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Messages - Serenity

Pages: 1 ... 3 4 [5] 6 7 ... 54
61
General Discussion / Re: Unstable build of 1.0 available
« on: July 25, 2018, 11:07:09 AM »
Why is there a chemfuel generator to begin with that I can't get fuel for? What's the added value of the chemfuel generator?
There is research to produce chem fuel out of bio matter. Much easier to grow than trees. You can also get it from tamed boomalopes. And there is an chem fuel plant as a request rewards that produces fuel out of thin air.

62
General Discussion / Re: Unstable build of 1.0 available
« on: July 24, 2018, 10:13:45 AM »
- Caravanning opportunities I think still started coming earlier than I'd expect any player to really be ready to take the risk to do it, but less ridiculously early than before.
Not that early for me. I got several ones I could do with one or two people:
* deliver a dozen t-shirts
* deliver a dozen knives
* defeat two people and a turret (took some more people for that)
* a peace conference

All within about two days walking distance

63
Suggestions / Re: My problem with skill decay.
« on: July 23, 2018, 09:18:36 AM »
Yeah watching the numbers on my cook opened my eyes, it's crazy that it goes down in the seconds he takes to get the supplies for the next meal.
That in particular has always annoyed me. It might make some sense for skills to decay if they haven't been used in a while. Maybe not as far as realism is concerned, but from a gaming perspective. But not that

64
General Discussion / Re: 1.0 changing the game too much?
« on: July 22, 2018, 04:06:03 PM »
There are a lot of changes, but it's better to not take Steam forums too seriously. Lots of idiots there. Since there is no barrier to registration (you have an account anyways) it's far too easy for kids to just rage there.

Just play a game or two and form your own opinion. Why rely on what others say?

66
General Discussion / Re: Unstable build of 1.0 available
« on: July 22, 2018, 06:41:57 AM »
Imo devilstrand should be better than leathers. And significantly better. It takes a lot of time to grow it, while all you need to get leathers is a combat worthy colonist, an LMG and a megasloth.
Agreed. It's the same with wool really. You invest a lot of time and resources into it, but at the end it's not truly better than trivially easy leather. Wool was OP before true, but it and devil strand need to have a benefit that it's proportional to how difficult it is to get.


What's the usage case here? You guys are using animal areas to micromanage animals? Sort of like ordering them around in combat?
Not for combat really. When I have hauling dogs I use an animal area to keep them out of the freezer and restrict them to an area somewhat close to the base. So they don't wander all over the map.
And maybe a safe zone later on when fights become crazy or during an infestation.

67
General Discussion / Re: Unstable build of 1.0 available
« on: July 21, 2018, 05:48:53 PM »
QoL suggestion: when you click on various animals in the wildlife tab it would be nice if the tab stayed open

68
General Discussion / Re: Unstable build of 1.0 available
« on: July 21, 2018, 04:59:11 PM »
In the real life, a porch roof or even any roof is enough to protect items from the weather.
Especially wood

69
General Discussion / Re: To RNG or not to RNG
« on: July 21, 2018, 01:07:04 PM »
Quote
(decked out in plasteel plate armor and advanced helmet) was one shot KO'd
Clearly the frustration here doesn't just come from the death but those specific circumstances.

If an unarmored pawn is one shot killed that can be annoying, but it's at least understandable. With good armor you'd expect such kills to be converted to injuries. How about instead the pawn goes down (so you do suffer immediate consequences) and gets a concussion or broken ribs depending on where he is hit? Damaging the armor is also a sensible punishment.

Multiple hits to the same body part could still kill because earlier shots damaged the armor. So it's not like pawns would be invincible

70
General Discussion / Re: 2% chance of muffalo revenge? Really?
« on: July 20, 2018, 09:07:33 AM »
It's maybe a bit high considering how often you hunt animals

But in my current game I've hunted entire herds of muffalo, deer and elk and was attacked only once

71
I had a faction getting mad because one of their guys was bitten by a squirrel

72
Suggestions / Re: Firewood and Boards
« on: July 19, 2018, 11:12:12 AM »
Yeah, not a bad idea.

73
Suggestions / Re: 'Butcher here'
« on: July 18, 2018, 06:13:47 PM »
Done already. There is a butcher spot in 1.0

74
Suggestions / Re: Need something like haul urgently for QOL
« on: July 18, 2018, 10:40:51 AM »
Agreed. It's such a simple solution to the problem

75
General Discussion / Re: Unstable build of 1.0 available
« on: July 18, 2018, 09:02:02 AM »
Maybe prisoners should prefer being housed together rather than in solitary. Within reason at least. Maybe take the room size and divide it by the number of prisoners. Then they can complain if your cells are too crowded. But putting two people into a standard room should be fine. That way they have someone to talk to who is like them. Unless you put two people together who hate each other. Then it could be better to separate them.

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