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Topics - Wex

Ideas / Full cyborg
September 17, 2016, 07:26:47 AM
Ok. Right now we have our bionic implants, that replace missing limbs.
We technically are still missing bionic organs, but that's not the point of this suggestion.
What am I suggesting is a FULL BIONIC body, that should well be into the range of 5500's technology.
Brain enchased in a armored "brain box", a nutrient extractor for feeding such brain and a good armor overall.
It should be VERY costly and require some serious doctor (skill 16 as a minimum) to make the conversion from biological to bionic.
What do you think?
General Discussion / Precious weapons
August 14, 2016, 03:18:47 AM
I bought an awful silver mace for 560 silver.
I smelted it for 750.

I don't know how this works, but I'd like to know more.
As in: what awful items are worth buying?
Ideas / Ectotermic animals
August 11, 2016, 11:59:52 AM
Reptiles in the game, suffer by hypotermia like mammals or birds.
That's not what happens in reality.
A turtle in the cold will be sluggish at first, then immobilize and die very rapidly.
Also, one advantage of reptiles is that the eat WAY less of the mammals or avians.

Toughts on the matter?
Ideas / Hoppers
August 07, 2016, 07:28:15 AM
Right now hoppers are a relic from the past.
I have a couple of conflicting suggestions.

1. Have them removed completely; paste dispenser will be refilled like the fueled generator.
2. Have them work with mortars, speeding up the reload time.
3. Have them refrigerated, if keept this way, so you can store food without having to build a fridge also; you can also store there meals ready to be eaten.
Stories / This was very sad
July 14, 2016, 04:23:40 PM
This was very sad indeed.
Newest member of the colony, he lasted 2 weeks.
The art is heartbreaking.

[attachment deleted by admin - too old]
Ideas / A bunch of random suggestions
June 19, 2016, 10:53:07 AM
So, I've played this game (just like many of you) a whole LOT, and I found some suggestions that could make it better.

  • Crossbows: the basic crossbow is just a step ahead from bows, has a low rate of fire but it would pierce armor. And you could make it at a smithing station.

  • Fire: fire scares animals, predators and prey alike, they should run away from it, not sleeping beside a flaming tree; predators should learn quickly not to attack boomalopes and boomrat, just like IRL predator don't attack porcupines or poisonous orange frogs

  • Ugly and scarred: those social modifiers are way too high. -30 and -15? That man has lost an ear by fighting for the colony, why being mean to him?!? We don't insult veterans who lost an eye fighting for their country, or people born disfigured.

  • Repairing: IRL, we repair weapons and clothing worn. They lose quality, but they are still usable.

  • Sea and water: also called fishing. Or getting seaweed. Or tidal generators, or dams. We miss a whole dimension here.

Ok. Thanks for the patience to read this.   ;)
Mods / Fire and animals
June 13, 2016, 10:56:21 AM
I am going to ask for a modder, a mod that changes the behaviour of animals when in front of fire.
Animals should run away quickly, and not just continue grazing the flaming grass.
Also, predators in real world, steer clear from obviously dangerous preys, like porcupines or poisonous frogs; why do wargs and coguars keep attacking boomrats and boomalopes?
Thanks for your time :)
Ideas / Alchool
June 10, 2016, 04:36:54 PM
So, we can make beer out of hops.
Since the dawn of time, humankind has found the way to sistill alchool from just about anything.
From rice, sakè.
From patatoes, bad tasting vodka.
From berries (any kind actually), wine.
I am quite sure someone invented a kind of alchool from corn.
So, why the limitation?
Also, you don't really eat hops, because they taste like a second place.
Ideas / A tought on the trait: ABRASIVE
May 24, 2016, 02:10:27 AM
Abrasive people are people who really don't care about hurting other's feeling, because they think thruth is of the utmost importance; so, the tend to speak the blunt truth even when it isn't advisable to.
The point of this is: why don't 2 abrasive people have a positive reaction towards each other? It's so hard to find people who like to always hear the unmitigated truth (speaking from experience here).
Just my 2 cents.  :)
Ideas / Uplifting animals
September 01, 2015, 04:05:51 PM
I know of Tynan refusal to include aliens in the game.
A pretty advanced society would eventually have to deal with the uplifting of the existing animals (also something like the boomrat is pretty much the result of genetic engeneering).

So, what is uplifting, you ask? Here:

Just a little suggestion for the future alphas. :)
Ideas / Ship engine
December 16, 2014, 07:41:14 PM
Ok. We have an engine capable of lifting a spaceship off a planet, into space.
Its engine must be powerful. Putting aside fumes of the exaustion (this engine isn't chemically propelled), such a big engine should produce a huge deal of heat.
Ideas / Override reserved stuff
December 13, 2014, 11:29:08 PM
Have you ever had one of those moments, when you need something done NOW - be it hauling something, repairing something, ot putting a D**N fire out -, and you have the right guy for the job, one square from there.
You select him/her and right click the task at hand.

"the stuff is reserved by X"

And X is half across the map.
The question is: why right clicking doesn't override this weirdness?
Why do I have to find X, draft him/her, reselect Bob who was a square from the job, and have him do it? Isn't it counterintuitive?
Ideas / Tundra
December 11, 2014, 10:22:17 PM
Tundra needs wild cotton.
Like agave in the desert and the shrubland; so you can craft your parka quickly.
Mods / [Mod Request] Meat
November 26, 2014, 01:30:08 PM
I tought a while on the topic of food traders.
They bring potatoes, berries and agave. Perishables.
Would be that weird to have them bring along some meat too?
Late game suffers from an overabundance of silver and a lack of game (the hunted kind).
Also, if Haplo passes by, the traders from his mod are logically included in this request.
Thanks! :D
Ideas / Execution made useful
November 16, 2014, 11:12:22 AM
I asked for a mod, but someone pinted out that this could be a vanilla feature.
Take a look.
Mods / [Mod request] Execution made useful
November 09, 2014, 07:34:54 PM
So, I was having a bad day, I had 7 of my 8 bed prison full of tribals.
The easiest to convince being a colonist was a neat 88.
Now here's the catch. I kill one of those who refuse to join the colony; brain splatter on the floor.
The warden goes like:"Next one that refuse joining the colony, will be joining Meatsack here in the kitchen." The prisoners pee themselves and quickly change their attitude towards the colony (for better or for worse).
Game mechanic wise, the recruiting difficulty (of the prisoner who witnessed the deed) randomizes.
Could it be done somehow?