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Messages - vadim_normal

#1
Ideas / Intellegent tamed animals walk in the packs
October 24, 2020, 07:21:13 AM
You probably lost your baby animals because of predators.
Especially it's strange to see baby wolves/wargs walking alone on the side of map when wolves in real life always walk in a pack with a strict hierarchy.
I suggest to make animals with Intermediate and advanced intelligence be able to walk in the pack and attack an offender all together like wild animals do, so baby animals won't be so vulnerable to predators and tamed animals would be much more powerful in defense, agree that pack of wolves is more powerful when single one.
#2
Ideas / Add variety to surgeon minstakes
July 06, 2020, 03:59:23 PM
Current surgeon minstakes are random cuts on body and deaths.
i'd like to see variety:


minstakes with successful operation:
1. if a mistake was made while transplanting paired organs or body parts prothesis, unskilled surgeon could transplant it on the other side.
2. unskilled surgeon could do minstake with anesthesia, so patient felt all the pain, the consequences can be a very bad relationship for doctor with the patient (except for masochists), and bad traits for patient (except for masochists again)
3. surgeon could forget their tools inside patient's body, it could painful, just like mindscrews.
#3
Ideas / Re: Your Cheapest Ideas
June 08, 2020, 02:03:13 PM
Deaf pawns don't care about insults
#4
Mods / [Request] mod flexible melee weapons
January 28, 2020, 07:18:57 AM
Flexible melee weapons are weapons with flexible part.
This may be any type of whips, volkoboys (a whip with metal part), urumi's (several flexible blades on one handle).
These will have highest attack speed so it will have advantage above short blade weapons like knifes and Ikva's and blunt weapons like clubs and maces.
BUT it will damage the carrier if his melee skills is too low.
AND this will have disadventage against long blade melees like swords because it's hard to block with it.

we need this mod to fix the short blades, because now short blades can't be defeated by other melee weapons.
#5
Ideas / Re: Hemeralopia and nyctalopia
December 04, 2019, 03:13:50 PM
Quote from: LWM on December 04, 2019, 12:09:00 PM
Perhaps a small chance for this instead of eye scars on injury?
yes
#6
Ideas / Re: Suggestion: Add variety to "Ancient Dangers"
December 04, 2019, 07:24:26 AM
Maybe a ancient midworld vault with alive people with blocked exit. Who will try to escape after opening door. But will be shot in the back by guards, as fallout 3 reference
#7
Ideas / Hemeralopia and nyctalopia
December 04, 2019, 07:08:10 AM
Hemeralopia and nyctalopia are real eye disease caused by eye injure. It's inability to see clearly in bright light and in low light respectively.
I see them in game as analog trauma savant but for eyes.

Hemeralopia will reduce vision while outside during the day by 40% and increase for 20% while in dark
with traits "-5 photo phobia" while outside during the day and "+5 Cat's vision" while in dark. (also people with this disease not exposed to dark room -5 trait)

Nyctalopia will reduce vision by 40% while in dark and increase for 20% while outside during the day
with increased mood lowering while at dark.

P.S: i know, irl diseases doesn't enchant vision.
#8
Ideas / Re: Your Cheapest Ideas
December 02, 2019, 03:31:59 AM
Protheses, bionics, and pacemakers are getting -90% efficiency while solar flare.
Brain chips turns off while solar flare.
Power armor becomes equal to plate while EMI or solar flare.
Power weapon and shields are turned off while EMI or solar flare
#9
Ideas / Re: Your Cheapest Ideas
July 21, 2019, 08:12:38 PM
Good though from carcinoma removal.
It's almost impossible to beat cancer in the middle worlds, and treating cancer must seriously improve mood.
#10
Ideas / Re: Your Cheapest Ideas
July 14, 2019, 12:10:19 PM
Button for turning not ended walls/doors into plan and button for turning plan into building.
#11
Ideas / Re: Your Cheapest Ideas
April 08, 2019, 11:00:16 AM
When you selecting multiple building plans/unended buildings it's shows count of work and resources needed to end it
#12
Ideas / Priority body parts for attack
April 08, 2019, 08:39:59 AM
Priority body parts to attack.
Add the priority parts of the body to the combat mode menu that the colonist will try to hit when attacking the enemy, the accuracy of hitting the target will also depend on it and then what part of the body is more likely to pass melee and ranged damage.

kinda:
Attack where possible, the chance of hitting does not change
Attack to the head, the chance to hit the head increases, the overall chance of hitting is significantly reduced.
Attack to the chest, increases the chance to hit the heart, lung, ribs, the overall chance of hitting slightly decreases
Attacking in the belly, increases the chance of hitting the liver, kidneys, stomach, spine, the overall chance of hitting is slightly reduced
Attack to the legs, the chance to hit the legs increases, the chance of hitting decreases
Attack hands, increases the chance to hit the hands, the chance of hitting is significantly reduced