Player starting characters have a 50% chance to start with trait: Hard worker. It seems that this is actually 100% chance. You can see the scenario here http://steamcommunity.com/sharedfiles/filedetails/?id=736126865.
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#2
General Discussion / Tribal food shortage?
July 25, 2016, 09:10:01 AM
I am currently playing the tribal scenario and find myself with not only a food shortage but my tribe prefers to eat raw berries and meat over prepared meals. Has there been some food change or is it just a game mechanic for the new tribal player faction?
#3
General Discussion / Question about steam key
March 02, 2016, 08:54:37 PM
I was wondering how I go about changing my email for my steam key when I no longer have access to my old email address?
#5
Ideas / Proximity power consumption
September 02, 2014, 02:15:38 PM
This is something that is fairly simple but may be over looked. Right now our colonists live in a pretty wasteful society. Lights are always left on, Our stove is always hot and our communication bay is always on. It would be nice if these things were either activated by use or by proximity. All those lights really start to add up in power consumption once your colony gets big enough.
#6
General Discussion / The pro's and con's of this game
August 26, 2014, 02:45:04 PM
First off let me say I love this game. I was very skeptical on the price having been burned on small development teams in the past. I must of watch 20+ hours of people playing before I broke down and bought the game. Now I come to the crux of my problems as well as the points of my enjoyment.
My biggest problem is how easy it is to keep your colony fed. Food grows way to fast and with a lack of any kind of actual season it is always going to be growing season. Wild edibles are as big of a culprit as indoor and outdoor farms. I don't even have to build a farm in some biomes since the berry bushes seem to always be in constant bloom. I know some of this stuff is still in development with different types of biomes (possibly different seasons) but it frustrates me to think I play this more like a tower defense and less like a colony survival game.
Ideally I would like to see more options for food management along the lines for long term survival and possibly a better option for food storage like a meat locker or walk in cooler. I would also like to see water become a vital resource. With the addition of water to the game last patch I would like to believe we are going to have to start worrying about if we have enough for our colonists to drink.
My favorite part about this game is building. I started this game probably like everyone else and simply built square buildings of various sizes. I now experiment with odd zig zags and cross shaped structures. I would like to see more options for say a curve in a wall or a 45 degree slant just to give us more options then just straight from point a to point b.
Overall I really like this game and I am really looking forward to what it is going to be like on full release.
My biggest problem is how easy it is to keep your colony fed. Food grows way to fast and with a lack of any kind of actual season it is always going to be growing season. Wild edibles are as big of a culprit as indoor and outdoor farms. I don't even have to build a farm in some biomes since the berry bushes seem to always be in constant bloom. I know some of this stuff is still in development with different types of biomes (possibly different seasons) but it frustrates me to think I play this more like a tower defense and less like a colony survival game.
Ideally I would like to see more options for food management along the lines for long term survival and possibly a better option for food storage like a meat locker or walk in cooler. I would also like to see water become a vital resource. With the addition of water to the game last patch I would like to believe we are going to have to start worrying about if we have enough for our colonists to drink.
My favorite part about this game is building. I started this game probably like everyone else and simply built square buildings of various sizes. I now experiment with odd zig zags and cross shaped structures. I would like to see more options for say a curve in a wall or a 45 degree slant just to give us more options then just straight from point a to point b.
Overall I really like this game and I am really looking forward to what it is going to be like on full release.
#7
Ideas / Improved planning tools
July 15, 2014, 09:50:09 PM
While I wait for the game to release on steam I have been watching a lot of streams of this game. One of the things that bugs me is the planning tools. When I watch people planning out their fortresses everything looks the same because the only tool they have is the little white square that marks out the area. How hard would it be to give people color options. You could designate red as what you want mined and or use blue so you know these will be walls. Maybe different symbols for things like furniture or power. Also maybe allow players the ability to toggle between seeing the design grid and not seeing it. That way when you are ready to expand you just have to hit tab to see where you wanted to dig next.
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