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Messages - CremionisD

#1
Ideas / Re: Invalid wheelchairs.
June 01, 2015, 10:06:32 AM
#2
Ideas / Re: Priority order, for power
May 30, 2015, 07:44:32 AM
I like this idea.

One way to allow this style of system to be built would be to add research for a "smart switches" (similar to the current switch, but automated based on connected stored power, with programmable "switch on" and "switch off" levels). Changing the automation trigger levels might require a colonist to go to the switch to reprogram it...

Of course, one can already use the current switches to do this style of solution. Doing so creates micromanagement that can either be frequent (=annoying), or rare (=tends to be easily forgotten until it's already too late and power runs out). Automation would eliminate need of micromanagement...
#3
General Discussion / Re: Call for Alpha 4 testers
May 31, 2014, 03:49:31 AM
1. Windows 7 Pro x64
2. I've been a professional software developer for 15 years. I tested legend of grimrock dungeon editor during it's public beta. These are the more recent relevant things.

In the very early days of my career I did work on some games on my own, but those projects failed to see the light of day because I was unable to attract graphics/music artists to participate. Had I succeeded, my career might look a whole lot different, but who knows...
#4
General Discussion / Re: Moving forums to XenForo
May 04, 2014, 12:43:02 PM
Quote from: Tynan on May 04, 2014, 12:31:58 PM
Just because I have a lot of other stuff to do, I won't be pursuing a changeover right now. However, it may happen eventually.
IMHO you should spend your time on working on the game code instead of working on some forum changeover that may or may not be a good idea to begin with.
#5
General Discussion / Re: Moving forums to XenForo
May 04, 2014, 04:20:49 AM
I hope people remember "If it ain't broken, don't try to fix it". These forums seem to work well enough, so why would the change be required? Also remember that if you transition from one forum to another without importing all the content here, you will also "reboot" the community (or at least I see that as a potential danger).
#6
For some strange reason when I start think about games with great music, I don't really seem to remember any recent games. Perhaps the music really isn't as good, or perhaps they all sound the same to me. Don't know -- There is one OLD game, which I remember to have a superb soundtrack: Shadow of the Beast. (The first one of the series, published ages ago for Amiga).
#7
General Discussion / Re: Edge of the map trouble
April 19, 2014, 02:47:52 PM
Quote from: Tynan on April 17, 2014, 12:56:02 AM
I added a visible border for A4. There was a long discussion about it in the Alpha 3 WTF thread.
Another way to have an "unbuildable" area in the map is to simply have the required edge areas of the map not displayed at all (i.e. waste some memory). Your internal AI stuff will not need to worry so much about the edges etc, and there will be no "special" borders around a map. Granted, the routing can take colonists through these areas. I suspect there can be workarounds for this problem during map generation phase.

I realize that doing this may or may not work depending on how the game works internally.
#8
Ideas / Re: Your Cheapest Ideas
April 13, 2014, 02:07:06 PM
I find that I would really like to see the time of day somewhere (I mean the actual real-world time, not game time or anything like that). Like, for example top-right corner of the screen.

Don't know if this is really a "feature", but it's cheap!