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Messages - Sacarathe

#1
Outdated / Re: [A11c] Hedgehogs!
September 15, 2015, 08:18:49 AM
Do these animals breed?
#2
[delete]
#3
Afraid I have no idea what tool this is referring to.
#4
This is most excellent information, and not more than I was after.

QuoteRemember that you can always hover your mouse over the "Remaining Points" value to see how the points break down between characters.

This was not clear to me. I was about to suggest it (then I checked in game before posting :D).

Perhaps you could put in the OP a note about that (or perhaps update a screenshot to include it visible.)

And perhaps include a list of ranges (in the op) of colonist point values relative to ability though it seems to me fairly clear with knowledge of that tool tip that and ideal character will be worth 3k, though I just took the 3 starting chars and got 2.8k, 2.1k, & 2.8k .

#5
Does that mean you know for sure that the same spot will generate the exact same map layout? Or is it the climate circumstances you wished to recreate? I am interested in this too.
#6
Creative Rewards / Re: Creative Rewards Guidelines
March 08, 2015, 07:50:30 AM
And how to passions figure into this?
#7
I just installed the mod EdB Prepare Carefully - first mod i've tried and I see there is a list of all the Childhood/Adulthood backstories. I am a merc tier backer (kickstarter) and have yet to do it so far. So as to carefully avoid copying an existing Childhood/Adulthood skill offsets, is there a list elsewhere and more easily structured?

I see there are some duplicates in name, frankly that is perfectly fine with me, but duplicates in skill offset i'd like to avoid.

I didnt mean to hold off for so long, but now I get to see the last 4 skills in action.

I know we cant create traits but if we could I would love to have a negative trait: "excessive (compulsive) compassion" - certain types of problems affecting other colonists affect this person by reducing his/her movement speed. Perhaps something like -0.2% movement speed for every negative thought of every person, cumulatively, within 7 squares (not through walls). So if he was in the room with two people affect by -50 each, he would loose 20% of his movement speed.

EDIT: I dont really mind if I have the same story names as others though.



Character Draft:
A character who wants to help everyone but is woefully flawed when it comes to physical protection of things, self and others.

Childhood: Victim of Disease X
After spending much of their childhood incapacitated and in medi-care facilities, suffering *from X*, they developed a penchant for growing plants and observing doctors with breakfast in bed.

Adulthood: Messiah Complex
In their late teens a dying intergalactic faith healer cured their incapacitation and they set out on a path to help others. Unfortunately their withered anatomy prohibits rendering assistance.



Childhood:.Adulthood:..Skill Totals:
+1 Social+1 ConstructionConstruction4
+1 Shooting+6 MedicineGrowing7*
-3 Melee+2 SocialResearch0
+3 Growing+1 GrowingMining-
+1 Crafting-3 ResearchShooting4
+1 MedicinePassion for Medicine.Melee0
Passion for artIncapable:Social6
Passion for growingFirefightingCooking3**
Burning passion for cookingMining (-3)Medicine10*
Plant cuttingArtistic3*
HaulingCrafting4

Bugh, enough tables, the incapable of plant cutting is from childhood.


#8
Hi, I am new to mods, I like the simplicity of addition to the vanilla game of your mods, however I am very for maintaining balance. I have noticed that the points system (a good idea) is an amalgam of the characters,  and gear. I have searched this thread for 'points' and found surprisingly little. I wonder, at what point is it to be considered cheating by going over the set point level you have chosen? (I realise you have tailored the points system).

I find the random characters buttons can generate three characters with the points at -1400 without even altering anything, and as such I wonder why it was not tuned to a number 10% higher than you have actually done it.

I normally play on rough or below (for experience reasons, not difficulty - I didnt back this for an RTS :)).

Simply put, what is a hard OP number to consider the starting colony beyond intended for the vanilla game, 16500? For the purposes of this question I am only tweaking the colonists themselves, excluding their starting gear/health and the group starting gear.

And for custom game creation (where starting balance would be irrelevant) I simply love the add colonist button.

Cant wait to do a game with 10 identical (same backstory) characters with minimal identical skills. I've already noted your points system allows for several new characters within your limits as long as the existing doods are weakened.
#9
Ideas / Re: So my best game so far was in RNG
March 08, 2015, 06:19:30 AM
Hmm, took a gander into mods for the first time and found one that offered a random start - EdB Scenarios. :/

#10
Ideas / So my best game so far was in RNG
March 08, 2015, 05:35:36 AM
I played this a lot autumn 2013, but not at all during 2014.

Over the last 3 weeks I have played numerous games on challenge and rough and had little fun, though I found jungle rather easy (other than the powerful tortoise) and greenhouses in boreal forest so ugly.

I despaired playing the game more because it felt rigged to play on tropical jungle despite being only on 60% or 100% - and headbangingly unnecessary to play on the two northern biomes.

In my most recent game I used a D6 (avg10rolls) to choose the biome, then split the world laterally into 6 for the climate, left rainfall up to me, picked the world size by D8, and used a D3 (roll 6) to choose how many colonists I could randomise (my logic was randomise, as many times as I like, but only for whichever 1/2/3 of the given).

I also RNG'd the starting month into a may/june start.

This game turned out great, I played on cass basebuilder. All hail tinfoil hats and stasis pods over the winter!.

It's amazing how much work doesnt get done in this game but I really think the game should have some kind of voluntary RNG interface on the new colony screen.

Not a compulsory RNG, but a simple D1 to D12 dice roller in the sidebar as we do the new colony set up.


I landed in the temperate forest i think (2 above jungle) with warm summers and cold winters.

Next game I will play on casual.
#11
I tried releasing a prisoner and it had no instant effect, how long should I wait before presuming failure?
#12
Thanks, I think the guy may not have made it off the map.
#13
I did try releasing someone, but I didnt notice a change in their standing. Anyone know if its a flat standing reduction per prisoner, whether it is variable, and whether the health of the prisoner has an affect?
#14
The guys I dialed up wouldnt speak to me, not played the game since just past the kickstarter, I am guessing I need more social or is there more to it than that?

#15
Bugs / [0.3.408] prisoner escaping broken save.
April 11, 2014, 05:47:09 PM
http://imgur.com/twWAWAQ

File Attached.

Also when I was playing it wasnt made clear that no hoppers = starve to death.

[attachment deleted by admin: too old]