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Messages - Gibson8088

#1
Those beds to the right look like they are marked 'Prisoner' and 'Hospital'.  If you changed one to not have the 'Hospital' designation does the prisoner get moved?
#2
Ideas / Re: forced prostitution
December 16, 2016, 03:16:36 AM
I'll agree that prostitution and rape wouldn't bring anything to the game and are best left out.  But instead what about allowing the 'one night stand'?  I see my pawns hitting on each other all the time.  Instead of committing to a relationship they can share a bed for one night with a pawn that tries to woo them; which could lead to more, of course.

These pawns are out for survival where the next day they could end up killed by a manhunting squirrel.  To heck with monogamy!  Let them celebrate surviving a day with whoever catches their eye at the moment.
#3
Quote from: Alenerel on December 15, 2016, 07:27:53 PM
Quote from: Plymouth on December 15, 2016, 07:59:53 AM
Quote from: newboerg on December 15, 2016, 07:58:07 AM
well wouldnt tanks arouse the question why no one uses them during raids? :-)

Tanks have limited span of movement, 100 to 200 km at best, a few dozens at worst.

The major problem would be that players would just camp with them as base defense, way easier than using turrets. Or for that effect, just cannon turrets instead of machine gun turrets.

How about a limit where vehicles can only be used for caravans?  Otherwise they are just parked.  If you want to use the turrets on them for base defense they have to be manned, as a rule.

And maybe we can have different types you can make, from the simple Mule from Serenity up to a hover-semitruck that can be loaded with a couple improvised turrets.  Make them run off that chemfuel we produce in-game.
#4
Is anyone getting framerate 'stuttering' when opening a pawns Needs tab?  I've noticed this quirk since the first iteration of A16 and still have it to this day.  I always make a new world and group of colonists and run no mods to keep it pure Devbuild.

As soon as the Needs window is closed the game runs smooth as silk.  And the Logs show no errors while it's stuttering so I'm currently at a loss.
#5
So far I'm liking what I see.  Caravans are interesting and can be rewarding, but there's definitely room for growth here.  Any chance we will see a vehicle just for caravan's to make the journey a bit faster?  Would be totally shiny if we could get something like the Mule from Serenity as a late game tech.
#6
I would think he'd be kidnapped by the enemy from the casket after you left the area.
#7
Found a very minor issue when playing with the Scenario Editor regarding age ranges.  I discovered that you will never get the MIN or MAX value set by the scenario.  I tested this on a couple of narrow ranges: 15 - 19 and 56 - 60.  After many clicks of the Randomize button I only ever got the numbers in-between; never got a 15, 19, 56 or 60.

Only other item of note I experienced while testing this were a number of the following error:
"Could not generate a pawn after 70 tries. Last error: Generated pawn doesn't meet scenario requirements. Ignoring scenario requirement."

I know this is a minor issue, but since it's still a bug I thought it should be reported.
#8
I can attest to this bug.  I'm noticing the same behavior, as well.
#9
Not sure why, but anything I can build has an "Immunity gain speed factor" of %167.  Doors, walls, generators.... they all have the IGSF trait.  Pretty sure it's just a visual bug as I haven't really noticed a gameplay difference.  The only buildable thing I've seen that doesn't have the trait are floors.

I'm using the latest build with no mods.  Only quirk I can think to report is the save I'm using is from the previous version.
#10
General Discussion / Re: Questions about Pemmican
July 17, 2016, 04:35:30 PM
Quote from: Kraehe on July 17, 2016, 04:09:27 PM
Ok i'm just dumb... i forgott that i had a prisoner in my now storage room and that it still hat the prisoner room flag. -_-

Ah, yes, that would do it.  Don't feel too bad; I had a very similar experience and it took me quite a while to figure out it was the prisoner room flag causing the issue.
#11
General Discussion / Re: Questions about Pemmican
July 17, 2016, 03:34:49 PM
It takes 5 veggies/fruits and 5 meat to make Pemmican.  How many of each do you have?
#12
Quote from: Topper on July 15, 2016, 11:20:39 PM
I'm disappointed with the scenario editor. Its no where near as clean and organized nor as complete as EDB's prepare carefully. They had some time to get this right and I dont understand why the ball was dropped.

Hey, give them some leeway there.  The Scenario Editor is brand new.  I'm sure over time it will get sorted out.

What I find amusing are the scenario seeds.  'tynan' gave an interesting result.  "Contest of Thrusting"?  Is that why I need the 52 marble beds, 300 herbal medicine and a Thrumbo Horn?  ;D
#13
Quote from: DarknessEyes on April 19, 2016, 12:39:59 PM
Quote from: Gibson8088 on April 18, 2016, 11:19:08 PM
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.

Im not sure, since you have bionic legs and bionic arms its not something very needed.
After this poll i will make a new one asking if people want to heal lost fingers.

v1.0.6 will be stomach surgery. Waiting for poll to end :)

To not upset the Neurotic, Depressive Prostophobes, of course!  ;D
#14
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.
#15
Quote from: MarvinKosh on April 17, 2016, 03:28:11 PM
I will look into it. Diseases now have their own IncidentMaker class so should be interesting to see what's what.

Edit: I've looked into it and, I don't know what to do at the moment. Perhaps scale immunity to disease with difficulty, assuming that it isn't already done and I just can't see it. Once your colonists are cured, they have a period of immunity to that disease, as far as I can tell.

Maybe you should make a suggestion that native pawns have their own random set of immunities to local diseases, and that only pawns which arrive from space (like your three initial survivors) have no immediate immunity to the local strains.

I looked at the files, too.  Technically it should be as simple as modifying the diseaseIntervalFactor, technically.  But is it a multiplier?  Or does it mean number of ticks or days between a chance of disease?  Set it too high and you may never see diseases, nullifying part of the challenge.  Or perhaps a modification to the mtbDays per disease in each biome.

But looking at these files makes me wonder if a Vaccination mod is possible.  GutWorm has a diseasePartsToAffect value of stomach.  Technically, no stomach = no GutWorm disease; which is a sad possibility in this game.  So what if each disease had a diseasePartsToAffect = immuneSystem?  Is it a nightmare to basically add a new "part" in this game?

Sorry, got the idea and had to ramble about it.  I'm not skilled enough to build a mod, sadly.  Happy to let anyone roll with this idea, though.