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Messages - twoski

#241
Ideas / Re: Reusing failed colonies
September 04, 2015, 09:40:17 AM
Steam integration would be more of a help for Tynan I imagine as it handles content downloading, curarion, hosting, etc. Not a necessity but I imagine it would make this a much easier feature to do
#242
Ideas / Re: Reusing failed colonies
September 03, 2015, 11:03:50 PM
Since starting off with a derelict base might be considered too advantageous, maybe have maps with derelict bases have a higher difficulty at the get-go.
#243
Bugs / Steel disappears on load
September 03, 2015, 11:00:50 PM
I saved my game, then when i reloaded my stockpile of ~8000 steel disappeared.

Not sure if this is a common thing or not.
#244
Ideas / Re: Your Cheapest Ideas
September 02, 2015, 06:27:44 PM
More versions of "green thumb" that apply to all jobs.

https://ludeon.com/forums/index.php?topic=15807.0
#245
Ideas / Re: Artist/Warrior/Crafty/Digger traits
September 02, 2015, 06:27:00 PM
Yeah, exactly that. The values would need tweaking, ie. a mood buff of 10-15 for finishing sculptures, 8ish for finishing clothes/weapons, 2 for cooking/mining.

Even cleaning could be on the list of buff/debuffs.
#246
Ideas / Artist/Warrior/Crafty/Digger traits
September 02, 2015, 12:09:52 PM
I think it would be cool to have more traits similar to green thumb except applying to other job types.

For example, Artists would get mood buffs from making art, Warriors get a mood buff from damaging an enemy, etc.

There could even be inverse versions of these, is. A "Chicken" trait that gives people mood debuffs when they are fighting, a "Germophobe" trait that makes people unhappy when farming in the dirt, etc

These traits would only be given for skills that pawns are not passionate about. It would not make sense for someone to be passionate about farming but be a germophobe, for example.

Some of these exist already, but it would be cool to have them for all the main jobs.
#247
Ideas / Re: Reusing failed colonies
September 02, 2015, 11:58:09 AM
Quote from: Grubfist on September 02, 2015, 10:23:52 AM
Quote from: b0rsuk on August 31, 2015, 05:14:55 PM
Most people probably don't play until the very, very end. They just don't load the savegame anymore. Won't work.
Knowing this was a thing would make me play to the end more often.

Precisely why I think its a cool idea. It encourages story-driven gameplay.
#248
Ideas / Starting loadout linked to character selection
September 01, 2015, 06:46:52 PM
I think it would be cool to have starting loadouts be a part of the character selection.

Characters with overall shittier stats would have a higher chance to have a decent weapon. Weapons would also be generated based on the person's stats, ie. a brawler will get a club/mace/sword/knife, a shooter will get a firearm. The firearms would be limited to pistol/survival rifle/shotgun since anything else would be too OP early game. The quality of the weapon would vary as well.

For example, you could roll 3 colonists that all have melee weapons, or 3 with firearms, etc. It all depends on what kind of colonists you have.
#249
Outdated / Re: [A12d] Gunsmithing Bench
September 01, 2015, 06:13:30 PM
Quote from: Goo Poni on September 01, 2015, 08:37:20 AM
Quote from: milon on September 01, 2015, 07:49:02 AM
Hooray!  *downloads*

EDIT - I also would recommend this for inclusion with Vanilla.  My $0.02 USD.  :)

I just want one that uses plasteel and some other exotic material to make mechanoid weapons.

You mean the minigun? That's the only mechanoid weapon you can pick up i thought.
#250
Ideas / Re: Suggestions wanted: Animals!
September 01, 2015, 06:12:23 PM
In my opinion it would be cool to have giant sand worms that appear on a sand tile if there's too much movement, similar to the HL2 antlions.

They can't move however they can grab nearby animals and humans and knock them down. If the downed human/animal is left alone incapped next to the worm long enough it will drag them down into the sand and eat them.
#251
Outdated / Re: [A12d] Gunsmithing Bench
September 01, 2015, 12:54:59 AM
Quote from: gslarmour on August 31, 2015, 05:36:23 PM
I love the idea of this mode, but would love to just add the ability to craft guns to the existing smithing table in Core. Could you suggest how could I integrate your gunsmithing table into a mod that would do that?

I made this a separate table for a few reasons...

- It's less cluttered if you separate gunsmithing from medieval weapon crafting
- Gunsmithing is clearly more technologically advanced than basic swordsmithing so it requires research to access.
- The gunsmithing table has its own power/space requirements, this is another part of making it balanced.
#252
Ideas / Re: Reusing failed colonies
August 31, 2015, 05:21:24 PM
Well those who so would be given the option to upload. This being implemented might also give more people a reason to see their colony through to the bitter end
#253
Ideas / Reusing failed colonies
August 31, 2015, 04:58:19 PM
I think this idea would require the use of the steam workshop but I think its cool nonetheless.

Basically, when your colony dies, you would be given the option to upload your colony to the workshop. Note that only the stuff within your home zone would be copied.

Other players, upon generating maps, will notice these bases scattered around their newly generated world's, similar to pirate bases.

This could be unfair to start players off with a functional base, so maybe have the game automatically "weather" the saved colony. All corpses become bones, all clothes become dirt, all weapons left outside disappear and all weapons left indoors lose 50% of their durability and become Awful tier.

Other stuff outside like solar panels break down into their metal components. Wooden walls break down.

You're left with a creepy derelict base on the map that players can choose to inhabit or explore. Plus, its one way for your (failed) legacy to live on in someone else's game.

What do you think?
#254
Ideas / Re: Room sizes
August 31, 2015, 04:20:06 PM
Maybe have it such that pawns become greedier as they become more used to living on the planet. In the beginning they would be content with smaller rooms, but as your living spaces become more luxurious the pawns want larger rooms.
#255
Ideas / Re: Room sizes
August 30, 2015, 11:48:28 PM
Quote from: b0rsuk on August 30, 2015, 03:16:14 PM
It depends on furniture. Royal bed eats up space. For some reason room facilities like multi-analyzer, tool cabinet and life monitor are deducted from room size. Despite the fact you can uninstal them, squares they're on don't count as belonging to the room.

I'm not even using queen beds, just simple beds with a lamp. Even with the furniture taking up 2-3 tiles that's still a LOT of empty space.