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Messages - ChiefSlapahoe

#16
That's pretty much how I figured it would work best, I haven't looked at the code at all so I'm not sure how he handles pawn states and all the defs.

Would just be interesting to have more diversity in traits and more outcomes from injuries, like radiation sickness from the crash landing mod; where with more and more exposure they start throwing up and slowing down.
#17
Memory loss would cause the character to randomly refresh their job search/queue. It wouldn't effect their actions when drafted though. Would make them less reliable for crafting. Would make more sense if it develops after a traumatic injury

Narcolepsy would either make them fall asleep randomly. Would have to be balanced not to suck up too much time. Would be the narcoleptic trait.

#18
Ideas / Re: Limb health system
July 21, 2015, 11:15:32 PM
Mods take care of this completely
#19
Mods / New zone - Bedroom
July 21, 2015, 01:00:49 AM
Perhaps this could be done automatically; a zone that when a colonist claims a bed and it becomes a bedroom, similar to how prisoner beds become a prison. This could be used to then reduce the area that a colonist needs to not be cramped to something more reasonable for just bedrooms, leaving the debuff for main areas. Somehow a 30 open space room seems like it should be more than enough...

Decreasing the space needed would also let you up the beauty/joy/production of a bedroom, without making them pissed. I think it would make colonies look more proportional and allow more importance to be on rooms, rather than just something you stuff your colonists into, because making them big isn't worth it. Perhaps some traits could get a buff for spending more/less time in their room besides sleeping. 
#20
Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea
#21
On that note blinari, it might be interesting to have hunting accidents be a random occurrence (shoot himself/someone else or get sick/lost or less yield from the animal), that happen less or not at all if the person is skilled in the related fields.
#22
Hey i was wondering if the zombie patch is integrated into the modpack or is it still separate? I tried merging it, but it just wound up with errors about pawn states and such so I'm going to assume it is, right?
#23
Yeah its definitely hard to fit all the mods together nicely. When I did it I just kind of mashed them all together and let the load order try to sort it out. Worked nicely but lacked the polish and sort of progression this has.
#24
I like the focus on making your decisions actually matter, and combat more challenging. You must manage your resources much more now. Having shrapnel and buckshot are great additions. The only thing I would like to see added is a balanced Project Armory to add in some more variety. I had pretty much all these mods in all myself last alpha and its great you guys are working to integrate them all smoothly.

The only suggestion I would say is either an in-game or .jpg tech web style thing to help newer players know what they want to research and what benefits it provides/unlocks. Perhaps try to combine more related tech things together to reduce the amount of clutter tech; maybe reduce tech costs in some areas so they can get things they need to start off quicker. You could justify this in that the passengers came with some knowledge from their advanced society already, the hard part is actually making the things.

People are probably nervous about trying it just because it completely changes the game from relatively easy to very hard, hence the name. All the tech and production cycles make the game much harder and longer to do; even just the fact that you have to smelt steel into bars. My suggestion to people that are looking for an easier time or more time to learn the new system is just to use Prepare Carefully to give yourself an easier start. Its definitely a much more rewarding experience being able to survive. Having to lose colonists and fighting against the odds are what make the game great. 
#25
Just wondering, did you change any of the health/damage models in combat realism? I noticed the ranges were cut in half or more for rifle type weapons.
#26
Mods / Re: Copy/paste storage settings
May 13, 2015, 07:52:14 PM
Wow this is fantastic news lol. Completely overlooked this as I had no issue with the UI..
You get a cookie for this
#27
Mods / Re: Ruined city map
May 13, 2015, 04:43:15 PM
Yeah too annoying to be coded, but a map editor would work nicely. Or just someone takes the time to make one in game and shares the save file, although that is not quite the same as you cannot use prepare carefully or have random colonists.

I like the idea though, on a bigger map you could have like the edge of a city that expands into a more farmland/suburb like area. Perhaps even have the mechs own the city, but the city has resources and weapons in it already. Maybe survivors or gangs around the city too in buildings. The combat would be interesting too if you have organized streets and buildings with cover inside to explore.
#28
Mods / Copy/paste storage settings
May 13, 2015, 04:08:05 PM
Would be nice to copy and paste what you allow to be stored (the checklist) from one storage to another and hopefully from one storage furniture to another (ie storage racks, deep storage/nano storage mods). It would save a lot of time if the code structure allows for this and will allow you to create well defined storage/armory areas.

Using mods, I like to have a walk in freezer with food baskets/tray racks for food; an armory with storage lockers/shelves for weapons and body armor along with a container for shells and rockets; and finally a large storage with various containers for luxury items (finer things), textiles, manufactured items, and all other building materials. It makes it look so much better than just random items on the ground everywhere (and even more efficient with compact storage mods).
#29
Trading as it is works decently well but really becomes a hassle as you get more advanced, especially with mods like Finer things, Industry, conveyor belts, ect. It would be nice to have specific trading stockpiles (ie another separate zone), where you specify what you want in it. It could work by requesting something moved to it, and then automatically forbidding it from being picked up.

A nice GUI menu that lists the items and then next to it a blank box that you could type into the number desired. If possible, it would draw its list from whatever is in your stockpiles (other storage furniture too if possible). I'm not sure how the code is structured and how the engine handles these things, just a guess. Say I want 50 cloth to sell but want to keep 50 stockpiled, that is really a pain to do as it is and this system could really open the way to better crafting and trading.

It also just bugs me that I have to store items outside and micromanage them (say i don't want that crappy knife in my armory but I cant dump it and then I have to mess with  priorities back and forth and forbidding just to move it to sell) instead of in my pretty little storage areas (Clutter mod is great btw, the storage racks and pallets make it look a lot better)
#30
Any idea when the updates for project armory and defense will be released??
looking forward to em  :)