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Messages - wbonxx

#61
The colonist starts putting back to bed the injured one and then loops between the two sleeping spot (ground in my case) replacing the two prisoners in an endless loop.
Two sleeping spot are 1 tile apart. Room is 16 tiles +/-
#62
Tried again. The psionic ships need to be nerfed, at least at the extreme difficulty level.
They are too unbalanced compared to anything else.

I tried with 6 proximity mines, 30 artillery shots and good soldiers.
Didn't loose only because I managed to syncronize the release by triple missile on the ship (<half health) while a ride was going to occurr.... the cyborgs attack and run into the raid.
Still they killed 20men from the raid, 2 visitors, 1 colonist, 6 turrets and smashed into 2 layers of my walls. (they were 2 skinnies and two centipedes)
#63
There are two actions that make the player waste  a lot of time.

One is when it is necessary for a short time (ex. 3-4h) to force a colonist to work, or to relax and enJOY because he is critically stresses.
Would be nice to have a button with a timer that does just this. Would save a lot of time.

The same happens when it is necessary to prioritize cleaning a room (kitchen full of blood, bedroom of inured colonist too dirty). Or to prioritize hauling a group of object.
Most of the time it is necessary to right click and force the action on the single object, dirty square. Is a massive amount of wasted time (even if the priority is cleaning etc...)

Would be easier to draw a square with the right button and choose prioritize this action of this square/objects.

In general I noticed this get's quite annoying over time. The game is really suffering from a spartane interface, it is otherwise almost perfect.
#64
Ideas / Re: "Gay" as a trait
May 06, 2016, 10:01:51 AM
I don't think exotic sexuality and being gay should be represented in the game.

There are much more important aspects to take care of before.
#65
Ideas / Re: Extract bionic parts from cadavers
May 06, 2016, 09:58:59 AM
I think getting materials out of them sounds a bit less interesting.

The whole point is to get the bionic parts out because it "feels" frustrating not being able to do so. When you have a colonist waiting for 2 years for an eye or an arm.

They should have a grade level, or be damaged to balance or so.
#66
Ideas / Re: Ability to send traders
May 06, 2016, 09:56:55 AM
Yep. I agree on this.

I had suggested the same.... with the extension to ride also other faciotns/colonies, in the same way, select soldiers, equipment and send.
#67
Ideas / Re: Your Cheapest Ideas
May 05, 2016, 03:16:45 AM
LACK OF OXYGEN.

Colonists start feeling that oxygens is getting lower - air is getting poisoned.
8h after they can be alive only inside the colony.

There could be a special helmet to go outside. there could be filters that have to be changed to have the air breathable inside.

Holes in the walls represent leaks. Oxygen can be treated like warmness.
Opening of the door makes it go lower. There could be an oxygen producer.

I think could be fun to have to deal with staying only inside. Not under a roof like in the case of toxic rain.
#68
They are probably already being implemented.

Based on the way the game is made (story teller/emotions) they are a must.

I have a few suggestions that could make their implementations easier.

Pregnancy could be shortened due to some special conditions of the planet or because of a "fast growth nursery room".
Tods can start hauling things when they are 6 months old. Behaving like trained animals.

There could be again a "Nursery/fast growth" room (room with specific bench), where they spend most of the time and grow faster. Could be a sort of school also where a teacher with social skill could spend time.

The characteristic of the teachers and the father mother could merge into the characteristic of the new born.

They should became teenegers (fully grown up) after 2-3 years. But at least they were not useless until then.
#69
Quote from: b0rsuk on May 05, 2016, 01:24:14 AM
Right now it's possible to feed prisoners nutrient paste:

1. Build a Nutrient Paste Dispenser with the interaction spot in the prison.
2. Uncheck "gets food" in the prisoner tab

They won't get food, but they will use the nutrient paste dispenser. It's not very intuitive that you must disable "gets food" and there could be an improvement there, for example better tooltip on "gets food".

This is interesting. So you useshred prisons? Or you leave the door open?

The it would be possible to make a storage spot reachable from prisoners where to allow only certain food.
#70
This gives the feeling of an exploit - cheat .... I know it is possible but it is not much rewarding.

Would be interesting to define the ship as "ship felt from space".
Then inside there could be a reward or something else.

The ship could still have a psyonic AI, or bring a frozen colonist together with the 3 centipedes with inferno and 3 skinnies.

Just to prevent such exploits.
#71
In theory we should be free also to extract organs from them!

Installing a peg leg to let him leave has to be there.

Also an option to chat and convince to stay could be a feature, maybe the guest could get in love with a your lady from the colony.
#72
Thanks! I will check out the mod.

But this should be a feature of the game I suppose.
#73
Could be just a behaveour cover/shot button.
When checked the colonist performs back and forward from a door, back and forward from a covered spot few tiles away. Not just around a corner how they do now.

Another possibility would be to select the two positions, cover and the position from where to shot.

But the main point is to avoid the repetition of the action by the user, gets a bit boring after a while.
#74
I think we really need at this point a couple more windows that we can reogrganize.

To keep an eye on the level of stress.
To compare the colonists to choose who is the best in doing what, or for a defined task.

Maybe a sort of store window where we can block the usage of certain materials - objects.
#75
Quote from: GarettZriwin on May 04, 2016, 04:43:39 PM
Quote from: wbonxx on May 04, 2016, 04:24:26 PM
They are hard as hell.... even at early stages, during the first year.
The second year I had strong warriors, but no power armors. And believe me a good fortress.

They just feel over powered comprared to the rest that is quite easy, riders are ridiculous at difficulty extreme, in the second year.

Yes I tried with mortars but I had too few shells left.

Welp, in this case anger bots and hope something good happens such as raiders being good distraction, you can also try to snipe ship around 50% but not below and trigger them when you are under attack from other faction, this way you have some meat to take the damage.

I know there are ways around it. But thats a bit like cheating, like putting all aroud turrets before triggering it.

My point is centered around the fact that they are OP compared to all the rest that is easily manageable at the extreme level.