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Messages - Greski09

#1
Ideas / Re: surrender
November 05, 2013, 12:53:15 PM
Quote from: litlbear on November 05, 2013, 12:47:04 PM
would you continue running, bleeding and wounded, when a sniper's aiming at you, or would you stop and drop the weapon?

Alot of the raids in game end with a few uninjured people running away.
#2
Ideas / Re: surrender
November 05, 2013, 12:45:46 PM
They retreat, but they don't surrender yet. But yeah I think it'd be cool but retreating would make more sense unless they were fighting you on the inside and you had them surrounded.
#3
Ideas / Re: Please improve the AI during combat
November 05, 2013, 12:38:58 PM
Quote from: Mansen on November 05, 2013, 08:10:33 AM
As a temporary thing, you can override them one action at a time as long as they're conscripted. I've had to do this a few times to drag injured colonists back to safety or try to avoid a turret blowing up. :)

Can they repair while conscripted? That'd be acceptable, just allow us to do jobs while conscripted, Ill see if its fixed. But still even when not recruited I want them to do something, I mean when the enemy is infront of them I mean. No one should leave the defense line and go to bed when the enemy is right there.
#4
General Discussion / Re: What I've learned so far...
November 05, 2013, 12:37:26 PM
Quote from: W1Z23 on November 05, 2013, 08:51:21 AM
Quote from: Adeelos on November 05, 2013, 04:40:10 AM
Leaving them outside initially is often enough, though once you're more fortified you would need to move the cages inside. If you're not planning on keeping the whole colony afraid for the entirety of your gameplay, put them outside.

I would post a screenshot, but for some reason it keeps telling me the image is too large (over 600kb).

upload the pic to photobucket or imgur and then post a link here

yeah please, http://imgur.com/
#5
Ideas / Re: Your not so cheap ideas.
November 05, 2013, 12:36:40 PM
I think I want gundams or giant mechs, huge projects that when finished give you superior edge over everything
#6
Ideas / Re: More mean things for raiders to do...
November 05, 2013, 12:36:05 PM
Quote from: Pendryn on November 05, 2013, 12:10:11 PM
All that juicy power is just sitting there, pumping through the walls. Wouldn't it be a shame if every now and then a raider could start overloading the conduits and start exploding portions of your everything? I am vaguely certain this would be amazing.
This feature is in the Eclipse Colony prototype. Its pretty funny when a wall explodes because a pipe or energy conduit overloaded. I also vote for vents and air system again (atleast in poisoned or underground biomes)
#7
Ideas / Re: Your Cheapest Ideas
November 05, 2013, 12:34:51 PM
Quote from: DeltaV on November 05, 2013, 09:50:03 AM
Pesticide: New research topic. When researched, makes boomrats and squirrels less likely to eat your crops. If they do eat them, they take damage over time.

Yes, please give us SOMETHING to kill boomrats. Or I'm just going to hunt them all from the beginning and remove them from my maps.
#8
Bugs / Re: Turrets wont attack crazy animals
November 05, 2013, 12:32:26 PM
Well I guess he plans on adding domesticated mutts perhaps? Tardehounds, genetically engineered flame-retardant hunting dogs? It's not that one or two are the problem, its when a wave of psychic energy hits and I have 10 of them or 15 of them charging at me. Yes it's happened, and no none of us made it out of that alive.
#9
its fair tbh. Just back up everything, they are small files.
#10
General Discussion / Re: What I've learned so far...
November 05, 2013, 01:01:58 AM
Quote from: Adeelos on November 05, 2013, 12:58:21 AM
...is that fear is by far the most effective method of keeping colonists from splitting. Six times in a row, I tried keeping everyone happy, which often resulted in needing too much maintenance while still developing the colony. Ultimately colonists would have a mental breakdown and split.

However, on my most recent playthrough I decided to focus on instilling fear (beating prisoners, putting corpses in cages) and I haven't had one alert about a colonist about to have a mental breakdown. In fact, the entire game up until now (seven cycles in) has been unbelievably smooth compared to my other runs.

Whether or not this is the intent, it's definitely food for thought.

do you put the cages inside the colony or what, screenshot?
#11
Bugs / Turrets wont attack crazy animals
November 05, 2013, 12:41:40 AM
Please fix this ASAP, these boomrats keep breaking my doors down infront of huge turrets and they do nothing.
#12
Ideas / Please improve the AI during combat
November 04, 2013, 11:34:38 PM
Unsure if this is a bug or not, but the AI needs some work in terms of setting priorities during events. To proper illustrate what I am saying, just now raiders came to assault my base. And while the murderous savages attack us, and bullets whiz past my colonists heads they decide to do this:




This angers me to no end, I'd like for some realistic responses during raids even when NOT recruited. Especially when they are within viewing distance. Or within viewing distance of one of my turrets.
#13
Ideas / Re: Mech suits
November 04, 2013, 08:30:01 PM
Yes1 please add
#14
Ideas / Re: Your Cheapest Ideas
November 04, 2013, 08:29:39 PM
AIR, ENVIRONMENT, BIO-EFFECTS, MORE RESEARCH OPTIONS

Having played your last version of the Eclipse Colony prototype I was thinking how cool the prospect of needing Air for my colonists would be. Maybe not every time, but imagine starting on toxic atmosphere type planets. Or having exposure to toxins in the environment that require extra filtering so your colonists can breath in certain areas.

This could later extend into having equipment for colonists (Masks, Suits) that make them able to survive longer. Maybe at the start they spawn with emergency O2 masks and tanks that only last them a day. So building an O2 generator is paramount to early survival, and shelter.

I loved the air vents, how they could work could be expanded of course. Maybe you need vents on the inside and outside or old air build ups afterwhile. Maybe even a ventilation system would be amazing.

Stuff I saw that should be added back are researching Cargo Zones, (higher tech versions of stockpiles), The drop zones, (higher tech versions of drop beacons) maybe crates drop here instead of just raw items, and I like that they are built like normal items instead of instantly appearing. Well thanks good job enjoy!
(also add aliens, and mechs, i love those things too and people ask for them like crazy!! :D )
#15
Ideas / Space Travel based on Your Prototype build
November 04, 2013, 08:11:11 PM
I tried your space travel prototype build, its pretty amazing, its like FTL + Dwarf Fortress + RimWorld. I was thinking that your late game features should feature a space system like that, free building FTL with proceduraly generated space maps.

I'm thinking we should also be able to randomly regenerate the nav map on the fly from our current location, creating on the fly choices for exploration. I totally see it all possible. I'd love for oxygen and hull breaches to be simulated as well. Maybe alien lifeform incursions into our ships? Huge ships? Ships with z-levels? Maybe not.

But this is a great way to do it using your own technology.