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Topics - Zorroexe

#1
Ideas / Player' plane-dimension
July 26, 2019, 06:41:54 AM
Post and forget idea.

Suggestion influenced by the manga [Tsuki ga Michibiku Isekai Douchuu], where the MC (player) can open warp/gates to his very own dimension, closed to external influences.

Mod suggestion:
-All warp portal/gate can only be linked to that map (Modded dimension)
-Warp portal/gate can be constructed anywhere, but 1:1 ratio.
-When warp portals in Modded dimension mis-match portals on open world, chances of enemies tapping into the warp portal.
-Modded dimension, is similar to a normal map, but with no animals.
-Raids, drop-pods, infestation do not happen in there (different dimension).
-Enemies raids are by hi-jacking player/constructed warp portal/gates.
#2
Ideas / Globalization - Build ur base everywhere!
September 22, 2016, 09:52:27 AM
I don't know if there's such an idea, but here goes.

It will be great if we'r able to build up bases anywhere in the world map we started with on new game. (Including Underwater or Above water)

These bases will be faction of (insert you'r colony name here) + (Outpost name). Being able to control each respective bases, through their each individual panels (Colony A' ppl have to be switched over to Colony A' file to control.)

Each base will require individual load. When you switch over to another base, the inactive base will run on an expected output rate (Example: Food: Field size + average temperate + Shelter Y or N + average attention to Glowing duties). Expected output resources will be spawn (to a certain cap) in assigned area. Making these some-what real-time, and not making a huge load on CPU.

Transportation/ Allocation tabs: transport goods in between bases (require someone assigned to it, like current trade cavern). Load depends on number of entities assigned. (more = more goods).

Colony/Base tabs: to keep track and switch/ quick load to the said base.

Map: add some realism to land assault. For example, if there's a land raid from "Tribal A" to your Base B, this raid will travel a path (roughly RNG generated) from Point A to B. If there's some if your other bases in it's path, this raid party will assault those as well until they reach point B.

Map Incident events: Bombard from space to planet, such as a space siege that last x duration. Strong underwater current for underwater and above water base.

Map Defenses: Such defense(Building) that mitigate the damage from such 'Map Incident Events'.

Turret defenses:
-a turret that counter mortar' shells by shooting at enemy mortar shells (accuracy %).
-a flag turret that counters enemies' drop pod (given drop pods HP), flags does damage to drop pods, destroyed if hit 0.

off-topic:
-Can we have an in-built mod-maker which is 100% compatibility (unless some name conflict) for C++ noobs, like me?
-Can we have a mod migration? (from Factorio) where the game will delete the entity if there isn't a references.
#3
First up, is is legal to have a mod based on another game? ( not full 100%)
Link: https://www.greybox.com/greygoo/en/splash/

Continuing, can we have a faction, Grey Goo, which is basically liquid metal but has combat capability? (go google "Grey Goo")

A enemy unit (let's name 'Blob') has the function or ability to destruct structure (made by players) & consume the materials (from structure or from the floor)? Materials will be converted into a single resources (let's say, Goo) for the enemy to use for construction or creation of more enemies units. 'Goo' will be in the enemy' Inventory.

Resources conversion into 'Goo' rate depends on the type of resources categories.

Blob can create more units (It'self or other units), the cost will be deducted from it' inventory (the maker' inventory). The newly created Blob will have the same features.

Other units created from Blob (other than Blob) have basic function as per normal pawn has. These units are able to convert back into 'Goo' (materials) when consumed by Blob.

On Blob' death, will drop all 'Goo', these are able to be craft into resources.