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Messages - TKabutz

#1
Releases / Re: [1.0] Spotted
October 31, 2018, 07:26:44 AM
Since the motion scanner scans for motion, how about expanding this mod to other events.

It would add a lot of immersion to the mod, when you are notified of an approaching caravan for example. However, instead of clearly distinguishing what it is, the scanners may only be able to determine the rough shape and amount of approaching pawns. (ability to distinguish between a human, a mechanoid and an animal - how many of each etc. - but not if they are friendly or aggressive)

Basically be able to detect anything that walks, creeps or crawls in the neighboring tiles.
This would include things such as:
- Manhunter packs
- Caravans
- Wild man wanders in
- Visitors
- Herd migration
- Thrumbo passing through
etc.
(Not quite sure how a caravan notification could help the player, but it would make more sense if the scanners wouldn't be able to identify between friend and foe)

By adding this vagueness of what is approaching, the player wouldn't know if they should prepare for a raid or dismiss it as a caravan. Thus, there will still be an element of surprise to the events.

The ability to distinguish what exactly is approaching, could be linked to a similar mechanism as is used for the approaching time. More buildings, scanners, pawns, more advanced scanners etc. could increase the ability to distinguish what is approaching.

The messages could be similar to something like this:
- "Your colonists have detected approaching creatures. The data suggests they will arrive in ?h"
- "Your motion scanners have detected movement (insert time)hrs away. The shapes suggests that a (insert size of group; large, small etc.) group animals is approaching."
- "One of your colonists has spotted a (small) group of humans, which is heading towards the colony (from the south). It seems as if they will arrive within the next 3hrs. You may want to prepare defenses to ensure some safety, just in case the approaching party is hostile."
The more different styles of warning messages there are, the better. Varying the feedback and the accuracy of it could also be beneficial. There are many different parameters that you could use to change things up. (some have already been suggested)

Hope this gives you some ideas for expanding this mod.
#2
The only benefit to living on a small desolate island is, that all the caravan missions will only spawn on said island.  ;)
However, this will become annoying and seem cheesy, way before you even reach midgame. (The caravan distances are very short)
One of my last colonies was on a small 16 tile island, as I wanted to restrict myself to using transport pods for travelling. This didn't turn out as intended, because the caravan missions spawned all on my island. The missions became quickly very boring, as I only had to travel a few tiles to rescue a prisoner etc.
#3
Ideas / Re: shelving increases max stack size
May 26, 2017, 12:55:57 PM
Something like this would finally give you a reason to build a storage room made entirely out of shelves.
Therefore
+1 (I like this idea)

#4
Quote from: Tynan on May 04, 2017, 02:28:27 PM
But, the whole idea was to line that up. So in the game, if you start in the southern hemisphere, Decembary is summer... just like December is summer in reality.

Ah ok. So what I was requesting is already implemented. Great  :D
I guess it didn't come clear across from what I've seen up until now.
Please take note that I haven't yet played/tested this new version and my information only comes from a couple online sources.
Thus the misunderstanding.

Quote from: Tynan on May 04, 2017, 02:28:27 PM
We can't use seasons as a caldendar because they're different per-region. Tropical and polar regions don't have the four seasons, they have wet/dry or no seasons at all. And of course other planets may have no seasons. Etc.

If the new season system is based on the different locations in the world at a certain time, I am really eager to get my hands on the new version and can't await to be testing it.  :)
#5
Quote from: Aerial on May 03, 2017, 08:45:43 AM
3)  I don't like the new season names.  "1st of spring" might seem derivative since several other games have used it, but the upside is that it's unambiguous.  "1st of Aprimay" is... odd, I guess.  If that had been in place when I started playing, I'm sure I would have shrugged and not thought a whole lot about it once I had the seasons figured out, but as a change now, I don't really see it improving the flavor of the game.

Personally, I also dislike the new season names, but mainly out of a different reason.
I live in the southern hemisphere and here for us the seasons are turned around.
With Aprimay, I would think of fall. December of summer etc. (Currently, Winter is coming for us)
This change makes all the seasons a lot LOT more confusing and weird for us, who live in the South.

May I request a change to the old?
Or are you planning to make the season names relate and change relative to ones north-south position on the globe? (Or is this already so?)