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Topics - Pendryn

#1
That says it all. Things took a minor turn towards bad and the wounded had to try to fight off a fire. Bishop decided to get some infections and collapsed traversing an incomplete pool table and no one could rescue him. I tried getting rid of it and still, no bueno.

#2
Ideas / A battle that doesn't need you.
March 04, 2015, 12:46:39 PM
Gang. Gang. Check it.

What if, you aren't the focus of an attack.

What if you were occasionally just in the way?

Maybe every so often, a battle between pirates and tribesmen, or pirates and pirates, or tribes and tribes or tribes and mechanoids just took place in your lands with your town stuck in between? I mean, sure this happens by happy accident every so often, but, not really purposely.
#3
Ideas / Authorization and Personal Space
December 13, 2014, 06:38:53 PM
It would be nice to be able set which person can get through a door. Specifically, I really like to be able to set it up so only certain people can access certain areas. Like bedrooms and such.
#4
Ideas / 4th Survivor
August 23, 2014, 03:48:40 PM
With the implementation of the expansive health system, it might not be the worst idea to add a default 4th to the starting gang. Doesn't even need to have a gun. I'm just noticing, and maybe I am alone here, but I tend to suffer a large number of eye wounds. And when those start mounting up, my firing accuracy goes way down. So having a 4th to fall back on when someone else cant quite make the punch seems like a decent idea.

Or maybe the eye thing is just my bad luck. I dunno, I feel like I need a dedicated doctor on staff from the get go and that cuts into my gathering and such.

Also a building collapsed on one of my colonists and crushed his eyes. I mean. No. Is it just me?

I'm out.
#5
Ideas / Bunk Mate!
June 13, 2014, 10:11:43 PM
Just a thought, how about a lessened happiness penalty if you are only rooming with one other colonist? Sure, 3 or more would probably make me nuts IRL in one room, but it isn't unreasonable for two people to share a room with minimal complaint.

Perhaps when traits do things, one of the traits could be for someone to actually get a bonus to happiness from having roommates.
#6
General Discussion / Farm challenge
November 14, 2013, 05:23:50 AM
Alright gang, I've seen a few challenges issued, so I thought I'd issue one too.

The name of the game is Farms!

This one might be tough to get because of poor map choice so it might be best to rifle through maps, but here it is:

All of your colonists are farmers. Now, they can be any actual class except Noble because they can't grow, so you can have researchers, fighters, whatever, but each colonists has their own self-sustaining farm.

Each colonists has:

2 growing areas
1 farm house
1-2 solar panels
1 barn

The farmhouse would have a bed, lights, a t able, and a chair, the barn would contain the nutrient paste dispenser.

Play on Randy

None of the farms can be interconnected. Each farm powers itself.

You can wall each farm with sandbags if you desire.

Obviously because a single farm will take a bit to get started, you can start the all on one farm, but once the first is finished, you'll need to get a second and third up and running and so on.

Nothing too fancy, just some farms. Maybe after 4 or 5 farms you can build a town for your next colonists, after all, more than 5 farms, well, that's quite a lot.

Oh. And one more thing. For each colonist that actually lives on a farm. Their only number 1 priorities allowed are Growing, Firefighting, and Doctoring.

Bonus challenge!

Corral some Muffalos!

Good luck!
#7
Bugs / Stuck in Build Spot
November 09, 2013, 06:56:38 AM
This is a weird one. My workers appear to be enjoying themselves rather than building this single section of wall. I have no idea why, but I currently have two citizens stuck in this spot of unbuilt wall. I stress that their paths are not blocked and they are not being stopped from building it, they are just running onto the build spot and staying there, ignoring other build work. I can draft them and move them out and they will run back in. I can cancel the build spot and they will proceed as normal, but they wont build on this spot. PICTURES.



They do appear to be having a chat. Good job construction team!
#8
Ideas / Hunters
November 08, 2013, 03:54:31 PM
Now, I assume there is a plan for all the critters roaming around, so I'm not really looking to get anything added with them. What I would like though, it so maybe  designate a few people to go out and deliver a little frontier justice to our furry friends in the form of the bullet handshake.
#9
A horde of squirrels. SO. MANY SQUIRRELS.



Seriously, I have never suffered so much damage from actual raiders. Randy? y u h8n?

This was about 30 squirrels in all. No one died, but the people I had incapacitated... somewhere around 10. Good times.

I love this game.
#10
General Discussion / Priority Citizens
November 08, 2013, 03:50:24 AM
Just curious to know what everyone ideal setup is for their first three colonists.

Generally, I go with Either Two Medieval Slaves/ Deep Space Miners, or One of those and One Medieval Slave/ Farm Oaf

And then my third is either a Medieval Slave/ Colony Settler, or sometimes a Medieval Lordling/ Colony Settler.

Basically across the board, not starting with Medieval Slave seems like a waste of time, with the except of the last combo I mentioned which gives you a decent amount of social to work with as well.
#11
Ideas / Digging Too Deep
November 06, 2013, 03:09:18 AM
You know, I was just thinking, while I was strip-mining the map, that wouldn't it be a shame if I were to accidentally unearth some terrible Moon Beast(s) from their slumber and they decide to ravage my colony? That would be awful. I'd hate that.
#12
Ideas / More mean things for raiders to do...
November 05, 2013, 12:10:11 PM
All that juicy power is just sitting there, pumping through the walls. Wouldn't it be a shame if every now and then a raider could start overloading the conduits and start exploding portions of your everything? I am vaguely certain this would be amazing.