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Messages - Delekhan

#31
When I harvest crops and my pawns take seeds back to my stockpile, the 5 seeds they're carrying become 1 when it's placed in the stockpile, or on another stack of the same seeds.
#32
The mod author hasn't logged in for a while so I wouldn't expect much.
#33
Outdated / Re: [A11] Drier Boreal Forests biome
July 01, 2015, 08:25:33 PM
I always thought the Boreal biome resembled a tundra swamp more than a Boreal Forest.
#34
Sky,

Do you know when Abrexus will release the expansion pack version of your mod on the Superior Crafting thread?
#35
Abrexus, come back for Alpha 11, we miss you and your Husky!
#36
You have to make an electric smelter.
#37
Here's one (with quite a few hardcore mode mods active), over 2 years in.

[attachment deleted due to age]
#38
General Discussion / Re: Fallout Incident
May 22, 2015, 05:52:14 PM
There are a ton of applications to a simple Hold Fire toggled behavior. I go over some of them in this thread: http://ludeon.com/forums/index.php?topic=13067.0  (different from the one skullywag linked to, this thread has more response and detail).

One application I yearned for in last night's game: I just wanted my 3 mortars reloaded, that's it. But if I have guys manning the mortars to reload it and there's an enemy on the map (even a mad squirrel), guess what happens? Also if I'm in the middle of a raid or siege and I just want my mortars reloaded and not fired until I pick the best target at the best time, I'm out of luck. The moment that mortar is reloaded my trigger-happy colonists will find some useless target to pound to hell.

Or how about combining Ranged and Melee colonists? Keep a couple of melee-equipped colonists to screen your shooters. Problem is, as soon as the enemy closes in and engages my melee guys, the shooters cut loose and fill everyone with holes, including my melee guys, since the enemy melee attackers are the closest targets. You can imagine how the player feels in these situations. I prefer to play without any killboxes at all, and set up realistic defenses, but without a hold fire or safe fire command this is simply too difficult to manage.

There are many other applications. Hold fire would be awesome and simple to add. And a Safe Fire mode would blow my world.

Here is an example for implementing safe fire mode:

Step 1: Colonist or turret picks target from list as usual.
Step 2: If chance to hit friendly pawn => 20% of chance to hit enemy target, pick a new target from the target list.

So for example, say my colonist has a 50% chance to hit the enemy, but a 16% chance to hit a friendly in that same shot. Since 20% of 50% is 10%, the pawn would pick a new target when in Safe Fire mode. However, if the chance to hit the friendly is just 8%, the pawn would then open fire on the chosen target, since the chance to hit the friendly is below the danger threshold.

Makes sense?
#39
General Discussion / Re: Fallout Incident
May 21, 2015, 11:31:28 PM
I think being able to place off-limits zones would be useful. Pawns do not enter the zones unless drafted and ordered to do so manually.

And while we're at it, it would be so nice to have a Hold Fire command for pawns and turrets.

Also, it would be fantastic to have something similar to the Haul Priority Designator mod in the core game.

Finally, it would be GREAT if we could "forbid" construction projects to put them on hold.

Another note about forbidden zones: it would allow us to create secondary remote settlements on the other side of the map (somewhat rudimentary, but it would make it possible at last). We could forbid colonists from one settlement from going to, getting stuff from, and completing bills/construction projects in the main colony. Right now it's pretty much impossible to set up working outposts or secondary settlements because colonists from one settlement constantly walk across the map to do stuff in the other one. We would accomplish this by placing forbidden zones, clicking on the zones, and selecting which colonists the zone applies to.
#40
Well just doing some basic math:

75,000+ copies sold x $30/copy = enough to hire a minion or two.
#41
Ideas / Re: Pause on raid?
May 21, 2015, 11:24:28 PM
This feature would be useful, right up there with a Hold Fire setting for pawns and turrets.

I often leave my PC on speed 1 to run things naturally to go to the bathroom, get some stuff done or whatever, and I'm constantly worrying that a drop pod invasion will make everything crash to the ground, and that I'll come back to a smoking ruin littered with corpses.
#42
I love your mod. It makes me think more!

Can you integrate Glitter Tech into the pack? It is a lot of fun, and gives you more to build later in the game, and something to look forward to.

It does need to be balanced for combat realism though (turrets, weapons, mortars).
#43
Ideas / Re: Hold Fire, Safe Fire buttons
May 17, 2015, 02:27:35 PM
Something interesting is that the game already has a defense bonus for "Prone" targets (i.e. targets that are unconscious or incapacitated). It would be interesting to be able to set pawns to "prone" mode on command, or as part of their tactical behavior. They couldn't fire from cover when prone, but would gain the defensive bonus. I can imagine tons of situations where that would be useful. And it would be cool & immersive to see colonists and raiders intelligently go prone automatically when appropriate, or when suppressed by lots of fire.
#44
This won't work with the walls from Superior Crafting. They're considered different from the Vanilla walls since they upgrade themselves with research.

How do I make the alert speaker attach to modded walls?
#45
Ideas / Re: Hold Fire, Safe Fire buttons
May 16, 2015, 01:03:10 PM
When you undraft a colonist they start moving around, often right into the field of fire to pick up a corpse or something. Not optimal.

We need a hold fire command. The "Random Fire" idea sounds interesting too. It can be frustrating when 8 colonists focus fire on one filthy tribal, in mob of 40.