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Messages - userfredle

#196
Quote from: Damien Hart on October 11, 2014, 02:12:00 AM
We need a melee weapon with a new damage type that has a high chance to knock someone unconscious, but most armour has a high resistance to it. That way, if you strip your prisoners, and have your colonists run around without armour when there are no enemies around, then you can incap them effectively during a rampage, but it would be pretty much useless during combat.

THis is a fantastic idea for is prisoners ever get expanded upon, right now you have to treat your prisoners like dirt for them to even get close to a rampage with all those warden social buffs
#197
The problem with this is, how are you going to give a shot of andesitic to a rampaging colonist, definitely not willingly, you would have to incapacitate them first.

Or if you mean use Anastasia to knock them out pre-rampage well you might as well just micromanage like we are forced to do now since he wont be getting food he'd be even more angry when he comes to
#198
General Discussion / Re: Plant pot usefullness?
October 10, 2014, 10:58:38 AM
its a bug it does have beauty but its not displayed properly, also the plant itself gives 80 beauty
#199
Ideas / Re: Fungus
October 10, 2014, 10:51:22 AM
I agree tynan has to atleast check this idea out

One of my favorite games growing up was called Space Colony and there were many different plants that would mess up colonies in different ways

EX
-Quick growing weeds that pose no threat besides clogging up and destroying all structure in the way
-Directional Thornweed that routes right for the disturbance on the surface(Your colony), very tough to kill and takes effort and time
-Slower multiplying flower like plants that spawn insects that are insanely aggressive to any living thing near their home (Bring medkits!)
#200
General Discussion / Re: Do you ever use melee?
October 10, 2014, 10:29:36 AM
Quote from: Wex on October 10, 2014, 10:17:34 AM
Well, monowire or vibroblades weapon (I am sure you can google those) would make a pretty good and realistic top melee weapons (chainswords aren't)

DID SOMEONE SAY VIBROBLADES?

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#201
General Discussion / Re: Do you ever use melee?
October 10, 2014, 10:10:05 AM
If it was more fleshed out hell yes I would use melee besides in scarce no guns situations.

Shields - Decent chance to block bullets get better shields as game progresses so theyre not just suicidal maniacs rushing in to die in almost every situation

Melee skill granting bonus to movement speed or a "charge ability" gaining range every level (Maybe a stun too for the lulz) .

Also WTF TYNAN NO MECHANOID MELEE WEAPONS :(

Wheres my giant bionic pulse maul
#202
This bug is extremely easy to recreate as I have done it twice in my game already without trying, Simply have a colonist have a mental break (Rampage) and then melee him to incapacitation when you take him back to a bed and updraft whoever was assaulting him / carried him they will then precede to beat the crap out of the poor helpless colonist
#203
Hello sorry if its been posted before but this would be a huge game changer, il give you my example of its use.

I have 16 colonists needless to say its very hard to make enough lavish meals so I have a second colonist making a few fine meals for when the lavish run out. the problem is, 1 chef is a super bionic-ly enhanced system class master and the other once is just level 12 at cooking.

I would like an option to make my level 12 cook only work at my second cook stove with the fine meal bills, and vis versa with the other guy.

Thank you
#204
General Discussion / Re: Thoughts on Devilstrand?
October 06, 2014, 12:23:34 AM
Quote from: Zsword on October 06, 2014, 12:12:51 AM
I'll also add that Devilstrand actually makes clothes that are semi effective armor, though I'd wish it wasn't the best 'material' that we could make clothes out of, I also wish that we could make our own dusters instead of just Hats, pants, and shirts. :(

YES I need to make muh dusters, this has to go in next alpha (Or Hotfix, if tynan loves us :)
#205
Bugs / Re: Is Medkit Use With Diseases Bugged???
October 05, 2014, 11:52:45 PM
I would also like to see immunity carry over, having a colonist constantly getting sick with the same bugs is very unrealistic and tedious, Normally once a body has developed immunity its extremely hard for someone to get sick with the same illness again

EDIT: Of Course this would not be relevant to the flu as it mutates at insane speeds
#206
Bugs / Re: Is Medkit Use With Diseases Bugged???
October 05, 2014, 11:04:50 AM
From what ive seen the infection or disease evolves whether its treated or not, in my experimenting the only thing that seems to slow down the disease's evolution is staying in bed while sick, I would love a more thorough explanation on how the med kits direct affect the disease because my silver is getting washed away by carless healing
#207
Bugs / Is Medkit Use With Diseases Bugged???
October 05, 2014, 07:28:22 AM
Hello been playing alpha 7 and I notice when a disease's immunity by a certain colonist reaches around 60% the medkits stop doing anything to the rate at which the disease spreads or the immunity builds.

Im assuming this is a bug because medkits are rare enough without my doctors using 1 everyday on a sick colonist for no reason.

I have tested this on different diseases and used a medical bed also used different doctors with high skill 9+
#208
Obviously we are still getting core game all the time and this is one of the things that would be put on the shelf. But this being a game with a lot of defending I cant help but be interested in new "Balanced" So not mods, Turrets

Anyone have any guesses what alpha new turrets might start appearing, Maybe if tynan floats by he can grace us with his wisdom, or tell us to suck it...
#209
General Discussion / Re: How buggy is Alpha 7 yet?
September 30, 2014, 04:06:17 AM
Hah! "I stopped for two weeks" You all know nothing of pain.

I played alpha 6 and instantly fell in love with the new combat being a dwarf fortress guy myself

But then I saw on the same day that there is no way to heal/replace/support Dead limbs like you can in dwarf fortress splints/crutches

Thus I was sure the combat was only 50% complete and the game unplayable, ive been waiting 46 days for this alpha and damn you tynan for being the best indie game developer ever.

Taking time to make alphas stable, who do you think you are?
#210
General Discussion / Re: Alpha Seven
September 20, 2014, 09:55:27 PM
Quote from: Tynan on September 19, 2014, 11:57:09 AM
So far, yes.

Tynan you know what the good wholesome sexy thing to do is, tell us the release date estimate