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Messages - Eleazar

#136
Ideas / Re: Oil and oil generators.
January 11, 2015, 11:23:13 AM
For what it is worth, historically oil lamps would usually run on animal or vegitable oils. (Olive in the Roman Empire, sperm whale in the Victorian era) There are also candles, torches, and fires and windows.  Drilling for oil seems an overly complicated route to get a non-electric ligt source.
#137
Ideas / Re: Your Cheapest Ideas
January 11, 2015, 11:07:08 AM
Here's a real cheap ones:

In the overview the hunting tooltip reports the relevant skill as the *average* of melee and shooting.  But the average skill is not relevant, and masks the preferability of pawns with one of those skills very high and the other very low.

The overview should rate pawns on hunting either according to the high test of those two skills, or the one that corresponds to their equipped weapon.
#138
Ideas / Re: fix friendly fire please
January 11, 2015, 11:02:09 AM
Quote from: Professor Cupcake on January 11, 2015, 10:02:28 AM
Not a bug.
Be more careful next time.

Although the hunting logic is something that really needs some tweaking...

This is the suggestions subforum-- nobody is claiming friendly fire is a bug.

And this may be over complicated, but I would find friendly fire more understandable from pawns with really bad shooting skills.
#139
Ideas / Re: Auto-equip Weapons and Armor
January 11, 2015, 07:16:26 AM
Clothing and weapons will have durability in the next release, and will be  damaged by violence. I also get the impression that wearing a parka all the time isn't going to be so good. So the player is going to have to spend a lot more time dressing and equipping his pawns without some new mechanics.

It makes sense to me that this would be controlled by the stockpile settings.  Or maybe you just forbid the stuff you don't want your pawns grabbing.

It's true there are some situations where it is not clear weather the switch is an improvement-- do you always want your pawns to drop a pistol for an Emp grenade? The pawns should not make those kind of choices.  But upgrading a shoddy stone sword for a good plasteel sword or switching a damaged cloth cowboy hat for a undamaged hyperweave hat, grabbing pants if they are naked. or even putting on a parka if it is cold.--- these are no brainer decisions.  The pawns should do this on their own.

#140
Ideas / Re: Give people a Melee AND Ranged slot
January 10, 2015, 01:29:05 PM
Quote from: Anduin1357 on January 10, 2015, 03:12:15 AM
his game urgently needs ammunition because there are many ways ammunition can change the game.

I don't think so.  I don't want an incentive to micromanage every shot a hunter takes, or in general for the game to get bogged down in that kind of minutia, checking to see which guns have ammo, managing the different types etc.
#141
Ideas / Re: fix friendly fire please
January 10, 2015, 12:18:11 PM
Quote from: Darth Fool on September 25, 2014, 11:21:58 AM
I don't think that the shooters should stop shooting because someone is in the way.  I think it would be better to have non combatants (those not drafted) automagically avoid moving into the cones of fire of anyone who is in combat or firing a weapon...

That would be more ideal, but I think it would also be more complicated to implement and computationally expensive. (I have no idea if it would be noticeably so).

For what it is worth hunting and drafted combat are very different things. As you imply, I think that pawns don't have to operate under exactly the same rules in each situation.  This makes sense in a simulation and game mechanic perspective.
#142
Ideas / Re: multi/big meal cooking
January 10, 2015, 09:08:32 AM
Quote.. this stops the cook from spending most of his time hauling.

Have you tried putting a food stockpile near the stove? That's my setup, and it seems the cook spends very little time hauling.
#143
Ideas / Re: Story Popups (Expiring Quests)
January 10, 2015, 01:12:07 AM
Quote from: SuperCaffeineDude on January 02, 2015, 10:46:12 AM

Pirates: Arghhh... we be wanting booty, surrender it now or we attack.
Response... Yes (send 250 silver), No (endure a raid)

Clan: Our people suffer greatly from XXXX  plauge, I have come to ask for aid.
Response... Yes (send 30 medicine), No (-25 relation)

Clan: Our people have fallen on hard times, hand over your food or we will fight you for it.
Response... Yes (send 500 food), No (endure a raid)

Character: I am XXXX I have escaped and require protection from the XXXX Clan. Should you provide it I will... (join you / provide compensation / tell my people of your kindness).
Response... Yes (endure a raid), No


Then the actions of the raiders should match their rational.  For instance, pirates offer loot would go after piles of silver at the trade beacon, while the hungry would raid any available food stores, avoiding the death-traps if possible.

Actuall I'd like to see this anyway, different raids having different, limited objectives, rather than a suicidal desire to break down your doors.
#144
Ideas / Re: Your Cheapest Ideas
January 09, 2015, 11:56:42 AM
After my second day of play...

More contextual menu options.  This seems easier than moving through the menus. For instance, if I want to prioritize an unmarked chunk, there are a bunch of key presses or clicks required.  Wouldn't it just be nicer to to right click and select between:
* mark for hauling
* prioritize hauling

And when I'm prioritizing a job, it's good that it tells us somebody else is working on it, but we should still be able to give that job to the pawn we originally intended without first diverting the pawn that already had it.

Also is there any reason we need to claim part of preexisting walls before dismantling them?  Where's the benefit? Is there a reason for haveing an ownership mechanic when there's a home zone?

People have asked for a unforbid selection tool to clean up after raids, but perhaps it would be simpler to have any items that fall in the home zone to be unforbidden from the start?
#145
Ideas / Re: Your Cheapest Ideas
January 08, 2015, 01:10:26 AM
Probably these have been suggested before, in that case consider this additional support.

* Wall vents and/or ventilated doors.  Temperature and possibly light can move through them, but for purposes of private bedrooms, they count as barriers.

* Stockpiles can be checked to allow colonist self-equipping and swapping of equipment.  Colonists without a weapon or garment will help themselves.  If the stockpile allows it colonists can also upgrade to a better garment or weapon.  Of course the difficulty is that  weapons don't have an unambiguous hierearchy of superiority.