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Topics - PrZe77

#1
A menu in the options with which you can determine the reaction of the game to the various events would be very useful .

Just a list of possible events next check box for :
- Do nothing
- Slow down to 1x
- Pause the game

So everyone can individually adjust what reaction he would have in which events and determine the response time , for example when infestation itself .
#2
Ideas / accidents
April 27, 2016, 10:34:19 AM
doing something with a bad skill should cause accidents.

like by operations but it harms the pawn self.

e.g.:
cooking -> chance to burning themself / cause a fire
mining -> chance to injure the hands, foots or legs
tailoring -> chance for cuts
hunting -> chance to shot them self
hauling -> chance to twist one's ankle
buthering -> chance for cuts in the hands
building -> chance to injure the hands, foots or legs
...
#3
Ideas / Spaceship
April 27, 2016, 08:43:49 AM
I have some suggestions for the spaceship:

- the reactor porduce energy so the components should need energy to be ready to start. if you use e.g 20 ship cryptosleep casket you have to build more than one reactor.

- give the shipparts a weight: one ship engine should have limited power so you have to use more then 1 for heavy ships

- fuel for ship engines: you have to fill up ship engine with uranium before you can start. so it harder to get all ressources.

- cryosleep pods for animals! my colonist dont want to let there dogs alone on the planet..

maybe for an campaign mode:

cargo: a part for cargo would be nice. so you could crash with your ship against i a random biome and try to survive with more colonists and stuff (with a chance that ressources breaks at the crash an colonist die)

you could have the goal to build a small ship, collect some ressources a travel to an other location to get the materials for an interplanetary spaceship. that materials could be only in an extreme biome with realy small chances to survive..
#4
Bugs / plants dont grow
April 20, 2016, 03:42:06 AM
In the new Alpha I have often seen the field plants remain standing at 1 % image.
They look like they were freshly planted even at 90 %. The values ​​will change as normal and when a plant is harvested in a certain radius update all the others her image .
#5
Bugs / Colonist sleep until tehey starve
April 20, 2016, 03:33:44 AM
my colonists are often not able to leave the double beds. even if i activate the fight mode only the weapons "spawn" over the bed but the colonist isnt able to go..

iam not sure if it is a bug but sometimes they go hungry to bed and stay until they be unconscious even when food is available
#6
Ideas / flora rebalancing
April 14, 2016, 08:54:46 AM
After a few years, most areas look pretty devastated . Fires destroy large areas all plants ( accelerate killed by hunters boomalops the extreme) as well as cold spells and beaver .
After a while, everything is covered skeletons .
After 2-3 years look forests like deserts and flora and fauna are only to be found at the edge of the map .

It would be good if the could be counteracted . Maybe an event that every year in early spring plants at random can grow anywhere and all plants have an expansions boost until the end of spring.

Fires could leave ash , which lets plants grow quicker .
#7
Ideas / general colonist and prisoner settings
April 14, 2016, 08:41:17 AM
Hi,

i would like to have a menu for general settings for allowed medicines and meals for my colonists and for the prisoners. it would nice if can give the prisoners only nutrienpaste and the colonist can eat the expensive meals.
A menu where you can choose which medicine may be used for which treatment would also be very convenient and would save a lot of micromanagement . ( For example, divided into bleeding wounds , wounds , infections , diseases , operations etc. )
#8
Ideas / some various small suggestions
December 12, 2014, 04:26:07 AM
thanks for this great update :)

i have some small suggestions:

- snow should affect the power output of solar cells. like in the real world would someone only need to remove the snow so that they work 100%. perhaps it would be good if there was a research in the later game to remove this effect (maybe heated plasteel-solar cells with more poweroutput)

- a button for a random crashsite (so a balanced selection of the colonists will be more important)

- a checkbox to activate the small chance of injuries from crashing (like a broken arm or some thing else)

- heaters should catch fire after they were destroyed (like turrets exploding)

- i would like to have the possibility to undress prisoner (as colonists) separate clothing (and may be force them to wear certain clothing)

more interaction between the imprisoned:
- they should be happier if they are locked up with other members of their faction
- many prisoners in one cell should be a danger for the wardens (they might try to overpower the warden)
- prisoners of warring fractions should try to kill each other

- broken / freed prisoners should pick up weapons, if they find some (for example, after overpowering a warder)

fractions should sometimes try to free their members:
- by making an offer (x silver for prisoners xyz)
- threats (liberate xyz within x hours / days or we are attacking and free him yourself)
- a small group lands directly in the base and tried to free the imprisoned (they could bring him a weapon with)
- a  combination would be interesting, too (a siege until the offer was accepted or a distraction attack at the entrance while a small group lands in the base)
- other factions could make offers to execute imprisoned enemies :)

thanks for reading (english is not my native language so please excuse the errors)
#9
Ideas / more options to interact with visitors
July 07, 2014, 03:46:40 AM
Hi,

I would like to have more options to interact with visitors. it would be great if the possibility would exist beds, in addition to prisoners and colonists to make available for visitors. (so you could finally help his friend, wounded soldiers, and wouldn´t not always have to watch them bleed to death.)

another possibility would be to have a storage from which objects are sold to the visitors (against silver). also slave trade would be possible and interesting in the way.

a bar would also be great for home-grown drugs or alcohol for sale (of course with other effects such as eg beatings between drunken visitors, drunks sleeping on the floor etc)

it should also be necessary to supply visitors with food, bed etc, so they stay longer (reinforcement at the defense before attacking).


also other fractions should be able to make requests. so you could also send help when attacked, accommodation during a storm passed, providing wounded, refugees hiding, deliver weapons / resources / food, lock up prisoners for x time and so on.


the behavior and the "orientation" of the colony (commercial center, bar, detention camp, etc) should also have influence on the other fractions. it would be great if you have a weapon-handling center and slave trade and because of eg pirates like to make transactions with the colony while others stay away from it.


sorry for my english, I hope it's all understandable... otherwise just ask  :)
#10
Ideas / carrion-eating animals
March 04, 2014, 03:55:40 AM
Hi,
I would like to see carrion-eating animals in the game.

Animals eat the corpses and these "natural" Remove.

They should get on long without food, but if they are too hungry, they could also attack living animals and humans.

So you must then also secure your meat supplies.

Also, it could have a negative effect on happiness, when settlers corpses are eaten by animals.
#11
Ideas / Radar and Anti-Air gun
January 22, 2014, 07:06:41 AM
Hi,
I have an idea for two new buildings:

A radar to prior Raider attacks to be warned in time.
With further research could further increase effectiveness. (the time information is accurate, the landing point of the Raider is limited, the number of Raider can be determined in advance, etc.)
The radar could also make special commercial vessels identified.


In addition, an anti-air gun in the context would be great to kill Raider on landing to injured or.
(limited range, high energy consumption)


Raider could ensure with a high number of anti-air guns, to the landing site before tend to bomb (or specifically use free areas).

Sorry for my bad english ...