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Messages - GriffenDorf

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1
Mods / Re: [REQUEST] Changing order restrictions while drafted
« on: February 27, 2014, 09:00:20 AM »
sad news, oh well.

2
Ideas / Re: Alert Phases
« on: February 27, 2014, 08:58:53 AM »
if not radars, cameras, or even basic sensors connected to electric wire that detect movement. but yeah trading for tech works too. For blueprints when it gets added.

3
Outdated / Re: [MOD] (Alpha 2) Energy Turret
« on: February 27, 2014, 06:18:01 AM »
Ah this mod is insane, and makes sense. thanks.

4
Ideas / Alert Phases
« on: February 27, 2014, 06:06:04 AM »
The colonists AI is dumb as a rock when threats are apparent, when threats are detected need for sleep should be replaced by fear. And fear should override need for sleep with feelings such as "Nervous" and "Vigilant", during this time people stop farming and during this time orders for seeing over defense should be foremost in their minds.

Especially when the bloody enemy is within 5 steps of them, drafted or not.

I mean raiders do things like rape and pillage, who the hell decides to leave the defenses to other people simply because they are drafted? In games like Dwarf Fortress, if the enemy is seen, usually anyone with a weapon will jump in and fight, because holy shit that thing that came from somewhere else is killing everyone. Not go about a routine schedule, drafting is to set military stations and patrols, or removing other non military jobs, it shouldnt be about removing peoples will to fight or aid the fight.

to trigger alert phases we could build things like radars, or alarms, so if you have huge colonies or part of them get alerted, or make it automated, I dont care. Right now managing my fortress when impending doom is coming is a headache since they NEVER FOLLOW THROUGH WITH THE ORDERS I SET THEM ON, leading to death.



5
Mods / [REQUEST] Changing order restrictions while drafted
« on: February 27, 2014, 04:54:24 AM »
I was wondering if this is hardcoded or not? I want to make drafted people take other non combat orders, such as repair targets. (For turrets), anyone see a way to do this?

6
Bugs / Re: [ALPHA 2 BUG] Gibbet Cages Wont store bodies
« on: February 27, 2014, 04:52:59 AM »
Mods are quite easy to make once you get to used to them.
I fully recommend giving it a go. All you need is Notepad (And something like Photoshop or GIMP or Paint.Net for making textures.).  :D

can we edit AI or whats allowed? I need to allow repairing orders while troops are drafted.

7
hmm.. if i recall correctly. if you select and 'undraft' a colonist and then you click on a non-combat oriented job, they will perform those non-combat tasks. i think they have different options for drafted or undrafted jobs, so you can just switch between them whenever necessary. at least that's what i usually do. hope that helps.

no its not good enough you see, 20 man raider teams, half of which are bio engineered assassins using all manner of rifles can take out my people who keep moving away and back when im trying to give them orders. I just need people to take repair orders while drafted as this solves the turret management.

8
Ideas / Re: More world types
« on: February 27, 2014, 04:45:53 AM »
Rad Dust and Rad storms on a post apoc world, mutants and mutated wild life plants. Rad suits, rad masks, gear, etc.

Be cool. Vent tech, air filters for rooms, etc.

9
Bugs / Re: [ALPHA 2 BUG] Gibbet Cages Wont store bodies
« on: February 27, 2014, 04:42:03 AM »
that simple??? oh man I should make mods too.

oh and thanks yeah thank you

10
Outdated / Re: [MOD] (Alpha 2) CityBuilder (v.1.0)
« on: February 27, 2014, 04:12:24 AM »
i prefer 500 but ill give this a try since its more my speed.

11
Outdated / Re: [MOD] (Alpha 2) Target Practise
« on: February 27, 2014, 04:11:15 AM »
good work

12
General Discussion / Re: Who should I notify (spam) about Alpha 2?
« on: February 27, 2014, 04:08:51 AM »
Amazon.com, Gamersgate, Steam, Desura, Indiedb, Walmart, Gamestop, Gamespot, IGN, etc

13
Bugs / [ALPHA 2 BUG] Gibbet Cages Wont store bodies
« on: February 27, 2014, 03:58:36 AM »
yeah seems like they arent being categorized as a storage zone, On top of a site for storage like the sell site (landing pad).

end result, people wont use them, since they arent considered a storage zone.

14
Ideas / Re: Security system
« on: February 27, 2014, 03:54:15 AM »
great ideas, +1

15
It makes 0 sense that to keep my turrets, which help me stave off 20 man raider teams (and me with 6 colonists??? 1 or two with any combat skills AT ALL??)

I mean whats the intended design? Have turrets, and let them get blown up? We need combat ENGINEERS.

So instead of juggling people who are right infront of the enemy but refuse to stay there and aid with repairs, instead opting to sleep/eat/grow crops when the enemy is 10 feet away, I say allow us to give repair orders when troops are recruited.

Otherwise, just expose turret code as XML, unless its already exposed.
And also NPC code, so I can just make repair bots who can only do ONE JOB.

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