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Messages - FangoWolf

#16
Help / Re: Various modding questions and answers
March 10, 2014, 01:29:56 PM
In the SkillNeeds definitions there seems to be base values and bonus values.  Is there any plan to add success values and success bonuses?  This would set up pass/fail tasks at the benches, with possibly a fail returns x materials.

Successbase =3   Base skill of three for base success
BaseSuccess=.5   base success chance of receipe
underadj =.1        For each point under base -x% success chance
overadj=.05         For each skill above minimum increase success chance by x%

then perhaps in the receipe defs you could have a failreturns.

failreturns
<li>
metal=1
</li>
#17
Stories / Re: Yea, but it could be worse
November 08, 2013, 11:04:16 PM
Day 5 Wow its true, build a shelter and the rains will follow.  To top off the day the rain evidently rubbed a giant squirrel type animal the wrong way.  This thing had beaver teeth and went straight for my leg.  I had to pistol whip the critter, didn't want to shoot off my own leg.  I did hobble around and finished up the second garden and cleaned out the shelter.

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#18
Stories / Re: Yea, but it could be worse
November 08, 2013, 10:57:38 PM
Day 4  A lot accomplished today, the paste dispenser is up and the shelter is functional.  Metal has been scarce and I do still get flashback digging out veins.  While finishing up the garden, Huck turned in early and Vida collapsed in the closest room.  It looks like I get the rock wall after all. 

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#19
Stories / Re: Yea, but it could be worse
November 08, 2013, 10:56:19 PM
Day 3 Man I am tired, and sick of these erations.  Flashclicked all day on the shelter and tomorrow should see the shelter completed.  I have my eye on the room with the rock wall.  Huck needs to set up a garden, emergency rations have no taste. Thankfully luck has held and the nights are calm and dry, but farm boy snores and Vida readies for bed inside the sleeping mat.  You'd think the navy would have solved that modest streak. 


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#20
Stories / Re: Yea, but it could be worse
November 08, 2013, 10:53:40 PM
Day 2 Hey farm boy you see who Vida snuggled up to right, ahhh.  Metal is running low and we need to finish the outer wall.  Spent most of the day breaking down the escape pods and salvaging any food stuffs to be found.  The outer wall is up and the shelter work has begun.  Another calm night one of these urbworlders is lucky.


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#21
Stories / Yea, but it could be worse
November 08, 2013, 02:25:39 AM
Yea, life's a struggle and we all have obstacles to overcome.  I've had my share.  Born a slave on Neptarus, I was running irridium carts at age 5, by 10 I was flashclicking veins.  Worse beating I ever received was for lying about some iron ore I was smuggling back to the shelter.  It wasn't like the iron would bring any value, it was that I had lied about taking it.  I was laid up for a good week recovering, but I learned how to tell the truth very well.  There were some breaks along the way, our camp had a former techy that taught us how to read, and the foreman let us use scraps to improve our shelters.  The owner was always running on a tight margin and people were always being sold off.  I think owner cheated the military on a contract, or at least they said he did.  That's how I made my way off that slag heap, I was part of the reparations.

That was the start of my military life, course a former slave doesn't get a choice spot and it was commissar for me.  I really didn't have any ties to anyone anywhere, so I didn't have any problems "reporting" on the troops.  Most were to lazy to work the truth to get out of trouble.  If they didn't bother putting in the time to turn a proper truth, I sure didn't spare any details in my reports.  Anyway, sticking to the truth has a funny way of showing lies on others and I was good at my commissar-ating.  I was actually on the officer roll call and heading back to Altarus to receive a commission when our transport started crumbling.

Still don't know what happened to the ship, but I did make it to a pod and landed here.  Two others wound up in my sector.  Both appear to be Urbworlders.  From what I hear slaves could have it better than some of those hell holes.  Tall goofy looking guy named Huck keeps talking about the soil and how nature makes the best landscape.  Can't shave cause he's a bleeder, and can apparently eat anything.  The other one is nicer to look at.  Vida was a navy scientist and fills out that uniform in all the right ways.  Has that damn navy cut and can't picture her with real hair yet.  She spouts of Tech praises and how given enough time, resources and experimentation everything can be overcome.  She apparently would much rather be in "civilized spheres".

Well we are stuck here for at least a while, we better get to flashclicking.

Day 1
  Vida suggested we head up north near a geotherm and block off entrances to our valley.  We got the geotherm gen built thanks to Vida schematic reading and my skill with the flashclicker.  We closed off most of the entrances to the valley and at least its a calm night for roughing it.


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#22
Ideas / Re: The many-guns problem
October 25, 2013, 03:32:02 PM
I like the idea of scrapping the guns to advance research.

What about Turrets requiring a gun or two for each barrel?  You want that five shot auto turret, sure if you can cobble together 10 pistols or 5 Rifles.
#23
Ideas / Re: Re: Your Cheapest Ideas
October 25, 2013, 02:55:59 PM
Off world Part

Complicated machinery can't be repaired or built without an offworld part.  The escape pods could be scrapped for 6 offworld parts, so starting out you would be able to produce 6 complicated items.
#24
Ideas / Re: Re: Your Cheapest Ideas
October 25, 2013, 02:14:10 PM
Low and High Gravity -
Low gravity colonists movement speed would increase and time between required feedings lengthened.

High Gravity colonists movement speed reduced and time between feedings shortened

Set 25% speed changes and 10% feeding changes unless it is easily scalable.
#25
Where's the Stargate? or the place hand in device and the planet is terraformed? :)
#26
Off-Topic / Re: Where are you from?
October 15, 2013, 04:05:23 PM
Where's the Texas radio button :)
#27
Ideas / Re: less suicidal AI
October 15, 2013, 03:04:51 PM
Quote from: Tynan on October 15, 2013, 01:17:31 PM
Having the AI respond to and avoid danger is actually really, really hard, which is why it's not in yet. However, I hope to seriously tackle this problem in a couple of months.

Well I'm of the "post an idea even if it's stupid" because it might trigger a good idea or alter one already used.

If you broke the home area into sections then ran a point in that section through the Turret's targeting calls, wouldn't that yield a danger number for that section.  Sector seven would be targeted by 4 turrets with 20 shots.

If the least dangerous path was greater than what the raiders wanted to tackle, they would switch to an alternate behavior.  Perhaps a seiging sniping behavior waiting for the colonist to send out a tribute to send them on their way.  The longer the seige lasts the more pressure builds on the colony to send them on their way.

If they had some resources perhaps they would try to find a way to interupt the power or attack the power couplings.  Failing any of that switch to mining some of the metal away from the camp.  If the colonists sit tight and holed up, they will be losing future metal.

Maybe the resources would be Combots, so the raiders don't really care if the robots get chewed up and they would attack to the last man.

Now this is bad, but what if the raiders had a mortar?  They can just sit back and try to take out the turrets or power and then rush the complex.  This would force the colonists away from static defenses and more into mobile fire teams.
#28
Ideas / Re: less suicidal AI
October 15, 2013, 10:11:14 AM
If I were a raider:
1) if I lost someone I would pull back and regroup and decide if the risk is worth it.
2) I would have some form of combatting turrets:
    EMP gernades, robot mini turrets, robot gophers that targetet power couplings,  armored cart to get past kill zones, something
3) Sneak attack outside the walls to take a prisoner for the slavers
4) salvage outside walls or facilities away from the camp.  Take what you can and run.
#29
Ideas / Re: Suggestion and Discussion Megathread
October 14, 2013, 02:31:09 PM
How about a small percentage chance of starting out in an abandoned colony. 

Perhaps a few autosave could stored in a different area and pulled up during the map generation.  If multiplayer ever was implemented, share the autosaves with the other players and you could start in another person's colony.
#30
General Discussion / Logo
October 11, 2013, 11:32:54 AM
I'm no artist and this is just paste and clip, but this is what I imagined the logo would look like



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