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Topics - aerojet029

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General Discussion / Downloading Previous Alphas
« on: December 11, 2014, 01:30:26 AM »
The subject pretty much sums up what I'm looking for.

I missed Alpha 7 and saw Alpha 8 out. I would like to try out Alpha 7 (vanilla, then modded) since Alpha 8 only came out today, I don't expect the mods to be updated. i'm trying to locate a download for a vanilla copy a stable Alpha 7 to tinker with some of the stuff from the community.

when i was "googl-ing" this and searching the forums I only came up with one article. It was about Steam implementation and one of the reasons for not doing it during this stage of development was there was no way to revert versions which would mess with save game compatibility after being forced onto another version.

also, Happy Holidays everyone :)

i just have a couple (hopefully) quick suggestions for Tyann [i hope he sees this]

first thing i would suggest is a simple power switch.
                 for what you may ask?
                 -if during a battle, you can de-energize turrets and turn off non- essential lights and other power to save battery power
                 -when colonist are asleep, all lights can be turned off
                 -when colonist aren't using the cooker, there should no need to power it
            honestly i would love the AI just to be able to save power....
anyways on to the Nuclear Reactor

so, as far as the nuclear Reactor.....

nuclear reactors are nothing thing more than hot water heaters which generate steam to be used in turbines... we already have the turbines ( ie the geothermal generators) which again.. are just turbines utilizing the steam generated from the planets internal temperature.

way things currently are, Solar power and batteries can support a small - medium size base/colony by itself.
balanced by eclipses, Solar power is more than enough

basically you could either get "lucky" and have a geothermal vent where you need it plop a turbine and be done. or in the late game build a nuclear reactor to serve as a steam source to drive one OR two turbines.
and it requires a colonist with a minimum of X research skill (ie scieince skill) 7 maybe?
to utilize the hoppers, you could just load up uranium to minimize micro management

hopefully a simple implementation, with a couple of balance options, and recycles a bunch of assets
so that's my thoughts.. let me know what you think

Ideas / Muffalo Ranch
« on: October 26, 2013, 11:45:41 PM »
using colonist to surround the Muffulo and heard into an enclosed area. they need to be fed and are not immune to becoming psyco. would be a massive burden on early game food supplies, but can be killed for food and you need at least 1 male and 1 female, and you can breed and make more! or maybe a more humane existence and make Muffulo ride able for a way to haul more supplies faster?

would work the same as a growing area, and must be placed on grass (would take up a lot of space)

Ideas / Essentials Thread
« on: October 25, 2013, 09:03:30 PM »
the point of this is a compilation of ideas that would in theory take the game in it's current state and solidify the core aspects of the game with as few additions as possible

I will try my best to edit this first post with everything contained in this thread that is agreed upon. I have a few suggestions of my own

ambient sounds and music
                      (this is actually something I have a lot of experience with)
           options: toggle on/off (separate from game sounds like gun firing, selections)
                        volume slider
           incorporates: can be scripted with day/night cycle or weather
               i'm not sure how powerful the audio engine is, but maybe different ambient sound depending on the camera's frame of reference
               center of base would have different ambiance sounds than in the middle of the desert with smooth transitions
population economy
 * already mentioned in other threads and something that just needs ironing out.
               maybe an addition of aging, natural death, and children? (maybe children could be left for later expansion)

endgame objectives
                 something to strive for
                         - permanently establishing a colony (for the good of the colony) vs escape (every colonist for themselves)
                                     each of these could have interesting game play styles and a game should be balanced so that a game can continue
                                     potentially indefinitely (using the adaptive AI story teller)
      -Manual Player Prioritization.
             Players need a way to highlight important task that would take precedence over the default hierarchy of generic task.
                     implementation would be like right click prioritize, except a list of prioritized tasks will generate, and anyone with the skill will
                     favor the prioritized task and tasks will be removed once completed
      -if the colony is starving, Growers will drop constructing and mining and grow food until a certain threshold is met (based on the size of
        the colony (*they will not automatically make hydroponics tables or growing areas and if all plants are set they will go back doing what
        they were doing until something is ready to harvest )
      -miners on the way back for food or sleep will automatically check near them for metal and haul 75 metal home and growers will haul 75
      food home
                         alternately, if not in a designated home area, any colonist will briefly check near them for resources they can grab real quick
                         (like an area of 6 or 7 blocks) when heading home
          it's a problem I keep running into were I tell them to mine an area, and they mine mine mine mine.. then in the middle of the day they make their way alllll the wayyyy home for lunch and don't bring anything home.. so i'm left struggling for metal for no reason

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