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Topics - BeanusMaximus

#1
Noticed an issue with the Saving Feature and Faction Reputation.

The situation I'm in is an evil ship as landed near my colony (and keeps reking me).
After trying multiple things I've resorted to trying to call for help from other factions.
I had 100 Reputation with one particular faction.
I called for help 3 times (-75 rep which took this down to 25). Before doing a full engagement I saved the game one last time (as a separate name).

My main Save (before calling for help) is RimTown2 and the new save was RimTown3 (after calling for help).
When s##t hit the fan with the mechanoids I went back and loaded my first save before the help (RimTown2). The faction should at this point should have been 100 again but it has retained the 25 from the save RimTown3.

I have tested this again by spamming silver to get it back to 100 Rep and saved over RimTown3 again, reloaded RimTown2, the Rep was 100 again. I then did the same again but let them all die and captured them (took rep to -4), saved over RimTown3 and loaded RimTown2, the rep carried across to RimTown2.

In Short, even if you save with a new name, the Rep amount carries across to the other saves regardless of what it was at the time.

I'm running version 0.10.785 (says it's up to date and was complied on Apr 22 2015).

I've attached the save files for you to play with and replicate if necessary. World is also attached.
#2
Ideas / Few Suggestions
May 02, 2015, 04:20:57 AM
Just a few quick suggestions.

Firstly for Trading. It would be really handy if the Silver row always stayed at the top. For example if a Bulk Goods Trader comes along and you're trading loads of stuff and trying to get something for the value with something at the bottom of the list you currently have to keep scrolling to the top to see if you've overshot the amount you have in silver.

Secondly for de constructing. It may be just me doing this but on many occasions when deconstructing a room, the room collapses killing the colonists deconstructing it. It would be handy if they deconstruct the roof first to prevent this.
#3
Ideas / Maintain Mechanoids
May 02, 2014, 03:23:49 PM
A random suggestion to throw out there, the Mechanoids that are being introduced...

If the player can build then then these could require maintenance. Keep em repaired and tip top condition for better efficiency. They could also have a similar system to what the current power is where they require charging and deplete overtime and require specialist charge pads to continue.

This would mean the more advance tech require more attention and monitoring to keep etc