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Topics - Dashthechinchilla

#1
Bugs / No title reward if the pawn leaves the map
March 20, 2020, 07:52:33 PM
I couldn't find a post exactly like this one already. It was in build 1.1.2571.

I had the quest where you go and visit the royal court to entertain them. It was enough favor to achieve Esquire on a pawn with no previous favor. I picked one of the pawns going on the trip to get the favor. The shuttle arrived. I loaded the 4 pawns including the one to get the favor, and the quest completed when the shuttle left. However, the pawn did not get their Esquire favor reward when they left or when they got back.
#2
Mods / [MOD Request] Motion Activated Turrets
September 18, 2018, 09:33:38 AM
I was thinking about how turrets work in other games, and about how much energy it takes to keep all my turrets on. It occurred to me that with turrets that only enter a full power state with enemies in range, I could keep my benches on during the long days between raids on randy. My idea came from System Shock 2, where the turrets 'deploy' when they detect you nearby.

This would be a condition applied to turrets, possibly with research. The turret would be in a low power state until an enemy enters its radius. It takes a moment to reach full power, and then it can fire. That should help balance the economy.

I think sappers and clever tactics would still see the low power turrets as active for their scenarios.

#3
Ideas / Make Ship Elements More Useful
January 07, 2018, 12:57:00 PM
I didn't see any thread on this in particular, so I thought I would post it.

In B18 we got new ship parts. However, as a whole, the ship is just a resource sink to trigger the end of the game. The ship parts are some of the few things you can build in vanilla that have little to no value of their own. Since it is so expensive, I thought it would be nice if the sub components actually did things on their own. For example, the reactor and the cryopods can already be used for something other than their end game function. It is completely possible this has been modded in, but I am talking about adding it to Vanilla.

Ship Scanner Cluster
We already have the long range mineral scanner, which is required for this component. It would be nice if at least the ship scanner replaced or supplemented that part.

Ship AI Core
AI's are being used today to enhance research. It would be nice if the ship's core by itself would assist with research. When I play tribal, there is a lot of research I just plain skip if I am building the ship. It's not worth the effort. Researching by itself would be nice, but a boost to speed would be ok too.

Scanner Cluster and AI Core
Give an AI core a scanner cluster and they can... detect incoming raids before they arrive? More accurately identify precious minerals and what defends them? Trick your colonists into sending a large group to get minerals when a large ambush waits for them?

Ship Thrusters
This is where the trouble comes in. Other than generating a little power, I dont know what these could be used for.
#4
General Discussion / A Wild Husky Has Appeared
January 07, 2018, 12:06:26 PM
I just need a sanity check, since I haven't seen it in B18 before. I got a wild husky to appear on my map in late fall, Boreal forest. The only mod I am running is Allow Tool (with Hugslib) though this is the first game I have used it on. It wasn't the event that spawns tame animals, it was just a single untamed version of a Husky that randomly spawned at the edge of the map. It is not one of my colony animals, I never had a husky on this map. I have also never seen an untamed version of any domestic animal appear before (Husky, Labrador, Yorkie, ect).

Not that I am complaining about a potential free husky.
#5
Bugs / [A17b]Drafted animals wander
June 17, 2017, 02:55:27 PM
I noticed in A17 and 17b that drafted animals won't stay near their masters. I made sure that the option is checked yes.

The animals will start off by their master. However, they eventually start to wander away. So in a long combat they will often wander to the other side of my kill box. This causes the enemy to stop their advance to attack them. They normally ignore the enemy unless engaged in melee, but flee like they are not drafted when injured.