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Topics - Adeelos

#1
Bugs / "No Roof Zone" not functioning properly
August 18, 2014, 04:13:07 PM
I put in a no roof zone, and a number of areas where I put it show the zone as applied, but the roof is not actually removed. I know that mountain areas can't completely have the roof removed, but it used to be the roof could be removed anywhere you put the zone down. The attached picture shows what I'm talking about.

[attachment deleted by admin: too old]
#2
Ideas / Rain
November 20, 2013, 04:14:18 AM
Is it intentional that rain starts no matter what after x number of tiles are covered in fire? I want to go clear out areas of all the brush and bodies without all the manual labor, and found that every time after the fifth or sixth molotov went off rain started almost immediately and put out the fires.

I'd love the ability to start a wildfire and let it rage across the landscape away from my base. If the above is true, perhaps change rain to always be a random occurrence?
#3
Ideas / Economy
November 08, 2013, 09:55:03 PM
What about the ability to place back-orders with trade ships? It wouldn't be uncommon for a colony to place a shipment request (for the sake of the example) for a large supply of R4 Charge Rifles. Pay up half the deposit now, and the next time the trader comes back they drop off the rifles and pick up the last half of the deposit. Or even something as simple as trade contracts. Make a contract with an npc trader to come by on some specific day each cycle and automatically exchange goods, something like that.

In general, I feel like the whole economic aspect of the game (given that the game is still in alpha) needs greatly expanded upon.
#4
Bugs / Storyteller Balance Issues
November 05, 2013, 04:49:57 AM
Once I reached the fourth cycle (on Cassandra classic) the only random events I received from then on were raider attacks (which stayed at 5-10 members), crop blight, mad animal(s), and the occasional cargo salvage event. Difficulty of the raiders did not ramp up, wandering colonists no longer appeared, and there were no escape pod crashes.

This continued until I finally saved and quit on the 17th cycle, locked at eight colonists all the way from the fourth cycle. Incidentally, I was unable to incapacitate any raiders at all during this and was forced to kill them (assuming they didn't run).

EDIT: Update subject to better reflect what is actually happening
#5
General Discussion / What I've learned so far...
November 05, 2013, 12:58:21 AM
...is that fear is by far the most effective method of keeping colonists from splitting. Six times in a row, I tried keeping everyone happy, which often resulted in needing too much maintenance while still developing the colony. Ultimately colonists would have a mental breakdown and split.

However, on my most recent playthrough I decided to focus on instilling fear (beating prisoners, putting corpses in cages) and I haven't had one alert about a colonist about to have a mental breakdown. In fact, the entire game up until now (seven cycles in) has been unbelievably smooth compared to my other runs.

Whether or not this is the intent, it's definitely food for thought.