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Messages - murhe

#1
We ate our nutrient paste and we were happy if we got any. Those metal beds and tables were luxuries. And we got some decorative corpes as we were ruled by fear. Old happy memories from penalty colonies.
#2
And its great fun to see how the game is developing.

I wonder if we could get library where we could download older versions. I have tried to keep a version of each major updates, but missed few first and ofcourse all there were before I found the game.

Do you remember when:
-There were only metal to build?
-When we had no kitchen's? Only food processor.
-When we had no mechanoids or hit locations? Just hp.
-When we used remote explosives to kill lot of bandits?
-When storages weren't piles?
- When there were no exit from planet?
#3
General Discussion / Re: Multiplayer - how?
January 05, 2015, 09:05:28 PM
Not very interested about multiplayer game, but if...

I would like  to see huge map where few players simultaniously drop in (from same broken ship) with 1-3 (according choice when creating a game) characters each. After that, it would be up to them what to do: start a war, build huge colonny or build separate colonies.
- Resources like energy generators, workbench's, storage/dumping piles and fields would have option to share it with another player. If generator produce excess power it would be routed to another if there is power line (if several players then output is shared between them). Both colonies would collect from shared field to nearest shared or own pile according priority (favoring owned when same priority). Hungry person would go nearest place to snack.
- You could steal from another player, but that would be considered as stealing. Player could answer by changing hostility level when provoked, not otherwise unless agreeed otherwise when game is created. Friendly (characters help each other like own colony members by taking them medical beds and healing), neutral, hostile (they consider eachother with enemies and start fighting, turrets fire them etc).
- Difficulty level would be higher as there more players, still diffrent levels.
#4
Does permanent wounds reduce selling price of your prisoners? You could capture unproductive colonist and sell him when next slave ship arrives. I hope we get surgeries and cybernetic prosthesis available in next update. Meantime someone could mod surgery table for us.
#5
General Discussion / Re: Ship building
July 13, 2014, 01:28:30 AM
You need just one engine. If you click your computer core it will tell if you are able to take off.

I just finished a game by flying away and that was great! I played with Randy and I didn't got huge mobs. I actually got ancient space ship part twice in my map.  Because I never got good weaponry, I had to deal mechanoids with the very same Lee-Enfield I got very begining (yep, it took a while). It was hilarious that mechanoids killed lot of visitors and travellers and left lot of stuff for me.

That ship itself is pretty nasty when it is left for long time, but I really loved it.
#6
General Discussion / Re: Prisoners?
July 11, 2014, 06:24:57 PM
I try to get one member with skill level of 6, but thats not very important according my experiences.

It is tolerable to start new colony with social skill level as low as 3, because you can count on recruiting more skillfull characters or your skill raises up. You just need to feed prisoners longer and get help later.

It also seems they now get morale penalty for being too long inside. I suppose it might affect your colonist too if you seal exits and stay inside all the time.
#7
I give them best weapons and put in frontline. It doesn't hurt much to loose noble as trained professional.
#8
General Discussion / Re: Prisoners?
July 10, 2014, 06:44:16 PM
Recruiting prisoners should not be that difficult. You can cheer them up with same things your colonist like to have. Make sure they have decent sized clean cell, bed, table and bench, cooked meals. Single cells are bit luxurous for my tastes, but if I have extra rooms without colonists I may use them as cells.

To me ex-members have been most difficult prisoners as worries that made  them leave still linger plus they are now upset about captivity. Once I had to beat down one guy several times as he went berserk all the time. He tried to left my colony twice and finally he was found to be traitor. He didn't survive the beating that time.

#9
We need more ways to interact. I mean being able to talk to them (random positive, neutral or negative result to relationships affected by skill level), sending gifts of food (just few meals to huge loads), iron, weapons etc, not just silver. What those tribals do with all the silver anyway? These items should be collected by travellers. I suppose you should have special stockpile for gifts and/or trading (options for both aswell whom they are meant for with everyone setting). As player's characters won't travel much, visitors could bring something otherwise hard to get stuff. This could be pretty random item for item trading. I left load of potatoes and got a bow instead.

As you deposit your gifts to stockpile and then ask neightbours to come collecting them, you could technically set a trap for them too. Quess if they fall to that twice? Improving relationships will become damn hard! Visitors could in opposite be sometimes rude (eat food from ground, eat food from stockpiles, take something when they leave etc) so player would have choice of reacting or not.

Being too good company with one group would ofcourse insult another one. Fighting their enemies would make you look slighty more tolerable.

I suppose you Tynan are already planning things like these.
#10
sure I want that option in game too, but with really long standing moral penalty and after fear system is changed a bit. Cannibalism is viable way to survive in extreme situations (like after crash landing in wilderness), but nothing too lighty used. It is not really good advertise for game either if easiest way in it is to eat your human enemies.
#11
Ideas / Re: hexagon tiles
December 28, 2013, 03:36:12 PM
I would only ask what would be better if game would be constructed around hexacons? Only thing in get in my mind is angled walls, buildings, etc. Neat, but not really worth of time it needs for reprogramming. Being able to angle farms would be usefull sometimes.
#12
Ideas / Re: Simple option add for sleeping
December 19, 2013, 04:11:45 PM
Not bad idea at all! I mean there could be a way to set a characters to sleep in 3 diffrent shifts (during night what is most comfortable, morning and afternoon). This could help you at very begining or when you want to keep you colony as small as possible or with huge colonies.

There should be penalty for sharing bed as there is penalty for sharing bedroom. Both cumulative with eachother.

UI could be very simple. When you right click with active character to a bed then it should give you Go to Sleep order. Character should try to adapt ongoing sleep rythm according that. If it is now morning, he tries to sleep morning if it is night  then he tries to sleep night. Usually that means he cannot sleep whole period and is unhappy following day and sleeps well next night unless player forces him to stay awake.

When you player tries to order someone else to sleep same bed in same time it should give alternative to wake up previous character and go to sleep. First character loses now his shift and second takes it.

If character has no bed and is tired, he tries to sleep in closest free one. If there is none available, he waits during next shift, is bit more unhappier and game informs about lack of beds. After character crosses certain level of tiredness, he goes to closest bed and kicks sleeping person out of it!
#13
Ideas / Re: Raiders
December 10, 2013, 12:36:21 PM
My original idea was that raiders "fight" eachother offscreen most of time. Like random event never told to player. There just appears less and wounded raiders than usually. It is very fun to see them killing eachother if that happens rarely. Well, they might ally together also very rarely. "Oh, this is once again old raider gangs kill eachother event. What?!? Are both gangs going to attack me?"

Btw. I have got too big piles of weapons so I have wondered if they could be used up. Each time you fire a weapon there could be change it loses a bit of durability and eventually breaks. What you think about this idea?
#14
Ideas / Re: Various Suggestions
December 08, 2013, 11:03:23 AM
I really like your idea that there could be very diffrent scenarios available. Thats really cool! Whole game could turn almost other. I previously throw few ideas about predatory animals and their living habits (solitary tiger sized predator searching for single characters, packs of smaller predators and huge t-rex sized monster that could break walls and doors).

Toxic scenario sounds very tough one. It should be like that. Snipers would rule there.

Meaby there could be change to pick a planet type with one storyteller. Other might have fixed type or random.
#15
Ideas / Re: Deeper interaction with traders
December 08, 2013, 10:52:58 AM
I really like this idea. It would make more sense when you sell stuff. Ofcourse those traders could be pirates or slavers very rarely trying to steal your stuff or men you send at landing pad.

Roque like games usually have many ways to steal from shops. There could be way to scam for both parties.