Ludeon Forums

Ludeon Forums

  • July 13, 2020, 04:19:54 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Snownova

Pages: [1]
Ideas / Wanted Ads
« on: September 11, 2017, 10:03:47 AM »
Wouldn't it be cool if you could broadcast a wanted ad to nearby settlements: "Wanted, doctor with a skill of at least 7, will pay 1200 silver to the settlement willing to part with this person"

Shortly either a caravan selling a slave with the desired skill shows up. or a settlement contacts you and arranges payment before a wanderer joins the colony. Or random event, they take payment, nobody shows up and you are left to decide if they stiffed you or the guy got taken out by bandits en route.

Ideas / World Map - Ruined Cities
« on: March 15, 2017, 02:03:31 PM »
So me and some people on Reddit were talking and it would be really cool if in addition to all the towns and camps on the world map, there would also be Ruins marked on the map.

These ruins would have an associated tech level (tribal, industrial, glitter) and would be the ruins of bases or even entire cities.

When you visit these ruins you can loot the stuff there (type of loot determined by tech level), but the ruins will often be infested with bugs, mechanoids or swarms of manhunter animals.

Perhaps over time there could be random events that turn existing towns on the map into ruins, with a notification as to what caused their demise.

General Discussion / Furniture Quality
« on: August 29, 2015, 02:05:05 AM »
I have a quick question about Alpha 12. How is furniture quality determined? Is it purely by the construction skill of the builder, or does his artistic skill play into it at all? Or is it just completely random?

Ideas / Pathing within assigned area
« on: June 22, 2015, 05:29:48 AM »
I'm not 100% if this should be a suggestion of a bug report, but here goes:

So I was building a nice ice shelf colony, had me a nice little heated compound when a pack of wargs appeared. I quickly made an restriction area of the indoors area and assigned it to all the colonists, keeping them safe and inside.

One problem, my compound had multiple exterior doors and the interior layout was, shall we say, less than optimal. My compound was roughly rectangular, with a main hallway connecting all the rooms, shaped like a U rotated 90 degrees.

So after a few days I suddenly got a message that a colonist, who we shall call Billy, was injured.
Billy, being an idiot, wanted to go from the south-east end of the compound to the north-east end. To do this he should have taken the main hallway all around via the west side, staying nice and warm indoors all the way. Instead he took the south-east door outside, tried walking through a pack of wargs to get to the north-east door and promptly bled to death in the snow.

So my suggestion would be this: Tynan please let pawns check if a path is available that runs completely via their restricted zone, before letting them path outside it.

Ideas / Negative passion flames
« on: May 01, 2015, 12:39:45 PM »
I've seen a lot of people comment on how ridiculous it is that the nobleman who wanders into your colony (or crashes with you) just flat out refuses to haul, and a lot of other things like that.

I'd like to propose a system of negative passion flames to balance out the "incapable of" system. If a character has a negative passion flame for a certain task, he can and will perform that task, but his effectiveness at it will be reduced by, say 50%? Also their joy rating will rapidly decline while performing such a task. Perhaps movement will be reduced while hauling, to indicate their unwillingness?

This adds an interesting gameplay choice: I really need to bring the harvest inside, but if I make Lord Barklay help, there's a good chance he'll get depressed.

Some tasks like medicine, construction, smithing, tailoring, wardening and art require some basic skill or training so they can legitimately be disabled completely based on history. But things like mining, growing, crafting, hauling and cleaning should be an option for all able-bodied colonists.

Also the medical conditions of "bad back" and "frail" could legitimately disable hauling. I mean which is more realistic, an old lady of 75 with a bad back refusing to haul logs, or a 27 year old medieval lord who refuses to haul logs?

Ideas / Make work panel not purely skill based
« on: April 18, 2015, 02:40:57 AM »
One little suggestion: When you go to overview -> work, the squares for the various tasks are lit up based on the pawns skill levels. However say we have a lvl 20 medicine pawn who has double cataracts, is missing a hand and has dementia. This person would be less effective at surgery than a lvl 4 medicine pawn.

I feel it woudl be very helpfull if the "whiteness" of task squares in the work screen was based on the pawns net effectiveness at that task, not just their skill levels.

Ideas / Autopsy Table
« on: February 27, 2015, 02:34:56 AM »
I've seen people "complain" about how hard it is to get medical skills up, especially without maiming any valuable colonists.

I'd like to suggest adding an autopsy table to the game. At this workstation you can add bills to autopsy corpses and raise medical skill by doing so. The corpses will have to be fresh (so build another freezer!), and once autopsied it is either destroyed or converted into an "autopsied corpse" which yields much less meat than an "intact" corpse.

Autopsies of animal corpses could also be enabled, yielding less medical skill than human corpses of course, and adding an interesting decision as this will cost you valuable meat.

The skill gain should also be capped at, say 7 points. At that point studying dead people should no longer reveal anything new to the pawn, and this will prevent autopsies from being too overpowered.It's more about training field medics rather than neurosurgeons.

Ideas / New Zone type: Walk-in closet
« on: February 23, 2015, 04:02:47 AM »
With the clothes degradation in A9 and associated mood debuffs, I'd like to suggest a new type of zone: a walk-in closet. This zone will hold only apparel and the player will be able to set a minimum integrity for the items within. So for example any piece of apparel below 75% will not be stored here.

Further colonists who are wearing apparel that is below the minimum of the closet while the closet holds a superior version will automatically switch their clothes with one from the closet, reducing an annoying bit of micromanagement, but retaining some level of control for the player.

Ideas / Synthread Loom
« on: February 23, 2015, 03:56:49 AM »
With A9 adding clothing wear and tear and the associated mood debuf from wearing ragged clothes, fabricating new clothes has become more essential than before.
Cloth and leathers are usually quite abundant and sufficient for the most part, but advanced colonies may want to give their people something slightly better to wear. Devilstrand is an option of course, but is extremely difficult to cultivate in colder climates (solar flares tend to wipe out your fields when the heat goes off).

So my suggestion would be to add a researchable crafting station called the Synthread Loom. At this station a crafter can combine cloth with steel, and produce synthread for your tailoring bench to use, or just for trade.

A followup research subject could be a hyperweave loom, which creates hyperweave from synthread and silver.

If it won't go in the base game, I call upon the mighty modders to add these :)

From the changelog:
Can now manually assign beds to specific colonists.

Praise be unto Tynan! No more shuffling beds, needlessly deconstructing or setting to prisoner anymore! And with the medibed mod I can now have a functional hospital wing! (next step adding hospital beds to the main game and auto-assigning injured colonists to them!)

Ideas / Raid types
« on: July 16, 2014, 07:57:09 AM »
Based on this thread:

I'd like to suggest some new types of attacks:

Food raids: Tribe X is suffering from a famine and in their desperation they are attacking you in the hopes of stealing your food stores. Attackers will proceed to your granaries, fill their pockets and withdraw.

Thieves: The attackers will go straight for your silver stores, take all the booty they can find and shoot their way out.

Mech raid: The local mechanoid hive requires metal to expand, mechanoids assault your colony to gain access to your metal stores (perhaps loading it aboard a special cargo mech) and withdraw with their loot.

Prison bust: If you have prisoners an attack will come to try and free them. (especially if it was a previously friendly tribe who you angered by capturing one of them). Once they have busted out their colonist they will retreat.

You can see the theme here is that attacks don't always have to be about wiping out your colony, they could also just try and damage your economy.

Pages: [1]