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Messages - Silvador

#16
I believe Tynan already considered making ammo a thing and for reasons discarded the idea. As such, I say no.
#17
Ideas / Re: Lightning Rod
April 24, 2016, 12:02:48 AM
Quote from: Z0MBIE2 on April 23, 2016, 04:43:12 PM
Except, in the time it takes for a lightning storm to happen and put energy into those batteries, a few solar panels would probably earn a hella lot more.

/facepalm

Are you people not listening to what I'm saying or is it just not sinking in? The PRIMARY function of the Lightning Rod would be PROTECTION from lightning.

The addition to the Lightning Rod of channelling energy into batteries is SECONDARY and SUPPLEMENTARY to a main power source.
#18
Ideas / Re: Remove "wanderer joins" or revamp.
April 23, 2016, 12:19:04 PM
Quote from: Vaporisor on April 22, 2016, 01:33:06 PM
Quote from: Silvador on April 22, 2016, 01:23:02 PM
I have no issue with this event. It doesn't happen a lot and it's nice to have if you're low on colonists.

I think the issue is lack of realism.  For example, I once was doing an ice sheet colony.  Early game was ragged edge.  I could not afford to have just anybody join.  A geriatric person who was not capable of mining or dumb labor joined up.  So what do I do?  I get a mood penalty to get rid of him.  He just joined.  If it was more roleplay, and this guy was wandering came in, I would have had to say, am sorry, but if you come in, we all die.  Send him walking more and hope he survives.

Lack of realism? If you want to argue that point, allow me to list the numerous aspects of this game that "lack realism"

1. Building complex machinery out of nought but steel.
2. Mining steel right out of the rock.
3. Converting once violent enemies as if merely flipping a switch in their head.
4. Cryosleep.
5. Mechanoids.
6. Healing otherwise fatal wounds with the application of little more than leaves.

And those are just off the top of my head.

It has been stated on a few separate occasions that a major aspect of this game is imagination. Events and graphics are intentionally made to be, shall we say, less than specific. "Random guy has joined". You must lack some serious cognitive abilities if you can't think of things happening just a little bit differently than a random person just strolling in and inserting themselves into a colony without anyone even batting an eye.


If you think having a random person joining is bad, then I have just one question to ask you. How many times do you offer safety to a person fleeing from a neighbouring settlement? How do you know that the next one you deny safety isn't highly skilled in something that you desperately need? I'd much rather have random, worthless people join than risk turning away someone with good skills.
#19
Victory shmictory. Even on Civilisation, when the "you have been defeated" screen pops up (I usually lose to some politician NPC victory or space race) I keep playing.

This is the type of game I don't play to win. I'll build the ship and leave at least once, just because it's "there to be done" but otherwise I just play to see how long I can last.
#20
Ideas / Re: Lightning Rod
April 23, 2016, 12:45:48 AM
Quote from: Z0MBIE2 on April 22, 2016, 11:49:34 PM
It wouldn't really be a good power source though. Incredibly unreliable, it would be pretty rare for it to actually work, to get a storm/flashstorm and have lightning hit that area. Because of that, you'd only get the electricity very few times and it doesn't seem like it being worth coding in.

This is why I mentioned the usage of batteries. After researching a safe way to channel the lightning into a battery pack, without making it explode, lightning could provide a fair amount of charge for a single battery. While not a spectacularly beneficial thing with a handful of rods around one's colony, if they were to set up a lightning rod farm elsewhere on the map, and hook up a number of batteries, a good storm could provide an added bonus that could be used whenever wanted/needed. It would be no great loss, entirely optional, and potentially beneficial in a pinch.

And with even a medium amount of coverage, a grid of 9 lightning rods set up with minimal overlap would actually have a much higher chance of being struck because of the wide area of effect.
#21
General Discussion / Re: Stop hauling and cook!
April 23, 2016, 12:36:31 AM
Quote from: makapse on April 22, 2016, 05:34:32 PM
you can also have a stockpile of about 3-4 tiles right next to the stove so that he always drops the meals there

Quote from: Silvador on April 22, 2016, 06:56:40 AMmaking another stockpile nearby won't work because in order to have meals moved to a main stockpile, that stockpile will need to have a higher priority, which will inherently make the cook take the meals to that one anyway.
#22
Huh... never actually noticed the load button there.

I'd say, rather than remove it, make it so that loading while in a permadeath game automatically saves the current game before loading another.
#23
Ideas / Re: Remove "wanderer joins" or revamp.
April 22, 2016, 01:23:02 PM
I have no issue with this event. It doesn't happen a lot and it's nice to have if you're low on colonists.
#24
Quote from: Negocromn on April 22, 2016, 08:42:20 AM
Right now it is not much different than a normal game, I hope they take away the ingame load button in the future

If you're getting a load option in a Permadeath game, it's not a permadeath game.

There are only three options in Permadeath: Options, Save and quit to Main Menu, Save and quit to OS.
#25
General Discussion / Re: Stop hauling and cook!
April 22, 2016, 07:15:09 AM
Quote from: Goldenpotatoes on April 22, 2016, 07:00:33 AM
Inside the 'details' section of most crafting orders, there's an option you can choose between 'take to best stockpile' or 'drop'.

THANK YOU! I honestly don't remember that being there. Then again, it has been a long time since I've played.
#26
General Discussion / Stop hauling and cook!
April 22, 2016, 06:56:40 AM
Was something changed in recent versions that makes a cook take every single meal he makes to a stockpile before making another meal? In previous versions (I'm positive), I was able to disable hauling on a cook and they'd just drop the cooked meals on the floor next to them, making it much faster to make meals while someone else hauled them to the stockpile.

This no longer works. And making another stockpile nearby won't work because in order to have meals moved to a main stockpile, that stockpile will need to have a higher priority, which will inherently make the cook take the meals to that one anyway.
#27
General Discussion / Make Permadeath not Permadeath?
April 22, 2016, 06:19:07 AM
Is it at all possible to change a save game from permadeath to not permadeath.
#28
Ideas / Re: Lightning Rod
April 22, 2016, 06:10:03 AM
Wasn't aware of that one. But, yes, that would certainly be beneficial for one with a lightning rod farm set up and connected to battery packs.
#29
General Discussion / Re: I have a question
April 21, 2016, 10:33:43 PM
I think there is a cap at around 20. I could be mistaken, though.
#30
Ideas / Re: Lightning Rod
April 21, 2016, 09:36:07 PM
That's not an event! That's just weather.