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Messages - antoneagle

#1
General Discussion / Congrats to Tynan !
August 09, 2016, 11:26:10 PM
I just wanted to publicly post a big congratulations to Tynan for the amazing Steam roll-out.  I have never seen a game get such consistently good reviews.  It's currently at 3317 reviews... 96% positive!  That's crazy! (and well-deserved)

I thought you were seriously underselling yourself when you said you didn't want to put this game on Steam because you didn't think it was ready.  Well... I'd say you don't have to worry about that now.

Well done.
#2
Bugs / Rejected proposal bug?
July 16, 2016, 09:48:32 PM
I'm not sure if this would be classified as a bug, or just a design problem.

Colonist was upset that their proposal was rejected... but then subsequently accepted a proposal (from the same person), and still had the -25 mood for the rejected proposal.  Then, later when the marriage happened, she still had the -25 mood.

I would expect that this negative modifier would be erased when either a proposal was later accepted, or they were later married.
#3
General Discussion / Any way to stop cat meow?
April 07, 2016, 06:13:03 PM
I think having cats as pets would be great to keep the rodents down, but the annoying meow gets old.  Is there anyway to turn it off?  Or is there a setting in a file that can be edited to turn it off?   All the other pets don't make annoying noises... why cat meows?
#4
Bugs / Re: Fueled Generators are bugged
April 07, 2016, 06:08:19 PM
Yeah... I fueled them.  It may be that they are providing power just fine, and that it's a reporting issue.  The data displayed when I click on it says that the power network has zero watts supplied, even though the generator is running.
#5
Bugs / Fueled Generators are bugged
April 07, 2016, 01:15:52 AM
When you build one, they won't provide power until you flick them off and then on again.  Also, if you build a second one, it cancels out the first, and you get no power production... no matter how many time you flick them on and off.
#6
Bugs / Re: prisoners won't recruit w-0.10.780
April 19, 2015, 05:35:12 PM
I am having the same problem.

And, please note, it's not that recruit attempts are successful.  As far as I can see, there aren't any recruit attempts being made, even though the prisoners are clear set to be recruited.
#7
I agree with one of the posts above... we need a much larger tech tree.  Currently research is something your colony can zip through much too quickly.
#8
Ideas / Terrain Generator problem
February 18, 2015, 10:52:30 PM
I have noticed that you basically never getting mountainous terrain on the coast.  This does not match real terrain... where mountainous coasts are not rare at all.

Please consider tweaking the terrain generator to provide at least a small chance for hills and mountains on coastal squares.