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Messages - Untrustedlife

#496
Quote from: Galileus on December 17, 2013, 04:51:54 AM
No, there will be no non-human aliens. This was addressed before.

But... there will be variations of humans!

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
Tynan just posted this, cleared up and answered several of my questions.
Which is awesome.
#497
Tynan, I am wondering what kinds of threats you plan on adding later in the games development?

Think you can give a general idea please, I am extremely curious.
Only tynan should answer this.
#498
General Discussion / Re: Next update?
January 06, 2014, 01:32:20 PM
Thanks for the link.
#499
Ideas / Re: Graves
January 06, 2014, 01:27:43 PM
Perhaps it depends on the storyteller?
time for SCIENCE!
#500
Ideas / Re: Plant Infestation.
January 06, 2014, 01:11:01 PM
Quote from: windruf on January 06, 2014, 12:02:49 PM
for example:
it starts with a tile (like a seed got here from outside or something happened on hydroponic table) and starts to build other tiles next to it.

one tile on soil produces 100 soil points/hour(sand gives 50, stone 20...) and one tile brightly lit  produces 100 sun points/hour (0 in darkness based on how well lit). one soil point and one sun point -> one build point. all build points are divided between growing and hurt tiles (1 build point= 1 hp maximal 100 hp).

everything under those tiles is damaged for 1 points per second and if there are walls, next to grown tiles, they will be damaged too.
Awesome that you are taking interest in the idea..
Thanks for the feedback :)

Interesting take on it, this way the player could say, turn off the lights in the room that the plant is growing in in order to give them more time to prepare.
#501
Ideas / Re: Illness/Event ideas
January 06, 2014, 01:09:54 PM
The only thing i don't like about this idea is the brain-munching acid..things.
The rest are great.

Actually I do believe this game requires more alien critters on the planet.......giant spider things maybe? they start sorta building a home nearby your base.
Gotta kill them, things like that.
#502
Ideas / Re: new building algorytm
January 06, 2014, 12:30:37 PM
Sorry I was one letter off
"Tynan"

I am the kind of person who likes proof.
I have used the search function, MANY times, with your claims, and cannot  find evidence for a few of the things you said. Not trying to be a jerk here, but seriously. You say "Tynan said this" but much of the time i cannot find evidence of it. It would be easier to just link before you claim things like that... just saying "nope not happening cause 5 months ago he said this" is not good, nor is it productive, in fact it is counter-productive.The game is in alpha things can change.
Just keep that in mind. I'm not trying to be a jerk here I just want the game to become the best it can be.
No more arguments from now on.  ;)
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Relevant:

I like this idea, it would make the colonists much more efficient in my opinion.


I do believe tynan has mentioned this before and has seen it (in november actually), so i do expect him to change the system later on. I'll try to dig up a link.

#503
Ideas / Re: Graves
January 06, 2014, 10:49:07 AM
If anything the player should have to build a graveyard in which to bury colonists.

And the player should build the gravestones used in the cemetary.
Not sure if ghosts make sense in this  game but, maybe there could be a chance of a ghost if you have too many unmarked graves.Not to mention teh happiness of your colonists would take  a hit because they can't mourn at an unmarked grave-site.
I just don't want them cluttering up the place, and i kind of like having the bodies just laying their it adds immersion.For normal graves the player should have to take an extra step (In this case building the graveyard and building the gravestones)
#504
Ideas / Re: new building algorytm
January 06, 2014, 10:32:40 AM
I wish you would show proof that tyran actually did the things you say he did.
#505
What? Who is GJ. I found out that means "Good Job"
I came up with this idea on my own, provide good feedback or leave.

If you are talking about this thread?
http://ludeon.com/forums/index.php?topic=1304.0

I noticed that thread AFTER i made this suggestion and commented on it and made sure it wasn't the same, which it definitely isn't, my take is different completely.I want the assassin/sabatoer to hang out in your base disguised as a colonist you can control for a while before it does things. And you have to figure out who is a assassin or saboteur before they can get their "Job" done.
They also do announce themselves when they enter. Because they want to be a part of your base, so they can get in without suspicion.



Just because two people want something added to the game doesn't mean that they stole the idea from each other. We just used one similar word "Saboteur"  it isn't like he is the only person who knows of that word. Nor does he have the word copyrighted. The key word on this post is Disguised.
Don't jump to conclusions, also link me to his idea please.

Or better yet, you have any ideas for a better name?
#506
Ideas / Re: Graves
January 06, 2014, 01:07:42 AM
Not sure how this would improve the game at this point...
#507
General Discussion / Re: Next update?
January 06, 2014, 12:26:57 AM
Quote from: Tynan on January 05, 2014, 10:02:35 PM
Quote from: SourceVG on January 05, 2014, 08:56:18 PM
Will the next update be on Steam?

No, Steam will be later.

What kind of threats do you plan on adding later in the games development? Any chance of diseases, bounty hunters or other things like that?
#508
Ideas / Re: Raids, Sabotages, Kamakazi and Assaults
January 06, 2014, 12:23:20 AM
I love these ideas they would improve the game so much.
:)
#509
Ideas / Re: My laundry list of ideas
January 06, 2014, 12:21:56 AM
Quote from: killerx243 on December 15, 2013, 01:16:18 PM
For the doors it seems that the colonists need to pry them open. Sure prisoners could do it but it would take two since they are handcuffed and can't push both sides open. The restraints would also make their jailbreak attempt pretty difficult, seeing as they are unarmed and walk into a hallway with a bunch of m16 wielding colonists. It would be much more reasonable if they tried breaking through a wall to make a run for it then risk navigating your base.

So, like a crowbar.
#510
Ideas / Re: Colonist planning vs "Hand of god" style
January 06, 2014, 12:20:45 AM
This is a great idea in my opinion.

However Galileus makes an ok point as-well.

The remote mine example makes perfect sense, right now they are just a way of winning.I really do hope this game doesn't end up as a ...tower defense game.
That would ruin this game,
So much more potential as a dwarf fortress like management simulation in my opinion.