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Messages - MarchingHome

#1
Ideas / Re: Your Cheapest Ideas
October 25, 2013, 01:23:45 AM
Quote from: Blitzkriegsler on October 24, 2013, 05:02:07 PM
...

Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning

I'm sorry, Blitz, but I think you forgot about my little suggestion?  :-[

Quote from: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s

He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.

Sorry if this was already posted (or if this thread isn't meant for UI feedback).

Or did I read over it in your post?  :o
#2
Stories / Re: Awesome experience I had tonight!
October 24, 2013, 03:36:50 AM
Great story!
For what it's worth, I count 50(!) raiders in the party:


Edit: 49, actually. One purple thingy is not correct (Cooley).
#3
Ideas / Re: Your Cheapest Ideas
October 17, 2013, 10:22:33 PM
Quote from: GC13 on October 17, 2013, 09:12:38 PM
Well, if we're adding in features just for me...

How about have both? You open up the screen when you haven't messed with the "all" check box, and you click the "all" check box: everything turns off in that category. You click it again, and it goes back where it was. Click it a third time, and it goes to all selected. And it just keeps bouncing between "what it used to be, plus whatever manual enablings/disablings you've made" and all/none.

It's not the most intuitive thing in the world, but I think people will get used to it quickly if it's ever pointed out to them by the game.

I really like that idea!

Another idea (nothing to do with GC13, sorry):
Sometimes, you want to finish building a turret, no matter the costs. When a colonist is wandering off to bed and you click "prioritize building this turret thingy" it builds like 5 of the 16 blocks and then wanders off to bed again. I've seen multiple LPs and every single on of them had commentary like: "nooooo, finish the turret! [click again, again, and again]"

You (Ty) yourself has drawn the simmilarity to The Sims. One thing that always bother me was when I gave them a job and they did it for 4 seconds and then said: "Noooo, I wanna sleep!", when I was like: "No, finish this! Because you're gonna be even less happy when you wake up and you didn't do this."

If a player knows what he/she wants to accomplish, the colonists AI shouldn't get (too much) in the way. If a player clicks something twice while a colonist doesn't want to  do that for more than a few seconds, the colonists should keep doing that. Otherwise, the player will just keep clicking on "prioritize [job]." Whatever the costs (death of the colonist...), the player needs to feel he/she's in control.

Anybody disagree?
#4
Stories / Re: The Happenings of Hope's Landing
October 17, 2013, 09:04:24 PM
I like this format a lot!
Please keep posting these. Thank you for the entertainment :-)
#5
Ideas / Re: Your Cheapest Ideas
October 17, 2013, 08:39:15 PM
Quote from: SpaceEatingTrex on October 17, 2013, 07:41:33 AM
Quote from: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

That seems like a good user-friendly feature. Having an extra checkbox per job that checks or unchecks all colonists from that job seems like it shouldn't be too hard to implement. Having game remember which colonists were checked beforehand might be a bit more complicated, but I think a simple array could handle that. However, would we want to remember which colonists were checked, or would it be more convenient to make it always check/uncheck all? MarchingHome mentioned GC13's situation wherein he wanted every colonist unchecked, but there are other situations in which you would presumably want all of them checked.

We'd also have to consider edge cases, like what happens when someone new joins the colony. I think a good solution here is to have the job checkboxes automatically assign/unassign all colonists who aren't incapable of a job.

I agree with you, but actually the situation with GC13 was that he first wanted all checkboxes unchecked for that kinda job, and after that he wanted the checkboxes that were previously checked checked again (not all).

One could find it more useful to check/uncheck everything with a single click instead of what I was proposing.
The one option (remembering what was checked) would actually give an administrative advantage (not having to remember who was assigned to do the job), but the other option (check/uncheck all) would just save a lot of clicks.

I hope I'm clear about this (alcohol plays a role here).
#6
Ideas / Re: Your Cheapest Ideas
October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s

He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.

Sorry if this was already posted (or if this thread isn't meant for UI feedback).