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Messages - NephilimNexus

#136
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 13, 2014, 09:18:34 PM
Theory: Damage over time is due to starvation.

"But wait, droids don't eat!"

Exactly.  That's why they're starving.
#137
This reminds me of a thought that I had about "The Walking Dead" and that is this: On that series, they have never proven that a zombie bite is automatically fatal.  Everyone who has been bitten on that show either A) is left to slowly wither, die and turn or B) is immediately killed by a shot the head to keep them from turning.

In the entire series, the only person who ever actually turned from a minor bite was Bill (1st season), and even then we never actually see him die.  We just see him comatose and propped up against a tree as everyone is driving off.  Everyone else who turned from a bite also suffered massive physical damage, most commonly their neck being torn out.  The sort of injury that would kill a person even if a zombie wasn't involved.  Again, only Bill ever got a minor bite (in the side of his torso) and was left alive for more than ten minutes afterward... and we never see him die.  Another factor in this "assumption of fatality" is that no one even bothers to try to help those bitten.  They just kill them after a few minutes of dramatic dialog (Andrea) or right on the spot without warning (Everyone but Andrea).

In the entire series the only solid evidence we see of a bite being fatal is during their stay with the CDC scientist, who shows a recorded video of x-ray footage of his wife dying from a bite induced fever.  They've also mentioned this fever several other times.

My point?  It's a fever.  While fevers can certainly be fatal, fevers can also be survived.  They can be cured.  Yet at no point in the series has it ever occurred to anyone to take a bite victim and give him/her some aspirin, penicillin, dunk them into a cold bath/lake or any of a dozen other proven remedies for fevers.  For all we really know the bite of a zombie isn't automatically fatal, merely dangerous (but survivable) and that our band of heroes have actually been executing their friends left & right all this time out of sheer lazy ignorance.

My, my, won't they be embarrassed when they find out that all they needed to do to save Andrea or T-Dog or any of the other who-knows how many bite victims that they've executed so far was to run down to the pharmacy and grab them a bottle of Bayer?  Because they've never actually tried that, or anything like that, ever, in the whole history of the series.

Sorry to derail the thread, but that's something I like to share whenever zombies come up.  :D
#138
Outdated / Re: [MOD] (Alpha 3) IronWeed
June 09, 2014, 07:08:06 PM
No, I'm not updating this because I don't have to - other (more talented) people have already assimilated it and modified it into other mods & new variations with my full approval.  So this thread can now retire as others have taken it's place.

:D
#139
This is my official endorsement.   ;)
#140
Mods / Re: [Request]Sex And babys
June 09, 2014, 07:03:23 PM
IMHO, people who cannot properly spell "babies" should not be having them.
#141
This seems like the next logical step, considering that the latest release added visiting villagers from non-hostile powers as part of the game mechanics.

It is somewhat immersion breaking that you're supposedly playing survivors from a destroyed ship who are stranded against their will who just happen to be able to easily make contact with dozens of passing spaceships on a regular basis.  Spaceships which, if you look at how slavers work, are perfectly capable of loading people off the planet with ease.

So my suggestion is this: Replace the current space trader mechanic with a good old fashioned "Dwarf Fortress" style of wagon traders who roll into town, courtesy of those same non-hostile powers already mentioned.

This would make things interesting in many ways:

1) Traders would no longer be by item category.  Instead, they would be trading whatever wares are appropriate to the tech level of their village.  So tribal traders would be your best source for cheap food, but would lack advanced technology of any kind.  Other lost colonies would have tech on par with your own.  Raiders, if you could ever someone negotiate trade with them, would be an ideal source for weaponry.

2) Having physical trade caravans mean that unscrupulous players - and rival NPCs - could attempt to raid them.  Do you intervene, or join in? 

3) This opens the door for the procedural general of these other villages, so that later down the development road they could be places that you could actually go to yourself (thus sending your own raiding parties or trade wagons, as the case may be).

By getting rid of "magical" space trade you not only make the game more interesting but also helps along the immersion level.  The only group that should have access to space trade should be the very pirates that shot down your ship in the first place, so that gives you another good reason to try to raid their main base at some point - thus creating actual endgame content with the goal of capturing the pirate base and their ship so that you can finally leave the planet once & for all.
#142
Outdated / Re: [MOD] (Alpha 3) Cannibal (v.1.0)
May 22, 2014, 02:24:32 PM
I would like to see in the future something like this integrated into the currently non-functional "traits" mechanics.  Simply have "cannibal" a random trait that some colonists might have, in which case the normal penalties would not apply to that particular colonist.

In the meantime, this is also cool.   :)
#143
Outdated / Re: [MODPACK] PackIntegration
May 22, 2014, 02:22:55 PM
He's got the credits for all of the original creators right there on the first post.  If that doesn't satisfy people's egos I don't know what will.   ::)
#144
Help / Re: Help request: Why won't this mod work?
May 17, 2014, 11:13:58 AM
Even if I turn on dev mode + god mode it does not show up on the list.
#145
Help / Help request: Why won't this mod work?
May 14, 2014, 05:45:33 PM
Download

Ok there is the mod, it's got all the needed files and textures (I think).  Most of it was just copy-paste-edit from already existing working mods.  Yet whenever I try to load it in game, the item never shows up on the build menu.  For the life of me I cannot figure out what I missed or did wrong.

If anyone can download this, look at it, and repair my mistakes I'd be very grateful.  Thanks!
#146
Outdated / Re: [MOD] (Alpha 3) Glassworks I
April 23, 2014, 12:48:49 AM
Well if the let light in, then they should be removing "it's dark" as a penalty for rooms without electric lights, at least during the daytime.  So it can save power.
#147
Help / Modding damage types
April 23, 2014, 12:26:18 AM
I know that the existing damage types can be slightly modified, but I've had no luck in getting the game to recognize new damage types.  Is this possible, and if so, how?
#148
Outdated / Re: [MOD] (Alpha 3) Stackable Foods
April 22, 2014, 10:55:17 PM
I think you may have created the most essential mod so far.   ;D

You wouldn't believe how long I've been forcing my people to live off nutrient paste because I couldn't stand the way a real kitchen floods my entire colony with TV dinners.  Seriously.
#149
You know... someone should combine the barbed wire code and the blasting charge code to make minefields.
#150
Outdated / Re: [MOD] (Alpha 3) Fusion Generator
April 21, 2014, 01:14:49 AM
Y'know... in another thread Psyckosama made a spiffy little reactor graphic already: