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Messages - Ford_Prefect

#1
General Discussion / Can you exterminate a faction?
September 03, 2018, 09:34:27 PM
Can you go on a world tour and if you destroy every enemy base of a faction... eliminate them?
#2
Ideas / Re: Colonists Auto-Shut Off Workstations
April 18, 2017, 07:59:11 PM
Quote from: b0rsuk on April 18, 2017, 01:10:56 PM
Will not be done, because Tynan thinks this is strictly for powergamers, and he would have to balance workbench power usages once again, removing any benefit of the change. He doesn't acknowledge the current situation encourages tedious micromanagement.

This.

If the optimal play-style requires tedious micromanagement....  yeah, it currently sucks.
#3
Ideas / Re: Colonists Auto-Shut Off Workstations
April 18, 2017, 12:27:58 AM
Yeah.  This would be good.  Eliminating the need to micro would be nice.

Workstations would be simple, just have them flick them on when they use them, and off when they quit working.
#4
QuoteSaner infestations ~ It seems a tad unlikely that anyone would not notice a huge growing colony of super bugs directly in there bedroom, this needs some sort of limitation such as they can only spawn in darkness or so at the moment its way OP.
This.  Is there anyone who actually likes the current infestation system?  The problem is that there isn't any counter to the infestation.  Just bam, megascarab + other nastys pop up next to a colonist and insta kill them. 

QuoteShips (With the addition of rivers, surely if we can make space ships we can make boats)
Boats would be good for travel on the world map.  Have an option of making them in your biome and can use them to travel faster (downstream) or with more cargo (either direction).

Fishing - Would provide a source of food for ice sheet biomes.  Wouldn't be ideal as farming/hunting can produce allot more food in a given time period.  Also, make it so polar bears can fish... they do in real life.
#5
Ideas / Re: Ideas for plant blight
April 13, 2017, 05:11:51 PM
Quote from: Britnoth on April 11, 2017, 04:27:51 PM
Made this a little while ago. Restricts the blight to 1 crop and drops the min refire days from 35 to 5.

Is that what you were wanting?

Basically yes.  Gonna try the mod out.
#6
Ideas / Re: Ideas for plant blight
April 08, 2017, 09:05:56 PM
Not quite what I was looking for... but definitely an improvement.
#7
"supposed to"

but they currently don't.   :P
#8
Ideas / Ideas for plant blight
April 06, 2017, 12:06:57 PM
Currently, if you get plant blight 90% of all food plants die.
There are several problems with this.
1. Since it affects all food plants, there is no reason to have diversity in the plants you grow for food. 
2.  Plant diseases, are usually only deadly to one species of plant. So its unrealistic as well.
3. There is no counter.

Suggestions:
Split the plant blight into two different events.
1.  Plant blight kills off x.  - Make the current plant blight effect one of the species the player is growing. 
2.  Insects/locus have swarmed and are eating x, y, and z.  - All plants of selected species loose health until they die.  Any food left outdoors that contain those ingredients is similarly eaten.

Suggestion 2:  Instead of insta kill 90%.  Have the plants become diseased and spread the disease to nearby plants of the same species.  (Same code as the fire, but with different visuals).  When diseased, the plant slowly looses health.
Results:
1.  Fungicides - Another research item and consumable.  Used to prevent the spread of blights in the fields.
2.  Encourage players to grow more than one giant field of one crop.
3.  The player could desperately attempt to harvest what they can from the field before all the plants are killed.  Currently, its like, dang... nothing I can do about that.
#9
I like the A 16 research menu. 
#10
Yes.
It is pretty easy to miss the end of the events (example fallout) and not notice until you spot an animal walking outside.

Another option for heatwaves/coldsnaps would be to bold the outdoor temperature and color it red/blue.
#11
Ideas / Re: UI Goodies WE really really want
March 03, 2017, 11:17:21 PM
Make it so we don't have to manually set the schedule for a nightowl to work at night.
Show who is a nightowl on the schedule page.
Show sex of animal next to them on trade/caravan menus.
Show which animals have a bond on trade menus.
Have an option to not show bonded animals on trade menus.
#12
Yeah.  The ai should be fixed a bit on meals for training animals.  I saw a pawn hauling a lavish meal to feed a chicken (that had lost its leg) instead of the hay and kibble stored in the same room as the chicken.   (I quickly drafted the pawn and had the chicken executed)

The pawns should use prefer kibble > hay> food paste> simple meals > raw ingredients > Fine & Lavish meals.  For training animals.

A pawn should never grab a lavish meal to train a pet ... not when there are simple meals and kibble available in the same room where he/she picked up the lavish meal.  >:(
#13
Ideas / Re: Get rid of friendly fire when hunting.
March 03, 2017, 11:00:15 PM
Or alternativly, the ai could be taught gun safety 101.
Don't shoot at a target if there is someone or something you don't want to hit is in your way, near the target, behind the target, etc.

It wouldn't even take much time to program.  Just have the pawn to a check when firing when hunting... If friendly (colonist, pet, ally) is within gun fire arc & range... don't fire. Wait 2 seconds and try again.
#14
It would be nice to have a release without many bugs...
Adding features would introduce new bugs/problems.
#15
Ideas / Re: Caravan forming needs reworking.
December 29, 2016, 08:02:01 PM
7.  Need to see what sex each animal is... don't want to accidentally bring all the female <insert animal here> to sell.
8.  Need to see if the animals have a bond, don't want to take Larry's pet, if Larry isn't coming.