Ludeon Forums

Ludeon Forums

  • October 18, 2019, 07:30:28 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Serenity

Pages: 1 ... 4 5 [6] 7 8 ... 54
76
It's useful for quickly setting everyone's medicine quality. But I don't really use it for the health overview

77
General Discussion / Re: Unstable build of 1.0 available
« on: July 17, 2018, 02:03:29 PM »
They aren't tribals. You can still get proper electricity pretty fast. Even with a bad researcher you can easily get batteries soon. But just because you have the knowledge doesn't mean you should be able to build luxury colony right away. And really the only thing you need reliable electricity at the start is a freezer.

78
General Discussion / Re: Unstable build of 1.0 available
« on: July 17, 2018, 01:25:12 PM »
It's not a bad move. One of the weaknesses of the game has always been to be able to build a fridge in the first few days. Just way too fast. You aren't stuck in "tribal mode" for long this way, but this forces you to not stockpile tons of meat or to consider pemmican maybe. Which isn't even an issue if you have wood. Without wood you can still build wind turbines. It just won't be entirely reliable.

79
General Discussion / Re: Unstable build of 1.0 available
« on: July 15, 2018, 03:24:08 PM »
I'm fine with choco tree's being slow, just not the normal ones :(

Making chocolate more difficult to get is better balanced by having a bit of a production chain. Like having to cook cocoa beans at the stove by a cook.
In reality making chocolate is quite complicated. The beans are fermented to make them less bitter (and that's just the first step). The game could actually do that with the beer barrels. But that's probably too involved. Just "cooking" them would work though to add extra time

80
General Discussion / Re: Unstable build of 1.0 available
« on: July 15, 2018, 07:16:22 AM »
That also ties into stuff like "disfigured". Even if people are friends and have known each other for years, they'll suddenly hate someone who had his ear shot off. That would be a harsh opinion even towards a stranger

81
General Discussion / Re: Unstable build of 1.0 available
« on: July 14, 2018, 12:29:39 PM »
Where would the beans come from? Suggestions? The tree thing seems to provide this well but, an adjustment to tree sowing is certainly necessary to making this viable.
From the tree of course. Just like in reality. So instead of chocolate you get beans and those could then be directly cooked into chocolate for simplicity.

82
General Discussion / Re: Unstable build of 1.0 available
« on: July 14, 2018, 11:09:33 AM »
As for the point, handling flawed useless people is part of the game.
Flawed? Sure. Pawns having negative traits you have to work around is perfectly fine. They have other skills to compensate that. But pawns being inherently useless should be very rare. At least if the game punishes you with stronger raids for that pawn merely existing. If the number of pawns determines enemy strength they are a liability.
Same with "incapable of violence". Of course realistically a good number of your colonists could fall under that heading. But the way raids and combat work, they can become too much of a liability at some point. Even if you'd like to keep them around for other reasons.

It's something different if a pawn becomes useless. I watched a stream where a character suffered a spinal injury and was bedridden for years. That was cool. He was lovingly cared for by his tribe for years in the hopes that one day they could find a bionic spine for him. And then died of some disease :(

83
General Discussion / Re: Unstable build of 1.0 available
« on: July 13, 2018, 07:16:48 PM »
It would be nice if chocolate didn't literally grow on trees, but that you just get beans and you need to cook them into chocolate. I know that's leaving out some steps, but plenty of things are simplified in this game.

84
General Discussion / Re: Unstable build of 1.0 available
« on: July 11, 2018, 03:28:08 PM »
To be honest I've always thought it's a little weird that you die instantly when your stomach is destroyed given that in real life you can live without a stomach.
There is a huge difference between surgical removal and a traumatic injury. Stomach injuries shouldn't kill instantly, but they are very dangerous - and often fatal when untreated - because of the stomach acid. The stomach is also next to the aorta.

85
General Discussion / Re: [1.0] Berries Discussion - lots of potential
« on: July 10, 2018, 10:06:33 AM »
As for strawberries I would love if they couldn't be put in a freezer, as they will go bad within
Strawberries don't last much longer in a refrigerator, but you can freeze berries perfectly fine

86
General Discussion / Re: Berries - lots of potential
« on: July 09, 2018, 04:46:08 PM »
They could be a bit like chocolate in that regard. Also fits with the Firefly theme:

https://www.youtube.com/watch?v=4uBTQI1qt4Y

87
General Discussion / Re: Unstable build of 1.0 available
« on: July 09, 2018, 06:54:49 AM »
Hydroponics, the crematorium, and the advanced research bench (but not the basic bench) cannot be un/reinstalled like most production things can now.
The crematorium being fixed is fine. But hydroponics basins should really be movable

88
Pawns don't take off their coats when they come inside, either. 
Maybe they should. At least with heavy clothing. Automatic or manual dressers are possible. There are mods for it. And people wouldn't have to use them if they think it's a waste of time.

89
General Discussion / Re: Weapons discussion for 1.0 specific
« on: July 07, 2018, 08:44:57 PM »
All tests ended poorly for my pawn, since wolf not even once was neutralized before getting to melee range.
The CR used to be able to kill a bear reliably. The rich explorer starting with was a huge deal

90
The parka thing is weird. Parkas always had their niche in arctic biomes where you truly needed the insulation. I never used them anywhere else. Now there is no real penalty to have a parka in just normal winter.

At least the glitterworld medicine renaming was quickly reverted

Pages: 1 ... 4 5 [6] 7 8 ... 54