Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kagemusha12

#106
Quote from: Mordgier on August 01, 2016, 02:42:07 PM
Quote from: Kagemusha12 on August 01, 2016, 10:09:59 AM
What about releasing him?

After he is released he technically isn't a prisoner anymore and, lacking movement capabilities, will probably finally die on the spot where he was released (either by temperature effects or from hunger).
I would assume that this wouldn't give any penalties with your colonists

You can't release them if they can't move - and they are considered prisoner till they make it off the edge of the map.

For example, I released a prisoner with a pegleg who would not leave till I gave him the leg - and of course he managed to walk right into a rival bandit raid who promptly killed him - and of course my guys got the negative mood for "Prisoner Died!"

Frankly I find the whole "Prisoner Died" mood things kinda silly - oh no we killed the guy who came to murder all of us...how sad.

Anyway if her movement is ever above "None" she'll get thrown out, but will probably die anyway and you'll get the negative mood.

Good to know.

And I agree ... the "Prisoner died"-Malus is especially out of place, when the prisoner died of an infection, despite our medics doing everything in order to save his life
#107
General Discussion / Re: Pretty cool map
August 01, 2016, 03:16:28 PM
Quote from: RaginCajun on August 01, 2016, 02:55:55 PM
Quote from: Kagemusha12 on August 01, 2016, 10:06:18 AM
IIRC the seed should be viewable either on tjhe map screen or the properties of the game.

Nice map ... but remember that any rooms dug into the mountain will be possible spawning spots for insect hives ;)
So is that the deliniation for hive infestations?  Has to be inside the mountain area?

AFAIK yes ...
and, at least to all I read in the forums, it seems like nothing can change this, not even placinf artificial floors and walls for the rooms.

Considering my own game, where I had 2 infestations in my mountain base (one in the fridge, one in a workshop room) I have to admit that it seems to be true
#108
Ideas / Re: WW1 Trenches
August 01, 2016, 02:54:31 PM
True ... although I for my part prefer to save everyone, by just moving them away as soon as a grenade flies info their direction :)

But AFAIK there even was a mod that had trenches ... Amory Mod IIRC ... but I don't know if this has been updated for Alpha 14
#109
Ideas / Re: WW1 Trenches
August 01, 2016, 02:06:20 PM
You have the same problem when grenades fall into the trench ... actually an even bigger problem as it would be harder to climb out of a trench, when a grenade falls into it, than getting away from sandbags when a grenade falls behind one ;)
(actualy throwing hand grenades into enemy trenches was a rather common tactic in the trench warfare of WW1)
#110
Ideas / Re: Hearing issue
August 01, 2016, 01:07:17 PM
Quote from: Havan_IronOak on August 01, 2016, 12:53:11 PM
I'm no doctor but I've heard that hearing depends to some degree on hairs in the inner ear and that some hearing loss in old folks is kinda like "male pattern baldness"

Perhaps we need some form of "aural Rogaine"

They actually become stiffer with age, meaning that you need more pressure (= louder noses) to depress them (in order to cause a neuronal action potential (i.e. a signal transmitted via the neuronal pathways))
#111
Ideas / Re: Hearing issue
August 01, 2016, 11:30:09 AM
Perhaps ha better way would be, to divide the ear into outer ear and inner ear.
After all, ear bones and Tympanum may be damaged as well (not to mention the cochlea, which probably is harder to damage in combat however)

Therefore maybe a shot off outer ear may only contribute to 10-15% hearing loss, but a high disfigurement penalty,
whereas a destroyed inner ear may have no disfigurement penalty, but may contribute with 35-40% to hearing loss
#112
Quote from: Leroy76 on July 31, 2016, 12:31:58 PM
...

Refusal of basic work: If you end up starting with colonists who refuse "simple work" - you are proablly screwed. I mean imagine that, they've just crashlanded maybe in a very hostile environment and the people just stand there because they refuse to carry stuff to the next shelter. That's just ridiculous. Yes, you can prevent that by hand-picking colonists but the point is, it's still impossible that even one would reject to help by carrying stuff.
...

This is true.
Maybe someone who has a taboo on a task should still be able to be manually ordered by the player to do it.
(however, with a warning about the taboo)
But he would do the task very slow and/or inefficient and would get a mood debuff for it (like -10 for performing a task that he strongly dislikes)
#113
What about releasing him?

After he is released he technically isn't a prisoner anymore and, lacking movement capabilities, will probably finally die on the spot where he was released (either by temperature effects or from hunger).
I would assume that this wouldn't give any penalties with your colonists
#114
General Discussion / Re: Pretty cool map
August 01, 2016, 10:06:18 AM
IIRC the seed should be viewable either on tjhe map screen or the properties of the game.

Nice map ... but remember that any rooms dug into the mountain will be possible spawning spots for insect hives ;)
#115
General Discussion / Re: What's up with Oafs?
August 01, 2016, 10:03:28 AM
The body type definitely fits to the definition of "Oaf" in the urban dictionary :D

http://www.urbandictionary.com/define.php?term=Oaf
#116
Sometimes you can lessen the symptomes of preexisting conditions via treatment.

Example would be Newton, the asthmatic bear of our colony.
Usually his Asthma is minor ... but sometimes it rises to major levels, which can be treated so they become minor again
#117
I agree, in cases like this one would assume that it should only be the max debuff for debuffs that belong to the same category

i.e.
My brother Leigthon died - 14
Witnessed familly member's death -8
#118
Bugs / Re: Son older than the parent
July 31, 2016, 09:46:31 PM
What about the second age number (in brackets)?

While travelling in space, people are in Cryosleep and don't age.
So, if the son had stayed in Cryosleep for at least 23 years, this could explain the age difference
#119
Ideas / Pet Command: Sit
July 31, 2016, 09:35:18 PM
We definitely need an order for our pets to sit/stand at a certain location (and not move away) for a certain time.

For example in case of a battle ... we want to have our pet nearby (in order to release it at one time or defend us) but we also don't want it to run into the hail of bullets (and get killed in the crossfire). Telling your pet to sit behind your lines would be a good way to keep it out of harm

In short it would be similar to temporarily defining an animal zone (for this specific pet) of 1 tile, with the exception that it would be much more convenient (you don't first have to define the zone, then assign your pet to it and afterwards unassign your pets and delete the zone again)
#120
Screenshots would be a good idea to help us visualizen ... for example your map and painted into it the location where the Mechanopids appeared