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Messages - MultiDavid

#16
Quote from: skyarkhangel on September 27, 2015, 08:57:19 PM
Quote from: MultiDavid on September 27, 2015, 08:55:48 PM
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.

I understand that part, but yet, for some animals ( like the iguana, which is an omnivore ) they seem to go on killing sprees, attacking everything and anything they can get their hands on, which, in the iguana's case, should be even more rare, due to them being able to eat grass and so on.

My own dog decided it would be fun going after 2 boomalopes with a squirrel nearby >_<
#17
Quote from: Mr.Cross on September 27, 2015, 09:36:16 PM
Hopefully it's both.

Problably breeding and relationships, if we take in consideration how his break is going to help him recover, then perhaps it could be intra-colony AND other factions.
#18
Quote from: skyarkhangel on September 27, 2015, 08:54:36 PM
Updated to v0.6

changes from 0.2:

Additional features in v.0.3: Wild hunt

  • hungry wild animal will now consider the colonists as food.
  • tamed animal can attack wild animal with own race.
  • wild animals can support his pack!

Additional features in v.0.4: Back to back

  • Wild pack animals can defend own animals.
  • Animals trying be together and find his relatives.
  • Agressive herbivores can defend together.
  • After butchering will appear gutted corpse (not meat). Only animals can eat it...
  • Animal full rebalanced, based the food chain.

Additional features in v.0.5: The Shawshank Redemption
  • Intelligent tamed animals could funtime. (thanks to Fluffy).
  • If the animal is locked and very hungry it tries to break out (thanks to Fluffy).

Additional features in v.0.6: Wild nature.
  • Added new animal AI:  Herbivore harmless.
  • Apparel drop from pawn, after eating animals, but heavily damaged.
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD
#19
Quote from: Rikiki on September 27, 2015, 05:02:28 PM
Hi all, my last mod has been released. :)
Let's organize some fun campfire parties! 8)

About Fish Industry: following your suggestions, I am testing the "limited fishstock" feature.
With my calculations, "sea fishing" will provide an average of 80 food units per day while "marsh fishing" will only provide 40.
I will probably release it tomorrow. :)

Oh ? What is considered sea fishing btw ?
#20
Quote from: Holy_tape on September 25, 2015, 09:51:53 AM
It doesn't work at all right now I think. Only the worktabs and traits are updated, and they are useless
That is correct, well, at least its a start.
#21
Ideas / Re: Prisoner sold/organ harvest penalty rework
September 26, 2015, 08:18:54 PM
Quote from: Oga88 on September 26, 2015, 07:23:10 PM
Quote from: LordMunchkin on September 19, 2015, 12:58:22 AM
It'd also be nice if we could harvest undamaged organs from the recently dead.

That is a money making machine
Yeah, organs really need their cost toned down... i mean, how hard is it to find somebody to cut up with all these pirate traders and tribals running amoc ?!
#22
General Discussion / Re: Development Stopped?
September 26, 2015, 08:16:48 PM
Quote from: TLHeart on September 26, 2015, 05:53:58 PM
nobody knows, but Tynan, and I truly doubt if he does... in six months he may have just moved onto to another interesting project to him. Look at the history he has made public, game development is only one area he likes to do. He never promises anything, and always keeps plans private.

I have gotten many hours of enjoyment out of the $30 I spent. From that point of view I am satisfied.

Tynan would make a great politician, as he really never says anything, but people hear so much.... perhaps, maybe, he might, well maybe in the next alpha, that part people miss, but lock onto next alpha is colonist relationships.

If Tynan returns, Animal husbandry has some huge problems that need addressed before any other new additions.
Animal Husbandry has problems ? ( oh yeah, the egg thing and lots of other stuff too >_< )
#23
General Discussion / Re: Development Stopped?
September 26, 2015, 05:17:21 PM
Quote from: GOForce3 on September 26, 2015, 05:16:00 PM
I love this game like anyone else and am enjoying the mods. The problem I have is that Tynan is charging quite a lot for an early access game. He's making money on it, and since people are paying him good money for this game, he should put as much effort as he can to continually update it.  Yeah, you got to give the guy serious props for getting the game where it is now, and one person can only do so much.  But try to see things from other perspectives.  $30 is a lot of money for some people and it is disappointing to get the feeling that you're left hanging by the developer.  Maybe better communication from Tynan to the community about the current state of the game and development plans.  I think that if those people are reassured that the game will be further developed, they'll be satisfied with that

Well, he DID tell us that perhaps colonist relationships were going to be in the next alpha, that is something yeah ?

And he is lurking around the forum at times.
#24
General Discussion / Re: Megascarab paradox
September 26, 2015, 11:06:14 AM
#25
Quote from: praguepride on September 26, 2015, 07:35:25 AM
Alright got the Fort Turtle and here is your proofreader (emphasis added to show fixes)

QuoteThe fortress turtle is a living citadel. Designed to be a moving bunker, this behemoth is believed estimated to have been be created for protecting soldiers during while mechanoid invasions. Fortress turtles have has periodically harvestable shells. This shell can be used as a strong composite alloy. furnishes material for military. A reliable protector and strong proter, a fortress turtle can be a valuable asset for an outpost will be your great companion.
~

you missed one, at ''reliable protector and strong PROTER'' but otherwise, well done |
#26
Ideas / Re: Rational Raiders
September 25, 2015, 10:16:00 PM
Quote from: jamesinar on September 25, 2015, 10:12:42 PM
They currently assault the colony with the intent to murder everyone. What we want is for them to show up for a reason and simply kill anyone who gets in the way.

Well, you could still leave the ''murder everyone'' part of them, they might just want to raid you for shits and giggles, i mean, pirates could do that, also tribals, but the other faction type whose name i forgot ( outcasts, or related to that word ) wouldn't be dumb enough to just send people in for a murder everyone mission.
#27
General Discussion / Re: A challenge for you all!
September 24, 2015, 07:57:22 PM
Quote from: Z0MBIE2 on September 24, 2015, 07:02:45 PM
So worst traits, not really colonists, as if you pick the worst colonists you might end up with ones that can't actually do anything, so your colony fails right away.

Lol, a colony with 3 medieval lords, its impossible difficulty at its finest.
#28
Quote from: Coenmcj on September 21, 2015, 07:39:35 PM
Quote from: MultiDavid on September 21, 2015, 05:58:46 PM
So... my 14 animal skill dude somehow tamed a thrumbo at 0% chance, i am unable to post the screenshot but wow.
You can upload to Imgur or another hosting site. :)
That sounds amazing though!

https://imgur.com/xXWGMMu

( it doesn't say in there but he was level 14 XD )
#29
So... my 14 animal skill dude somehow tamed a thrumbo at 0% chance, i am unable to post the screenshot but wow.
#30
Bumping this because it is usefull.

( also, i want market value per age if possible )