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Messages - Damien Hart

#31
General Discussion / Re: [A13] Food Stats
May 12, 2016, 10:13:10 PM
11. I may be totally wrong, but IIRC the MarshyTerrain is a leftover from older versions of the jungle. I think it was the jungle equivalent of MossySoil. So if anyone happens to have an old alpha version handy...

14. Pretty sure that's the total duration of time spent actually growing, so not including any time it spends idle, eg. when the light/temp isn't sufficient for growing, or factored against its growth rate for sub-standard light/temp levels. It's not an literal count of game days.
#32
Quote from: Limdood on November 24, 2015, 08:34:05 AM
the moment you set up that zone that doesn't include your food storage for your animals in 15-20 seconds....your animals can no longer haul food.

You can get around that using stockpile priorities; just set up a lower priority stockpile for raw food near your main stockpile(s), where your animals can access it. The animals will haul the food to the new stockpile, and your colonists will move the food on to the main one later.
#33
Quote from: Limdood on November 15, 2015, 06:54:43 PM
not at all, he posted a 1 sentence suggestion.

He then intelligently explained the suggestion so that people wouldn't mistake the vagueness intrinsic in a 1 sentence post.

Exactly! What he said!

I mean "interactive events" and "meaningful consequences" could mean just about anything, so it wouldn't be much of a suggestion if I didn't elaborate.
#34
Interactive events with persistent, meaningful consequences.

What I mean by persistent consequences would be to expand the relations system into something reminiscent of the colonists' mood system, where individual factors actually have long-term effects rather than an instant change to the score.
Some examples:
Rescued downed faction member: +15 (expires in 3 months)
Caught in the crossfire: -10 (expires in 6 months) - for when a friendly pawn is injured when something else is targeted.
Killed in the crossfire: -20 (expires in 12 months) - for when a friendly pawn is killed when something else is targeted.
Unprovoked attack: -30 (expires in 12 months) - for when the injured/killed friendly pawn is the actual target.

Examples of events:
Injured faction members need treatment: Some members (3+) of the faction were injured/afflicted with a disease nearby, they may not make it back to their base alive; will you spend your resources to treat them for a relations bonus? If they were injured during a battle, you could also run the risk of retaliatory attacks against your base.
Faction member sanctuary: A faction version of the refugee event. A number of the faction's pawns flee to your base, immediately followed by a raid; the number of survivors affects the relations bonus, possibly ending up negative if everyone dies (they blame you for it).
Bad harvest: Occurs in Autumn, the faction's crops have failed for whatever reason and they're worried about making it through the winter. They request 1000+ nutrition worth of raw food (each unit of raw food has 5 nutrition), relations bonus depends on how soon you can give them the food.

Long-term consequences of the events:
Affecting what the faction can trade: Couldn't help them with their crop situation? Decreased volume of trade goods for the next few years to reflect the decrease in population.
Decreasing the chance for combat assistance: Refused an offer for sanctuary? Or got them all killed? Or just taking out your allies because you're a terrible person? The faction are a lot more wary of sending people to help you in a combat situation, so they send less people or even outright refuse.
Increasing the chance for combat assistance: Conversely, if you managed to protect/treat members of a faction, they're more likely to send people/send more people to help you when you're under attack.
#35
Ideas / Re: A Few things.
November 09, 2015, 11:02:38 PM
Prisoners dress themselves, you just have to have clothes where they can access them.
#36
Old colonies aren't actually shown on the map when you start a new game any more, probably because Tynan separated the world file from the save file; you can still find your own colony on the world tab while you're playing though.
#37
Oh, I didn't realise you meant have supply/demand exclusive to organs; that doesn't really strike me as the sort of thing that would fit well. It's sort of doing things in half measures - if it goes in for one thing, it only makes sense to extend it to everything else that's relevant (in this case, all tradeable items).

A point I hadn't considered would be the fact that traders are at some point going to be tied more to the factions; if supply and demand fluctuated differently for each faction, and there were enough factions to support it properly, the system may actually work quite well.

I wasn't saying that supply and demand would limit the transplant system, I was saying that the transplant system isn't used enough to necessitate harvesting corpses (the supply already outweighs the demand). On top of that, a supply and demand system would further decrease a colony's need for organs, not being able to sell them in any large quantity, rendering the practice more or less pointless.

If demand were to increase at some point, like if alcohol consumption leads to liver damage, requiring a transplant, and a host similar situations, I would agree that corpse organs would be useful, but as the current game balance stands, it's unnecessary.
#38
General Discussion / Re: Clarification on the Steam Key
January 25, 2015, 08:36:55 PM
From what Tynan said, it sounds to me more like a marketing problem - if he advertises in the long term that steam keys will be available, without the game being purchasable on steam, then customers who would, given both options, have gone through steam might just buy it now, secure in the knowledge that they'll receive a key eventually.

If he's not advertising a steam key, then those same customers may hold out for the steam release, in which case Valve gets their cut.
#39
The cool down is really more of an issue in the late game - when all the metal on the map is exhausted, you'll always be buying metal; when the raider waves are becoming particularly aggressive, you can't afford to wait for a cool down to buy medicine, you have to grab everything that presents itself.

Your comment about having short-term cool downs to prevent bulk selling would make an effective alternative though.

As far as corpse harvesting vs transplants, it was in reply to your statement

Quote from: shade88 on January 23, 2015, 04:40:28 PM

It might break the balance, but people might need those organs for more than just selling.

Unless you have some purpose other than transplants in mind, I'm not aware of any other use than selling them? Also, bad back and cataracts aren't fixable via transplant, only bionics (for cataracts, anyway).
#40
While I agree that a system of supply and demand would be interesting, the issue I see is that a supply and demand system could be crippling in the long term for a colony that has a heavy reliance on trade.

Generally speaking, people don't buy and sell the same item - medicine, for example, is always bought and rarely sold. So while medical prices skyrocket, prices of the colony's regular exports plummet, but demand for medicine (or bionics, or food in a harsh environment) is constantly on the increase.

On the subject of corpse harvesting, there's also the fact that transplants are uncommon, because transplantable organs are usually either fatal when injured, or they recover completely. Survival chance is low, the chance of permanent injury is low, and together they make the chance of requiring a transplant practically a "1 in a million" thing. There are possibly age related injuries to think of, though I don't recall any in-game at this stage.

Ironically, the non-transplantable brain is pretty much guaranteed to develop a permanent injury if non-fatally wounded.
#41
I haven't had the occasion to use one yet. I've found that the vital organs are more likely to be fatally injured than survive, but with permanent damage requiring a transplant.
#42
General Discussion / Re: Can't make gold art???
December 27, 2014, 08:40:03 AM
For future reference, the cost of gold, silver and uranium crafts is 20x the cost stated.
#43
Bugs / Re: L 0.657 Orbital drops land inside buildings
December 17, 2014, 10:44:17 PM
It's to do with the way the game handles the fact that only one item/stack can occupy a given cell; if all the immediate cells are occupied, it moves items to the nearest unoccupied cell. You'll notice the same thing if you strip a corpse near a wall; if all of the nearby cells on the same side are filled, and the nearest empty one is on the other side of the wall, then that's where they'll appear.

I've seen people exploit the behaviour for killboxes that use rock chunks to slow enemies - they make a hallway down the side, and all the loot teleports over to where it can be collected easily.
#44
General Discussion / Re: Uranium crafting/art broken?
December 12, 2014, 09:07:52 PM
I don't mind the cost for the solid objects, but for decorative purposes, it would be cool to be able to gold/silver plate statues, in which case it would retain its original stats, except its beauty, which gets derived from the gold/silver.
#45
That's how it's always been; they are equivalent fine meals - though it certainly makes creating emergency food stocks tedious if you just produce simple meals.