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Messages - dodger0788

#1
Mods / [Mod Suggestion] Obliviousness?
May 14, 2018, 03:11:51 PM
I personally play maps for an extremely long time before things get too out of control and people die, so I usually end up with around 50ish colonists who have relations with each other and it's annoying how when someone's wife on the other side of the map dies everyone automatically knows even though they haven't seen her body or watched her die. This is especially annoying if there's a toxic fallout and one of your colonists dies outside while the rest are trapped inside and automatically have mental breaks from a colonist dying even though they haven't witnessed their death or seen a body.
What I'm trying to suggest is if no other colonists witness a death it could show up with "Missing" instead of dead and once a colonist sees the body whenever they walk past someone they spread the news until everyone knows that colonist has died. The debuff for a colonist with relation to you being missing would be about a quarter less than if they knew they were dead. This could make the game harder as you would try to keep your colonists from wandering over to the body and finding out the truth. You could also make the missing relation debuff grow overtime until it's more beneficial to just let the colonist see the body.
#2
Ideas / Obliviousness?
May 14, 2018, 03:10:25 PM
I personally play maps for an extremely long time before things get too out of control and people die, so I usually end up with around 50ish colonists who have relations with each other and it's annoying how when someone's wife on the other side of the map dies everyone automatically knows even though they haven't seen her body or watched her die. This is especially annoying if there's a toxic fallout and one of your colonists dies outside while the rest are trapped inside and automatically have mental breaks from a colonist dying even though they haven't witnessed their death or seen a body.
What I'm trying to suggest is if no other colonists witness a death it could show up with "Missing" instead of dead and once a colonist sees the body whenever they walk past someone they spread the news until everyone knows that colonist has died. The debuff for a colonist with relation to you being missing would be about a quarter less than if they knew they were dead. This could make the game harder as you would try to keep your colonists from wandering over to the body and finding out the truth. You could also make the missing relation debuff grow overtime until it's more beneficial to just let the colonist see the body.
(I'm also going to publish this as a mod suggestion so if it doesn't become part of the base game there would potentially be a mod for it)
#3
I have a question about the werewolfs your developing, are they going to act like animals or are they going to be like colonists but when the moon comes up they turn into savage beasts?
#4
Hey, Would it be possible to make the ruins setting on the configurable maps mod work with the ruins from the Miscellaneous MapGenerator? currently if you use the two mods together the normal amount of ruins apear even if you have the setting at the max level. If its too much of a hassle to do i can live without it xD
#5
Unfinished / Re: [A17] Simple Slavery v0.5g
July 14, 2017, 12:55:41 PM
Would it be possible to add a explosive slave collar? So if they are preforming an escape attempt and they leave the colony's home zone the collar will explode which results in the slaves head being destoryed. Also if a slave has the explosive collar they would be less likely to attempt escape because they know that attempting escape results in instant death.
#6
Im not wntirely sure if this is just my game but when I use this mod and the zombieland mod the models for the babies show up instead of the zombie models so I end up with a horde of bloodthirsty canabalistic babies who will infect you and turn you into a baby.