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Messages - Grogfeld

#211
"No one can work in a place full of darkness. One that works in a place like those will get penalties at manipulation, moving and a small mood debuff. As its vision goes down, hearing will go slightly up.
It will get a bonus instead when working at a place of brightly lighted, which are manipulation and moving with a small mood bonus."

You... aaahmm... it's.... and...

...

<takes a deep breath>

...

I bow to You and wish You more brilliant ideas.
#212
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 15, 2015, 08:41:39 AM
Quote from: Orion on March 14, 2015, 07:42:46 PM
Yeah, only 600 silver, for someone expensive, close to none for someone who got properly hurt (it scales with their usefulness). But I also don't think outright war is justified, just for getting someone to join you. In reality it might even improve relationships if you have several members of their group in yours (they're probably still buddies with people from there).

Oh, that's how you see it. I don't know if that kind of action should help with relations. I see this like a Mad Max world, when groups of people try to survive and every pair of hands are priceless. Even now I've started with 3 colonists and 2 of them are over 60 years old with cataracts and bad backs and they are frail, and I need them. Even if I will have 12 younger they will be part of my community.

So maybe relations should make worse in short time, because of emotional, impulsive thinking of their group leaders, but in the longer period those who staid with you could help.

One event could happen when you steal someone. When relations are negative, an attack of pirates is triggered. Leader of tribe, or colony bribe them to attack your colony.

Quote from: Orion on March 14, 2015, 07:42:46 PM
I might be able to override how the comm console works, though. For example some sort of escalating pricing model: first relationship improvement with a faction is 300 silver, 2nd = 400, 3rd = 600, 4th = 900, 5th = 1300, etc.

Great idea, simply and elegant.

@Dragoon
Probably silver not gold is what he thought.
#213
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 14, 2015, 12:47:42 PM
Quote from: prongssage on March 14, 2015, 10:41:50 AM
I have those mods (except scars removal ability) plus some. Which Prosthetics mod are you using?

It's Expanded Prosthetics and Organ Engineering there's also Fixbone, FixScar, RecoilCompensation, In-Game Clock, Pawn State Icons Mod, RimEffectShield, Modular Tables, Never stop looking, Priorityhaul, Stonecutting Tweak.

So there are possibilities that all are messing up, but as I noticed before, problem started one second after I convinced guest to stay, that's why I wrote that note. I could try remove all mods and start new game but I'm to sick to play now :) Maybe later.

EDIT: I've load mod as last one and started new colony on a new planet (same as before) and spawn a villager from debug menu, and every thing is fine for now, so cheers :D
#214
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 14, 2015, 10:31:18 AM
Love this idea!
But (tm)... ;)
As we see on screenshot this guy is worth how much, 300 silver? Because of comm console for that much silver you can improve relations, am I right? Maybe it should cost additional silver or even gold to? You know, as a bribe to that guest or faction.

Also, this isn't a bug report, maybe a incompatibility report. I've noticed that I can't interact with buildings, I  mean I can't manually give job order (stone-cutting, meals...), and my colonists started to starve even when there are many meals in stock but I can manually give them orders to eat, it started just after I've convinced a guest. But if I make area to grow food they will go there an sow, also mining is strange, they mine selected area but I can't give them orders manually. Probably incompatibility with PrisonImprovements. Other mods that I've installed just add prosthetics and scars removal ability aaand of course EdBs mods. Or something else is messing up, I don't know, I'm to sick now to think about it :D
#215
Outdated / Re: [Mod] God Trait [A8]
December 30, 2014, 02:52:02 PM
Cool mod, but I'm curious about pirates. There is a possibility that one of them will be a god, right?