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Messages - mega

#16
Ideas / Re: Tweaking the slave trade?
December 25, 2014, 03:12:33 PM
Quote from: Oga88 on December 22, 2014, 12:14:01 AM
Also you need to tweak the depression your colonist get -8 from every slave is a lot. I don't understand why do they get sad from selling slaves.
There shouldn't be a pop cap. That's non sense.

Especially slaves that shot one of you tribe member's legs off. I would get a moral boost doing that!
#17
Ideas / End Forced Morality
December 21, 2014, 01:00:14 PM
Hi All,

Just want to say this is a great game, but forcing players to be 'good' has to go. Please let players play the game they want to play.

For example, I cant play as an organ harvesting, cannibalistic, execute your enemies slaver. Each one of those actions carries a significant "morale" (better term is happiness) penalty. This makes all of these in game choices irrelevant.

A better approach would be to have the game adapt itself to your play style. Go around eating people... guess what, your people eventually get a hankering for a slab of Hank. So much so that if their desire for flesh is denied, they kill one of their own.

Selling people into slavery / execution / organ harvest =  relationship penalty with associated neighbour.  This leads to bigger raids from that group than would typically be expected.

Please let people play as Barney the Purple Dinosaur or Genghis Khan.
#18
Quote from: Drahkon on December 20, 2014, 12:33:31 AM
Got it I think, it only occurs when the item you try to trade was not in the window before you started scrolling. All items that were outside the visible window will be ofset by 2 in the direction you last scrolled until you click once which will remedy the issue for a moment.

That summarizes my experience perfectly. Good job!
#19
Ideas / Re: Your Cheapest Ideas
December 19, 2014, 06:10:29 PM
Put any living object into cryosleep chamber.

Option to harvest all organs.

Add eyes, skin to the list of harvest able organs.

Alphabetize all lists.

Fog of war on the map.

Symbols by people's heads showing what task they are doing.

Option to cycle through characters when looking at their details.

#20
I tried to replicate the bug, but I couldn't.
#21
Ideas / Re: Put Prisoners in Cryosleep Chambers
December 19, 2014, 05:56:12 PM
Quote from: tommonius on December 17, 2014, 08:19:05 PM
I always wondered how the slaves we sell got into the ships from our prisons, how are they picked up? Putting them on ice so they cannot resist being sold seems like a nice touch though perhaps a bit expensive and late game when you may have a few crappy colonists/ prisoners early on.

Use the ancient cryosleep caskets.  It gives an extra incentive to capturing them.
#22
Ideas / Re: Alphabetize the trade screen
December 17, 2014, 07:31:03 PM
Let's be honest. Alphabetize all lists.
#23
Ideas / Re: Tweaking the slave trade?
December 17, 2014, 12:04:56 AM
I have only played once, but I dont see any reason for slave traders at all. You will eventually recruit that guy at 7%, vs seeing slave traders randomly, and with high prices for people.
#24
Ideas / Re: New random event suggestions
December 16, 2014, 11:59:36 PM
Stroke
Heart attack
Aneurysm
New colony on surface of planet
Destruction of other colony
Earthquake
Volcano
Mega volcano (Drops temperature by 5C for a year, lowers sunlight levels)
Flood
Bed bug infestation
Termites
Ants
Mold (lowers breathing)
Cold snap (opposite of heat wave)
Drought
Locusts (Kills swaths of plants across map)

#25
Ideas / Re: Useful Ships
December 16, 2014, 11:49:15 PM
This could be cool. It would kinda be like SimAnt.

Oh yeah, I did it, I made a reference to a 23 year old video game... man I feel old.
#26
Version Found - Alpha 8e

Title - Mouse mapping failure on trading screen (Selects item two rows down)

Summary - When trying to trade item 1, item 3 is actually selected for trade. Clicking again seems to let you trade item 1.

Steps to Reproduce -
1. Enter the trade screen.
2. Not too sure, very late here, but now that I think about it, the use of the scroll wheel may be triggering the disconnect for the first click. Will test if I have time tomorrow.

#27
Ideas / Combinational Crafting
December 16, 2014, 11:30:35 PM
Hi, very new to the game so I don't know if this has been mentioned, but I would love to see 'combinational' crafting implemented.

The idea is to use items in the crafting process. Some examples:
LMG-15 + steel = LMG Improvised Turret
Minigun + steel = Minigun Improvised Turret
Minigun + Bionic Eye + AI Core + Steel = Minigun Turret
#28
Ideas / Re: Tundra
December 16, 2014, 11:24:43 PM
Strictly speaking, you would be insane to wear a cotton parka in the tundra. You want furs. They are the only thing that can keep you warm (e.g. seal skin mukluks) That is what the Inuit use.
#29
Ideas / Re: harvest bionics from corpses
December 16, 2014, 11:22:34 PM
Honestly, make all items have a quality attribute. When harvesting a bionic from a corpse, maybe a 50% chance of a loss of one quality level, or some other mechanic.

I also think this would solve some of the more guns and clothes than people I seem to encounter.
#30
Ideas / Re: Sub-Species of Humans
December 16, 2014, 11:12:19 PM
Well, i hope this is coming. I find it strange that the character description basically says unmodified human. This implies there are modified humans out there.