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Messages - GarettZriwin

#181
No exploit challenge.  8)
#182
Power claw will make them poor at shooting... Trigger-Hapy minigunners then only?
#183
General Discussion / Re: A thousand turtles
April 26, 2016, 04:29:02 PM
Now do 1000 Thrumbos
#184
Instead of message like "XXX revenge" simple red notification such as bad mood or fire would do just fine I think.
#185
General Discussion / Re: Randy vs Other AI
April 26, 2016, 01:32:41 PM
Hardest Randy availible, always.

Also I am happy that Tynan added Permadeath because finally theres option to help me not to save-scum! xD
#186
Ideas / Fruit trees? Bio-Engineered trees?
April 26, 2016, 12:38:32 PM
I think it would be cool to have orchads, they would grow long for at least 2 seasons and would be more immune to blights and live much longer than normal trees. Once grown 100% they would start growing fruits just like animals start with their egg process. They would yeld a lot of food(Or half 0.1 nutrition) per harvest while it took longer than corn to grow then start process again at 0%.

Perhaps we could research even better fruits giving more nutrition or even slowly growing even at harsh, cold climate? More research is always fun, ppl that played SOTS know what I mean.  ;)

Pros:
- More resilient to blight(Else it could be rekt before it even has chance to start yelding fruits).
- Requires little colonist work per food due to fever harvests and planting it once for many harvests.
- Gives a lot of food per harvest once grown.
- Loses only fruits in case of cold snap/bad weather/blight(fruits only?).
- Wood reserve that you never really want to use.  :P

Cons:
- Not space-efficient.
- Not efficient early-game.
- Harder to extinguish fire.
#187
No medical treatment challenge.  8)
#188
Bugs / [A13] Broken down Fueled Stove
April 24, 2016, 10:23:39 AM
Fueled stove can break down and will be repaired with component even though there is no need for it. It will also remain functional.
#189
Ideas / Buff human torso/Nerf animals?
April 24, 2016, 10:03:42 AM
40DMG, assuming guy/girl is grown up - this is how much human can take, it is very unlikely that they die from being hit in internal organ(Which is kind of BS), some animals can take this dmg in eye which means they must be hit with something like survival rifle three times in head!  :o

For example cat body is 17HP, which seem pretty high considering its size and size of human.

Torso should be buffed or more body parts added(Belly, groin), also internal organs should be hit more often.
#190
Ideas / Re: White phosphorus mortar
April 22, 2016, 06:04:03 PM
Quote from: b0rsuk on April 22, 2016, 04:17:41 PM
It does nothing to fix the core problem of mortars. They do practically nothing to enemies that attack you immediately. Against those that wait, sieges or ship parts, the sniper rifle is MUCH more effective.
Depends on size of map you play, i settle in plains at 350x350 map and can land 1-2 volleys at insta-attacks.
Only exception are Mechanoids... Seriously f**k these kill-a-cans!  >:(
#191
Survival packs also give a little bit of gluttonous joy more.
#192
Ideas / Re: Remove "wanderer joins" or revamp.
April 22, 2016, 02:03:27 PM
Quote from: hector212121 on April 22, 2016, 11:11:43 AM
I'm sorry, but in a real colony, you can't just walk in and say "yo, I'm your new bunkmate".
True, You must do it with style! "Yo, I'm your new abrassive gaymate, I will annoy the crap of you and attempt romance all the time!"
#193
Basically when you get bigger colonies and raiders drop loot you get some items that you want to destroy to get some resources(silver/gold/plasteel weapons etc.), but you can't select which ones you want to dismantle depending on their material, and even if we get it it will be kind of nightmare to set all the bills for different qualities and HP.

One solution would be to let us manually select those items which I hope will be added, because micromanaging is sometimes less hassle than macromanaging.

Other would be to let us select items depending on their stats(For example sharp damage on vests, not every 60%HP vest is worse than 100% awful one) or value.


Also, considering that pain pays important role in game I think males should be possible to be hit in to cause a lot of pain and maybe even disable lovin'?  ;D
#194
Ideas / Re: Bills, construction
December 28, 2015, 05:18:20 PM
Quote from: Z0MBIE2 on December 28, 2015, 02:25:23 PM
2. I'm not sure I understand. You are using the priority system right? You can number the priorities 1-4 so they do one over the other? Because it sounds like you might not know about that which is why you have the problem.
For example I want pawns only stonecut when all other possible work is possible, but it is part of Crafting priority I would want them to smelt every piece of slag debris, mechanoid and so on...

It could be done by making priority of every single activity colonist can do but 4 number wouldn't be probably enough then(Not to mention space it would take in priority tab :P).

Or could these bills be only visible for those that do not have any other work to do and will wander around colony.

#195
Ideas / Bills, construction
December 28, 2015, 10:20:48 AM
Max skill

Sometimes, you just need to train your pawns before they attempt to craft better gear. The thing is that when you have pawns in both groups there is no way to tell skilled guys to stay away from noob crafting stations - Putting max skill in bill would help a lot!

Spare time work

Also not every job needs to be done instantly or you have pawns that can't do anything else and suspending bill will cause them do wander wasting time. If I have 4 good cooks but one of them can't haul and clean I want him to make meals while others do whatever is more important.

New option in bills would me help there - Spare time work/Minimum priority. What it means?
Bill is added to new, not visible in priorities group of jobs right between research and wasting time wandering. If he did his job, he will check list of these bills for one that he is ordered to do in priorities(If pawn can craft, but does not have any priority in normal list, he will not craft clothes in spare time for example.).

Contructing Furniture

Sometimes you just want to craft some good quality furniture, simple option for minimum construction skill would be nice too. :)