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Messages - HawkWinters

#1
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
March 13, 2014, 06:09:41 PM
Would it be possible to add a brazier or sconce that would use wood as fuel to stay lit?  It could provide light (not as effective as a regular light) and a status booster (because everyone loves wood burning things.)  Plus it would work well with a castle theme. 
#2
Outdated / Re: [MOD] (Alpha 3) E-Vehicles (v.0.01)
March 13, 2014, 05:55:33 PM
Quote from: knight133 on February 27, 2014, 08:10:53 PM
Evul your amazing, to do vehicles too please, add howitzers you know artillery from the WW2 in the American army, Thanks your a good buddy.
You know Howitzers predate the American army and WW2 right?

Back to topic:  Cool mod.  I can't wait until they become fully functioning.  Might need to adjust the shadow effect for that car concept ;)
#3
General Discussion / Re: Build 379 Discussion
March 13, 2014, 03:04:40 PM
Quote from: dd0029 on March 13, 2014, 11:04:06 AM
Quote from: StorymasterQ on March 12, 2014, 09:52:22 PM
March 12
Internal build 379

  • Mental break probability is much lower.

You know, I really hate to be that guy who says you need to make things harder. I hate that idiot. But this is something that's really not that hard to avoid. I believe in the couple dozen games I've played, I have had two guys go crazy. If all else fails, just recruit the guy and have him stand outside. The most common culprits for crazytown are sleep, food, dark and ugly. The first two can be easily solved ensuring there's food and an available bed. The last to are even easier,  just recruit the guy and have him stand outside for an hour or so.

People going crazy is a failure in planning more than anything.
I agree. 

My biggest problem with mental break is when it happens during a firefight.  It's realistic, but annoying =3

I find the best way to cope with mental breaks is to arrest them, which makes them berserk.  Once they are thrown into the cell, have your guard leave and let the crazy incapacitate themselves from starvation.  Then just capture and convert.
#4
Ideas / Re: "Target amount" instead of creating bills.
February 26, 2014, 05:16:55 PM
I second this motion!
#5
Outdated / Re: [MOD] (Alpha 2) Blacksmith's Workplace
February 26, 2014, 05:16:11 PM
Yay! The only logical path to take after the stone development.

I'm looking forward to the wood one next!
#6
General Discussion / Re: Just wanted to say Thank You
February 26, 2014, 04:28:42 PM
If you or someone else makes a quality 40K mod, it gets my support!
#7
General Discussion / Re: Powering "underground" bases
February 26, 2014, 03:53:42 PM
You might be lucky enough to break through into a newly discovered open area.  As long as you avoid walling it (or declare it as a no roof area) you can place your solar panels and grow areas in it.

Otherwise, you'll be reliant on location of steam vents, or find a good choke point to start your base that allows you to put in some solar that can be defended easily.
#8
Don't use turrets.  They cause more problems than they are worth.

Plan your base to take advantage of choke points and build some bunkers to house your colonists.  A good bunker design is to build a small roofed building with enough room to house some people.  Dismantle one wall facing the direction you're expecting to defend from and replace the wall with sandbags.