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Messages - wbonxx

#2
Ideas / Re: Just make raiders open doors.
March 08, 2017, 06:25:47 AM
I think it makes no sense. Add nothing to a game dynamic that is already solid.
Why a lock should have 50hp? In most of the real doors in the real world that lock is the last part that breaks...

You are talking about a game that uses granite to build doors... it is working, is a way to make you improve the quality of your defences at the expense of time/resources.

Only good point is the exploit of keeping repairing behind a door.

People since the medieval age open, shoot an arrow and close the door when the bad guy approaches.
Nothing weird there.

Also, modern doors have smaller entrances to let dogs/cat move freely, don't be too picky, this is a funny game.

#3
I think the baseline (total HP) should get reduced over time. It is easy to implement, adds more fun and reality to the game.

Yes I agree, resources should be used to repair.

About the post A16, I find it quite weird grouping repair with build priority. Unless were no relevant reasons to do so.

Do developers still read the suggesstion forum?
#4
Ideas / Re: EVENT: LOW Oxygen atmosphere.
February 25, 2017, 06:51:33 PM
Quote from: Dorian on February 22, 2017, 11:55:05 AM
It would be interesting.  But you would need more than just electricity to create oxygen, likely a water source for electrolysis, which could also introduce hydrogen as a fuel source.  If you're in a desert biome and you get hit with low oxygen, you're screwed.

But this brings another thing up that I've found lacking in the game.  Water.  Colonists don't drink water?  I think there should be a requirement to dig/drill a well if there is no water on the ground nearby.  In a desert biome, you'd have to dig deep.  If you have snow or ice, you have your water source.

Would be a late event.... maybe after tghe first year. Could be easily simulated by putting an outside temperature of -100 or something. Thus lethality outside, leackage with open doors.... but let's call it oxygene and is gonna be fun.
#5
I'm having troubles with my constructor trying to repair everything before building. I don't see why in the new release repairing is not a job by itself anymore (now is aggregated with building).
#6
Ideas / EVENT: LOW Oxygen atmosphere.
February 22, 2017, 11:02:06 AM
You could use the scripts you already have for the heating. But considering the heating as oxygene. After a certain treshold colonists start getting health issues.
If they go out of the base they die. If a door get's broken the oxygen (like the heat) get's lower over time. Eventually colonist die if the door is not rebuilt.

It is kind of a strongest version of the toxic fallout (that now looks kind of nerfed, quite easy to cope with).
Thus you are enforced to stay in the base, produce oxygene, produce resources inside.

The best would be to have a machine to produce oxygen and rooms with different oxygen level.

The idea is intriguing I think.
#7
No micromanagement at all.

Reasonably after some years you would end up with portions of the base ruined that have to be rebuilt.

Would be even more interesting to see a base after 2 years having the scars of many battles. Now it is kind of lame, the base gets automatically shining after each battle in half a day.

My idea is that a door that has 250/250 after getting damaged gets a 50/120 and then can be repaired to 120, but not anymore to 250, unless is rebuilt.

.... OR let's say you click on the door and get a button that says rebuild. Then you pay 50% of the cost to build it and get's repaired back to 100% (250/250).

In this way there would be no micromanagement, double click a door (select all doors) and click rebuild. Do that same double clicking on a wall. End.

Kind of easy I think, but adds a new dimension.

#8
Ah ok. Maybe the whole thing could be more explicit. Would be ok if it would work without trade beacon.
Starting from tribe.. takes a while for the trade beacon
#9
Quote from: SpaceDorf on February 05, 2017, 07:05:44 AM
I would like to add merging Stockpiles to the wishlist.

Stockpile creation works really good most of the time, but sometimes it does not,
instead of deleting the wrong stockpiles and trying again .. just add a button to merge them into one.

I don't see how this is connected to the OT.
I never had such problem with stockpiles, this isn't something you redo over and over.
#10
If you are low in supplies you could just stop repairing. It just feels unnatural that without using resources I can have a shiny door in 3 seconds. Or that I can stop an elephant breaking  a door forever by putting a colonist behind it repairing.
#11
I have two bills, one to produce meals from easy spoiling food, other is normal, both until 15 meals are reached.
The math shown is i.e. 10/15 .. thus 5 to produce. but the 15  is in truth counting for the single meals produced from the single bill, while the number shown represents instead the total number of meals.
At least I suppose so since with Bill1 : 20/15 - Bill2 20/15 - the cooker is still cooking.

Not a big problem but misleading.
#12
Since it is not possible to prioritise  anymore between repairing and building, the only colonist with good building skills I have is looping spending days trying to repair the whole base - quite slow process - instead of building the new structures I need.
I would consider this critical.
#13
Received a ransom request, money asked was 971, I had 972 but the accept button was greyed out. I could only reject.
#14
Would be interesting if there would be a second value associated to an object. A sort of HP baseline that get degraded after receiving damages. In this way you can't just keep 5 colonist behind 5 doors and survive to any raid.
This would make the whole think more real, over time the baseline would degrade and the top HP of a door would became lower (i.e. after reaching 100hp a steal door would lower its hp baseline from 250hp  to 150hp, thus after being damaged it would last less).

To increase again the baseline the colonists would require resources.
#15
Left scroll doesn't work on the full length of the left part of the screen while rotating the globe to select the starting spot, if the terrain infos menu is up.