Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Morze

#1
Off-Topic / Re: Count to 9000 before Tynan posts!
July 16, 2017, 08:45:43 AM
6743
Tumblin down, tumblin down, tumblin down...
#2
Off-Topic / Re: Corrupt-A-Wish
July 07, 2017, 02:44:38 PM
Your wish is granted, but you find you can't stand the constant ogling wherever you go. You want a cup of coffee and the damn barista asked you out again (it was cute the first five times, though). You fail at work because all your colleagues find your presence distracting or are outright jealous to your attractiveness. After a few months you choose to live as a hermit for the rest of your days.

---------------------------------------------------
I wish that the worldwide decline of frog populations stop.
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
July 07, 2017, 02:33:49 PM
6665

Don't believe the next poster, he's Mega Satan.
#4
Off-Topic / Re: Count to 9000 before Tynan posts!
November 25, 2016, 10:44:45 AM
4569
#5
Ideas / Re: Better Defense Positions
September 28, 2016, 01:56:33 AM
Well, you can make a makeshift claymore from steel bucket, some (plastic)explosive, detonation system and scrap metal irl, so it would be reasonable to include it in a game. Have it have two effects: a very small explosion and a shrapnel effect at target area. As much as I'd like to have the detonation done with a wire and button, but some kind of area trigger is probably easier to code.
#6
Off-Topic / Re: Count to 9000 before Tynan posts!
September 23, 2016, 04:46:04 AM
4276
Only a couple of hundreds and we're halfway there.
#7
Not probably the funniest thing I've seen in the game, but once I had a sniper dispatching a siege in quite interesting way. As you all know, siegers have to build their mortars themselves. Well, I had the said sniper a grenadier building that. Two shots, two arms missing. For a second the enemy pawn just stood there, his grenade now fallen to ground, mortar unfinished and his arms gone. The he turned and started wandering. First aid is for pussies.
#8
Seems like a valid tactic to me.

Speaking of ships parts, one thing I found out and think is a little exploitive is that you can enclose them with a wall and leave one spot clear, shoot the part and force all the mechanoids to spawn around that spot. Leave some artillery shells there and have a grenadier in position and at least scythers will die in seconds.

Solution: prevent building new constructions right next to the ship, in similar fashion to map edges.
#9
Ideas / Re: Full cyborg
September 21, 2016, 04:31:38 AM
There could be different models. A baseline model, that is clunky and inhibits your senses, maybe a built in joywire to keep you not going mad? A more expensive and weaker model, that mimics bionic body in appereance and feeling and weren't so extreme experience to the user, just a smaller upgrade in capability at smaller loss in humanity. And then there is the full military model, that turns the user into a complete psycho and you better keep "it" in a stasis pod and only take it out to deal with raids etc.
#10
Ideas / Re: Full cyborg
September 19, 2016, 01:50:41 PM
Prostophobes nightmare. Maybe add permanent mood debuff to others as well?
#11
Ideas / Re: Low tech temperature control
September 06, 2016, 11:01:00 AM
Huts without proper chimneys do/did exist and wgile living in one might be possuble, it wouldn't be pleasant, like sleeping in a ground.
#12
Ideas / Low tech temperature control
September 05, 2016, 05:04:02 PM
This might be part of a bigger temperature overhaul (big rooms + fire is a "bit" broken combination), but with the addition of that new low tech cooling device, this might show up sooner.

Long story short, I feel colonists and animals should produce warmth, as seeking warmth in each other and dogs are probably the oldest methods to combat cold.

To avoid CPU overload in an attempt to track every entitys heat effect, this should only "switch on" while sleeping (as it's the most relevant then).

To rebalance low tech heating, pawns would get negative thoughts when sleeping in a room with fireplace (smoke etc.), you could avoid this by venting heat from separate "broiler room" with airvents.
#13
General Discussion / Re: "Long-term research" Bug?
September 05, 2016, 04:52:34 PM
Yeah, else put every other work off or put research the highest in manual. It's good idea to have one single guy to do only research, if you can't afford that, well, your colony has bigger concerns anyway. The exact research stat isn't that important, with some passion the science guy starts to reach high stat anyway.
#14
Ideas / Re: Make evil playthroughs viable
August 31, 2016, 04:23:23 PM
Well, I still think evil playtrough should be something you can adapt your colony during the game, not something you have to design in scenario generator to be even possible.
#15
Ideas / Re: Adding quality of drugs?
August 31, 2016, 04:16:06 PM
It'd be nice, if we'd have, in addition to drugs with different qualitied, a way ro brand the superior quality stuff. So when the colony manages to produce superior beer, you would get a pop-up window suggesting a name, like when founding a colony and also all the following superior quality of drugs of that type would be called the same. You could also buy spesific brands of premium drugs from traders.