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Messages - reisman17

#1
General Discussion / Suggestions
August 22, 2015, 04:38:45 PM
I really like this latest release (alpha 12) and I have been able to play it longer than any previous sessions I have played (as the basic Cassandra mode). I especially like the new animals and I really hope we can add some night animals and maybe more choices of dogs (would love to have a Bulldog/ French Bulldog in game :-)).
Anyway the most difficult thing for me right  now is knowing how to do things (and yes I know this is an  alpha). It seems every patch is adding something great to the game however it does make it more complicated  and more to learn. Some things are easy and follow a standard pattern however some things are not so obvious. To give you an  example is hunting. It took me a long time trying  to give  the command to hunt to a specific colonist until I figured  out that you had to click the animal you want to hunt and select hunt. Although I do not have a big problem with this I think it needs to be done like other jobs (e.g hauling a component  to a stock pile for instance - right clicking and telling a colonist to prioritize hauling this object for instance). Maybe if you tell your colonist to go hunt specific animals (e.g rabbits to get rabbit fur that you need to make something specific for instance) instead of having to search the map for the animal you are looking for then clicking on them then press 'F' to hunt it. Would be nice to have this partially automated  and made  a little easier. Of  course while hunting the colonist would not eat or sleep until ordered otherwise so it would  still involve  you telling the colonist when you have had enough for one day. 
Also with regards to the  right click menu I really would appreciate being able to do more with this. Here  is what I would like to be introduced. When right clicking on a colonist it would bring up a menu that would  allow you to select  out of the jobs that are already selected for the colonist to do (e.g. Doctor, Warden, Construction, Hunting, Gathering Plants and Research for example). So in the example above have the following options when right clicking :-
Doctor - no  colonist need treatment
Warden - no prisoner's need supervision
Construction - construct wall
                     construct standing light
                     construct wood flooring
Hunting - hunt rabbit
               hunt muffalo
Gathering Plants - no plants to gather
Research - research brewing 75% complete

This would give you a quick way of prioritizing your colonists to do certain things temporarily (instead of having to go into the lower menus  and change  all the priorities just to get your colonists to do what at  that moment is deemed most important). I am not suggesting changing these lower detailed  menus as they are still very useful however to get one  thing finished quickly without having  to pause the game and go into the lower detailed menus this would help make it more flexible. I am all about giving you an example so here is one - you just constructed a new empty room and your colonists  are out and about taking care of food supplies and mining. Suddenly you get set upon by a angry off-world  colonist. You knock the colonist unconscious and  want to save him and convert him to our cause/ join the colony. Obviously the first thing would be to make a bed  in the room and make  the bed set to prisoner and medical use. Normally I would  have  to turn off  everything but construction to get  to bed  made and  then tell one of the  colonist  to take  the prisoner  to the room . With the  example  above I should  be able to tell any colonist via right clicking to go make  the  bed (and then go back to its previous default orders once finished)  and tell another colonist  to take the  wounded prisoner  to the room just by right  clicking on the colonist  and selecting  the  appropriate menu.  These menus would only list the main items that you want that colonist could do. The secondary menus (like in the construction and hunting menus) would only pop up if you mouse over onto the  relevant  tab. The hunting tab  in particular  could be  designed to show only animals that can be  hunted on the  current map and you could select certain animals or all animals if you so wish.

I hope you like these ideas and you might  consider  them in the future. Thanks again for your hard work.
#2
General Discussion / Re: Call for Alpha 5 testers
June 23, 2014, 09:17:15 PM
I am willing to help. I have bug tested many games and try to give my input as much as possible. I do own a copy of the game. I appreciate the offer you are making. Good luck.

Reisman17
#4
Bugs / Re: Bug with AI
June 03, 2014, 12:12:44 AM
OK i am sorry for the late reply - have been playing and have not been hit by lightning however I did experience a bug with fire still. This time the scenario was that my colony got attacked by a enemy with a grenade launcher (the one that when it hits produces a four/six way circle of fire around the area it hit at). I was able to kill the enemy (with difficulty) but my team members would not put out the fires and they got worse. Unfortunately when I stopped to save it started to rain and put the fires out and only then did my team members venture out to put the last few remaining fires out. I hope you can track this down. If you need any further info please let me know. I will be home a good portion of tomorrow. Thanks for your patience in figuring this out.

Reisman17
#5
Bugs / Re: Bug with AI
June 01, 2014, 10:21:22 PM
And just to clarify I did have the area set as my home zone. Thanks.

Reisman17
#6
Bugs / Bug with AI
June 01, 2014, 09:52:48 PM
Just downloaded the new version tonight and although there are lots of goodies in this patch there seems to be something wrong with the firefighting AI. To give you an example I had lightning hit my base and some walls and battery caught fire. My 4 colonists totally ignored the fires and keep doing other things. The battery and walls got so bad that they exploded. I opened up the character screen to make sure they all have firefighting checked (they did) but they are definitely not responding to fires properly. This is the only bug seem so far although it is a pretty big one. Thanks for your hard work. I am really enjoying your game more and more. Hope you can fix this soon.

Reisman17
#7
I had a prisoner that died to to lack of food. After he died he showed dead very briefly on the bed then completely disappeared. I would expect the dead body to stay in bed until someone removed it. Hope this helps in tracking this down.

Reisman17
#8
Ideas / New Idea for Character Screen
November 10, 2013, 09:59:54 PM
Having seen the latest screenshot of the  Character Generator I noticed a nice large area to the right that could display a portrait that you could pick for your Character. I know this is minor but it would give a better connection to the Characters especially if you could make your own portraits. Obviously you would need different age group portraits. Just a suggestion for eventually :-). Thanks for the great game.

Reisman17
#9
Ideas / Re: Weapons suggestions
November 02, 2013, 11:45:29 PM
I should clarify why I would want an overview of how good a weapon is compared to details. If all the different values are added it it can be overwhelming and difficult to determine the best weapon quickly and easily. With my overview stat driven version it would run something like this :- Need a great close up weapon - pick one with 1 range, Need a high damage weapon - pick one with 5 damage effectiveness etc.... Would it be nice to have additional detailed stats yes but not essential in my opinion. It is just easier to work with a simpler method of determining the best gun for a certain job without having to read pages and pages of weapons stats and have to constant switch back and forth to see the differences between them. Just my opinion. Hope this taking into consideration. Thanks.

Reisman17
#10
Ideas / Weapons suggestions
November 01, 2013, 10:14:57 PM
Having seen a build tonight with the new weapons (thanks Blitz) couple of suggestions for weapons.
1. Need  an overview of how good a weapon is - not detailed just an idea (e.g accuracy 1-5, rate of fire, damage etc....... )
2. When moving the mouse over a weapon be able to see an slightly expanded view of the weapon (to make it easier to see) along with the above info would be very helpful.
Hope you like these ideas.

Thanks.
Reisman17
#11
Ideas / My suggestions for the game so far
October 30, 2013, 09:55:02 PM
Here are some of my ideas (some of which may have been covered elsewhere)

1. Make the landing pad more noticable. I have noticed when you purchase items (especially small items) they can be hard to spot on the ground. Maybe make it more like tarmac or concrete looking with its blinking lights (maybe gives us a few different color/texture choices please). 
2. Introduce an end game as follows :- once the communication machine has been built it will give an option  to find out roughly how long your colonists will be stranded for (e.g calling "home" and finding out an rough ETA for a rescue) . Just as a rough idea Easy 30-45 days Medium 40-70 days and Hard 70-100 days. If you decide you do not want to know you do not have to use it. I like this idea better than trying to build a space ship (which would be way more complicated). I would still make it a vague estimate only (e.g 35-40 days).
3. Maybe introduce earthquakes that could demolish along a certain fault line and destroy anything in its path. Would make it a bigger challenge when making a base in a good area however with a downside of being on a fault line especially when you expand your base.
4. Make  a chance  that Space Squirrels could chew through the power cables running across the ground.
5. Maybe introduce 2 types of pet A:- Space Cat - good for chasing away Space Squirrels and keeping them away from certain important areas
                                                 B :- Space Dog - good for chasing away/ rounding up Muffalo's
Both of these "pets" would not effect berserk animals and actually will run away if a berserk animal heads towards them (thus possible forcing  them into the open / into a Raiders group. It should be possible to replace them if they die however they should be expensive and not be easily available (small chance of trade ships carrying one or both). Maybe they could come in different random colors. I know it wont be easy to add this and would be low priority however I would still like to see it one day.

Well that is all I can come up with right now having not played the game yet and basing my feedback on videos I have watched.  Please let me know if you like some or all of these.  ;D

Reisman17