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Messages - OverlordMark

#1
The information is on the website ...

https://ludeon.com/blog/studio/

There are a couple of people on there that are listed as working on art and audio.
#2
General Discussion / Re: Mortars: Useful or not?
January 16, 2017, 10:52:11 AM
Perhaps keep the mortars as they are but have a pretty strong negative mood for them exploding nearby.

"-20 : Under mortar fire"

I assume enemy pawns suffer from morale in the same way as user pawns?

This would then give mortars a purpose, to demoralise/scare the enemy, rather than outright destruction.  It probably wouldn't kill them outright unless you had the odd lucky hit but it would lower the number of enemy you need to kill before they decided "sod this" and leg it.
#3
Ideas / Re: We need a way to auto hunt.
November 05, 2016, 10:25:19 AM
IMHO I don't think hunting should be automated but it would be nice if there was some way to automate certain animal breeding aspects.  Hunting should be relatively high risk but high reward.

I would like to see a low risk/reward option to gaining meat though.  Take the animal zones, for example.  It would be nice if there would be some way to auto-slaughter anything above X animals.  This way you could create Animal Zone 1, set some chickens in it, and then as soon as there are more than 10 animals they would kill the oldest.  A couple of rabbits join the colony, set them to Animal Zone 1 and let the colonists sort it out.
#4
General Discussion / Re: do u do this??
September 23, 2016, 01:25:56 PM
I *think* that the growing season on the map is just the amount of time that the map will be at the right temperature.  I'm sure I've had some maps that had no growing season but I could still create areas for growing.

I've built some self-contained "greenhouses" before.  However, what I do is I connect the sun lamps to solar panels.  As plants only grow in the day there's not much point powering the sun lamps overnight.  By keeping this on its own power grid the draw of the lamps doesn't mess up the rest of your colony power.  No need for batteries on that grid either so keeps the risk of your sun lamps blowing up low.

Additionally, I like to chuck some heaters in there too if I'm playing in a cold area.  These are connected to my main power grid though to make sure the heat lasts overnight.

#5
General Discussion / Re: Alpha 13
March 08, 2016, 02:37:05 PM
Quote from: Tynan on March 06, 2016, 08:12:14 PM
Anyway, everything is on track and I'm pretty sure y'all are going to be happy at the end of the day.

New version out by the end of the day?  Hurrah!

#joking
#6
General Discussion / Re: Feeling limited with priorities
September 12, 2015, 09:52:45 AM
I think I would like it if I could set some sort of priority override for things that need to be done *now*.

If I really needed lots of something hauling away I could select them all, click on "Haul" and then everybody would do that first before reverting to the job priority system. 

It would probably be a little inefficient for crafting, due to people who are a bit rubbish helping out, but it would be great for clearing out a field of potatoes or mining some metal.
#7
Personally, I would love to be able to set a different priority order per person in the default view rather than use the numbers system. 

Imagine the default tick box view but being able to drag the priority around per person.  So instead of having -

Handling : 4, Mining : 2, Hauling : 3

You would just have the skills in order for each character -

Mining, Hauling, Handling

It's a simple list thats easy to read off and set.