Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Cerberus

#1
Ideas / Signposts
January 30, 2014, 05:57:50 AM
I imagine signposts as a single square sign that, upon construction, you get to write text on.

A signpost can be thought of as a lightweight story log - for example, you could place a signpost in the middle of a field where you fought an epic battle. The signpost can then read "Here we took a stand and kept a forty-man strong raiding party at bay. Ten brave colonists gave their life in defense of our great city." You can also use them as gravestones, writing a short epitaph for the colonist buried in the grave.

On the technical side of things, one possible implementation is to have the text being written upon completed construction of the signpost, in a prompt just like the city naming prompt.
The message can then be viewed with tool tip text when hovering over it.
#2
Version Found
0.0.254b (64-bit) Linux

Title
When the map is divided in two by players wall segments, a traveler stands still.

Summary
A player builds a wall from one side of the map to the other, dividing the map into two parts. When a traveler spawns on one side of the map and cannot exit on the other side, he/she stands still. Even if part of the dividing wall is sold by the player, the traveler still will not move.

Steps to Reproduce
1. Build a line of unbroken wall segments dividing up the map in two. The line may consist of both wall segments and rock.
2. When a traveler spawns as part of an event, he/she will stand still.

Expected Results
The traveler AI should find another way to exit the map, or do something else that is more meaningful than standing still. Perhaps attacking the offending wall to get through is a possibility.

Actual Results
The traveler stands still.

Notes
This bug may also cause raiders/refugees to not spawn. Have not checked this out thoroughly.
#3
Ideas / Colonist planning vs "Hand of god" style
December 29, 2013, 12:28:03 PM
Not sure if this has been discussed already, but here goes:
Currently the game mostly offers the player control through orders. For example, to build a wall segment, the player makes a build order and one of the colonists will at their convenience build the segment.

However, there are a few exceptions where the colonists have no influence on what is happening in the game world. The player can directly ignite a Blasting Charge, and sell all items that have been build.

It might be cool to have everything carried out by colonists, as it improves immersion and realism.

Here are some concrete suggestions along those lines:
1) Selling vs decommission
Selling items that has been built is a "Hand of God" action, since the item being sold simply vanishes. It also doesn't make much sense, since who am I selling to?

Selling could be replaced with "decommission" which is an order placed on a built object. When an object is decommissioned, a colonist will come by and dismantle the object for a fraction gain of its original build cost. This adds some drama to battles and mining, since the player now has to consider the colonists health too.

2) Igniting blasting charges
Since a blasting charge is mining equipment, it should really be ignited by a colonist. This has the added benefit of making blasting charges more dangerous for the colonists in combat, since raiders may get a shot at them before they get to ignite and return to cover.