a few ideas. This kind of thing would allow you to really use it to create a story, a setting and a new drive for the player. Imagine a nomad scenario where you're very good at taming and training, but poor at building, mining and growing crops, and your people are quite resistant to the weather (heat/cold), but other pawns don't get those buffs. A toxic cloud sweeps the planet, meaning every year there will be a toxic fallout event so you still have to be in a position to survive, probably killing some of your animals. And your goal is a great migration to some distant location, possibly to raid a very powerful pirate settlement there. The tools as they are now don't really give the full range I imagine they're very capable of.
#7
Quote from: Thane on December 28, 2016, 12:40:53 PM
Quote from: Grishnerf on December 28, 2016, 12:43:20 AM
should not be included cause it is too easy to abuse Caravans then.


think a better solution would be that they only gather outside of your homezone at least 10 tiles away.
so you safe the crops, but still dont know where exactly they will idle around.

Umm... We are talking about a spot for your caravans to idle. Not visiting caravans.

Although there is a mod that does that too, and I find super useful (because I don't want my high social skill pawn having to go miles to go to the trader)

https://ludeon.com/forums/index.php?topic=25579.0
#8
I did exactly this (main and a second, tiny 2 person mining colony). Soon hit by tribal raid, and it was only 3 tribals. Compared to my significant wealth main base which was under mechanoid attack etc. So seemed to me like it was just based on that colony wealth but don't know, maybe that was just due to 2 residents.
#9
Ideas / Re: Two tiers of construction
December 27, 2016, 01:57:04 AM
Quality Builder is perfect for this and yeah, should be in the base game.

Another one you may want to look at is 'hand me that brick'. It makes haulers take resources to constructions. This is super handy as anyone can haul and it means you only assign good builders to construction, thereby having the people who actually do the building just go along the wall/rooms really quick while everyone else is bringing the stuff to them. Also reduces the wastage from failed building attempts.
#10
Question - does the addition of various sized bionic limbs for animals reduce the frequency of human-bionics showing up with traders? Or is it in addition? Or do you use human prosthetic/bionic limbs used for animals?
#11
Ideas / Re: Allowed into multiple areas at the same time.
September 05, 2015, 01:50:06 PM
I agree wit the OP. I have to zone 'Indoors' and 'Colony' twice, once for animals and once for humans. I don't see why animals and humans can't be allowed the same areas. And its not 'just dragging a box', both of those areas are complex shapes with lots of random corners etc.

And as the OP says, it would be a lot better to be allowed to allow multiple areas simultaneously in a colonist. I don't see how that at all simplifies the game, it just eliminates busywork. If for example you didn't want most colonists to access the prison but you did want your wardens to, you could have the prison zone separate rather than have to drag one box for all of colony, on for colony+prison, one for indoors, one for indoors+prison etc. Just as an example. I personally don't use much complex zoning (Indoors, colony limits, and farm) but I still think this could be useful and would only serve to cut out pointless extra work for no added game play value.
#12
General Discussion / Re: Low resources notifications
September 03, 2015, 05:32:57 AM
Thirded. I wonder if they could be toggleable and configurable in the options menu, i.e. you can set what resources you want 'low' notifications of and at what levels. In this way you could give more options (e.g. people can get low notifications for other things like wood/metal etc) and the option to make it relevant to what you consider your needs.
#13
While you are working on it, is it possible to rework the UI by which you get resources. Currently if you want, say, 300 units of wood, you have to click the 'increase' button 300 times. Its fine for changing small stuff like weapons, clothes, medicine etc but for resources its ridiculous. I don't know if you could implement the UI similar to how trade works, i.e. the further you drag the faster it adds to your amount. Or make the button a toggle i.e. you hold down the mouse button and it keeps adding it.

Cheers though, this is my one and only essential mod (although the interface one is also great)
#14
Its actually the start for me. I hate the starting system, where you randomise your colonists but don't get to pick them. And they come out pretty awful, 90% of the time, and so you keep randomising them trying to fill your skill gaps with colonists that aren't neurotic depressives or refuse to do manual labour etc. Then when you finally get to a 'passable' starting group, you launch, the map is bad or you get some bad luck early on, and spend ages re-rolling again.

I recently found a mod called 'prepare carefully' which allows you to choose your colonists attributes and starting gear based on points, which was really useful. The points seemed quite balanced, and since once you start the game you have no control over who comes to join your colony/gets captured, you still have to roll with that 'random' nature of the game then. But I hate having some control over your starting colonists but only very little, and trying to roll a passable starting group for ages! I actually think the mod should be considered for inclusion on the base game, with a few changes I expect!