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Messages - Mansen

#16
Ideas / Re: More mean things for raiders to do...
November 05, 2013, 09:28:58 PM
Hah - that would be awesome. Maybe further down the road - If some of your colonists get sufficiently peeved off, they'll leave and set up a camp of their own somewhere else on the map. ;D
#17
No, no CTDs (Crash to Desktop), closing crashing or anything of the sort so far.

Windows 8, Intel based CPU, nVidia GPU.
#18
General Discussion / Re: FRINDLY MODE
November 05, 2013, 09:26:56 PM
Phoebe doesn't remove raiders - Only makes them complete pushovers. You'd likely grow incredibly tired if raiders were removed entirely, since so much of the game relies on conflict to balance growth.
#19
Ideas / Re: More mean things for raiders to do...
November 05, 2013, 12:56:20 PM
I definitely would like to see the Raiders focus on more things than just killing the inhabitants. Eventually we might see actual food and supply stores, that raiders may decide to make a beeline for if they are unguarded - after all risk without reward is a bad way to make a living.

Maybe specific raider classes that focus on different things? Thieves, Saboteurs (Sappers), Snipers and so on.

Edit: It could also be cool if some Raiders would be content with threatening you for protection money (or supplies). Pay up and we'll be on our way - don't and we'll torch the place.
#20
Ideas / Re: More Control Over Starting Settlers
November 05, 2013, 12:49:43 PM
I certainly wouldn't mind a more DF like system (Or the prototype of Rimworld), where you have more control.

Not statistics improvement as such, but traits and features that change the statistics as a result of your choices. This is a storytelling friendly game after all.
#21
Ideas / Re: surrender
November 05, 2013, 12:48:20 PM
That would be sweet - Different stages of panic.

You'd have them run, hide or even outright surrender themselves to your superior force. Morale breaks (Might even have specific weapons or triggers that cause more morale damage than actual damage - Like flame throwers or flashbangs)

Quote from: litlbear on November 05, 2013, 12:47:04 PM
would you continue running, bleeding and wounded, when a sniper's aiming at you, or would you stop and drop the weapon?

Some people do - Fight or flight kicks in at some point. Logical thinking is overriden by basic instinct. Some times that instinct is just to try and run, even though your mind is telling you that it is insane.
#22
Support / Re: Herro Mr Bond.
November 05, 2013, 10:03:49 AM
Is your kickstarter/amazon payments/paypal email different by any chance? It's one of those three that it uses for delivery if memory serves.
#23
General Discussion / Re: FRINDLY MODE
November 05, 2013, 09:12:27 AM
Phoebe is much more docile - She strikes a good balance between a completely passive game and large raider groups.

If you give your best colonist the starter pistol and place sandbag line with a turret, you should be able to fend off the first raider attack with no trouble at all. Pick up what the raider(s) drop and keep slowly building up your defence and you'll do just fine.

Your biggest challenge is finding a good spot with only one or two chokepoints - just to lessen the stress.
#24
Ideas / Re: Please improve the AI during combat
November 05, 2013, 08:10:33 AM
As a temporary thing, you can override them one action at a time as long as they're conscripted. I've had to do this a few times to drag injured colonists back to safety or try to avoid a turret blowing up. :)
#25
Ideas / Re: Reinforcing cave walls into "walls"
November 05, 2013, 05:27:25 AM
Clearly we disagree on that.  :D

Edit: Here - I'll even show the difference. Clearly the cables should go through the walls, regardless of type (Although I still think that Rock > Wall conversion should be possible as a "less clicks needed" feature)

Basic base
Mix of rock walls and concrete ones (It wasn't exactly square at the corners). As you can see most of it is unpowered, since the power doesn't reach from the generator and to most of the utilities.



Powered Floors "solution"
Here I have done as Sky_Walker prefers. Routing the power along the floor. This doesn't look aesthetically pleasing to myself, and is bound to cause issues if I place something large on top of a cable.

Edit: Ignore the missing wall and concrete wall at the top.



Powered Walls (Incomplete)
And finally a model where the cavern walls have been hacked down and replaced by concrete ones to allow for power distribution. Now ideally all of the walls will be converted as resources permit to make for an aesthetically pleasing base. (Not that colonists seem to care much about their wall coverage at present)



So to re-iterate :

- Let the concrete wall tool be capable of placing orders directly onto cave walls to streamline construction and planning.

- Let power cables become placeable in cavern walls within reach of a colonist.
#26
Ideas / Re: Reinforcing cave walls into "walls"
November 05, 2013, 05:07:36 AM
Having to put them in the floor is really messy if maintenance is required - And it also looks needlessly stupid. Being able to put cables in rock walls would also work.
#27
Ideas / Reinforcing cave walls into "walls"
November 05, 2013, 04:58:15 AM
Due to how power is run through regular walls, it is currently a very bothersome task to carve out rooms inside the mountain rock. You have to clear room for the walls as well and then rebuilt them, just to get power running.

I suggest we receive the ability to place walls directly on rock tiles, to reinforce them (Or demolish/rebuild alternative), to make cave spelunking a wee bit less frustrating.
#28
Ideas / Re: Stop the random crate drops
November 05, 2013, 04:55:23 AM
Personally? No and no. I think the prices are steep enough as is.
#29
Support / Re: increasing payment
October 09, 2013, 04:59:41 PM
Via Paypal officially, no. I'd wait for a response from Ty. He'll probably allow you to combine several donations into one at the end of the campaign.
#30
General Discussion / Re: Who are your YouTubers?
October 09, 2013, 02:47:51 AM
I've asked Capnduck as well to contact Tynan. For those of you who don't know, he's the guy who made Dwarf Fortress much more accessible back in the day, through a series of video tutorials. :D