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#16
Mods / Re: [Mod Request] Immigration Waves.
February 18, 2016, 10:49:27 AM
This is not such a bad idea for players who rather play the farming matagame, but like to have an easy-ish fight happening occasionally, and it would sort of bring some sort of challenge and decision making obligations when those immigrants arrived, such sorting through traits, skills, and creating the infrastructure to accommodate new recruits, the morality hit of turning them away because they suck. 
If this being done through a new storyteller, there could be a new event "immigrant revenge!". The number of immigrants on each wave defined by the storyteller's difficulty, from say, 1-2 on easy to 10ish on extreme. All immigrants turned away because of crappy traits/skills would be exit the map and be added to a pool, and a raid would be later generated with that pool. It would never be as hard as regular raids, but just as numerous.
Maybe this would definitely appeal to players that like to play RW but dont like hard combat and chaos, just the simulation part of it, the metagame of making important social decisions, but with the consequences.
I'd definitely play it for a change from extreme chaos, carnage, blood, guts and cannibalism.
#17
Quote from: Grimandevil on February 02, 2016, 01:54:52 PM
EdB Interface allows u to make and manage squads, with a preset gather points.
Haplo's Miscellaneous adds Tactical Computer terminals with some gathering options.
Good stuff, tks
#18
What about small temporary stockpiles being automatically created around the building area, with top priority, set for the building materials? Haulers would carry the mats there, builder would build. Once the project was completed, the stockpiles deleted.
We can do this manually in preparation for a project, sure, but something like this would benefit efficiency.

#19
Is it possible to change visitor behavior so they stay inside if there is a raid going on? They go right through locked doors (maybe this is more of an MVP thing), and are the main cause for reloads  ??? they leave right then and get murdered in crossfire. Storytellers seem to have a soft spot for raiding if visitors are going to be sandwiched somehow.
#20
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 09, 2016, 03:04:35 PM
Quote from: TLHeart on February 07, 2016, 05:50:25 PM
Quote from: Poebe on February 07, 2016, 12:20:21 PM
Does anybody have a compatibility patch for mending? Sucks to have all that sweet gear and not being able to repair it, you know how fast clothing gets destroyed with combat realism on

There is a patched version in page 42. Must start a new game, will not work with current.
#21
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 09, 2016, 03:02:28 PM
This happened to me some time ago, pawns, robots, MAI, all freaked out with some pathing issue causing them to just stand when they got on hauling duty. It sort of went away all by itself.
#22
Mods / Re: A mod to beat up prisoners
February 02, 2016, 10:04:41 AM
Norbals finally useful for something then :D
#23
Unfinished / Re: [A12d] [WIP] Power Grid improvements
February 01, 2016, 05:02:39 PM
Sold. Get this done and you have another instant download here :D
#24
And here i was thinking i could have haul bots use backpacks :P
#25
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 01, 2016, 04:36:14 PM
Now that i think of it, think i had this problem before as well, i just didnt really pay attention to all colonist names (always use same 3 prepare carefully for new playthroughs). Might be why some dude recruited later on was putting on a parka over and over, even after blocking them.
Tynan, pls :D
#26
Mods / Re: [Mod Request] Walls made of bars
February 01, 2016, 04:31:24 PM
These are already in both popular modpacks, MVP and hardcore SK. They are also standalone, of course, just dont have linky for you, sorry :(
#27
Mods / Re: [Mod Request] Child Colonists
February 01, 2016, 12:13:05 PM
Quote from: Fluffy (l2032) on January 06, 2016, 06:47:57 AM

I'd wait for A13; Tynan has announced there will be more emphasis on social relationships, including families. I wouldn't be at all surprised if that included children (but as far as I know Tynan has never said anything about children, so don't take my word for it ;).

Also there's the whole discussion on wether babies are even desirable in the game, but let's not go there.

I wonder how kids would workout , since at around year 10 or so the game becomes mostly unplayable when there are raids and such events, they're just extremely massive and the game has incredible difficulty dealing with it - literally hundred(s) of bad guys beelining at 1 frame per 10 seconds, kids would never have time to grow up.
Then there would be the issue of feeding extra mouths with the same production, and the consequences. Such as ice sheets, or worse "If any of you has a baby, i'll chop your %*&^ off,  then eat you, eat your wife, then eat the baby!" 
If they were to grow up in a year or 2, who am i to say otherwise  ;D it would look very awkward tho. 
#28
Mods / Re: A mod to beat up prisoners
February 01, 2016, 11:55:20 AM
Instant download. And yes, it should be a joy activity  8) but make the prisoner unrecruitable maybe?
#29
This mod would automatically recall everyone back to base in the even of a raid (or other nasty occurrence), independently of what they're doing. In the event of a staging raid, colonists would be able to finish (or not) what they're doing (hauling stuff) depending on how far they are from base?
Prepare for battle: hitting this shortcut key would send all previously assigned colonists to the kitchen to get some food, draft them and group them in a predefined location(s).
#30
Mods / Re: [Mod request] smart food picking
February 01, 2016, 11:30:06 AM
I like it.
I would add to this an option to assign a specific colonist to a specific table (just in case we don't get to have a cannibal as a full time cook), so we don't have the non cannibal chopping and cooking humanoids and getting a debuff.
I would assume that if this is even possible it would have been done already (maybe it was?), but who knows.