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Messages - mokonasakura

#31
Outdated / Re: [A12] Cats!
August 25, 2015, 08:06:01 PM
Everything looks good but one thing I don't like is there "purr" sounds like a wood pecker. Just remove the purr and keep the meow.
#32
Ideas / Re: better deaths
August 25, 2015, 07:10:27 PM
Well seeing as people think I'm stupid I'll give a detailed example of one that happened recently. My pawn with badback, frail, and cataracts takes 3 hits from a rhino before being downed, rhino dies by a few bullets from a survival rifle and pistol no I do not know the amount or where. After my pawn is fully healed I send him out hunting a rhino again takes one hit to the leg, not even destroying the leg just doing a little damage, kills my pawn outright, then proceeds to murder 5 visitors and 3 colonists all the while being shot at or stabbed, walks away with half health. This the the "random death" that I consider bull. Now lets just say that the first rhino I killed I got lucky and shot him in the brain. Explain to me why my colonist who could take 3 hits just minutes ago before being downed suddenly dies to a hit to the leg.
#33
Ideas / better deaths
August 25, 2015, 06:18:57 PM
Currently I do not like the way colonists just randomly die. I have times where colonists can take 30 bullets before kneeling over needed to be saved and other times that exact same colonist takes a single shot to the leg and it kills him. This could possibly happen in real life but this is a game and anything other then my hp reaching 0 or a shot to the heart or brain should not just randomly kill me.
#34
General Discussion / Inventory button
August 24, 2015, 07:34:16 PM
What happened to it? Sometimes it was just more convenient to click on it, then to try and find it on the left bar. Now I cant find the button though.
#35
Was watching one of my youtubers play simcity or such and got bored so tried watching one of their other videos and got hooked.
#36
General Discussion / How to tame thrumbo?
August 23, 2015, 04:57:05 PM
I've tried taming it with a 9 and 12 handling skill pawn but both of them say 0% chance.
#37
General Discussion / Re: The Pet Thread
August 22, 2015, 05:35:58 PM
3 minutes into the game I got the event that made the thrumbo show up. Looks like absol just with a longer neck.
#38
General Discussion / Harvests can fail now!
August 22, 2015, 12:51:32 PM
Man I wish I knew that before making a new game. Has made my food situation pretty bad for the beginning of the game.
#39
My animals can open doors just fine however once I set a master and enlist said master the animal takes a long time to open doors.
#40
Ideas / Re: My character
July 28, 2015, 04:31:45 AM
This is where tynan said to post for those of us who did not purchase the creative version.
#41
Ideas / My character
July 28, 2015, 02:17:35 AM
Name: Yui 'Yui' Hideki

Gender: Female

Childhood: Language Lover (If anyone has a better way to say this I would like to know what it is)
Description: As a child Yui loved to listen to foreign talk shows and television programs. She became fluent in many different languages before her coming of age.

Points
+6 social

Adulthood: Starship Interpreter
Description: Yui was hired to be an interpreter for a starship in the case of the AI failing. In her free time she enjoyed creating poems and writing books.

Points
+2 social
+6 artistic

Disablities
Plantwork
Mining
#42
Ideas / Green thumb
July 28, 2015, 01:31:09 AM
Currently green thumb is a useless trait neither good nor bad. When given to someone who doesn't care to learn plant work or doesn't have a high plant work skill its just ignored. To fix this I think making it so green thumb increases crop growth rate for the crops that someone with green thumb plants, or let them harvest more from the crop (8 potatoes instead of 6). This way even if they have a bad growing skill or don't really care to learn it's still a nice perk which was the intention.
#43
Quote from: Shinzy on July 27, 2015, 07:48:33 AM
Quote from: mokonasakura on July 26, 2015, 11:50:34 PM
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Blunt!
They're practically just a small grenade (with half of the damage and explosion radius of 1 cell!)
I felt like legolas, the guy would could kill everything in one shot the entire war, vs the orc with a torch, a normal orc that had no armor yet couldn't be killed in one shot. You say its just one square but the difference between the hammer and the frags is the hammer blows up right away. The norbals, from what I hear, are supposed to be naturally tougher then the basic raider so focusing them down before they get in range is a difficult thing to do. If the hammer hits your guy once that guy is dead, maybe not immediately but he will die because the hammer will either shred his leg or foot making it so he moves at 50% or something around that number. I also didn't really expect an exploding hammer, I know some nord mythology so I already guessed it was supposed to be thor hammer but when you are playing the game you don't see guy with hammer>guy with repeating crossbow>guy with other thing that look melee. When I finally did run into hammers the kept hearing explosions but it took me a while to figure out what was going on.
Oh, how do you find them? is there a lot of them during a raid? I could make them much rarer
and I possibly need to adjust how many norbals attack during a raid in general, too ;D (I've gotten the impression they scale maybe just bit too much, I haven't really ever played to real late game with them as enemies ;D)
#44
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
#45
No reason to use traps, a lot of reason not to use them. Unless the trap decapitates them its useless, losing an eye would be the next best thing and eyes only really effect range attacks which are no issue. If it can move it can spring the trap, which means animals will spring them long before a raider does making it so they are unavailable when you actually need them. The resource cost is to high for the very small chance of it actually being useful, resources that could of been used on things to actually help you. Its a great way to make factions hostile to you, one wrong step and it gives a little visitor a cut making them pissed at you. Hostiles remember where you placed traps making the already nearly useless traps even more useless and a micromanaging nightmare. As for the IED they trigger on just a single enemy and the chance of it exploding before the enemy gets out of the way is low. Basically unless they have a badback/frail it wont hit.