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Messages - Necronomocoins

#16
General Discussion / Re: AI sees trough walls
August 06, 2015, 10:38:19 AM
A solution could be a fog of war and line of sight with raiders/sappers/sieges wandering almost aimlessly until one of them spots an item/pawn or developments like walls, furniture or sandbags. Then beginning unified assaults or siege based on what they have seen, possibly causing a miss-raid, backfire or even surprise raids spawning possible strategic use of spotters for accurate operation of mortar etc.
I can dream too.
#17
Ideas / Re: Your Cheapest Ideas
July 22, 2015, 04:45:05 AM
I get a bit de-immersed when I see a hungry, carnivorous, wild animal (warg) waiting to eat one of my colonist and a squirrel walks right up to it, gets ignored by the hungry warg and wanders off into the sunset wiggling it's tail in the wargs face and farts derisively at the warg, because it knows the warg is not going to eat it, the warg is just going to wait for a colonist to walk outside before it eats. Maybe if something containing meat comes within two or three squares of a warg it becomes a target, or we could feed the wargs by creating a pile of meat just outside the colony, this should make the wargs want to stay longer though. "Free meat! let's stay for a while." Like wild animals do.
#18
Ideas / Re: Your Cheapest Ideas
July 17, 2015, 02:09:51 AM
Quote from: kingtyris on July 15, 2015, 11:33:29 PM
Change 'Hops' to 'Grain'

Milk from cows + eggs from chicken + Grain = CAKE :D
Cake + birthday = full joy?
#19
Ideas / Re: Your Cheapest Ideas
July 17, 2015, 02:05:01 AM
A swimming pool and resource cheaper but uglier water hole as a joy object that also cools pawns/animals and freezes at below zero Celsius temperatures, pawns could then ice skate, maybe?
#20
Ideas / Re: Your Cheapest Ideas
July 13, 2015, 04:57:24 AM
Quote from: Oga88 on July 10, 2015, 05:41:19 PM
For me a game changer would be not receiving any mood penalties for selling prisoners. It just makes no sense. Good way of making extra cash.
Good point, I've had some prisoner problems whilst playing, like prisoners having mental breaks and fighting even killing colonists and other prisoners. If I was a colonist in a colony which had violent prisoners that had even threatened to harm me, I would happy to see them go, even if I didn't get any silver in return.
#21
Ideas / Re: Your Cheapest Ideas
July 11, 2015, 01:21:19 AM
I would like to be able to choose what a pawn puts into it's inventory. So a colonist that I have set to haul things could empty it's inventory and increase it's carrying capacity or a colonist that is sent to defend the colony could put a melee weapon in inventory, for close encounters. Not quite as cheap would be getting the attacking pawns to switch weapons for combined ranged and melee attacks.
#22
Ideas / Re: Your Cheapest Ideas
July 05, 2015, 02:24:22 AM
Something useless but essential, like a gaming console, a baby or a puppy, for your colonists to gain joy/comfort from and form attachments with. Attachments, a slightly more time expensive idea, I think, gaining more joy/comfort from interactions with colonists they have formed "attachments" with and higher levels of attachment bringing bigger bonuses to joy/comfort and bigger debuffs for negatives (one of them dies, other gets more upset).
#23
Ideas / Re: Your Cheapest Ideas
May 31, 2015, 05:37:29 PM
Like a raid, but a group of broken rampaging animals or maybe some new 'predatory' (carnivorous) animals spawn, attacking then devouring the nearest source of meat (an animal or a human) whenever one gets hungry enough (like Alphabeavers, but for meat, not trees).
#24
General Discussion / Re: Sneaky Tynan
April 20, 2015, 05:38:58 PM
If Tynan is trying to censor his own works and ideas as he creates this, the end product will suffer. If sexless-ness was a part of his original vision, the addition of sexual contact would be bad and best left to the modding community if added at all.
#25
Quote from: silentlord on April 19, 2015, 07:18:21 AM
@Headshot: apologies my friend, im not intending to argue. but as you know yourself, all 40k fans are die-hard. its just mega annoying when people who know nothing spout random stuff about 40k as fact.

looking forward to more stuff... that chainsword looks friggin amazing.

Quote from: Necronomocoins on April 18, 2015, 06:27:16 PM
Correct, I know very little about 40k lore, I copied everything from a 40k lore website and you tell me I'm wrong? Tell them (found the website from a post in this thread) that, all the lore I 'KNOW' is from WH40K Dark Crusade, it has no Tyranids. I'll spell Orc however I please, everybody knows what I mean.

im not here to insult or argue, but if you have no knowledge then don't post it, thats all im saying. and saying you'll call then orc is just another example of lack of knowledge... orc is D&D and all other fantasy and using the incorrect term is just a lack of respect.
you'll find that 90% of 40k fanboys are themselves fanatics, and will pounce on you for this lack of knowledge and dis-respect.
if your truly like the rich and deep 40k lore then read these websites:

Its a mature 40k lore website that sticks rigidly to 40k facts. (although its fast becoming old and stagnant due to lack of updates)
http://wh40k.lexicanum.com/wiki/Warhammer_40,000

this one is update with all changes to 40k lore. however its owners has weirdly mixed new and old 40k lore and some of their own lore. regardless it has the major races and galaxy backgrounds.
http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki



Quote from: Plymouth on April 18, 2015, 07:05:44 PM
Spelling Orks as Orcs is wrong. In both warhammers they are orks, not orcs. So when you refer to an orc, you refer to some other game and some other orcs.

thanks Plymouth.
[/quote]
Soz, I meant no disrespect. Also I have acquired brain damage and forgot that I used to play table top Warhammer 40k and D&D for years, about 15-20 years ago and no one complained about my spelling and people were more helpful when I got things wrong like that. I guess people weren't so sensitive back then? Once again, I'd like to apologise for any disrespect anyone may have felt. Of course you would want to have the spelling correct in the mod, I wouldn't want to play with incorrect spelling everywhere, unless I was in control of a purely "Ork" colony. Even then, you're all right and I agree when you say it should be "orky" not "orcy".
#26
Quote from: silentlord on April 18, 2015, 11:52:45 AM
Quote from: Necronomocoins on April 17, 2015, 09:28:52 AM
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.

wow... clearly you know nothing of 40k lore... orks, yes ORK. with gene-coded weapons. lol.... orks weapons and orks in general is all about simple construction, simple technology.

orks are also not the most numerous race.... that belongs to Tyranids, or humans if you want milkyway only races.
orks can claim the largest armies, behind again tyranids.
Correct, I know very little about 40k lore, I copied everything from a 40k lore website and you tell me I'm wrong? Tell them (found the website from a post in this thread) that, all the lore I 'KNOW' is from WH40K Dark Crusade, it has no Tyranids. I'll spell Orc however I please, everybody knows what I mean.
#27
An event idea: A very powerful but small Space Marine squad or Terminator squad have landed near your colony, with powerful technology. They will set up defences, defend the tech. and wait for evacuation. Kind of like a siege, but they don't build mortars, they just build self powered auto turrets that have one full battery worth of power each. If you go near the technology they will assault the colony. I can live without Squiggoth.
#28
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.
#29
I want this mod to work with Alpha10. Brilliant idea. Does any of it require researching? Maybe you could add drug potency research to add a buff to the potency of drugs produced by the colony.
#30
Ideas / Could you change the change log for lols
April 15, 2015, 07:43:21 AM
In the change log could you please replace "bugfix" with "went fishing" or "time off" and "balance changes" with "chugging changes" and "Various fixes and updates" with "various sexy parties attended", things like that? Just for lols?