I would like to have possibility to switch off some types of dissasters in game (raids, sieges, poison ship...)
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#2
Ideas / Be informed about the animals wandering into map
September 13, 2015, 02:55:06 PM
Hello
I would like to be informed about the herds of big animals (e.g. Elks) wandered into the area of base (same way as the traders/visitors/raid are announced)
It is annoying in the later stages of game to look
I would like to be informed about the herds of big animals (e.g. Elks) wandered into the area of base (same way as the traders/visitors/raid are announced)
It is annoying in the later stages of game to look
#3
Ideas / Auto animal kill (not to choose animal maunaly)
September 13, 2015, 02:50:19 PM
I would like to have possibility to kill animal according the age
i.e.
Kill every chicken older than 6 months
this would lead to stream of meat to stockpile, and obselete the anoying maunual work
i.e.
Kill every chicken older than 6 months
this would lead to stream of meat to stockpile, and obselete the anoying maunual work
#4
Bugs / no exotic goods trader in later game?
March 06, 2015, 11:07:16 AM
Hello
I havent seen exotics good trader after day 200 for more than 100 days
and also number of raids have decreased significantly... so theres nothing happening
story teller casandra classic 100%
I havent seen exotics good trader after day 200 for more than 100 days
and also number of raids have decreased significantly... so theres nothing happening
story teller casandra classic 100%
#5
Bugs / Artist and Cooking Experience
March 01, 2015, 02:50:18 AM
Hello
I have noticed that artist and cooking skill experience is falling down when the skill is not currently performed. so far good.
however I did notice that this fall of experience is going ever through levels of skill.
I.e. if the person gain experience from 11 to 15 and than some time he/she wont perform the skill, then the skill decrease to level 11 after some time.
I did expect that once the person reach the experience level than it can not fall down
I have noticed that artist and cooking skill experience is falling down when the skill is not currently performed. so far good.
however I did notice that this fall of experience is going ever through levels of skill.
I.e. if the person gain experience from 11 to 15 and than some time he/she wont perform the skill, then the skill decrease to level 11 after some time.
I did expect that once the person reach the experience level than it can not fall down
#6
Ideas / temporary camp
February 05, 2015, 12:09:27 PM
sametime when you want to do some work in grater distance from colony, the time spent on the road is greater then performing the task. (mining for example)
there should be allowed to built temporary camp that would include the campfire, sleeping pods, and small space for storing the food that would be supplied by haulers
there should be allowed to built temporary camp that would include the campfire, sleeping pods, and small space for storing the food that would be supplied by haulers
#7
Ideas / work distribution optimization
February 05, 2015, 12:06:15 PM
Work distribution optimization - when you want to built 3 lines block of wall in greater distance from the colony, 3 different colonist will get the road and each of them built only one square.
suggestion - include the distance to work in work distribution among colonists
suggestion - include the distance to work in work distribution among colonists
#8
Hello
I was playing... and winter comes, and I did provide warm cloth to my people, well, winter passes and I have noticed that people are unhappy, because they were boiled (too warm cloths) well
lets put wardrobe in the game!
if the colonist have too much cloth on himself (he is unhappy due high body temperature) then he put the unneeded cloth to wardrobe and take cloth when he feels cold! (even child can do that!)
so theres no longer need to cycle through colonists and remove the cloth manualy
I was playing... and winter comes, and I did provide warm cloth to my people, well, winter passes and I have noticed that people are unhappy, because they were boiled (too warm cloths) well
lets put wardrobe in the game!
if the colonist have too much cloth on himself (he is unhappy due high body temperature) then he put the unneeded cloth to wardrobe and take cloth when he feels cold! (even child can do that!)
so theres no longer need to cycle through colonists and remove the cloth manualy
#9
Ideas / Visible talents in Colony overview
September 04, 2014, 03:17:21 PM
Would it be possible to see in the overview of all colonist their talents?
prehaps strong talen the box i yellow, weak talent box i blue (any colors)
prehaps strong talen the box i yellow, weak talent box i blue (any colors)
#10
Ideas / Thermal (wood) Power Plant
August 30, 2014, 05:15:32 AM
burning off the wood can used as source of electric power. The power plant would require certain amount of wood per period of time.
If other raw material added (coal), that it could be used as alternative
If other raw material added (coal), that it could be used as alternative
#11
Ideas / Sectors of map
August 21, 2014, 02:40:51 PM
Question / suggestion
when there is generated whole world,
1) will be the world devided to sectors?
2) if yes, will there be an possibility to send colonist to other sectors?
(mine prehaps, trade with other factions, visit other colonies)
when there is generated whole world,
1) will be the world devided to sectors?
2) if yes, will there be an possibility to send colonist to other sectors?
(mine prehaps, trade with other factions, visit other colonies)
#12
Bugs / Colonist stop eating, even though theres plenty of food
August 07, 2014, 05:05:54 PM
v 0.5.492
Colonist stop eating, even though theres plenty of food in base (cooked and raw)
Colonist stop eating, even though theres plenty of food in base (cooked and raw)
#13
Ideas / carts for colonists
July 31, 2014, 06:42:44 AM
hello
for now the carrying stuff from distant places is very time consuming (1-2 route per day) and slow.
I would like to suggest carts (from wood prehaps) for carrying cargos and bodies so the colonists do not have to run so much.
possible limitation/suggestions
-cart have to be pulled by 2 colonists (less cargo)
-cart (eventually larger the for colonists) can be pulled by domesticated animal (if this would be available in the game) (more cargo)
for now the carrying stuff from distant places is very time consuming (1-2 route per day) and slow.
I would like to suggest carts (from wood prehaps) for carrying cargos and bodies so the colonists do not have to run so much.
possible limitation/suggestions
-cart have to be pulled by 2 colonists (less cargo)
-cart (eventually larger the for colonists) can be pulled by domesticated animal (if this would be available in the game) (more cargo)
#14
Ideas / Travelers trade
July 31, 2014, 06:34:32 AM
Hello
For now the non-attacking travelers make no sense to me. Why would anyone wonder wasteland for nothing.
I would like to suggest that
travelers should offer colony trade as the ship do, prehaps in smaller scale
For now the non-attacking travelers make no sense to me. Why would anyone wonder wasteland for nothing.
I would like to suggest that
travelers should offer colony trade as the ship do, prehaps in smaller scale
#15
Ideas / Raider tribute
July 31, 2014, 06:31:45 AM
hello
So far I do miss the purpose of the raids. By this I mean that each raid do have to have its goal (capture someone, steal money, crop, food etc.)
While fight for this goal is the most complicated and coslty optinion,
so I would like to suggest
Before each raid the raiders sends the envoy to colony with the demands. Player then can choose if he want to pay or if he/she donÃ,´t want to (if the demands are declined then raiders would offcourse attack/or leave if the defence is too strongs praphs)
well the tribute can be pretty much everything (food, guns, raw food, metal, colony member...)
So far I do miss the purpose of the raids. By this I mean that each raid do have to have its goal (capture someone, steal money, crop, food etc.)
While fight for this goal is the most complicated and coslty optinion,
so I would like to suggest
Before each raid the raiders sends the envoy to colony with the demands. Player then can choose if he want to pay or if he/she donÃ,´t want to (if the demands are declined then raiders would offcourse attack/or leave if the defence is too strongs praphs)
well the tribute can be pretty much everything (food, guns, raw food, metal, colony member...)
#16
Ideas / Defence Blueprint
July 29, 2014, 01:56:44 PM
After each raid I have to repair my defence to state before raid, but this have to be done by manuall placing of turents/walls/sandbags
1) I would like to suggest some kind of button that would store the blueprint of defence (allso can be optional by player what should be part of the blueprint, prehaps adding powerlines can be usefull as well)
2) and second button that would recall this blueprint and automatically place the templates of turrents/walls/sandbags/.../ according the blueprint
1) I would like to suggest some kind of button that would store the blueprint of defence (allso can be optional by player what should be part of the blueprint, prehaps adding powerlines can be usefull as well)
2) and second button that would recall this blueprint and automatically place the templates of turrents/walls/sandbags/.../ according the blueprint
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