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Messages - StorymasterQ

#2101
Outdated / Re: [MOD] (Alpha 2) E-Furniture
February 26, 2014, 08:44:51 PM
Forever Alone tables, eh?
#2102
Ideas / Re: Procedural Landscapes / Large maps.
February 20, 2014, 07:05:21 PM
Quote from: TimMartland on February 20, 2014, 03:04:41 PM
@Luckless Good ideas. Bandit camps would be an especially welcome feature - you could destroy them to lower the amount of raiders and the frequency of their attacks.
Couldn't it also in fact increase the frequency? Because from their point of view, we'll be the raiders...
#2103
General Discussion / Re: Food Paste Usage
February 19, 2014, 10:14:44 PM
Related: Do you have to orient the hopper so that it's facing away from the dispenser?
#2104
Ideas / Re: New Job suggestion: Pet Tamer / Herder
February 14, 2014, 01:16:07 AM
Two better words: Muffalo Burger.

If we make enough we can open a McMuffalo.
#2105
Ideas / Re: Ecological damage of cooking
February 13, 2014, 01:36:22 AM
Also, are we ever going to have more than one crop? If yes, then perhaps there should be a penalty for planting the same thing over and over. Maybe even tie the blight event into this, and have the colonists rotate their crops to defend from it.

A related idea is to have a research item dynamically added once a blight has occurred, so colonists could then 'figure out' why it happened, and then get/invent the ability to plant other crops.

If we can get the ability to plant richer varieties of grasses, then we could probably transition easier to muffalo herding for a constant stream of meat. If a muffalo, say, wanders over to your grass field and starts eating it, there should be an event to the tone of 'A muffalo was domesticated.' It would then attract other muffaloes to eat there as well and become domesticated themselves (to discourage players to slay the first muffalo ASAP), but if the grass is not enough to support the number of muffaloes the whole herd could go mental and raze the fields.

That's probably already fleshed out in another topic, though.
#2106
Ideas / Re: Gather flag/object
February 12, 2014, 07:49:05 PM
Quote from: DeMatt on February 12, 2014, 07:43:33 PM
Well, there are two circumstances in which I expect there to be idleness:

  • It's an assassin.
Or a Noble. Or anyone who can't do ManualDumb or ManualSkilled.
#2107
Ideas / Re: Ecological damage of cooking
February 11, 2014, 10:22:08 PM
Quote from: Jones-250 on February 11, 2014, 09:03:16 AM
Quote from: StorymasterQ on February 11, 2014, 03:39:40 AM
"Congratulations, you've discovered cooking. Be careful, native creatures may not agree with it."
Good one.  ;D Here, have a Chaplin.

I accidentally troped myself with that one :P
#2108
Ideas / Re: Possibility to tag specific colonists
February 11, 2014, 03:48:59 AM
Definitely want. If nothing else then perhaps a key (say, C) to center the view to either the Home Zone or the Drop Beacon. Or a settable point.
#2109
Ideas / Re: Ecological damage of cooking
February 11, 2014, 03:39:40 AM
Quote from: Tynan on February 10, 2014, 05:22:24 PM
Cool idea, but how would players learn about this relationship?

Perhaps the tutor could give the info for it. Maybe a clue upon cooking for the first time, such as "Congratulations, you've discovered cooking. Be careful, native creatures may not agree with it."
#2110
Ideas / Re: Your Cheapest Ideas
February 10, 2014, 02:33:19 AM
Quote from: Galamann on February 05, 2014, 04:48:05 PM
Current functionality: When 2 or more colonists are idle (or needing a break from soldiering, or about to snap) and you click on the text telling you this, it centers on one of the colonists only
Suggested Change: Have multiple clicks toggle between the different colonists

Also the same problem with "Disconnected buildings" message.
#2111
Ideas / Ecological damage of cooking
February 10, 2014, 02:28:15 AM
So, Alpha 2 is going to have actual cooking, yes? Now, Boomrats have always been eating poverty grasses and potatoes and stuff. Now with the introduction of the colonists, come meat and cooked meat.

In short, Boomrats + cooked meat = scurrying time bomb

When Boomrats eat cooked meat (must be cooked, not raw), the proteins generate some sort of chain reaction in their stomach. After a few hours after eating, they will explode and set fire to their surrounding (as if killed). This effect does not occur if they eat from vegetation such as poverty grass or potatoes.

Colonist A: "Aw, hello there, little Boomrat."
Colonist B: "Wait, what happened to my Muffalo burger?"
*BOOM*
Colonist A and B was killed by a Boomrat with indigestion.

Other ideas about ecological damage of introducing a new class of species to a virgin environment are welcome!
#2112
Ideas / Stockpile zone resize
February 05, 2014, 09:39:04 PM
Hi,

I don't think this one has been asked for yet, so here it is.

What I would definitely like is a way to resize zones directly without having to select the zone before clicking add zone. Maybe a button in the zone properties next to the rename zone button, say "Rezone"?
#2113
Stories / How can we survive this...
January 21, 2014, 08:41:00 PM
Had a working colony of seven, plenty of food but rather mineral poor. But everything changed when the raiders attacked.

We were at a disadvantage of two to one, and one of our numbers couldn't even fight, but we had a couple of turrets and had peppered the land with charges. The M-16 and M-24 rifles were helpful as well.

The battle was fierce. The raiders moved as if they knew where the charges were, defeating their purpose. They have comparable weaponry but better abilities. At least, better than us. We had to retreat a few times as we lost the turrets. We had to make sacrifices, arming a blasting charge near an incapacitated ally, sacrificing one to kill three. Yet we were still pushed back into the colony proper.

We continued to fight, but having lost two to death and three incapacitated, the only ones left kicking was I, a mere settler, and my con artist friend, who couldn't even throw a grenade to save his life. We've just hauled our incapacitated friends after our latest retreat when we heard the blast. The raiders have breached the perimeter. I ordered him to hunker down in one of the rooms as I ran out.

I ran towards the exit of our rocky base. I stopped with a skid at the final corner and peered over. Two raiders have just entered. I opened fire.

They must have thought that we were all down. All of my shots hit one of them, and he fell down. I raised my rifle towards the other one. It was then that I heard the horn. It was a retreat order. But the other raider, either didn't hear it or chose to ignore it, continued towards me. So I let out another round of shots.

And that was that.

My friend and I scoured the battlefield, collecting some weapons and rebuilding the turrets. Two of the raiders were not dead, including the one that I shot last. She couldn't have been old enough to drink. Pity.

So we were left with three incapacitated colonists, two injured prisoners, a settler, and a con artist. Neither of us can doctor or warden. Only time could tell if we can survive.

On a weird note, we were back to seven people.