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Messages - Somz

#61
General Discussion / Re: Are Animals Broken?
August 10, 2014, 02:06:24 PM
Quote from: Shinzy on August 10, 2014, 12:03:27 PM
Quote from: shmooe on August 10, 2014, 11:35:55 AM
So im on like day 312 Cassandra Classic and there are no more animals to kill. Did i wipe them out? what happened? Meat is running low and i cant buy it for some reason from food trader. Also i have not changed the ground and they are all starving to death, either wont eat or no food. i think no grass.  :-\ :-\ :-\

I have the same problem, fine and lavish meals become real rare treats in the late game
They just don't spawn back as fast as I can eat them =P
And traders don't sell meat

Muffalo herds will spawn eventually so you can hunt them there and then
and get some extra happy meals dished out at your colonists for a while again
but living off the potatoes isn't so bad.. once you get used to them, hehe

*whispers* The corpses, butcher the corpses, extinguish your hunger, no-one will know! *whispers*
#62
 :o

Disabling everything takes about maybe 4 clicks. Food, raw resource, manufactured resource, apparel.
Items, weapons, chunks and corpses (except for already buried ones) are disabled to begin with.
It's not that big of a discomfort in the rear end in my opinion. ^^

But changing it isn't that hard if I'm not mistaken, maybe you could do it with some xml editing yourself, but I've never tried, some help of a more experienced individual would do the trick, probably.
#63
Ideas / Re: different types of weapons
August 10, 2014, 10:00:37 AM
Well, I for one would really like to see a few new weapons, but especially melee ones:
Stun bats for stun/increased incap chanche maybe,
a little more deadly electro/plasma swords/staffs/bats,
but a spaceball bat would be good enough too. ^^
For ranged ones a flamethrower (yes, I'm aware of the mods, I'm talking the core game primarily),
portable grenade launchers
-shooting one "bigger", multiple small, molotov-like , electric surge or poison grenades (latter two for AoE DoT),
rifles (the basically pistol-like, with more damage, accuracy and range, but I'm no weapon expert)
Rockets will probably take place in-game in some form since we already have the items,
and lazer thingies! Shooting beam thingies! Deadly lazer beam thingies!
#64
Ideas / Re: More Mechanoids?
August 10, 2014, 09:46:35 AM
Quote from: Zerohero20 on August 06, 2014, 07:45:44 PM
Well those droideka from star wars would be nice. The rolling ones with the two laser arms. But they could be the fast moving close range unit with the scyther filling the long range. They could also drop a small personal shield or something to research to make them. Maybe just add a separate shield hp bar. The b1 battle droid could be an early attack followed by the heavier b2. Some kind of exploding bomb bot could be added to break turret lines or maybe walls. Some quick melee bot would be nice when melee weapons or something is added or they could grab and shock your colonist to stun them for a time until they are shot off them. Could also do those stealth bots from Xcom that strangle your guys. There are a lot of ideas you could think of from other games.

There comes the problem. Sorry but this is NOT star wars.
Having a certain type of mechanoid with a personal shield might be a good idea, yeah, but I highly doubt simply copying others' creations is anywhere near an acceptable idea, let alone an outstanding one.

I for one think about a balanced mechanoid between the centi and the scyther (HP, movement speed, range, firepower, all between the two of those...), and a really squishy melee unit that could attacks in swarms would be nice.
Also the already suggested repair drone and (maybe mobile) artillery would be...well, not exactly fun for us to deal with, but spectacular anyway. ^^
But they should spawn regardless of the map type imo.

One thing, whatever kinds of new hostile mechanoids may take place in the core game, modders will work wonders for us to use them as allies, no need to worry about that. ^^
#65
Ideas / Re: Your Cheapest Ideas
August 10, 2014, 09:29:33 AM
Don't know if it was mentioned before but consider this:
Toggle "sticky plans".
Building an underground base with the plans constantly disappearing due to the mining can be...slightly annoying. ^^
#66
Ideas / Re: Making Private keys
August 08, 2014, 07:19:19 PM
Quote from: Shinzy on August 08, 2014, 04:01:51 AM
and you have to dismantle the walls to get in in case of emergencies! yaay!

xD Yeah, maybe an emergency 'FORCE THE DAMN THING OPEN' order would be...useful. Still, it's not that bad of an idea in my opinion, visitors eating my food can enter my domain for some reason, while maybe, just maybe, having "private" keys could keep them out of my stockpile room... Success!
#67
Ideas / Re: Make an IOS Version of the game
August 08, 2014, 07:13:16 PM
Quote from: Plasmatic on August 08, 2014, 04:10:45 AM
Quote from: StorymasterQ on August 07, 2014, 09:00:13 PM
"Connect to Facebook to have the chance of getting your friend as a recruitable wandering explorer!"

:D

...yuck.

Do not even mention FB (or any other social media) integration.. Developers should avoid integrating all those things like the plague.

They shouldn't, actually. Sure it's a pain for us with functioning brain cells, but it's money for them and it seems like many (too many if you ask me) feel it necessary or at least a "good addition", even though I feel like seeing my lunch again every time it happens... But anyway.

I'm too slow I guess, can't catch up with technology and society, I still don't use facebook until I plan on doing some drinking with friends, don't have twitter, don't have smartphone and I can live without internet too (for a while).
But that's enough off-topic. ;D

It'd be too soon in my opinion.
#68
Ideas / Re: Smarter ai raids
August 08, 2014, 07:05:27 PM
Raiders actually "raiding" and not just swimming into my net made out of several dozens of turrets would be...yeah, kinda good. Though I guess I wouldn't exactly enjoy them stealin' mah precious silverz, it'd be good. ^^
Having raider bosses is a fun idea too.
#69
I've already suggested it but no problemz. ^^
Find it if you want to know why just "separating" them isn't fun, dear flesh_god. :P
Or don't, I can tell you: because I make a stockpile for each resource basically, it's a pain making that much, ticking/unticking everything, setting priority, it's a pain in the rear end.
A maximum amount of items a certain stockpile allows would be less time-consuming and just as/even more efficient.  ;)
#70
I made a quick prison out of my 'mess hall', worked pretty well even though the doors constantly opened/closed, the prisoner was just lingering around.
But then a sudden 70+ soon-to-be-enemies visitor group came to eat my food again but started shooting my prisoner instead! At first I laughed but jesus they nearly killed her! She was supposed to be the new, all-timer cook!
So I drafted my colonists, started shooting at the FPSkiller visitors but they've gone bad, starting to shoot back/shooting each other/meleeing a plant pot and also destroying a few turrets killing most of them in the process. Luckily my prisoner was only incapped (again, s**ks to be her I guess), and I managed to capture 2 more!
This amused me greatly.
#71
Ideas / Re: Social activities on a new level?
August 08, 2014, 06:35:15 PM
Quote from: theapolaustic1 on August 07, 2014, 07:14:59 AM
People'd rather see this turn into "Dwarf Fortress, but Space" than its own game.

And yeah, the nature of humans is to be social creatures in survival situations, we're a tribal species.

Not really sure what else Cyst has in mind given the topic was supposed to be about the social skill, unless he was just trying to make a point that he feels it's unnecessary.

Never played Dwarf Fortress, I'm not sure if you were thinking about me or my conversation partner when saying it.
So again, it would be better if you could use it to 'persuade' people- visitors and incapped allies are what I had in mind -to join you, using social skill, with proper consequences of course.
Removing it never occurred to me.
#72
Ideas / Re: Water/Cactus
August 07, 2014, 12:37:27 AM
Quote from: Niknud on August 06, 2014, 01:26:59 PM
You would poison yourself on cactus water.

...Why exactly? Because if one kind of cactus' sap/juice isn't edible, that immediately means all the cacti are poisonous? Some have far better qualities than mineral water.
#73
Quote from: zerolightning on August 06, 2014, 05:56:06 AM
From what i have heard hats were planed when clothing was put into the game.

From what I heard hats will have a place in the upcoming A6 update.
Still, the more the merrier. ^^
#74
Mods / Re: [Request]Sex And babys
August 06, 2014, 08:29:59 AM
Quote from: nordstage on August 06, 2014, 06:24:52 AM

And brutal and blatant murdering of people is not sociopathic at all? It's a strange world indeed where violence is watched and ecouraged while sex and procreation is shunned.

In a game about human life stories I would argue that offspring is pretty central.

You know I've never understood people thinking this way.
Murdering -no problem,
Procreation -WHAT! NO!
Pork/(most)fish/clam/octopi/even lamb meat? -yummi,
Dog/insect/monkey/dolphin/cat meat? -OH GOD YOU SICK B***ARD!
etc
etc...
Gotta love 'logic', right? ;)
#75
Quote from: forsaken1111 on August 05, 2014, 11:01:55 AM
Quote from: thefinn on August 04, 2014, 10:04:30 PM
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.
Is the battery in front of or behind the wind turbine?

Shouldn't matter, according to my experience, if the turbine has roof above it (even "outside"), or have something behind or in front of it, it generates no power.
I didn't exactly experiment on how close I can place things to it, usually I just skip 4 (or 5?) tiles.