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Messages - Kubis

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1
General Discussion / Re: Beggars quest
« on: September 01, 2021, 12:23:34 PM »
Quote
beggars can send a raid to get what they need

they are just regular beggars, not some "beggars guild" from manga\anime

They don't need to be beggars guild like if you are in a desperate situation where you literally have only choice to beg to save your friend/family member and someone just refuses to help you, don't you really try to steal/fight for it as last solution? that was my point, sorry my English is not really good

2
General Discussion / Beggars quest
« on: September 01, 2021, 05:13:04 AM »
Beggar event needs some overhaul, it adds nothing to gameplay and story it's just there for 1 Ideo, 0 impact if you don't have charity ideology. its be better event if it, for example, works like this: beggars come to ask for medicine and your best doctor to save their friend's life if you accept doctor go with them for a few days(like ask for workers from the empire) he gets some experience to medical and your colony gets some relationship boost with civil factions maybe there can be a chance for a reward like from refugee quest or they can come to help you-like being temporary colonists. If you refuse to help them then you can get some negative relationship points with civil factions and because they are really in need, maybe beggars can send a raid (or try to steal) to get what they need. Right now it's just an unimpressive event. For wealth sink is better just give gifts to other factions to boost relationship.

3
Mods / Re: [Mod request] Harvest in growing zone by skill
« on: August 28, 2021, 05:09:52 PM »
Hi,
did you try out Fluffy's WorkTab mod ?
When you expand the Grow jobs, you notice a subjob for sowing another for harvesting.
Just give your trainee's a higher priority to sow.

You could do that until you found a mod that fit your needs.

Yeah I'm using Work Tab, More complex jobs(mod) had separated grow/harvest too, but I'm looking specifically for allowing harvest by skill level

4
Mods / Re: Real Medieval Experience?
« on: August 28, 2021, 03:06:34 PM »
Hello, try this mod More Scenario Options - Research (https://steamcommunity.com/sharedfiles/filedetails/?id=2076106515&searchtext=research)
it has an option called: No research more advanced than. You find this option in Scenario editor at creating a new colony. To properly use it you need to start as tribal and type 1 to that option, or you need to start as medieval and type 0.

Czech language:
Ahoj, zkus použít výše uvedený mod, v Scenario Editoru během tvorby nové kolonie ti přibude možnost: No reseach advanced than. kde doplnuješ číslem o kolik tech levlu to chceš omezit. Pokud začínáš jako  Tribal tak tam dáš 1 (nad Tribal tech levlem je Medieval), pokud si vybereš Medieval dej tam 0 a měl by jsi mít k dispozici pouze výzkum věcí ktere jsou po Medieval eru.

5
Mods / [Mod request] Harvest in growing zone by skill
« on: August 28, 2021, 12:44:30 PM »
Hello, can someone make a mod with an option to set min growing skills for harvest plants in growing zone? I.e I want less skilled pawns harvest rice,corn... so they can learn and help, but I don't want them to waste resources on plants like healrot,devilstrand so only skilled growers will be allowed. Something with just a slider tab for Growing skill at the growing zone will be good. I know I can just manage allowed zones but I already using a lot of them and the slider option is in my opinion better idea.

6
Ideas / Cooking Specialist
« on: August 23, 2021, 11:11:09 AM »
This one specialist is missing, we get one for every job but we don't have one for cooking. Why we don't have this one? Like if we check stat wised he can get just cooking speed (maybe drug cooking speed too) increase and butcher yield increase.

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