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Messages - W0x

#1
Ideas / Re: Hysteresis
July 11, 2016, 04:25:29 PM
Sadly this did not make it in to alpha 14 it seems, I will do a little bump though as I still believe this would make a very good feature.
#2
Ideas / Re: Hysteresis
June 16, 2016, 10:10:30 AM
Really rooting for this feature being implemented in alpha 14! :3
#3
Ideas / Hysteresis
June 03, 2016, 10:55:59 AM
Currently the "Do until you have X" jobs in the different production stations do not have a sensible upper or lower limit.

For example, I give a bill to cook simple meals until I have 10. The colonists will cook 10 meals and carry on with their day. One person comes by and eats one meal, there are still 9 meals left and thus, the 10 meal job is no longer satisfied. A cook will come to the kitchen and make another one meal.

It is not efficient for the cook to do this, it would be preferable if you could apply some "hysteresis" to the whole process, that is to say set a lower limit and an upper limit. If there are ever less than 5 meals, cook until you have 10. This way instead of the cook doing many small jobs, he will work smarter and work in batches while still maintaining a good amount of products in storage.
#4
Ideas / Re: Custom Storyteller
May 29, 2016, 06:01:28 PM
Quote from: Kegereneku on May 29, 2016, 02:19:23 PM
That's roughly what will be in the very very next update

Through a different method, I can imagine it more efficient than themed storyteller, I just find it a little bad that "storyteller" are still relegated to "difficulty level".

The scenario features seem very cool, but I wonder if it will be the same thing I am suggesting. Maybe it is just the name that throws me off, but a scenario implies that the actual played game will be much more "scripted" (for lack of a better word) than the regular gameplay. Again, I could just be misinterpreting the term scenario here.

You are right, I shouldn't refer to it as the story teller. What I am refering to is the AI director behind the scenes. The clump of code that checks the wealth and power of a colony and then quasi-randomly generates events based on certain base numbers and conditions.

I would be less interested in a scenario that involves a map that has permanent fallout, or exploding colonists, but would rather opt for a hook into these base numbers and conditions from inside the game (i.e. give me Cassandra's behaviour but disable eclipses for instance).
#5
Ideas / Custom Storyteller
May 29, 2016, 11:15:22 AM
More and more types of events are being added to the game. Many of them great, some not so great (in my opinion, insect hives). It seems very improbable that the game could be balanced in such a way that pleases everyone.

Changing the difficulty level to base builder becomes too stale, higher difficulties include some event types that I personally do not enjoy. Why not experiment with a custom story teller of sorts? Nothing fancy, just a bunch of checkboxes with event types you would like to experience and perhaps some general categories that affect the general behaviour of the storyteller?

I would assume that the storytellers are already managed like this internally, so this might not be such a large change technically and can give all players the experience they enjoy, without dramatically changing anything else.

Let me know what you think!