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Messages - wbonxx

#46
Would be fun to have  more researchable items in the research tree.

For example some more objects could have their own research slot. Some advanced weapons. Like granades or machine rifles and so on.

Also some of the seeds could be researchable (research on growing conditions).
Some of the stiff walls, the switches, the small vs large batteries. Automatic doors.

The replayability and length of the game is tightly bound to the research game.

More research would change the pace of the game, would be great also to have the chance to specialize in something range vs close combat or armor vs weapons vs seeds vs defence walls/turrets. Like digging part of the tree makes harder to reach the same tech on the other side. More nested elements would allow this.
#47
Ideas / Re: Prison Rescues
June 04, 2016, 12:39:08 PM
Quote from: ChillinVillian13 on May 29, 2016, 10:52:20 PM
It would be cool to have a type of raid be a rescue attempt, raiders fight their way towards their people in prisons, and either find weapons for the prisoners or bring extra weapons for them.

I le the idea. I still think there should be a dialog at the beginning of the raid. Release the prisoner or we kick your ass.
#48
My impression is that a major problems are the light, expecially the one that use a lot of energy.
Could still be organized with switches. But it feels stupid having to do it manually in the morning and in the evening. Could be handy to have a timing option associated to the switch so that colonist could do the flicking by themself at a defined time.

Cremating cadavers doesn't happen too often, can be switched on manually.
#49
Quote from: Flying Rockbass on June 02, 2016, 06:52:26 AM
I know this is a suggestion for the core game, and you don't have the option for age, but you do for Baby, juvenile, Adult.

https://ludeon.com/forums/index.php?topic=15964.msg169177#msg169177

This helps alot to manage your animals... and everything else.

Thanks for the suggestion, seems to be a nice mod, shouldn't be this hard to introduce the animal butchering system in the core game.
#50
I just killed all my rabbits. The ration meat food used is not convenient if they can't eat out of the environment (they are not supposed to eat under the snow as stated in the description?).

With the actual implementation butchering the juvenile mails only requires too much clicking around.
#51
We need a simpler solution for deciding what animal of what sex is killed at what age.

Right now the player gets crazy by having to single click, look for sex, look for age and decide to butcher.
While having a large number of animals the situation is not viable.

I.e.: I have a lot of rabbits fast reproducing right now, I have no way to handle them without a boring selection of the single one to butcher.
#52
It would be great to have the possibility to schedule a time for the ON/OFF behavior of lights, switches and zone restrictions (i.e. for animals).

This would allow the usage of electricity in a rationalized way during the day (i.e. no lights in the kitchen during the night). To balance growing crops when not much power is available.
To move the animals through different zone during the day and have them back during the night.
#53
It could be interesting having handlers performing the migration of not trained/low intelligence animals from an area to the other. Even in a simple way - colonist reach zone 1 and then zone 2.

The actual implementation is not this realistic and can be exploited by sending for exempla bumalopes to a newly made area next to the riders to kill them.
#54
It is not really significant.

The actual implementation is less realistic then it could be. Braking stones should produce tons of dirtiness and the noise of smelting etc... should be translated in ugliness.

As it is right now player is not pushed towards for interesting designs of colonies since a signle room for everything is enough.
#55
Ideas / Re: Aiming to body part during attack
May 29, 2016, 06:28:07 AM
What do you mean?
#56
Ideas / Aiming to body part during attack
May 27, 2016, 07:57:05 PM
It would be interesting to be able to aim to a specific part of the target body during melee and ranged attacks.

To be able to produce "minor" injuries while trying to make prisoners, or just to introduce new strategies during a fight.
Maybe only colonist with high fight skills could have this option.
#57
Is a bit flat the behavior of raiders. They just aim to kill or steal colonist even if I left tons of silver out of the colony.

Doesn't make much sense.

Would be fun to give the player the choice to handle the situation. Risk a fight or hand over few prisoners or plenty of silver - weapons.
Could be a  dialog at the beginning of the raid or a trading option during the initial phase of the raid.

The riders by them self should also try to get animals and silver when they find it in or out of the colony.
#58
I tent to make only one large room. Rich and clean where to do everything.

This situation is not really realistic since a stone cutter bench is suppose to be really ugly and create dirt. Same for smelting etc...

Would make sense to make them really ugly and create dirt over time.
#59
Must be related with the highest priority food being located in a prisoner area.
Was probably a coincidence due to the fact that the rest of the food was located in a storage of equal priority.

A bit confusing but is not a real bug. You can close the topic.
#60
For some reason the algoritm designing the prisoner room affects the dispenser storages (the little pots forgot te name).
The colonist stop using the dispenser until you don't delete the prisoner rom next to it.

I think I saw the same behavior with storages, but I'm not sure.

There were no changes in the room integrity (a fridge in my case).