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Messages - AtoningUnifex

#1
Quote from: CounterFact on September 30, 2014, 01:30:00 PM
You can build powered doors, then turn their power off. But that's just a workaround, a conductive non-powered door would be a great idea.

Oh yeah! That's so obvious I never thought about it! It'll do for now ;)

Quote from: CounterFact on September 30, 2014, 01:30:00 PM
It used to be so that a stone wall with power conducts would require 10 stone and 1 metal, but since colonists can only carry 1 material at the time, building stone walls would require too much labour and that's why they changed it I think.

Oh right. Yeah I guess that makes sense. It's more of a game limitation that anything then. I wonder if it's possible to mod the power conduit so it can be placed on top of walls - so you build a wall then add a conduit to it? I guess it's not big enough of an issue to worry about really!

Quote from: CounterFact on September 30, 2014, 01:30:00 PM
About the crafting and security tech, I understand what you're trying to say, but the way it is now, the advanced turrets are shielded by a wall of tech, meaning that there's no 'quick' way to power through some tech and get advanced stuff. And if it were the case that you got Security III and not crafting, you can still buy them from a trader. If AI chips are easy to get, they would lose their status as a rare, hard to obtain object in the mid-game.

Hmmmm. Ok yeah I get the point of this - you can maybe get a mid-game automated turret but only if you're lucky. I'm in two minds about this. It seems misleading to have researched something that supposedly gives you automated turrets but doesn't - maybe a better description is needed. It also feels a cheat that you can somehow design this turret based on a chip you've never seen before.

Could it be possible to allow the deconstruction of mechs at this point? Makes it still rare to get chips but more likely that just via trading. Perhaps it might be possible to limit the research to until you get your first chip?

One other option could be to have an intermediate stage of turrets - remote controlled. Where you have to man a console to control the turret(s).
#2
Oh yes there is one other thing; Electrical conductivity. I certainly get having conductive and non-conductive walls & doors but I don't see why any wall or door type cannot have a conductive counterpart - even fences. It's not hard to imagine burying a conduit underneath the wall, or embedding it into the wall, or even just hanging a cable on the wall! This mod is already pretty good in allowing mostly conductive walls, but there are only the powered doors that do it. I mainly create mountain complexes and I find that many places don't get electricity because a door doesn't conduct, and naturally I don't want to have all my doors powered for conservation reasons, basically I think that there should be doors that have conductivity but without being powered.

Perhaps make a metal (or other) floor type that conducts power. This could then be placed in any doorway to bridge the gap?

Also an observation on the cost of powered vs non-powered walls. It seems logical that a powered stone wall, for example, would cost the same as a normal stone wall (10 stone blocks) plus the cost of a power conduit (1 metal bar), however it actually costs 12 stone blocks. Just a minor point for realism!
#3
Just started trying out this mod. It's pretty good. Adds quite alot of new stuff which the game sorely needs. I'll make suggestions for improvements as I come across them.

The first thing that I think needs changing relates to the creation of AI Chips. I've just obtained automated turrets from Security III, however I just found out that I cannot actually create the required AI chips, and hence the turrets until I get the machining table, which looks like it's under Crafting IV. This seems disjointed to me. The implication of the Security III research is that it allows the creation of automated turrets, hence this should include the ability to create the required chips, however in reality I have to then research Crafting III and IV before it will unlock.

It seems to me that Security III should unlock the Machining table with just the AI Chip crafting option, or perhaps make it an AI specific research, allowing all AI related stuff (such as deconstruction of mechs) but no weapon manufacture.

At the very least I think that AI Chips should be on the same or earlier research level as automated turrets (so perhaps Crafting III to match Security III) - you really wouldn't be able to design an automated turret until you had a working AI!