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Topics - DNK

#21
Help / Walk Speed Increase?
March 22, 2015, 01:33:45 PM
I've tried altering the Stats\Pawn_General file for walk speed up to 10, but they still only go 4-5c/s.

I'm really tired of having it take pawns 2-3 HOURS just to move across a 100-150 yard distance, especially since I play on very large maps.

Anyone succeeded at this>
#22
Support / No support for 1024x600?
March 17, 2015, 10:43:18 PM
I'm trying to play the game on a notebook, but while I can get to the start menu, I can't actually DO anything since all the important buttons are cut off by bottom of the screen.

Is there no way around this? Enter/esc don't seem to do anything, so I can't even generate a world or start a new colony to see if the game is still playable past the menu.
#23
Ideas / Pathing Orders
March 15, 2015, 02:23:01 PM
Basically what DF has, the ability to set additional tile pathing costs.

The reason is I want my pawns to take certain routes sometimes, but the pathfinding still isn't perfect and they end up walking over stone chunk stockpiles (they don't take them into consideration) or over my pretty gardens (I made a walkway for a reason!) or whatever, I just like to have this level of control. If I build a warehouse with paths, pawns, DON'T WALK ON THE MERCHANDISE. My reasoning is partially utilitarian and partially eccentric.
#24
Seems like there's 3:
tribe
contemporary to settlers
space pirates

I'd love to see Roman legions at the gates one day, crusaders the next, a WWI division the third, maybe a mechwarrior army another day.

This is one of those areas of the game that could use a lot of expansion, but so far I've seen maybe one mod (Vikings) and nothing official.
#25
Ideas / DF Things That Are Much Needed, And More
March 05, 2015, 09:59:36 AM
Containers! Something that allows us to use the virtual vertical space in the game and increases a tile's holding capacity (think lockers, or in DF-verse, bins).

Burrows! Something to tell dwarves pawns where they can work exclusively. If I want to create a second part of my colony and not have pawns from area 1 always crossing half the map to do work in area 2, well, I can't right now.

Backpacks and preset outfits that they automatically fill with appropriate items (already planned I think, nuff said).

Military training.

Animal husbandry.

More focus on low-tech starter things. More of a buildup to the electronic techs that are the current starter techs. It seems odd to me that these guys land on a planet and can immediately build refrigeration units out of raw iron and a plasma pick. The game seems to max out quickly tech-wise as-is. I'd like to see having to start from scratch, get blueprints (through trade) for higher tech stuff (or do research), and actually go from wood to stone to metals to plastics and electronics.

Oil/plastics! How is this different from ores/stones/steel currently? Because it is far less work intensive. You find an oil well, you build a derrick, and you automatically get a set amount of energy/"stuff" each tick (you can choose which), which can be refined into a building material. This would be a mid-game tech that would allow for a steady (but perhaps low) and mostly inexhaustible supply (in this time scale).

Concrete. Can use smelter to create from limestone scraps. Can be dug out from mountains, collected, or quarried. Doesn't require players to use valuable and more limited steel supplies for everything, nor the far more limited and valuable wood supplies.

Mod stuff I really hope gets incorporated/improved on:
1) adjustable switches (can auto turn-on when someone's in room, can set timer, set for enemy presence)
2) cave mushrooms
3) invisible conduits (as an option)
4) colored lighting
5) clutter mod (more stuff to build for decor is great)
6) animal hide rugs
7) ceiling lights (that don't take up a tile, which isn't how it is in the mod but how I'd like it)
8) craftable guns (why can colonists build turrets but not rifles? Makes no sense)
9) darkness (maybe not that dark, but currently night is just far too bright)
10) EdB prepare carefully
11) hobo stove (so simple, such heat)
12) nu metals (I like more micro)
#26
Ideas / Concerns and Suggestions
October 05, 2013, 04:35:38 AM
First, let me say that this game looks pretty interesting. As a long-time DF fan, I've been eagerly awaiting a game that takes the best of DF and combines it with a solid UI and actual graphics. That said, I have some reservations before backing it, and also some suggestions regardless of my final decision.

Suggestions first:
For the graphical style, well, there needs to be some. I think the natural areas are really well done for this point in production, but the sprites and constructions are very weak. I understand it's a stopgap. Here are my suggestions for this:

  • Character sprites need to be far more detailed and unique. I should be able to look at a sprite and know who it is immediately. These are the most important sprites in the game, and as such should be the most detailed.
  • Character sprites should change as the characters do. Aging, losing limbs (too much DF?), gaining scars, balding, growing beards, etc. Clothes should also change over time, as the colony becomes more developed and can create better quality fabrics (or perhaps encrust them with gems).
  • You definitely need a strong sci-fi style to this. Since there are multiple levels of tech involved in the gameworld, having multiple styles is possible. For instance, a basic Star-Trek colonist (TNG examples) look for furniture and walls, with more detailed mechanical apparatuses. Then, other tech levels (perhaps reached as the colony develops) could have a more Alien/Quake2-4 feel. Traded tech weapons could have aesthetics lifted from all over the sci-fi metaverse.
  • Moddability is key. If you get a solid base game, the community can add furniture, buildings, resources, and art styles as needed.

Current Reservatations:
The game right now is not so appealing for a pre-purchase, though I'm certainly happy it's passed its goals. My issues and concerns are:

  • A lack of industry. Having gotten used to DF's complexity in this matter, I would find little to do with such a streamlined game.
  • A lack of things to build. Same, basically. Plus things to do with what you've built (I want to encrust things and add metal spikes).
  • A lack of development opportunities. Ultimately, I'd love to see more of a sandbox where you can realistically tech up and improve on your starting options. For example, you start with a basic wood/feather (whatever materials we have) bed, but in time can make a bed with foam/springs once you have your industry built up, and eventually like sleeping pods with all sorts of benefits to the character once at the highest level. Currently, though, there's very little to do or work up to.
  • Just more variety in general. Like above, for materials and resources, is that all? I know it's "feature incomplete", but I want to know how incomplete and how filled in this is going to get. Again, I'm coming at this from a DF background, and just won't be able to get into it if the current level of depth is indicative of the final product. I'm sure it will sell well enough for others, though, since it's a solid concept.