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 - Tagasaki

Ideas / Re: Multiplayer
August 17, 2015, 03:44:12 AM
or make the world a persistent world where if we made a colony earlier on planet A and suddenly decides to leave it and make a new one, that previous colony would become an outlander colony on that planet A.
Ideas / Re: Streamlining tasks
August 17, 2015, 03:26:23 AM
Quote from: Jorlem on August 17, 2015, 01:06:19 AM
Quote from: CatHerder on August 14, 2015, 01:03:37 PM

It looks like they are arranged in a higher to lower priority fashion (such as a 1 in firefight would take precedent over a 1 in research)  If this is the case that could still exist in the AI, but it is not important for the user to know which activity takes priority over another since it is a component of the AI that streamlines gameplay behind the scenes.

I disagree.  I think it is very useful to be able to easily see the order in which the AI prioritizes jobs, as it allows you to set priority weights in a meaningful way.  For instance, if a job like hauling isn't getting done often enough, right now I know that I just have to lower or remove priorities on jobs to the left of hauling.  With your suggestion, I wouldn't be able to easily see which jobs I need to adjust to get other jobs done.

use manual priorities but there's also a problem with it... if there's a lot of work have same priority then it will by default follow the original priority (left side highest priority than right side) for example haul and cleaning has priority number 1 but hauling will be done first.

- space bounty hunter raid event? :3
Ideas / Re: Your Cheapest Ideas
August 16, 2015, 10:02:39 AM
- Monsoon weather in tropical biome?

It's weird to see in any tropical biome there's 4 season.
or in other methods... go to overview->outfits->select outfit->anything->modify the bar of durability and quality of clothing.

set it to 50% durability (or health) and any normal or good and above quality, and poof done your colonists will find something around that parameter if any available.

and build tailoring and create hat/shirt/pant/jacket with a quota (do until you have X), and sell the rest (even the worn-out clothing).

p/s: just make sure you have a cotton/devilstrand farm on-going.
Ideas / Re: Your Cheapest Ideas
August 15, 2015, 03:48:10 AM
I think this has been suggested before (gunsmithing):

Instead of having gunsmithing table of its own, was thinking about gunsmithing requires machining research and then be able to research gunsmithing with 2000 points, and it will only be able to craft pistols, shotguns and survival rifles with each only be able to craft it in TableMachining with each costs around 150+ steel and 100+ wood (or even higher since guns are high precision tool and therefore with higher requirements would balance out).

If this isn't cheap, then ignore this >_<

Modify raid events like for example:
- Pirate raids would prioritize item capture and/or slave capture (more towards slavering) other than just destroying facilities.
-- Pirates with these in mind would have a lot of personal shields with melee weapons.
- Hostile Tribe would prioritize item capture instead of pure massacre.
-- Some of them would have characteristic of fast walker.

not sure what would hostile outlanders do.

Mechanoids doesnt have any defensive path, they would just stand and take a hit, especially scythers (the centipede is a tank so no need to walk).