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Messages - SleepyFox

#31
Mods / [REQUEST] Flares/Extra Lighting
February 28, 2014, 04:18:10 AM
So this reminds me of a tactic I used in the pre-alpha, but I set up 'light traps' outside of my base. Because illumination helps with targeting accuracy. So instead of putting lights in my bunkers where my colonists would be shooting from, I ran wiring out into the wastes and put up lightbulbs so raiders trying to shoot my guys would be all lit up and ripe for shooting gallery funtimes.

I don't know if it's possible to mod in items that illuminate just yet (or temporary lifespan items) but I would like to see a mod that focuses on 'extra' lighting. Maybe tiny internal battery solar lamps that you can place for decorative purposes (like on walkways but they only last like 2 hours into the night, like real solar lights in the garden do) or throw 'em in the wasteland as shinies for targeting raiders.

Or a throwable grenade-type item that instead of going boom, lights up a radius. You could have a colonist that's 'armed' with them hurl flares at raiders to shine some light on the problem. While we're at it, projected lights? Spotlights that shine a cone in a direction? There's gotta be someone out there tinkering with this!
#32
Outdated / Re: [MOD] (Alpha 2) Project Armory
February 28, 2014, 04:14:18 AM
A friend suggested the Railgun from Quake. Though he's suggesting 80 Range and 100 Damage (with a super-long fire time). I personally think it's a bit OP damage-wise, but some kind of rail-sniper WOULD be pretty keen. Long charge-up, long-range, high damage, but it'd be like the M-24 in the hands of one of your experienced snipers. (Expensive as balls though.)
#33
General Discussion / Re: "Added simple ruins generation"
February 27, 2014, 07:34:42 PM
I remember you (Tynan) saying you were jonesing for getting Archaeology up and running as like, the first big thing. It's awesome seeing little dabbly bits for now that we can discover and inhabit (when the next version is up anyway). I look forward to it and the big stuff, too. Especially with the new mechanoid corpses in the stockpiles... ruins with KILLBOTS in them? Oh snap.
#34
I'm having the same issues. Editing a page is possible but the changes for the page don't stick, and it won't let anyone adjust the translated pages so you can't update the /en versions of them. I've been trying to redo the Auto-Turret page for 20 minutes, even got it flagged for rewrite and redirected to new article 'Improvised Turret' but that's not doing a darn thing. We need people to work on the wiki but if we can't actually update old pages it's kind of difficult. It's a really good idea to have translated pages for all of the folks playing the game, but at the moment it's a huge pain to even get the new data in (especially for things like the new turret changes, etc).

If the wiki admins read the forums, could you give us elevated access or adjust permissions on it or something, please?
#35
Ideas / Re: Traits
February 27, 2014, 05:34:42 AM
Alright. Thanks Tynan! So there's hope for insomniac cyber-midgets yet. (They don't get enough sleep and rain is bad for them)
#36
Bugs / Plantwork/Growing issue?
February 26, 2014, 07:13:58 PM
I couldn't figure out if this had a home on the bug forum or here since it's a creative rewards questoin, but when you check 'PlantWork' for work disables, why does the colonist in question still attempt to Grow things?

I was pretty overjoyed to see my pirate queen in the game but was baffled when she started planting potatoes. Does the PlantWork disable ONLY affect cutting? If so, there's no Growing box to disable along with it if you want to make the person not deal with plant stuff at all. If it's under one of the bigger blanket items it may have needed a better explanation.

...not that I can't just disable it manually in-game but... I feel like I missed something slightly important!
#37
Ideas / Re: Traits
February 26, 2014, 07:07:08 PM
So traits will always be randomized on character creation or will there be the ability to pick them on your colonist team starter page when that's all together? (Which could lead to some interesting things if you make everyone insomniac midgets with cybernetic hands for instance.)
#38
Ideas / Re: Traits
February 26, 2014, 06:28:40 PM
Not to engage in a little thread necromancy, but the Search function didn't bring this in. I'd like to know if those of us with creative rewards for characters in game, will be allowed a second submission pass when Traits are in and do something so we can give the characters a little more permanent flavor? I love the idea of traits (and perks and such) and having a little more lasting mark on the game world with a character who doesn't have malleable traits (like my pirate queen shouldn't be jealous and squeamish at the same time, especially with her lack of any sort of feelings for human life because SCIENCE.) Obviously since it's just now Alpha 2, there's a LOT of time before Traits will probably do anything or even be worked on.

'til then I really like the idea of being able to set two perma-traits on submitted doods.
#39
I just hope Vicky ends up being responsible for archaeological finds in many players' games causing them to explode. :D When that stuff is implemented of course. (Yes I'm a terrible person)
#40
So I spend the last two months working (yay holiday retail) without a scrap of inspiration. Stuff dies down and I hop back over here, and what do I find? ...awesome. Just awesome. I ask for help in putting it together and you do all of it, zay. o.o My timing is weird. But that looks really, really great. And I think I like 'Nonchalant Worldkiller'. It just makes it seem like she went '...oops. Oh well. Time to find more cool stuff.'

I may bump Construction on there also though, since that's used to repair buildings (and she's good at tinkering).

Due to character limits, I went with 'Indworld urchin / Urchin' and 'Apocalyptic exile / Exile' in the fields. Thank you, zay!
#41
Outdated / Re: Rhodes Mod List
November 15, 2013, 06:07:13 PM
...that cave start is magnificent. How do raiders spawn? If at all?
#42
...settled in Vicky. Wouldn't mind some help getting stuff squared away in a game-friendly fashion!
#43
Creative Rewards / Character Draft - Vicky (Pirate Queen)
November 05, 2013, 10:11:31 AM
This is /sort/ of a placeholder post that I can edit and bounce ideas around with thoughts for my PK(PQ?) contribution. I'm a bit of a writer and I have a small stable of 'favorite' characters. I cut Cecily and Sanah from the idea roster and added Vicky. I'd like some help getting it nice and concise for the limitations.

Victoria 'Mechanist' Louene
Vicky is a newer character of mine... more or less a steampunk mad scientist. Her full name is Victoria Trafalgar Louene. There's a play on words there. TNT is 'Trinitro Toluene' and her name, well. Vicky T. Louene. Anyway.

The backstory I have in mind for her is that she grew up on a world that was just hitting their industrial revolution. Steam power is king, clockwork and airships and all sorts of mechanical things. An excavation for more resources unearthed ancient ruins from a past, highly advanced civilization. Vicky herself was somewhat of a street urchin, stealing and begging and tinkering with machines. Word of the archaeology find made it to her ears and she stole aboard a ship to the site.

She snuck in, as street rats are good at that, and poked at things she probably ought not have poked at. She was filled with ancient wisdom, and her mind broke from the shock of it. Genius level intellect but fragmented and kind of insane. She triggered a doomsday clock, cobbled together a spaceship and reached for the stars. At the turn of the century, her world was obliterated without her on it. The guilt of the act weighs about as heavily on her mind as getting a buy one get one free sandwich deal and only eating half of the 'free' on. So not much.

As a self-proclaimed 'Empress of the Stellar Gnomes' she travels from world to world, looking for more hypertech to steal while constantly cobbling together devices for the... better of herself and the followers she's gathered.

All I've hashed out currently is that she'd probably be unable to do Social-related tasks entirely (so penalties are moot) while scoffing at unskilled labor. Bonuses to research and crafting for sure. Shooting and hand-to-hand also. ...pity she can't have a lightning gun.

Thanks for looking this over.
#44
Creative Rewards / Re: New Backstories?
October 28, 2013, 05:26:24 PM
Tynan said (in IRC) that backstory ideas are welcome to suggest, though they may not be added to the game pending review and approval. This is probably a good thread for folks to submit their own ideas for public backstory additions! I'll add another one (to the top post) to help get the ball rolling. There's a lot of creative people out there!
#45
Creative Rewards / New Backstories?
October 26, 2013, 11:20:27 PM
So in the Guidelines post:

Quote from: Tynan on October 26, 2013, 01:33:08 AM

The wiki has a list of backstories that are in the game right now. I wrote all of them; they were just starting content to get the system going. They're good examples of the kinds of things that work well.

This has me wonder if we're able to submit new ideas for backstories using those as an example? Or if it comes down to making Mercenary/Pirate Royalty characters, we use our own suggestions for stat adjustments that make them more personal?

In regards to my idea, I was going to suggest (in tandem with my post on that thread about 'decorative additions') a backstory called

Designer Child (Childhood)
'[Character] was genetically engineered for a variety of reasons instead of naturally conceived. Though such children often excel at more cerebral tasks, they falter when it comes to physical labor and their 'artificial' nature can be a social stigma to many.'

Construction: -2
Growing: -2
Research: +2
Mining: -2
Shooting: N/A
Hand To Hand: N/A
Social: -3
Cooking: +2
Medicine: +1
Artistic: +2
Crafting: +1

Spaceborn (Childhood) (Inspired by Void Born from Dark Heresy)
'[Character] was born on a longflight deep space vessel on a trip to a distant world. Every pair of hands was valuable so [character] was taught how to maintain ship components and help out where they could from an early age. They are somewhat more frail physically, however.

Construction: +1
Growing: -3
Research: N/A
Mining: -3
Shooting: N/A
Hand To Hand: N/A
Social: N/A
Cooking: +1
Medicine: +1
Artistic: N/A
Crafting: +2