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Messages - Profugo Barbatus

#31
Quote from: TamTiTam on December 05, 2016, 01:34:37 PM
Your colonists are part of a futuristic game show, brainwashed to believe that they are "crashed" and mining compacted components makes sense.

Your enviroment is strictly controlled by "storytellers", who make exciting stuff happen whenever the viewers get bored.

All the events, all the cargo pods, ship parts, mechanoids, trader ships, refusal to be picked up, all of these are due to rich people being bored.

And suddenly, glitter worlds make sense.
#32
When I'm playing without Combat Realism, its not uncommon for people to get their arms punched off or outright killed. I agree, its a bit much at times, but short of forcing pawns to deal low damage rolls (Literally pulling punches) when not fighting rivals, I'm not sure what the options might be.
#33
Releases / Re: [A15] Orassans
December 03, 2016, 02:36:08 PM
What do you mean it downloads into a VLC. Its a .rar file from Nexus, and I have no idea why you'd have VLC player set up as your default .rar opener. Even if you did, you can still right click on it an extract it with whatever your normal archive tool is.
#34
General Discussion / Re: Latest update ffor A16!!!!!!!
December 02, 2016, 07:50:29 AM
Quote from: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever

Nah, it makes sense. The caravan pictures we saw have some significant travel time, and have to be supplied (Food) for said travel as well. Potentially at risk of ambush as well. Drop pods would very likely be expensive, requires this fuel resource, and preparation in advance, and in return offer that rapid speed action. Ground Caravans likely also would have SIGNIFICANTLY higher carry capacity.

Its a trade off, speed or resources, and I think it'll work quite well.
#35
General Discussion / Re: Latest update ffor A16!!!!!!!
December 01, 2016, 11:21:11 AM
Definitely fuel. Probably some sorta bio diesel, unless he's gone full ham and introduced oil to the deep driller.

And those are drop pods so unless he's suddenly decided to change how they work, I don't see any reason colonists couldn't board them. Fast reaction Marine force, here I come. It would fit for his previously mentioned "Solution for crossing bodies of water" where he said it was an existing method.

Man, this is gonna be pretty great. I'm excited.
#36
Outdated / Re: [A15] WWII USSR Red Army
November 29, 2016, 03:28:03 AM
A non-steam download link would be nice.
#37
General Discussion / Re: A16 Hype
November 27, 2016, 05:44:36 AM
I've just been giving thought to the potential mechanical changes that some of these new additions might bring. Tynan's had a lot of time to work on this, and he's said its a pretty big update. Some things that aren't fully fleshed out, might see some more meat now because they'd be useful for these new features.

For example, Traders evidently have to carry their goods, and food for the trip. Pack animals would help with this, but man or beast of burden would likely be balanced by a carry capacity. This would *potentially* indicate a more fleshed out inventory system for pawns, besides simply clothes, guns, and lunch. I mostly suspect this for the latter value of it though in the other systems.

Trading is relatively straight forward for an inventory system, in so far as how its used. Attacks however, would definitely want/need such a system. Mainly, raids would want to bring gear back. Whether the gear is the guns of your fallen friends, or loot from the enemy camp, or a mix of the two, being able to tell someone "Stuff your backpack with gold" or "Sling that mans rifle" would be very useful. Side effects of this would include being able to bring parts, ammo, and spare weapons. Set up your own mortar siege camp, or bring a doomsday launcher to split open a wall and then have the launcher pawn take out his spare weapon. Once you've won/decided to retreat, then you'd have that inventory system to drag back what's left.

Also on the offensive matters, would be medical care concerns. You're gonna want to be able to patch up your wounded in the field before departing to trek back, so being able to carry some medicine into the field would be excellent (Then just slap down some sleeping spots fer some quick field surgery).

All this assumes that combat on different world map cells is something the player can directly involve themselves with. I'd be surprised if that wasn't the case, but it's an assumption none the less.
#38
Ideas / Re: Another motive for a raid
November 26, 2016, 03:26:31 PM
Quote from: ChaosChronicler on November 26, 2016, 12:22:10 PM
Quote from: schizmo on November 24, 2016, 11:14:59 PM
I don't believe anyone really bothers burying the dead raiders, otherwise they would very quickly run out of space on the map.
Wait, I don't have too? *Looks at massive graveyard*

Cremation forever. Personally, my last game had a mod that added bodybags, and those stacked up to 20. Still had to burn them on occasion. Kept a count somewhere, passed 600 or so in my first year and a half. Can't imagine having made space for 600 corpses. Especially while avoiding having everyone wander outside the city walls to get some joy looking over the graveyards.

My valuable colonists get proper graves. My throwaway haulers/soldiers just get burned too, unless they died gloriously.
#39
General Discussion / Re: A16 Hype
November 26, 2016, 03:20:51 PM
Its hard to not get a little hype about this. The idea of playing an Imperialist, Military colony is incredibly appealing to me now that I can (Potentially) attack my neighbors and export my favorite dealings of death.
#40
Stories / Re: Level 15 Doctor Missed the Kidney
November 25, 2016, 11:14:57 PM
My level 14 doc has had his fair share of accidental heart removals. All but one while installing peg legs.

Its amusing, my last colony refused to execute or intentionally maim prisoners. They lost lots to infection, and there's a notable percentage lost to accidental pulmonary amputation. Accidents aren't murder, right?

Luckily, absolutely no colonists were lost to surgical failures, so I had that going for me.

#41
Quote from: skullywag on November 23, 2016, 07:00:44 PM
its really when i feel i need it, as A16 is the biggest update yet, this was completely tactical as well.

I get this completely. I can imagine that A16 is gonna change up a bunch of core stuff, but also offer a huge opportunity for new mods to come 'round. Gonna need the energy to explore all them idea's too, I figure.

Also, the energy to conquer the entire planet with your colony. That too.
#42
Ideas / Re: Trading System
November 25, 2016, 09:02:12 PM
A16 *seems* to cover most of this already.

The screenshots we have seen indicate you can send people and supplies to other locations on the overmap, as opposed to the main colony map. The screenshots even label them as a caravan, so it's all but officially confirmed that we can at least trade. I imagine pack animals (Or maybe, *maybe* vehicles/hand carts) will be integral to this.

If the player is capable of sending out groups of pawns, it stands to reason the AI should be able to do so as well, so encountering other bands, that wish to rob you isn't outside the realm of reason. There's no solid evidence of this, but the framework already exists, making the AI generate a caravan/raid party as an actual map entity as opposed to the current abstraction sounds completely plausible.

The screenshots also list the current caravan as an attacking group, not a trading group. So it stands that combat should be a thing that happens outside the main map. What we don't know is if groups can be intercepted on the world map, and if world map combat is hands-on (Game generates an area for it) or if its hands off (Game rolls the dice and tells you what happens). So whether you can actively defend your caravan, or just hope your guards win the autocomputed battle, still varies.

Tynan has said in another thread that alpha 16 is gonna be the 'basics' of the planet system, but he's also said that its still a huge amount of content. So we could get all the above right away, or we might get some now, some in later alpha's.
#43
General Discussion / Re: Predicting the name of Alpha 16
November 22, 2016, 08:17:06 PM
Alpha 16: "Road Trip"
#44
I think he's talking drop pod pirates. Dunno how you're supposed to get back though if that's the case. Maybe a second base on the other side of the body of water, a FOB, with launchers to send your guys back.

If that's the case, I'm gonna have to prep an elite hell jumper unit to assault the enemy.
#45
Quote from: Nitro1248 on May 20, 2016, 07:07:50 AM
I tried this, but I keep getting told that the file is corrupt or there are conflicting mods, even if the file is new and this is the only mod on (side from core)

I'm using a Mac, is this a pc only mod?

Its the only mod you've enabled aside from core? While there's your problem. As the main post says, you need to have the Community Core Library installed. When using just CR, your load order should be Core>CCL>CR