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Messages - TheSilencedScream

#166
General Discussion / Re: The most useless colonist ever.
February 18, 2015, 06:36:26 PM
Neither one is useless, in my books.

The first would make a good warden and would be my lead defense - as the others stated, cannon-fodder. He also has perfectly good organs that could be harvested and planted in others, if I'm lacking the resources or traders to get said organs.

The second can haul, craft, cook, and can serve as support for constructing, mining, and growing. In the event of an attack, he'd be the one left tending to chores while I send everyone else to fight. As with the previous, he's also got great organs to put to use. ;)
#167
Support / Re: Whether to purchase now?
February 18, 2015, 04:18:27 PM
The game is fantastic with mods, but a little lacking on content in the vanilla.
That being said, I've yet to find a more reliable or more active developer than Tynan, and I have full faith that he's going to deliver a truly great game - whether you purchase now or later.

As far as "early access" games go, RimWorld and Prison Architect are the only two out of dozens that I've tried that I can recommend without any reservations.
#168
Quote from: dareddevil7 on February 18, 2015, 04:03:48 PM
Quote from: TheSilencedScream on February 18, 2015, 04:02:18 PM
A new method of updating.
I just noticed, I don't have the email containing my download link anymore (got an iPhone just after Christmas and deleted all my emails accidentally). :(
i archived my download email

I should've. Didn't know I'd be getting a new phone until the day before I did... then when I linked my email to my phone, it began notifying me of the past 300 emails I'd received, individually... so I just hit Delete All, since it's my personal instead of professional email (I didn't think I'd need them anymore).

I PMed Tynan.


As for new features...
I'd just like to see interactions expanded - between colonists themselves and between colonists and other factions. I wouldn't mind husbandry either - maybe even combine it with "simple" vehicles - having a trained muffalo hauling more resources than a normal pawn could.
#169
A new method of updating.
I just noticed, I don't have the email containing my download link anymore (got an iPhone just after Christmas and deleted all my emails accidentally). :(
#170
General Discussion / Re: Forest Regions
February 16, 2015, 09:22:47 PM
There needs to be something to even out the difficulty.

Like...

-Have wolves that wander in (without notification) that can attack survivors if you're not paying attention.
-Have insect swarms that, if they make contact with a colonist, give minor injuries that are easily infectious (so they need to be treated and possibly bedridden for a few days).
-In dry thunderstorms, give lightning an increased chance at hitting large/tall constructions (wind turbines, solar panels, mortars, etc.)

Or something. These are just ideas that popped into my head as I typed; I hadn't really thought on it.
#171
General Discussion / Re: Call for public testers!
February 15, 2015, 04:31:28 PM
Quote from: dareddevil7 on February 15, 2015, 03:46:19 PM
Quote from: Coenmcj on February 15, 2015, 03:41:46 PM
Quote from: dareddevil7 on February 15, 2015, 03:30:18 PM
Quote from: ItchyFlea on February 14, 2015, 11:51:35 PM
Everyone whose email address was actually listed as having bought the game has been added as a tester. Please go over to the public tester forum, read the entire "read me first" thread (lots of people skip this and it gets embarrassing), and grab the game.

The call is still open to additional people.
where would i find this place?
The forum is only open to those that are currently testers, so when/if you are accepted as a public tester, you will have access to said forums and the read me thread. :)
in that case may i become a tester?

As long as you purchased a copy of the game using the same email that's registered to your account, Tynan/Itchy/someone will come through (likely in the next day or so) and bump you up to Public Tester.
#172
This should be an enemy attack event - have them pick a wall to try to blow up, to get around killboxes.

That would be awesome.
#173
General Discussion / Re: Tactics
February 14, 2015, 08:26:54 PM
Quote from: Argon on February 14, 2015, 07:42:40 PM
In a climate that requires cooling it is practical to make a single huge bedroom, as the "spacious environment" positive effect, almost completely cancels the "sharing bedroom" debuff.

-Argon

I wound up getting the Central Heating mod - it has vents (though, typically, I have to start the game, immediately save, exit the game and come back into it - otherwise it doesn't recognize the icon for the vents).
#174
General Discussion / Re: Raiders need to steal :)
February 12, 2015, 11:58:19 PM
Quote from: litlbear on February 12, 2015, 05:53:37 PM
they should rescue fallen allies,  why only take ours?

This. Wow, I never even thought about it (no sarcasm), but it'd make sense that they try (sometimes, at least) to save their own. It'd probably be a lot of extra effort, but it'd also be interesting to see their injured returned with peg legs/bionics/missing limbs/scars, etc depending on their previous injuries.
#175
Quote from: Rokdog on February 12, 2015, 10:46:55 PM
Many of you answered that you like having a good doctor, shooter, social or researcher as your 3rd colonist. But what does this colonist actually do during the first 5 days or more until you need their skills? (injured colonist, prisoner to recruit, research bench built, etc.)

On the first day or two, I usually have them haul while the others begin setting the ground work. After that, if I don't have any injuries, prisoners, or anything worth researching, then it depends on his other skills. If he's got higher construction, help construct; higher mining, help mine; etc.
#176
Miner/construction.
Grower/doctor.
Social/Research.

Those are my first three.
#177
I run Prepare Carefully for my first three, but for people I recruit, I pretty much avoid:
-Lots of restrictions (can't cook, can't haul, can't shoot all in one)
-Anyone who can't haul
-Assassins. Sorry, but being good at fighting (until your skills dwindle down to 10) does not make up for your lack of everything else.
-Sensitives. Just... no. I play on Randy, and I wind up getting lots of crashed ships that I have to take out.
-Brawlers. Same reason as sensitives. I also run combat realism, so brawlers wind up getting shot at 50+ squares out.

Beyond those, I'll take anything, including older people. If they have damaged limbs/cataracts and they're worth their skills, I'll trade out old parts for bionics.
#178
General Discussion / Re: Tactics
February 11, 2015, 04:35:59 PM
If I wind up having a region that's 40-50%+ mountain, I do build in a mountain, but I build in a bracket shape - [

On one of the ends, I put the kitchen, fridge, prisoner/medical rooms. On the other end, I put a production room - research, stonecutting, etc. I also put chunks of stone INSIDE this room, so that my stonecutter doesn't have to run around a lot or stand outside in whatever weather. Each of these rooms have doors to the outside.

The center is completely comprised of bedrooms for my colonists on each side of the hall. If needed, I also put 1-2 of the large heaters (from Central Heating mod) in this hallway to keep the entire place warm.
#179
Quote from: Skissor on February 10, 2015, 05:10:04 PM
Quote from: 200Down on February 10, 2015, 05:07:58 PM
Just think, he could release it on steam. Quadruple the forum size, requests, complaints, and grey hairs. Nope, can't think of a single reason why it wouldn't be on steam before beta.  ;)

Yeah but beta is qoing to take more than just a few months, probably not even this year.

Depends on Tynan's thoughts. According to him, the game has enough content for release, so it could be tomorrow, if that's suddenly what he wakes up wanting to do.

I disagree with his sentiment - I think it's a fantastic game, but I would expect more content before shelling out $30 for it. I purchased early because I believe that this could become one of the greatest indie games ever released, and it's disappointing that he believes it's okay to fall short (granted he said that he could still continue supporting it with content - but for $30, I still think it's currently short).

But, point is, he's of the mindset that the game is ready to come out of alpha at any point now, that "Alpha x-number" is pretty much just a term.
#180
He's still working through bug reports from the testing, but assuming all goes well, I'm hoping it'll be out by the end of the month. In another Gen Discussion thread, several people were wagering for March.

There's been no official word, yet, though - so Tynan may just be bug crushing before moving on to new features.