Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - InfinityKage

#241
Combining all my suggestions into one post.

Quote from: InfinityKage on February 13, 2015, 07:41:54 PM
Just an idea to make a mod to adds the Bioraptors (fast melee creatures that only attack at night) and the Surgical shine trait (ability to see in the dark) from the Pitch Black to the game. Together with Viceroy's (Gas-proof maniac!) [MOD](Alpha 8) Darkness I think it would be quite epic.

Quote from: InfinityKage on February 08, 2015, 09:12:11 AM
You know how you have the neural transmitters that let you inject skills? How about some that let you inject traits? Like if you want someone to be an optimist or a cannibal or whatever you just fine a transmitter with that trait and have them inject it and BAM! Now they have that trait.

Quote from: InfinityKage on February 26, 2015, 01:07:31 PM
Basically add an order to have all drafted colonist move into range and attack a specific unit until incapacitated.

Quote from: InfinityKage on January 12, 2015, 09:03:09 PM
Is there anyway to tell my guys to move until the enemy is in range and fire? I tell someone to fire at X and it says "Target is not in range". And I'm like "Yea dumb ass. I can see that he is not in range. Fucking go over there...and shoot him." If i tell you to go shoot something and it's not in your range... then it should be kinda obvious that I want you to move until it is in your range.

Quote from: InfinityKage on January 15, 2015, 07:20:50 PM
Pretty simple concept I think. Add the ability to hunt humans the way you hunt animals.

Quote from: InfinityKage on February 02, 2015, 07:53:38 PM
Maybe add a machine to the game where you can brainwash people or something of the sort? I want a bunch of bloodthirsty, psychopathic, cannibals.
#242
Compiling all my suggestions into one.

Quote from: InfinityKage on February 26, 2015, 01:08:09 PM
Basically add an order to have all drafted colonist move into range and attack a specific unit until incapacitated.

Quote from: InfinityKage on January 25, 2015, 03:30:41 AM
Is there anyway to tell my guys to move until the enemy is in range and fire? I tell someone to fire at X and it says "Target is not in range". And I'm like "Yea dumb ass. I can see that he is not in range. Fucking go over there...and shoot him." If i tell you to go shoot something and it's not in your range... then it should be kinda obvious that I want you to move until it is in your range.

Unfortunately, there is no way around it at the moment, you just have to try move your guys into range. A mod that attempted to fix this would be possible.

It should be possible to integrate it as a new FloatMenu option: Next to the fire at ... a second one: Engage ...
This way you have the option to wait until the target is in range (Fire at ...) or move until target is in range (Engage ...).
But the Job may be a bit tricky: If the pawn moves and attacks, he may not stand in cover. If you add that he moves to cover, he may move too close if you want to snipe..
Hmm, on second thought I think the first option may be best. Let him walk into the open fire unprotected ;D

Could always do a radius search of the cell chosen to move to and look for items that provide cover then use angle to target to move 1 cell behind it. Could be intensive doing this though.

Quote from: InfinityKage on January 25, 2015, 03:28:29 AM
Pretty simple concept I think. Add the ability to hunt humans the way you hunt animals.

Interesting idea but it will cause negative moddlet on your colonists.
Hunting humans will have negative mood on your colonist. This are the possible thought could happen  "Witnessed stranger's death" and "Observed corpse". Also if you use dead human for food "Raw cannibalism", "Cooked cannibalism" and "Butchered humanoid".
The colonist that would have positive moddlet affect hunting humans are with the Bloodlust trait .

Quote from: InfinityKage on February 02, 2015, 07:54:46 PM
Maybe add a machine to the game where you can brainwash people or something of the sort? I want a bunch of bloodthirsty, psychopathic, cannibals.

Quote from: InfinityKage on February 08, 2015, 09:13:01 AM
You know how you have the neural transmitters that let you inject skills? How about some that let you inject traits? Like if you want someone to be an optimist or a cannibal or whatever you just fine a transmitter with that trait and have them inject it and BAM! Now they have that trait.
#243
Ideas / Re: Suggestion: Huntable humans
March 05, 2015, 02:10:21 PM
Quote from: litlbear on March 05, 2015, 10:15:00 AM
no.  why would that be a thing?  you can easily draft and order them to kill people, people don't simply wander around the map, they either come to attack or pass through.  also, they fight back, unlike animals.

Yes. Because I would find it useful. When you draft you have to manually tell them where to go and if the enemy moves out of range they just stand there. If you can tell them to hunt then they will give chase.
#244
Ideas / Re: Suggestion: Move to attack
March 05, 2015, 02:08:14 PM
Quote from: cultist on March 05, 2015, 12:22:56 PM
Quote from: InfinityKage on March 05, 2015, 09:47:34 AM
Any ideas?

Yes. Roll all of your suggestions into one post instead of 6 different ones, that you bump one at a time. What you're doing right now is essentially spam, which is probably why no-one is responding to you.

That's not a bad idea...
#245
Quote from: deslona on March 05, 2015, 09:28:51 AM
There was a mod that added a lot of events, and in it there was one event that turned the screen black, except for any light sources you had. If any colonist was in the black area a monster (you cant see them) would come and kill them. There was a 2 min timer so you could set up lights and huddle until it was normal again.

The mod has been discontinued I think, and when I try to run it on alpha 8 and 9 it causes crashes on some of the events. :(

I wonder if it was a Grue...
#246
Mods / Re: Mod Request: Injectable Traits
March 05, 2015, 09:53:40 AM
Quote from: SilverTitch on March 05, 2015, 07:40:08 AM
This is a great idea. No more sending pessimest's to cryosleep because of stupid drone, inject with sanguin / optimist. And more importantly, no more forgetting to let them back out when psychic drone is away.


><

Yep. Helps with making a spacific type of colony. Like blood thirsty pirates or something.
#247
Mods / Re: Idea: Huntable humans
March 05, 2015, 09:50:46 AM
Quote from: InfinityKage on January 15, 2015, 07:20:50 PM
Pretty simple concept I think. Add the ability to hunt humans the way you hunt animals.

Bump
#248
Ideas / Re: Suggestion: Huntable humans
March 05, 2015, 09:50:17 AM
Quote from: InfinityKage on January 25, 2015, 03:28:29 AM
Pretty simple concept I think. Add the ability to hunt humans the way you hunt animals.

Interesting idea but it will cause negative moddlet on your colonists.
Hunting humans will have negative mood on your colonist. This are the possible thought could happen  "Witnessed stranger's death" and "Observed corpse". Also if you use dead human for food "Raw cannibalism", "Cooked cannibalism" and "Butchered humanoid".
The colonist that would have positive moddlet affect hunting humans are with the Bloodlust trait .

Bump
#249
Ideas / Re: Suggestion: Move to attack
March 05, 2015, 09:47:34 AM
Quote from: InfinityKage on January 25, 2015, 03:30:41 AM
Is there anyway to tell my guys to move until the enemy is in range and fire? I tell someone to fire at X and it says "Target is not in range". And I'm like "Yea dumb ass. I can see that he is not in range. Fucking go over there...and shoot him." If i tell you to go shoot something and it's not in your range... then it should be kinda obvious that I want you to move until it is in your range.

Unfortunately, there is no way around it at the moment, you just have to try move your guys into range. A mod that attempted to fix this would be possible.

It should be possible to integrate it as a new FloatMenu option: Next to the fire at ... a second one: Engage ...
This way you have the option to wait until the target is in range (Fire at ...) or move until target is in range (Engage ...).
But the Job may be a bit tricky: If the pawn moves and attacks, he may not stand in cover. If you add that he moves to cover, he may move too close if you want to snipe..
Hmm, on second thought I think the first option may be best. Let him walk into the open fire unprotected ;D

Could always do a radius search of the cell chosen to move to and look for items that provide cover then use angle to target to move 1 cell behind it. Could be intensive doing this though.

Any ideas?
#250
Mods / Re: Idea: Change people's characteristics
March 05, 2015, 09:40:16 AM
Quote from: InfinityKage on February 02, 2015, 07:53:38 PM
Maybe add a machine to the game where you can brainwash people or something of the sort? I want a bunch of bloodthirsty, psychopathic, cannibals.

Bump
#251
Ideas / Re: Change people's characteristics
March 05, 2015, 07:28:33 AM
Quote from: Reptavian on February 04, 2015, 10:29:12 PM
I do agree that some trait gain happening during play would be nice, but lets stop and think about this here.  Do we really lose one trait and gain another?  Probably not so much.  I say keep the random two traits and add one or two trait slots that pick something else up later once it tips over a certain threshold.  But then once you have filled out all the trait slots you can assign prioritization numbers to them, designate what you are most likely to replace with a new trait and what you would rather hang on to.

As for that noble, man that trait just screws everything up.  If you are going to saddle us with noble men acting like stuck up pigs then at least give them some leadership trait that makes others work better just having them around.  Also perhaps special influence during negotiations that lets you do something extra.  I mean, otherwise you are basically looking at Rygel from Farscape.

Any ideas?
#252
Mods / Re: Mod Request: Injectable Traits
March 05, 2015, 07:27:27 AM
Quote from: InfinityKage on February 10, 2015, 09:10:51 PM
Quote from: blaze7736 on February 10, 2015, 03:49:43 PM
I will take a look and see if i can pull it together but this afternoon

You're doing God's work son.

You ever come up with anything Blaze?

Here's an idea:

[Joywire Artist
"[Character] worked in an urbworld lab developing cutting-edge joywire software to maximize user pleasure."
"When the local government imposed harsh restrictions on joywire manufacturing, he began selling his products on the black market."]
#253
Ideas / Re: Idea: Injectable Traits
March 05, 2015, 07:25:46 AM
Quote from: InfinityKage on February 08, 2015, 09:13:01 AM
You know how you have the neural transmitters that let you inject skills? How about some that let you inject traits? Like if you want someone to be an optimist or a cannibal or whatever you just fine a transmitter with that trait and have them inject it and BAM! Now they have that trait.

[Joywire Artist
"[Character] worked in an urbworld lab developing cutting-edge joywire software to maximize user pleasure."
"When the local government imposed harsh restrictions on joywire manufacturing, he began selling his products on the black market."]

Could be this. JoyWire Injectors or something of the sort.
#254
Quote from: InfinityKage on February 13, 2015, 07:41:54 PM
Just an idea to make a mod to adds the Bioraptors (fast melee creatures that only attack at night) and the Surgical shine trait (ability to see in the dark) from the Pitch Black to the game. Together with Viceroy's (Gas-proof maniac!) [MOD](Alpha 8) Darkness I think it would be quite epic.

Bump
#255
Ideas / Re: Idea: Attack Order
March 05, 2015, 07:21:20 AM
Quote from: InfinityKage on February 26, 2015, 01:07:31 PM
Basically add an order to have all drafted colonist move into range and attack a specific unit until incapacitated.

Bump?