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Messages - SteveAdamo

#121
General Discussion / Re: Questions about the enemy AI
October 19, 2013, 04:13:46 PM
ah, ok... makes perfect sense... thanks for the followup gents...
#122
Quote from: miah999 on October 19, 2013, 04:42:20 AM
Should a colonist go mad, which they do, you can draft another colonist and arrest them to prevent further damage. They are now a prisoner, and basically have to re-recruited in to the colony.
oh, thats interesting... wasnt aware that was an option... good to know!
#123
another (relatively) recently kickstarted game, Timber&Stone incorporates a number of configuration settings, tied to the pause system...

- pause on enemy sighting
- pause on unit arrival
- pause on unit death

i've only ever used (and found useful) the pause on enemy sighting... but given the existing alert notifications, this wouldnt be necessary... on this topic specifically, at what point would the game pause (what would be considered the beginning of combat?)...
#124
Quote from: Blitzkriegsler on October 17, 2013, 10:12:29 AM
Add in some beatings too, you know...for science...?

Quote from: miah999 on October 17, 2013, 10:38:43 AM
Of course, the beatings will continue until morale improves.
remind me never to crash land on a remote rim world with either of you gentlemen...
#125
General Discussion / Re: Questions about the enemy AI
October 18, 2013, 11:30:32 PM
Quote from: Tynan on October 18, 2013, 05:59:46 PM
Actually, this is yes on most counts
excellent! but just to be clear, enemy units might opt for a longer/safer route, and not necessarily run headfirst into a fortified location, if they could discover the alternative path... correct?

Quote from: Tynan on October 18, 2013, 05:59:46 PM
It's not planned to have people change allegiance due to friendly fire.
understood... is friendly fire already occurring? on both sides?
#126
Ideas / Re: Endgame options
October 18, 2013, 03:58:54 PM
Quote from: nomadseifer on October 18, 2013, 03:56:17 PM
They have lives and families to get back to.  I can't imagine anything being more important than getting the hell out of there. 
perhaps not... perhaps they were all fleeing justice? they are all solitary-ish folk... or perhaps the native wildlife are just so intriguing, they would like to live there permanently...

any number of reasons why they might choose to call the place "home"... :D
#127
General Discussion / Re: Questions about the enemy AI
October 18, 2013, 01:49:54 PM
Quote from: miah999 on October 18, 2013, 01:47:17 PM
No on all counts.
ok, thanks for the feedback... perhaps some of these behaviors might be implemented at some point?

would be fun/depressing to see (for example) your source of power cut off from the settlement... :D
#128
General Discussion / Questions about the enemy AI
October 18, 2013, 01:40:05 PM
so... will our enemies:


  • take the shortest path to gain entrance to a settlement, eg. walking towards fortified defenses (shorter path) as opposed to taking a more indirect (longer path) but safer route?
  • steal exposed, but not collected, resources?
  • sabotage outlying power supplies / exposed power conduits, eg. geothermal station established far outside the settlement?
  • turn on one another as a result of friendly fire?




#129
Stories / Re: The Happenings of Hope's Landing
October 18, 2013, 12:38:07 PM
nice write-up danderson! im curious about one of the early slides... you wrote:

QuoteConstructing a dormitory. In the long run, it'll be our prisoner cell block, but for now it'll house our colonists.

i think i've only seen other players use the more comfortable beds for prisoners... so, two questions:

1) i suppose we can use the sleeping mats for prisoners?
2) does this have an impact on how long it takes to recruit them to your cause?
#130
General Discussion / Re: Some newbie questions.
October 18, 2013, 08:34:10 AM
Quote from: White Owl on October 18, 2013, 07:28:31 AM
In one practice game, not recorded, I had a wandering settler arrive and immediately join up. No shooting, no arresting. She just walked in, claimed a bed and started hauling stuff.
thats excellent! i have yet to see anyone else experience that yet...

glad to hear its a possibility... :)
#131
General Discussion / Re: Some newbie questions.
October 17, 2013, 11:01:48 PM
thanks Spike! i dont see any RW videos though... will just have to wait and see... :)
#132
General Discussion / Re: Some newbie questions.
October 17, 2013, 03:04:54 PM
Quote from: Dejix on October 17, 2013, 02:28:17 PM
From what I can tell you get back 50% of the materials required to build the object. You get it all back if you remove it before it's built.
excellent... thanks!

Quote from: White Owl on October 16, 2013, 06:43:49 PMHi there!
White Owl, have you uploaded any of your videos? i tried searching for you on YT, but wasnt sure if this was your name there as well?
#133
General Discussion / Re: December 2013?
October 17, 2013, 01:54:43 PM
i haven't the foggiest idea what you're referring to... :p
#134
General Discussion / Re: Some newbie questions.
October 17, 2013, 01:52:15 PM
Quote from: Tynan on October 16, 2013, 06:45:41 PM
The same tool answers both your questions: Sell. Use the Sell tool on anything you built and don't want any more, including sleeping spots.
on a related note, do we reclaim all resources used to build an item (we sell)? will we get back X pieces of metal if we demolish a food generator, or do we lose a portion in the process?
#135
General Discussion / Re: December 2013?
October 17, 2013, 01:47:32 PM
Quote from: Semmy on October 17, 2013, 01:42:27 PM
steve go get your right profile picture. your confusing me
do you not like Frazetta? :)

or do you know me from elsewhere, and were expecting an alternate profile pic? sorry for the OT! :p