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Messages - Somz

#31
Quote from: JuliaEllie on August 16, 2014, 10:35:00 PM
Quote from: Iwillbenicetou on August 16, 2014, 10:29:28 PM
Is the learning for more "knowledge" in other subjects without doing all the hard work?

Exactly that. Actually making the paper and writing the books is hard work as you need a level of 15 to write a book for a certain skill unless you buy a book from a trader. The books are consumed for balancing reasons

Well, who is to say those books, in that universe, aren't edible, granting knowledge via digestion?!
You're doing some pretty awesome stuff here...  ;D
#32
Help / Re: Question: DoT exists?
August 17, 2014, 04:42:57 AM
Quote from: mrofa on August 15, 2014, 05:12:48 PM
Its a bit more complext on its own and now with medical system its even more complex :p
It would be more helpfull if you would specify more what that dot would do compare to fire effect.

Damage pawns over time for a fixed duration (with or without the possibility of ending the effect prematurely), maybe miscellaneous like movement impairing effect, aim loss etc, but that is, again, would be something extra.

Like fire, a simple (slightly more) damaging effect, without the panic effect and fire textures.

Or something like that. ^^
#33
Ideas / Re: Tone Down or remove Friendly Fire
August 16, 2014, 06:37:57 PM
Quote from: Rahjital on August 16, 2014, 05:04:36 PM
Quote from: Somz on August 16, 2014, 03:53:38 PM
Because colonists don't pay attention. There are hunting accidents IRL as well, people shooting at each other because this and that.
If you (/we/whatever, I'll stick with *you* because why not) select a megascarab or a muffalo right where your other pawns are moving around, you ought to damage (kill) them, you're asking for it. Sure, hunting could have a more...refined way of doing its job, OR you could just, you know, select targets to hunt somewhere that isn't the middle of your base?  ::)
It pretty much worked out for me so far, not once did my hunter with a minigun hit anything except for its prey.  ;)

I'm not that bloody stupid, you know :P I learned to draft colonists when hunting animals too close to the base. Unfortunately, animals like to wander, especially on deserts where there's little to eat, so they can wander towards something in the desert you want hauled away, and then you get the message that one of your colonists was shot to death. It doesn't help that the colonists go as far away from the animal as possible and try to shoot it even when it's lying on the ground incapacitated. I never have more than one person hunting, by the way, and they always have pistols so that they train their skills quickly and the distance in which a colonist can walk into the middle of the shot isn't so great.

I did not mean you, personally, but folks complaining about it in general.  ;)
#34
Quote from: Haplo on August 16, 2014, 01:39:29 PM
Update: Mai is again available.
I've also improved her a bit according to Grimandevils ideas.
You can now build an enhaced MAI. She needs an AI Persona, has a bit better stats and also high passion.
Additionally she has the abilities to fight and research without your need to research it. Everything else still needs to be researched prior to her activation, or she won't do that!

As always, please tell me, if you find some bugs that I didn't see.
With that, have fun ;D

Just one word...
Yeeeeeeeeey!  ;D
#35
Ideas / Re: Tone Down or remove Friendly Fire
August 16, 2014, 03:53:38 PM
Quote from: Rahjital on August 16, 2014, 03:35:13 PM
Fixing the hunting issue by removing friendly fire is like preventing air disaster by banning commercial airliners. Yes, hunters would no longer kill their teammates, but an essential mechanic in combat would be gone. Using it to your advantage makes beating much larger raids possible with fewer casualties, which is especially important in the new version.

Alpha 6 made the hunting issue a lot worse, so I agree something should be done quickly. Hunters took just a few hitpoints from the passing pawns in A5, but now they can instakill them just because they didn't want to wait with shooting that one megascarab.

Because colonists don't pay attention. There are hunting accidents IRL as well, people shooting at each other because this and that.
If you (/we/whatever, I'll stick with *you* because why not) select a megascarab or a muffalo right where your other pawns are moving around, you ought to damage (kill) them, you're asking for it. Sure, hunting could have a more...refined way of doing its job, OR you could just, you know, select targets to hunt somewhere that isn't the middle of your base?  ::)
It pretty much worked out for me so far, not once did my hunter with a minigun hit anything except for its prey.  ;)
#36
Ideas / Re: Tone Down or remove Friendly Fire
August 16, 2014, 03:47:17 PM
Quote from: vagineer1 on August 16, 2014, 12:43:49 PM
Quote from: Somz on August 16, 2014, 12:11:17 PM
Nope! Nopenopenopenopenopenopenooooooope!
Friendly fire's real and fun, makes it more challenging AND(!!!) it also applies to the enemy. A few of my colonists are damaged from time to time, some nearly died, but compared to my minimal "losses", the enemies have lost hundreds... It's needed!  ;)

I don't see how it is "Fun"

When you are hunting with a large party and they all hit eachother because they don't know how to aim properly it is not fun.

You don't see how is it fun? Read my comment again then, I explained...  :P
#37
Ideas / Re: The game's AI = the ships AI.
August 16, 2014, 12:22:53 PM
Quote from: StorymasterQ on June 16, 2014, 12:45:53 AM
I think what Sion meant is just the face (and voice) of the Ship AI is the same as the current storyteller's.

I'm okay with that. I'm also okay if the ship status report changes slightly depending on said AI. For example, Cassie could use some sort of formal language while Phoebe could use more friendly tones. Randy could then be some sort of a jock AI :D

Yep, I'm okay with that too! While as most I too opposed the "storyteller as god" / "you can talk with the storytellers" and similar ideas, this would be but an AI that happens to have the same "face" as the storytellers.

Besides, a Random Randy saying: "Yo, ship's fine, more or less, but don't start blaming me if you crash again!" would be a killer.
#38
Ideas / Re: New Colony +
August 16, 2014, 12:17:09 PM
Yeah, I wanted to "replay" my game with the old units once the raider-count exceeded 300.

Though then there were no ships, so I thought "how 'bout a lil' wanderin' around, findin' a new place on this rock with no pesky raiders!".
This way I could've played another 2-3 years before the raiders start overwhelming the colony, but no...=|
#39
Ideas / Re: Tone Down or remove Friendly Fire
August 16, 2014, 12:11:17 PM
Nope! Nopenopenopenopenopenopenooooooope!
Friendly fire's real and fun, makes it more challenging AND(!!!) it also applies to the enemy. A few of my colonists are damaged from time to time, some nearly died, but compared to my minimal "losses", the enemies have lost hundreds... It's needed!  ;)
#40
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.1
August 16, 2014, 09:33:41 AM
Quote from: Sam_ on August 16, 2014, 07:12:25 AM
Quote from: Somz on August 16, 2014, 07:05:47 AM
Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."

That's just the description, there is no actual shielding implemented. After testing it a bit myself I think perhaps it might need to be buffed a bit. It's much rarer then other items, but doesn't improve stats much.

A personal shield absorbing some damage sound fine, just the repelling all sounded bad.
And even though their stats aren't that better, they look cool enough, it's totally worth it.^^
#41
Quote from: Jerethi50 on August 16, 2014, 07:43:06 AM
sorry the only reason they didn't do this before is because i didn't know how, mushrooms do not grow in the light, they are fungi, fungi thrives in dark and damp places with lots of nutrients, But seriously you can just build a small "house" with a roof around your mushroom patch and they will grow 24/7

Say what?! Mushrooms do not grow in light?!... Are you kidding me, right? :o
"Mushrooms" are basically the fruits of the fungi, some of them are totally unaffected by light, most of those you can buy in stores do require some light and some fungi won't even fruit without its presence.

But it really is irrelevant, and so is the way I use them, I only asked you if you could include or upload another one that grows in light as well.
#42
Outdated / Re: [MOD] (Alpha 5D) Colonist Only Doors
August 16, 2014, 07:24:27 AM
Quote from: The_Shaikan23 on August 05, 2014, 07:17:08 PM
It's super annoying to have about 25 people visit, get dirt all over the entire base, block the hallways, eat all my food and then leave without having contributed anything to the settlement. Great idea to make these doors.

I usually kidnap one and kill the rest so they won't come back. Or if they will, I'll just kidnap more and kill more! Win-win situation! Or... :o
#43
Yeees, A6 update!
I don't know if you could change the...attackers' attack priority, but in case you can, I have an idea I'd like you to consider. It'd be fun if the small shields would become "shield dispensers", be stronger and would require direct connection to a bigger, fragile "shield generator" (much like how electricity works), but in return raiders would often prioritize those generators.
No? Okay.  ;D
#44
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.1
August 16, 2014, 07:05:47 AM
Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."
#45
Oh this is so good...! Feels like my grower become a druid, mixing up magic potions! Awesome!