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Messages - OmG_PotatoeZ

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1
Ideas / Suggestion - Reputations
« on: November 06, 2017, 04:10:41 PM »
Small, similar to mood debuffs and buffs, Good reputations makes colonists with per say "Good person trait" happy but a bad reputation makes them sad, vise versa with psychopaths, etc. Tell me what you guys think.

2
Ideas / Re: Weather patterns
« on: November 06, 2017, 04:07:12 PM »
I like it! It would also be nice for if/when they add hurricanes to coastal maps... *Cough cough* add hurricanes..

3
First come first served ;)

4
is this Combat Extended compatible?

In term of the weapons carried by the guards. Nope.

I heard my OP gunblade became butter knifes in CE.

I was told by asst. devs of C.E all you have to do is make a spreadsheet with the statistics of your weapons for it to be compatible, will refer to their Discord and ask about it on your Discord

5
is this Combat Extended compatible?

6
Off-Topic / Re: City-building strategy game in development - Ostriv
« on: October 07, 2017, 08:47:01 PM »
Looks very nice? I have 2 questions.

1. DISASTERS. Are there going to be special events which affect certain aspects of your city eg. Crop failure, fires, plague etc. That would make the game less of watching an ant farm and more engaging, although giving every person their own unique perks kind of solves that problem(What am I saying? I'm not one to give advice.)

2.GOVERNMENT. Is there a higher power over your city, sometimes ordering you to build X and X and otherwise issue a fine, or giving you unique contracts to complete and gaining money or influence? It would really depend on the type of game Ostriv wants to be. More people-based: No, More construction-based: Yes. (there I go again.)

Nice game overall.
Thanks for your comment!

1. DISASTERS. My take on this kind of events is to avoid those which just create random problems that you can not prevent and just have to deal with consequences. The good old CeasarIII system worked very well in this case: you have your building under fire if you fail to protect against it. Same with crime and health problems.
For me it is always just boring when some random tornado or earthquake just destroys your buildings and makes you do just the same work again. Well, it could be interesting if you could build some temporary tents for citizens left without homes, manage some policies to aid the injured. Otherwise it's just difficulty without fun.
I think it's the best when the player can predict some disaster and take a challenge to prevent it by thoughtful city management. For this I want to put an emphasis on interaction with citizens, making them actually talk to you about the problems they encounter and thus giving you advice on what you should put more attention.

2.GOVERNMENT. Yes, there will be the central government from which you get all the tasks, including the construction of the city itself. But this is about the campaign mode. In sandbox mode it'll be optional.
Actually I think of getting the game to early access with sandbox mode only to balance the whole game and add some requested features and then make a final release with campaign included.

I think disasters like that would be pretty cool, giving you the option of being a cruel leader or a kind leader. Of course, you could always make it optional

7
Off-Topic / Re: Count to 9000 before Tynan posts!
« on: October 07, 2017, 08:44:33 PM »
spongebob





3585

I think this is getting out of control....





7245

8
Releases / Re: [A17] chickens Multiproduce
« on: October 06, 2017, 03:50:54 PM »
Compatible with Smokeleaf Industry?

9
Combat Extended compatible?

10
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
« on: October 01, 2017, 02:30:31 PM »
Is this Combat Extended compatible?

11
Mods / {REQUEST} Realistic Animals
« on: September 30, 2017, 09:22:11 PM »
A mod which makes animals more realistic
  • Bear: More likely to attack to if you keep hanging around it
    Rabbit: Runs when you get near it, small (increasing chance) to tame it the longer you stay near it
    Canines: Wild dogs stay in packs and attack their prey, domesticated dogs hang around your faction but run if you harm it
    Wild animals breed
Just thought this could add some flair to the game, tell me what you guys thing
[/list]

12
Ideas / Re: Late Game Faction Warfare
« on: September 30, 2017, 09:13:45 PM »
Game called NEO Scavenger, has a similar exploration style, could base it off that maybe.

13
Mods / Re: [Mod Request] Tools
« on: June 06, 2017, 03:00:38 PM »
I swear this wasn't here when I spent two hours searching for it! Thank you for helping me. The search button is a bit finicky so it was hard to come across the mod.

14
Ideas / Re: Late Game Faction Warfare
« on: June 06, 2017, 02:57:23 PM »
I think that if, like you say the game should have hundreds of factions, then when you are in the global map, only a small portion of the settlements show up. For one, that makes adventures exciting when you randomly come across a colony, two, it allows for surprises such as "an unknown frequency has been detected at longitude,latitude should we go investigate? And you discover a new settlement/race or you walk into an SOS or a trap! It also makes it so lower end computers don't crap out due to all the stuff it has to generate.

15
Mods / Re: mod idea army vehicle
« on: June 05, 2017, 02:18:24 PM »
I remember a big mod that added tanks and stuff, I think it was Orion something. It was fun until you got raided by a pet tank that could defeat 100+ mechanoids alone

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