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Messages - Sartain

#16
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 01:50:29 PM
Make some of the more advanced research require Research Schematics you have to buy before you can even research it. The research "metagame" requires a good deal of extension as far as I can tell.
#17
Ideas / Re: Write an event!
February 18, 2015, 01:48:55 PM
Some more expensive, game-changing, high-tech stuff would certainly be fun. Like say, gathering several rare and expensive materials, along with obtaining research schematics and then actually researching, a Psi-dampening tower that makes your colony immune to Psychic events.
#18
Quote from: Wastelander on February 17, 2015, 10:09:00 PM
QuoteWill there ever be a future option to keep slaves as slaves or prisoners as prisoners rather than recruiting them?

I'm building a mod that will do this. :)

In broad strokes, it changes the colonists to become badass pirates who are OK with slavery and murder, but who hate working for a living. They also draw wages. Prisoners become slaves, who are able to pick up work in the colony. Over time, they become subversive and will do things like carve shanks or graffiti the prison when you aren't looking. You can curb this by instilling fear.

I'm mostly done with the mod, just fixing bugs now, but since it looks like Alpha 9 is on the way shortly I think I'll wait until that drops to release it.

What are badass space pirates without space booze, anyway?
#19
Ideas / Re: Write an event!
February 18, 2015, 01:01:59 PM
Brain Parasite Infestation:

One of your colonists has been infected with the often deadly Brain Parasite. The parasite will have to be removed (by a competent medical professional) before it's gestation is complete or the colonist will suffer permanent brain damage and possibly also fly into a violent rage from which there is no recovery.
#20
Ideas / Re: Cannibal colony
February 18, 2015, 12:12:39 PM
Quote from: JimmyAgnt007 on February 18, 2015, 10:38:08 AMMaybe if there is a way for the colonists to check if something has human meat or not.  ones with the cannibal trait will prioritize eating them and others will avoid it unless starving and there is no other option.

Since colonists eating human flesh food gets a debuff, the engine already has a way for colonists to distinguish between regular food and Soylent Green. They even register human flesh turned into nutrient paste as cannibalism automatically.
#21
Ideas / Re: Cannibal colony
February 18, 2015, 09:32:25 AM
For my part, I think cannibalism should be a last resort. Basically, unless a colonist has the Cannibal trait they'll only eat human meat if no other option is available, and there should probably be a significant risk of a colonist simply abandoning the colony before that, unless they already have mental crazy traits like psychopath or similar.
#22
Would drafting and forcing them to fire on walls or other stuff give skill increases? Or maybe just let them practice on any prisoners  ;)
#23
General Discussion / Re: Raiders need to steal :)
February 12, 2015, 10:09:55 AM
It could (and should IMO) be a variation on raids. Basically, when the Storyteller spawns a raid event it could pick from a number of reasons, like Abduction want to steal your colonists), Rescue (want to rescuetheir trapped/recruited faction members), Revenge (want to hurt you for killing their dudes/chopping them into sell-able pieces/selling them as slaves), Sabotage (want to break your stuff) and Raiding (want to steal your stuff).
#24
I re-roll them a bit until I have something that looks acceptable but I'm not too fussy about age or traits, just mostly trying to avoid any particularly annoying banned jobs.
#25
Ideas / Re: Animals.
January 27, 2015, 10:27:29 AM
It's not really a Boy and his Dog. I'd completely forgotten how A Boy and his Dog actually looked and substituted Fallout imagery for the real thing ::)
It WAS specifically mentioned as a Fallout inspiration, though  ;)
#26
Ideas / Re: Captain's log
January 24, 2015, 10:44:27 AM
Quote from: elemenofi on September 19, 2013, 06:27:46 PM
Yes indeed. Be carefull. All of Paradox Studio games are real fun to me. You just need to be ready to stare into a map for really long periods of time.

You may start your game with Crusader Kings 2 from 867 to 1450, then convert it to EUIV and play from 1450 to 1800...

Real fun.
Actually, with the Charlemagne DLC you get to start in 700-something where parts of the world is still tribal, pre-feudal lands. It's also the tipping point for actually being able to create a 1000-year kingdom.
#27
Ideas / Re: Animals.
January 24, 2015, 04:15:20 AM
Quote from: ImNatalie on January 23, 2015, 08:20:25 PM
Quote from: Johnny Masters on January 15, 2015, 11:19:19 PM



'nuff said


p.s.: there are (or is) mod which already features animal breeding and taming, might be worth checking it out

That picture tho. Has a Fallout atmosphere.

That's because that's A Boy and his Dog, which is one of the main inspirations for the original Fallout games. They even modeled the leather armor (look, leather, I'm on topic!) in Fallout 1 & 2 to look pretty much exactly like the one in the picture.
#28
Ideas / Re: Minigun, careful shooter
January 23, 2015, 06:14:23 PM
I got a mini-gun with my current colony pretty early and sold it off not long after because it seemed totally useless. Much better off using R-4's or M-16s. Maybe even Enfields or regular Pistols.
#29
Quote from: TrashMan on January 23, 2015, 06:15:32 AM
Babeis cna work with some creative thinking.

Genetic modification for all human spacers (fast growth), change of time scale (1 day = 1 week), etc, etc...

Or, as has already been suggested, have them grow at a normal pace but with the option to build stuff (or have it as a medical procedure) that enhance their growth speed.
#30
And with the potential for sci-fi tech Growth Enhancers children can be both a source for more drama and a long-term investment that becomes useful if you play long enough.