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Messages - zekeen

#1
Noticed this after two of my people started a romance as it displays correctly in the other pawn's log, but here it lists that pawn as having romanced himself, causing the other pawn to become aroused.

Attached a screenshot of the social log in question.


Due note, I am using a single mod with my game that is supposed to reduce the issue of countless mood drops from being rebuffed continuously but I doubt it would be affecting the log this way.

[attachment deleted due to age]
#2
So, I've been noticing a big problem for me. A random terrible wanderer joins without my consent or I save someone under attack for them to try and set my base on fire and calling everyone ugly. This makes me load a previous save since I don't want to have such terrible colonists and I try to play a "keep them all alive as much as possible" play style, so I don't wanna have to deal with sending them off to die. So, my suggestion -

When a Wanderer comes to join, allow you to view their person on whether or not they are right for your colony.

When an escapee asks for help, you must fight off the attackers as usual and then get to view and decide if they join, if not, then they just walk off the map as a spacer or whatever.

When you rescue an escape pod survivor and they offer to join, get to view and decide if they join, if not, then they just walk off the map.


I want the option to say "yes" or "no" to joiners, instead of having them forced on me. Think of it as the interview process. A luciferim addicted junkie, with no good stats, missing his legs, dementia, pyromaniac, and abrasive isn't gonna do well for a colony.



As an added suggestion - how about some requests from a group of allies fleeing pirates that you need to save for a small reward and some reputation instead of extra people sometimes?
#3
Ideas / Re: Enemy Colony Effeciency & Global Events
June 22, 2015, 12:28:01 PM
Well, this wouldn't so much hurt the difficulty curve too much. See, it means they have "this much" efficiency to pull from. On the same note, a massive assault will be smaller when their faction is weakened, but it can still be tossed even when they are weak, just means they will take even longer to recover from that. Think of efficiency making it more rare for them to ship that much pain out your way.

Also, if one faction is hit hard, there's usually a second one to harrass you.

It's all just numbers to make more sense of the random and not feel "cheated" by the events.
#4
Ideas / Re: Your Cheapest Ideas
June 21, 2015, 04:49:08 PM
It would be cool to have an event that uses Wargs in a slightly different way.

How about a slaver team with warg dogs. about 3-4 people with 3-4 dogs. They hunt down any available person (maybe, maybe not ally them to pirates - funny to see them steal pirates). They use less deadly weapons, but try to knock someone down and immediately one of the slavers grabs and runs with them. The whole warg team runs when the last human slaver nabs someone and tries to go for the map edge. So if you called in an assist from another colony, chances are they would all be stolen away instead of your guys if there were enough for the slavers.

Bonus - maybe be able to ransom your guys back from the team if they are captured?
#5
Ideas / Enemy Colony Effeciency & Global Events
June 21, 2015, 04:38:13 PM
Right now, as attacks go, it is generally more random and sometimes can be followed up a little too quickly. If you get attacked, you generally take damage, losses, ect, and thus you yourself lose some efficiency as you build back up. As such, I think that every little "outings" of the other colonies should change an efficiency % of their colony. The whole idea, is that if you kill off 20 pirates or call in 5 groups of allies to suicide against a mechanoid army, then they won't be able to send very many people into your map zone until they rebuild their losses.

If a colony sends out 10 people to assist you, and all but 3 die, then the efficiency drops and any other outings, attacks, or assists will be smaller. The efficiency goes back up at a certain rate and this gives way to NEW GLOBAL EVENTS. These events can improve or reduce the rate that efficiency returns for a colony.

Global Events can be such as this. A new black market appears and as such pirate factions gain more efficiency back after taking losses on their attacks toward your base. Maybe a bonus of more combat suppliers come by and maybe a 10% discount. A counter is policing in the area shrinks their efficiency rate and makes combat supplies more rare and guns less common and more expensive (bonus to selling them though!). Could also add in various global events where the colonies fight off map and change efficiency as a result.


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Now, just to add on, and I know this is probably a horse someone has beaten dead, but the ability to fight back at THEIR base would be nice, even if it was all prefabs with random numbers and geared people on those maps. Being able to send your own guys in with a custom made DROPSHIP instead of spaceship (because I know a ton of us don't build that thing since we don't plan to "win" just to keep living and building). To be able to drop some of your colonists on another map and attack their own base and get a different variety of resources would be nice, and more balanced if it's just carrying what they can carry by hand and leaving map. All damages causes trouble to their efficiency, but the base might be loaded with mortars and turrets.


Just a brief summary since I am so wordy - As another colony loses people, their efficiency drops and the number and quality of people sent to roam, pass by, explore, attack, or assist goes down. A 30% efficiency might send around 3 to attack or help, a 100% sends around 10. It charges over time and is influenced by global events
#6
How about adding in another source of industrial development - the way of prefabrication.

Add in a new selection of resources in the form of prefabricated materials. This allows for the speedy and easy construction of new advanced building utilities.

The unique aspect of this is that the construction time is spent in creating the resources, similar to stone bricks, but takes a much longer time as it does produce a higher quality item. The benefit is being able to construct defenses quickly when a dire situation comes up with most of the construction time spent inside the safety of your base beforehand.


Iron Fabrication Bench: Produces Prefabrication Sections at a slow rate by a crafter.

Iron Barricade: Advanced form of sandbags, longer crossing time, more life, if possible, more defense

Prefabricated Metal Wall: More HP, doesn't catch fire, still processes electricity

Gun Port: A wall that acts like a barricade but cannot be passed through. Has a higher life and defense, but significantly more costly. No electricty



Allow Variants - These are your super quality, spaceship hull grade prefab parts. slower and much more costly to produce, but has extended benefits.

Alloy Fabrication Bench: Produces Advanced Prefabrication Sections

Advanced Metal Barricade: An alloy made barricade with improved stats AND allows for electricity to flow through it. Does not catch fire when destroyed. (Helps with turrets being added down range.)

Advanced Prefab Metal Wall: A much sturdier wall.

Advanced Gun Port: A better gun port and also allow electricity through it. Does not catch fire.


Some additional things that would be fun would be the inclusion of Lead to create shielding used in advanced shielded electronics (I hate solar flares...) and maybe the ability to create concrete for a cheaper less durable type of the prefab section.

And how about a few sci-fi like guns like a pulse rifle or something with blue short laser looking bullets, just for variance.