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Messages - Bigby

#1
Stories / Never recruit anyone named Smelly
September 09, 2016, 12:10:19 PM
My base was raided one day by pirates and one of the survivors, named Smelly, had a 12 shooting skill and a 10 melee skill. Well he was incapable of social, but he could clearly fight and had zero health problems, so I recruited him. I failed to notice that he was a brawler.... which meant that I could not equip him with a ranged weapon without a -20 to mood.

So fine. He get's a long sword. He made himself useful around the base, so I didn't put him on 'explosive testing' duty. However, it turns out, due to him being incapable of any social interaction success, that he couldn't get laid in a morgue. He was constantly hitting on every single female member of my colony. He averaged about a total of -40 to -50  ::)from all the rejections. I felt like I needed an HR department to explain to him that no  means no. He was relentless!

To make matters worse, he had a huge number of living relatives in the pirate faction who kept showing up in raids. The ones I didn't kill, further harming his mood, I rescued and sent away with a free peg leg made of the finest wood available. But they kept coming back!

Poor bastard was constantly on edge. I finally had to strip him naked and lock him. Couldn't have him going berserk with a long sword. I had wiped out his entire clan, so he would have had incentive. I ended up selling him to a passing pirate trader.
#2
Ideas / Horning in on your territory
September 02, 2016, 10:44:27 AM
Another faction enters the area and begins setting up a base. Not a seige. If they are friendly, this might help you out if they get raided, but the areas resources would be more divided. Alternatively you could intervene and fight off the raid attacking them.

If they are hostile they will continuously gain members arriving from their faction and try to crush you. They will of course setup defenses and a proper base in quick fashion.
#3
I just placed a firefoam popper in my kill box to deal with any incoming inferno cannons. Good luck setting anything on fire now slugs!!!!

The foam can be cleaned up after the fight is over. Then I just build a new popper :-)
#4
General Discussion / Re: Raiders on drugs?
August 22, 2016, 08:10:41 AM
It would add an interesting challenging to capturing and recruiting as well since you would have to deal with their withdrawal.... or you could entice them by now being their supplier :-)
#5
Ideas / Re: Your Cheapest Ideas
August 19, 2016, 08:47:01 PM
A 'Fire Break Zone'. Basically you can declare a strip around your base to not allow anything that can burn. Your people would cut plants, chop down trees, move objects, etc. So when a fire breaks out it cannot reach your base in the event that you cannot respond to the fire because of another on going event.
#6
Ideas / Re: Frequent Suggestions Topic!
August 19, 2016, 01:07:20 PM
Ransoming prisoners back to a faction should be added to the list
#7
Ideas / Pranks - with possible Trait
August 19, 2016, 01:04:15 PM
This could be done for a general minor mood boost with a limit on how often the player can request a prank to be played on the camp.

You could have a trait called Prankster. It could function similar to pyromaniac. Except when they are happy, the pranks make the victim receive a minor mood boost. If they are stressed the pranks are mean spirited and bestow a variable strength mood debuff.
#8
That too, basically moving events that pass through your territory and have some level of reward for going out to get them. I just liked the idea of having to plan how you were going to deal with their guards, etc....
#9
Childhood: Bullied

Adulthood: Tech Genius

Shooting: 12
Social: 7
Crafting: 6
research:10

Traits:
Abrasive
Steadfast
Nutshot (Prone to aiming for enemy crotches...)
#10
There could be a variety of them. It could be...

1) mechanoids moving one or more cryptosleep pods through your territory
2) Pirates transporting slaves
3) tribals moving a herd
4) a trade town moving valuable cargo
5) etc

Basically moving targets of opportunity. Not just cargo pods that land and wait for you. You want em? Go get em, and maybe get hurt and take a faction reputation hit, with possible retaliation if you get em mad :-)
#11
Ideas / Re: [Request] Raiding nerby villages/towns
August 18, 2016, 04:00:36 PM
I would like to see it be an active expedition though. You start the raid and when you reach their map you actively control your people. The risk being you cannot control what is happening back at your base during that time. You would have a greater advantage during the raids, but be more vulnerable back home.
#12
I do not have a save game showing it, but I can confirm this happens in A14 for sure. I had a cat that I started the game with, but since a cat is fairly useless I sold the bonded pet and just took that negative moodlet. Years later in the game.... The cat died and I got the bonded pet died moodlet.

I had sold it to one of the friendly tribes on the planet, not sure if that affects the bug.
#13
Could just set a default policy of allowing colonists to equip the best weapon suited for their preferences. Similar to how clothing works.
#14
Slapping up a quick wall to cork the path on the inside would be a quick but mildly annoying fix when releasing prisoners though.... I think will go with that solution until the pathing is sorted out.
#15
I'm liking some of the changes so far....Always thought it was weird that we couldn't request a trade deal.

We really need a 'visitor spot' similar in function to a 'marriage spot'. That way visitors don't decide they need to hang out between my turrets and the incoming raid. I could park them in an air conditioned building safely away from the fighting and main food stores. I could supply them with some beer and beds, etc....