Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - central

Tools / Re: A map editor idea
January 14, 2014, 05:16:55 AM
There's an pull request incoming with the following feature addition:
map zooming

I implemented it with buttons, as the toolbar-api was a bit restrictive. Might be cool to implement it as a slider?

Question: I had to pull index.html from the history, used to be an php file? Did you remove it on purpose, I suppose there should be something to replace it, right?
Tools / Re: A map editor idea
January 13, 2014, 07:35:11 AM
Would you mind opening up your amazing project to the open public by either a download or posting it on github?
Ideas / Re: Suggestion: Manual Dumb Trait Change
December 11, 2013, 09:39:36 AM
I find them useful enough:
I drop them in prison, and execute them.
All the colonist are now in good mental health.
Ideas / Re: Deeper interaction with traders
December 09, 2013, 06:10:40 AM
I really like this idea.
A shuttle landing pad could be added as a build-able object to the game.

After selling something to the traders, they'd come down with a shuttle to pick it up.
Ideas / Re: Raiders
December 04, 2013, 09:04:35 AM
Honest question :
If you pay off the raider, what's to prevent them from raiding anyway?

These people were about to invade your colony, set fire to everything and kill everyone. I think we can establish they cannot be trusted?
Ideas / Re: power control
December 03, 2013, 04:39:33 AM
Doors take electricity too, shutting down all your doors will slow your colonist down, but that's better then not eating.
Ideas / Re: Your Cheapest Ideas
December 03, 2013, 04:35:30 AM
Here's a very cheap idea that is well worth the dev time:
Have idle colonist stay within the home-zone.
Ideas / Population management idea's
December 02, 2013, 05:12:43 PM
Currently most storytellers will simply stop slave-traders and wanderers when a certain population has been reached. With no deaths and no new recruits or trades happening, I feel the game and story reach a stand-still.
I understand from a game-design perspective the population has to be managed, but I think this game would benefit if that would happen in other ways.

Some possibilities:
- More fatalities from localized (existing) events: lightning-strike colonist, electricity discharge near colonist.
- Deceases that will incapacitate and possibly kill colonists.
- Recruiting to get harder, possibly by introducing a colony overall-happiness which would be required to >x to be able to recruit. Or the happiness of the warden could be used.
- Negative social talks between 'incompatible' colonists could cause rapid mental breaks. Possibly fights between colonists.
- Prisoners breaking out of their restraints and attacking the warden or breaking out of their cell. Possibly starting a fire or committing. suicide.
- Gun accidents incapacitate and possibly kill colonists.
- Long term incapacitation causing the player to choose between a long waste of resources to maybe keep the colonist alive or abandon the incapacitated colonist.
- Wanderers fighting back sometimes
- Colonist leaving with trade-ships, the highly social colonist got offered a spot as crew.