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Messages - Kregoth

#1
Quote from: Polder on August 08, 2018, 10:53:23 AM
I agree. I'm trying to make it more worthwhile to keep animals for things other than defense or hauling.

Long time player and long time lurker, but couldn't you make it just so that domesticated food sources get more meet? Standard hunting would get you some meat to keep you alive, but domesticated meat gives larger amounts of meet. Honestly it a good reflection on the real world, we bred cows for larger amount of meat. It would make sense if our domesticated animals would produce more meat.
#2
Quote from: milon on February 10, 2017, 07:24:30 PM


  • You'll be pleased to know that there is a Steam beta option! (It's been there for quite a while now.) ;)

Son of Ahhhh! I had not noticed the "Alpha 16 on public unstable branch" post had an UPDATE.
Quote from: TynanUPDATE: Unstable version is being updated more or less (week)daily. The forum thread has the ongoing discussion and update details.

Ooops, my bad! Good.... good I'll just slip back into the void now!
#3
I honestly think that a bug fix release should be made, but I think the game has grown so large now that I really think you should create a "Beta" Steam version. Like many other games, this would allow you to implement new features and get feedback faster, without ruining the experience for those who like a more stable version to work with. It's also great for modders as they can make the changes necessary to update to the new version before it's actually released.

I vote for a refinement update, with a new steam branch for content testing and feedback for those who like bugs. Which would also end the need for you to ever ask this question again! :)
#4
Bugs / Re: Raid leaves after firefoam is popped
May 08, 2016, 12:36:52 PM
What the value of those? I bet you that they are expensive enough that when you set them off, raiders consider it enough to trigger that outcome.
#5
Ideas / Slower sim speed for combat?
April 23, 2016, 12:33:34 AM
I apologize if this has been mentioned before. Often times with large battles it can be really hard to keep pawns moving out of harm's way, let alone keep track of anything. I thought a really simple way to add more finite control during combat, as well as improve performance for large battles, would be to simulate the game at slower rates.

Basically once combat start and your pawns are in combat, time can be slowed even more like to 1/2 or 1/4 speed normal (or dependent on something else). I know we can pause, but when huge battles are going, this can be really hard, worse if your frame rate is low! Pausing doesn't work that well once things get really chaotic(hammering the space bar is not fun!), although it fun to watch hell unfold, it be nice if I could actually see half of what being thrown around between the dozens of explosions going off.

I think slowing down combat would not only help with making combat more visually appealing for those larger later battles, but I also think it would help new players ease into dodging rockets and grenades more easily.
#6
General Discussion / Re: True 'Random' Start
January 19, 2016, 04:12:51 PM
Actually I have always thought it be kind of cool to have a random start by selecting the type of ship your colonist survived from. Let say you choose a military ship, the game will start you with random colonists, but with high chances they have skills most military ships would have.

In game terms selecting a ship would just filter the results for randomization with high chances of skills related to that ship, and lower chances for skills not related. Be a cool way to give a player a bit more choice in how to start, but still be at the mercy of RND. Try starting with a diplomatic ship, not a lot of laborers there :P
#7
Ideas / Re: Remove the randomize button
April 19, 2015, 06:33:21 PM
I don't think you really understand, the randomize button is what causes that mentality. If the game never had that randomize button from the very beginning, I doubt the whole min/max discussion would have been as relevant.

regardless, I still think the randomize button just needs to go. The option to deal with bad colonist's is in the game, so it's extremely rare to get an impossible start. Having that randomize button lets players just plain skip something that could have taught them something new, so they can better deal with it next time.

Not only that, it acts like a massive spoiler! I would love to have discovered traits, and backgrounds from the people in the game I met, not because the randomize button spoiled it for me :(

I don't want to "prepare carefully" either, this isn't Dwarf Fortress. I just want to play the game and discover what happens. Besides to a brand new player its much less information to take in from the start. Letting the player discover the game through play, rather than getting spoiled that their might be psycho's and androids they have to deal with.
#8
Ideas / Remove the randomize button
April 19, 2015, 01:18:20 PM
I feel that the randomize button for starting out really isn't needed, and we really shouldn't be deciding what happens at any level. I really think the Storyteller should be what determines what you get or choose.

No more smashing the randomize button. You pick randy random and you get random, you don't even get to pick where to land! pick Cassandra Classic and you get 3 colonist that should get you started, but aren't great. Phoebe just gives you 3 awesome people, or maybe a bunch of awesome people, and you get to pick 3!

The idea of the game is about 3 random people who survived crashing into the planet, how they continue to survive is up to you... mostly! Mashing the random button is tedious, and to me it really doesn't make sense as you have no control on what randomly happens for the rest of the game, why should I here?

I can understand it as a placeholder, but I really think the when I choose what storyteller I want, they give me people that fit's their storytelling. It also reduces the amount of steps needed to start a new colony, making it easier to just start a new game, and get 3 new random colonists who I can actually play with. That to me is a hell of a lot better than staring at the damn screen not doing anything other than hitting a button.

What do you think?
#9
Ideas / Re: Fire-related AI
November 16, 2013, 11:11:46 PM
I agree I think that jobs should never be considered taken until someone is actually doing the job.

I also think that certain jobs should also be given a skill property. For example let's say I'm building a thermal generator, the colonist should let that job go to whoever has the highest skill.

Maybe the colonist should just be told to move to thier next job. So instead of taking the job, they simply move to it and then take it once they are there.
#10
Ideas / Play by email succession games
November 13, 2013, 03:07:55 PM
One of my favorite ways to play Dwarf Fortress is playing Succession games. Each player plays for 1 in game year and then saves the game and hands it to the next person to play, continuing where they left off.

Sense this is a very simple an easy way to play with multiple people, I would love to see the game support this feature. I was thinking that when starting a new colony and clicking advanced you could choose a succession game option. You would enter how many days a turn is, and after their last day's turn the game auto-saves and zips the file onto the desktop, or some other location and lets the player know their turn is up. They can still play the game, but it won't affect the saved zip, Or you could enter each player's email and have it automatically send the file at the end of a turn.

I'm not sure how easy that would be to set up, but this makes for a simple multiplayer game mode.
#11
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 05:38:05 PM
Quote from: ShadowDragon8685 on November 12, 2013, 04:28:34 PM
Oh.

I'm sorry, I didn't realize.

You must be new here. Hi, I'm ShadowDragon8685. Welcome to the internet, where the OP - that's shorthand for "Original Post(er)" has only tangential relationship to the direction a topic takes after a dozen or so posts, and the wishes of the OP to restrict a topic in any manner whatsoever, either voiced in the OP itself or later in the thread, are precisely 100% irrelevant.

Enjoy your stay, we have cookies.

Roger, I'll consider you 100% irrelevant when I read your posts. Thanks for telling me ahead of time :)
#12
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 04:19:58 PM
Quote from: ShadowDragon8685 on November 12, 2013, 03:54:28 PM
Quote from: mumblemumble on November 12, 2013, 03:51:39 PMIts not the WIRES you are placing though, so wire color is irrelevant. its the CONDUIT, which is essentially a steel tube which contains and protects the wires from damage. And steel isn't blue, at least not blue like that, and raw wires being laid down would both be a hazard (damaged wires are a huge risk) and they can be damaged super easy, as the plastic coating on wires is very thin, only enough to let someone handle the live wire without being shocked - its nowhere near thick enough to stay intact in rough environments, hence the conduit.

You do understand that I'm talking about the "wire diagram" view that happens only when you select a power conduit to be placed, right? The way walls, doors, and power conduits all light up with blue to show that they are capable of carrying power?


Although painting the conduit yellow wouldn't be a bad idea...

Yeah that's where the consistency issue happens. When working with conduits everything mostly turns blue, having the door the same color makes for an easily mistakable conduit. That's mostly why I think conduits should be blue, and doors should have the grey color, at least until they are hooked up. It just makes conduit's far more recognizable when you look for them.

Also I didn't make this topic for people to complain to each other about what color electricity is. That's not relevant to the discussion currently.
#13
Ideas / Re: The many-guns problem
November 12, 2013, 04:04:07 PM
I don't think the too many guns is an issue, in fact I think having a crap ton of guns you can't use is better. Ammo is what should be a huge issue, specially for different calibers. After all what use is a gun with no ammunition? Ammo should be hard to make, and hard to obtain in large quantities.

I think that the rarer the gun, the rarer it is to find good ammo, maybe we can make some but they would be less accurate, and has a higher chance to cause a blow back and/or jam. We get ton's of pistols, that's a lot of pistol ammo... great! A lot of ammo for pistols and perhaps uzi, but nothing else benefits from it.

I think buying new guns should be very expensive, they are in good condition and not used, selling ours would be treated very cheaply, usually worth more to scrap for the metal than to sell it for cash.
#14
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 03:33:44 PM
Sorry for putting this in general, I meant to put this in suggestions :(

Like I said the door color is a minor issue, and I hardly make the mistake anymore. I wanted to bring it to attention only because I have seen a few of my friends play the game and do the same thing.

As for the door and electricity color, the door interacts with electricity so maybe it should turn blue when connected, but looks like a normal glass door in the interface. 

Quote from: Produno on November 12, 2013, 02:15:31 PM
Oh, and its colour not color heheh ;p.

Sorry but don't try to correct someone with english when there are 2 different english languages. Color and Colour are both correct.
#15
Ideas / Conduits and Doors are too similar.
November 12, 2013, 04:35:08 AM
the blue doors has a tendency to throw me off when building something needing power conduits. Can't tell you how many times I have accidently placed a door instead of a conduit.

I know the art style is most likely going to change, but I think doors should be a different color and conduits really should be blue. I am referring to the icon in the selection menu.

I love this game be the way, I can't wait to see more Tynan :)

EDIT: I know this is very minor in terms of feedback, but it was something that struck me as a very easy new player mistake. Having it easier to distinguish between them would do wonders.