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Topics - Mistrornge

#1
Help / Initial Start up data input
February 26, 2020, 12:00:11 PM
So i was hoping someone could build a short mod to bypass some of the selections needed prior to playing.  One that would make initial data input for scenario type, select storyteller, select difficulty, select save game type, select world seed, % of planet, and size of initial map generation.  It would be helpful for testing mod load order testing.  Speed it up quite a bit I think.
Is this possible? 
#2
Ideas / Caravan had arrived at trader indicatir
February 09, 2019, 10:07:07 PM
I would like to see a small noise when a merchant caravan has arrived at my base.  Perhaps a horse whinnying?  Telling me I have a caravan on the map is nice to know but not really useful until it arrives at my base? 
Thoughts?
#3
Ideas / Quality of Life changes for multi-base colony
February 09, 2019, 10:04:11 PM
I am currently running a colony with 4 bases (soon to be 5).  When things occur at individual bases I have no idea which one it is occurring in.  Fires, raids, merchant caravans, blight, etc.  it would be nice if the little flag told you the colony name.  I like to keep the flags up until I have dealt with the new event.  Closing the flag takes you straight to the event but then you may have missed important information in the flag.  Attacking immediately or preparing an assault?  Which pawn in the raid is related to my colonist? 
Right now I click through each base until I see the white arrow indicating that the event is at that base. 

I am calling the little colored pop ups that show on the right side of the screen flags.  As that seems like what they should be called. 
#4
I am on my way to pick up a rock and the easiest way is to go through this burning zone.  Ooops I caught fire now I will walk around in the fire stupidly until I collapse.  Then the moron coming to save me will also die in the fire.  3 colonists so far (out of maybe 15 total). 
Its these types of deaths that cause people to quit. 
#5
Bugs / [a17] pirate base batteries uncovered
May 22, 2017, 02:12:20 PM
So attacked a pirate base while it was raining.  Very easy as all the turrets fail when the batteries explode. 
#6
Bugs / [A17 Unstable] 1542 Prisoner recruitment
May 19, 2017, 03:57:26 PM
May have a bug. 
When attempting to recruit prisoners I get no '% chance of recruitment.'  Not sure if this is WAI or a mistake.  Been playing a couple hours and haven't had a successful recruitment (may be due to RNG or error).

Expect % chance to recruit pop up
Does not pop up when recruiting
Make a prisoner and try to recruit.
#7
Bugs / [a17] prisoner/colonist mix up
May 13, 2017, 11:27:45 PM
Most recent update.

Found an unusual bug.

Had a previous prisoner become a colonist.  During a fight he developed an infection.  While infected he had a break and started wandering.  Fearing he would die I arrested him.
He showed up both on the colonist and prisoner lists when making a caravan.  He could not be selected as a colonist.
Also after a couple of prison breaks I downed him and both capture and rescue showed up as possible actions.  It would not allow me rescue him as he was still a prisoner.
#8
Bugs / [A17 Unstable] Frozen pawns
May 03, 2017, 07:12:22 PM
All of my pawns have become "frozen."  They have jobs assigned, I can change the job which gets them to move about 50% of the time.  Militarizing them does nothing. 
New patch about 30 min ago.  New game since patch
#9
General Discussion / Frozen pawns
May 03, 2017, 06:47:33 PM
About half of my pawns get frozen while on task.  Will just stand in place though they have a job showing. 
Changing jobs and putting them on military duty doesn't change anything.