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Messages - Nerek21

#1
Ideas / How about an exile button?
July 17, 2014, 01:18:24 PM
I would love to have a button I can use to kick people out of the colony without having to send them out to die, sometimes you get people that are all but useless in your current build. Maybe a person who can't fight when you really need a fighter, or maybe you just have to many colonists. It could be helpful to get ride of the people who are just taking up space and eating your food. . .
#2
Bugs / Re: Fire and Repair Lag
June 24, 2014, 07:19:44 PM
I posted on a topic similar to this and Tynan said there was a bug with the fire that was cause lag and that he fixed it. I'm assuming that means alpha 5 will have this bug fix. Nothing about wielding through . . . .

http://ludeon.com/forums/index.php?topic=3780.0
#3
Ideas / Drone turret
June 24, 2014, 05:36:43 PM
Tynan talked about how he wanted to go through the tech levels, low levels, modern, and then higher tech. How about during the modern or high tech levels being able to make a drone turret?

It could be two ways. Either like a standard turret where you place it up front and as people/machines/wildlife all come into range it launches small little drones that attack and help your people defend.

The second way, which I think would be more fun and balanced would be to be able to build it where ever you want. Once built you can queue up so many drones for it which it will build itself and then launch. These drones patrol your home region boarders. To stop it from being too powerful the drones could have a fuel rating that they use up. You have to keep something in the machine with the hopper such as the uranium or some other fuel. Once a drone runs out of fuel it will fly back to refuel and will stay in the building if there isn't anymore. You then have to balance how many drones you have the building create so it doesn't suck up all your resources too fast.

What does everyone think or does anyone have any suggestions to make it even better??
#4
General Discussion / Re: Call for Alpha 5 testers
June 24, 2014, 05:26:11 PM
Hey love the game, would be happy to help find bugs and answer questions. I do qc and bug hunting at work, granted it isn't video games just our data processing programs but I still enjoy trying to find bugs.
#5
Support / Re: Alpha 4 - CPU/Memory slow down?
June 13, 2014, 12:25:45 PM
Makes sense. Hopefully that will fix the issue. Didn't have these issues in Alpha 3 so sucks to see them in 4. Love the game man, easily one of my favorites now. Love how we come up strategies to defend ourselves and your all like nope next alpha negates that strategy! You are doing a great job, keep it up!
#6
General Discussion / OMG! Launchable Ship?
June 12, 2014, 05:40:03 PM
Just saw this on the change log. Anyone know anything about this?!?!?!

Is this the end game? Research and build a ship to get off the planet? Is this a ship you can build and have them attack raiders (i.e. drone)??

Either way, sounds like pure awesomeness!!
#7
Support / Re: Alpha 4 - CPU/Memory slow down?
June 12, 2014, 03:56:20 PM
I have fixed a performance problem that appeared when many fires were on the map.
[/quote]

Sweet! Hope it helps. What about rain?

Anthony
#8
Support / Re: Alpha 4 - CPU/Memory slow down?
June 12, 2014, 01:55:40 PM
Did anyone figure why this was happening or a work around that works for sure? I tried to do the Nividia fix above, but don't have the option switch my Preferred Graphics Processor for some reason. I just updated the driver to the newest ones too and that seemed to help a little but not much.
#9
Bugs / Re: Fire causing lag, and no GPU rendering?
June 11, 2014, 12:21:51 PM
I'm running into the same issue. Game runs at a crawl during fog, rain and especially fire. It also slows down when I zoom out and pan across the map if there is a lot of wildlife. I never had this problem in Alpha 3. Was able to run the large maps all day long, but now have to use medium maps and it helps but still stutters a lot. Is there any fix for this or something we will have to wait till the next alpha to fix . . . . ????
#10
Hey, does 206 still work with Project Armory Raider Fix for 150 or should we wait for an updated version of that too???

#11
Bugs / possible repair bug (hope its a bug)
April 18, 2014, 03:08:10 PM
I have a game where my steam generator (can't remember the name of it of the top of my head) is right outside my base. The bandits pretty much leave it alone when they attack, but every now and then they do attack it and set it on fire. The fire will spread like it should, but my colonists can only put out the flames on the rim of it. These means if the fire spreads into the center past the outside boxes, my people can't repair/put out the fire. There has been a few times where they put out all the fires and repaired it on the outside, but can't reach the inside of it, so I get to sit there and watch it burn slowly until it destroys itself and I have to rebuild another.

If this isn't a bug I think it should be changed. Itââ,¬â,,¢s dumb that I can fix the outside but not the inside meaning once the fire spread there the generator is lost . . . .
#12
Ideas / Second base by AI
April 08, 2014, 01:44:29 PM
How about having another group of survivors, who don't want to join your group, move in and start building their own base on the other side of the map? You can choose to share the map and make peace with them, or attack them so they don't eat up valuable resources. You could also save them if the raiders attack or let them die and then loot/take their base. I know factions are coming into the game with Alpha 3, so you could have an ally faction hate them and then ask you to help wipe them out and you get to choose which ally you keep and which you turn against . . . .
#13
Ideas / Guard mode and social interactions
April 08, 2014, 01:40:16 PM
How about being able to set up sentries in a guard/police mode. The guard mode could be set up at your entrance. You could have "stealth" events such as small raiding parties that don't have a popup so unless youââ,¬â,,¢re looking on the map you don't notice the raiders until your guards see them and set out a warning.

You could also have a police mode or job that have players patrol the base. You could add crime to the social interactions such as stealing or even murder. The police's job would also be to calm/arrest anyone who has a mental break.

Another social interaction I just thought of would be your colonists falling in love. Maybe they spend a lot of time together and the task list pops up and asks to move in together so you put them both in one room. You could also have multiple people fall for the same girl and the one that doesn't may get jealous and eventually murder the guy to get the girl kind of thing which leads back to the police. You might need to move his room away from them or something to fix this.

Just some ideas, great game!
#14
Bugs / Minor bug with prison beds
April 05, 2014, 02:11:37 PM
Hi, noticed a minor bug last night while playing. I had a person have a mental break. I had my people attack him with melee to knock him out and recapture him. They did and put him in the prison. I didn't have anyone set on doctoring so he ended up dying. I couldn't remove the body no matter what I did. I enabled his body to be grabbed and clicked on everyone, but was unable to right click on his body to have it removed. Figured I would remove the bed all together and then see if they could grab his body. I remembered the switch bed button once I clicked on the bed. I switched it back to standard bed off of the prison one, and my people could grab the body from then on out.

I noticed someone else has a bug in the known issues post about not being able to haul bodies away. He said that his people went mad and killed people in the prison and couldn't haul their bodies away.

I mention this incase its not the prison bed but the prison room itself that is keeping your people from hauling the bodies away . . . .

Nothing major just thought you'd want to know. Great game!