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#1
Tools / Re: A map editor idea
January 14, 2014, 05:16:55 AM
There's an pull request incoming with the following feature addition:
map zooming

I implemented it with buttons, as the toolbar-api was a bit restrictive. Might be cool to implement it as a slider?

Question: I had to pull index.html from the history, used to be an php file? Did you remove it on purpose, I suppose there should be something to replace it, right?
#2
Tools / Re: A map editor idea
January 13, 2014, 07:35:11 AM
Would you mind opening up your amazing project to the open public by either a download or posting it on github?
#3
Ideas / Re: Suggestion: Manual Dumb Trait Change
December 11, 2013, 09:39:36 AM
I find them useful enough:
I drop them in prison, and execute them.
All the colonist are now in good mental health.
#4
Ideas / Re: Deeper interaction with traders
December 09, 2013, 06:10:40 AM
I really like this idea.
A shuttle landing pad could be added as a build-able object to the game.

After selling something to the traders, they'd come down with a shuttle to pick it up.
#5
Ideas / Re: Raiders
December 04, 2013, 09:04:35 AM
Honest question :
If you pay off the raider, what's to prevent them from raiding anyway?

These people were about to invade your colony, set fire to everything and kill everyone. I think we can establish they cannot be trusted?
#6
Ideas / Re: power control
December 03, 2013, 04:39:33 AM
Doors take electricity too, shutting down all your doors will slow your colonist down, but that's better then not eating.
#7
Ideas / Re: Your Cheapest Ideas
December 03, 2013, 04:35:30 AM
Here's a very cheap idea that is well worth the dev time:
Have idle colonist stay within the home-zone.
#8
Ideas / Population management idea's
December 02, 2013, 05:12:43 PM
Currently most storytellers will simply stop slave-traders and wanderers when a certain population has been reached. With no deaths and no new recruits or trades happening, I feel the game and story reach a stand-still.
I understand from a game-design perspective the population has to be managed, but I think this game would benefit if that would happen in other ways.

Some possibilities:
- More fatalities from localized (existing) events: lightning-strike colonist, electricity discharge near colonist.
- Deceases that will incapacitate and possibly kill colonists.
- Recruiting to get harder, possibly by introducing a colony overall-happiness which would be required to >x to be able to recruit. Or the happiness of the warden could be used.
- Negative social talks between 'incompatible' colonists could cause rapid mental breaks. Possibly fights between colonists.
- Prisoners breaking out of their restraints and attacking the warden or breaking out of their cell. Possibly starting a fire or committing. suicide.
- Gun accidents incapacitate and possibly kill colonists.
- Long term incapacitation causing the player to choose between a long waste of resources to maybe keep the colonist alive or abandon the incapacitated colonist.
- Wanderers fighting back sometimes
- Colonist leaving with trade-ships, the highly social colonist got offered a spot as crew.