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Messages - night777

#61
Infestation is really bad news.. I decided not to build inside anymore because of them. Like 20 bugs popping up in the middle of my base? That isn't really able to be set up for that? Super harsh.

If you need more ways to screw with people inside bases,

Magma Leak Incident

I suggest a magma leak incident. A full-blown eruption would be too much, but some magma seeping up through the floor -- briefly -- and spewing tons of ash to make everything dirty may be a funky pain in the ass which doesn't rely on the "lol incident just wrecking your shit" motif. A very low-to-moderate amount of fire inside the base will spice it up but it will need to be a small amount of fire due to how easily the whole base could cook at 400F.

Since incidents don't have to be one-off affairs, for instance how Rain is programmed to appear to help prevent Forest Fires from just clearing the entire map, the magma ash event could be tied to the extant 'distant volcanic eruption' incident. Then it adds some double-whammy without necessarily automatically being overwhelming.

Alternative to the fire -- The dirty spewing ash could be corrosive and hit for some burning damage off the bat, damaging the hit points of colonist/animals/structure/furniture.

The Magma should surface and spew ash at 2-4 points.
#62
Ideas / CRITICAL: More Win Conditions For Scenarios
August 23, 2016, 07:59:22 PM
Hi

Scenarios are cool.

Please brainstorm on winning conditions that people can put into scenarios.

So far we have:
1. Ship off the planet before Planet Destroyer
2. Nothing Else

So, here are some ideas to get you going:
A. Create A City-State Class Colony: Reach Wealth Level/Building/Item Wealth
B. Get Off The Rock: Don't Lose The Ship Pilot (Pawn must survive)
C. Feng Shui: Create a room with 200 Beauty, (& optionally, 200 Spaciousness)
D. Thin Their Numbers: Kill 500 Members of X/Y/Z Enemy Factions
E. Capture Exotic Beasts: Tame 20 Animals/3 Thrumbos/9 Muffalo
F. Artisan Masters: Craft 8 Masterworks

...

G. A Sovereign, Sensitive Bunch: Don't let the colony's mood drop below 35 for more than 10 days or they will find a new master
H. Restock The Home Planet: Send 10 Colonists away by ship
I. Contract: Accomplish A/B/C/D/E/F/G/H by Year 3 or your client will comm you to inform they are sending your.. replacements. (EMP/Solar Flare+Strong Raid)
J. Famine Savior: Send 5000 potatoes off world before X/Y/Z


K. Some ability to give rewards for execution of objective would also be welcome -- For instance, "Complete "Send 5000 Potatoes" and receive 250 Gold." These could provide for different build-up trees and optionality in more widely and narrowly engineered scenario experiences.


These types of settings will make for more fun scenarios.

P.S. As I wrote these objective criteria, I often said stuff like "Send 5000 Potatoes" and by that it could be any item and any number of them.
Scenario makers need to be able to mix, combine, the objective criteria, like we can anything else.

Bump thread with the alphacodes of your favorite criteria suggestions, or make a suggestion of your own.
#63
For #2 you may like to search for animals like this:

Drag the selection box over large areas of land to find animals, if necessary.

Double click the animal and all of the animals of that type on your screen will be selected.
#64
Hi

I know the animal hauling was nerfed several versions ago, and I don't expect them to be constantly hauling like a pawn might do.

However I trained a Timber Wolf to haul and he hasn't hauled anything in 10 or so days, except about 7 days in I built some equipment racks and he started hauling stuff to the racks (rapidly picking up the next haul to the rack).

I believe animal hauling is bugged and the creatures don't pick up new hauling jobs.
#65
Perhaps the battery expldoes before the fire starts. The explosion broke the firefoam building but in a developer oversight the explosion does not cause the firefoam effect.
#66
I found the menu to change whether events happen, personality traits, remove loot items.. but didn't see how to add new loot/starting items. Thanks.
#67
Hey I didn't know, I also discovered the Workshop's Scenario section and the editor in the menus. This Forum still seems to be the best place to stir up some folks about off-the-cuff scenario talk like this. I have a question about the editor I'll take to the Scenario subforum.
#68
What's up. This thread is about inventing scenarios for you and I to play.

We are all aware of Crashlanded, Rich Explorer, and Lost Tribe modes.

I created another scenario using Prepare Carefully. The concept is:

------- Remote Luxury Development

Scenario: Remote Luxury Development Corporation (RLDC)

Goal: Land on a remote planet and develop it into a luxurious and 'secure' remote colony for rich people and their servants to move into. You have two years to get your full pay bonus.


You are the leader of a Remote Luxury Development company's Team. Your goal is to have at least one Masterwork+ Sculpture and preferably more by year 2, cozied up in a really nice "Luxury Building". The building is separate from your Team's quarters, workshops, living room, etc.

Hopefully you choose a coastal region because a view of the water is beautiful. Your team and especially your luxury development must not be inside of a mountain.

Here are custom conditions:
In these for-profit expeditions, company's want to keep the very expensive space launch and travel time down to a minimum. Weight is the most important thing to keep down in a space launch, so you are sent with zero materials outside of one: Silver. You arrive on the planet with 20,000 silver, medicine, armaments and armor, packaged meals, and that's about it.

In the scenario universe, Silver is a unique ingredient that weighs very little but can be used to build the starting shelter and objects you require.

You arrive on the planet with a team of 3 experienced developers and 2 rookies who are well-trained but not yet masterful. You bring one Legendary Artist with limited skills outside of that to establish the most beautiful premises.

Randy Random on Challenge is the default difficulty for this scenario.

Night's comments having played this scenario:
I have had a lot of fun on this one. I'm playing on permadeath which has its drawbacks (pawns scurrying and getting themselves killed while I am trying to finagle certain game mechanics...), but I made 1 year very comfortably until I went to assault a bug hive I ran into when mining. When I initiated the pesticide mission, mistakes were made and everything went to hell from there. The colony died two seasons later.

Anyhow, you start with a certain amount of Wealth, which will increase raid size immediately. I bring three suits of power armor kits and charge rifles, so I recommend bringing armaments. Since "weight" is an issue, I don't bring full power armor kits for all 6 colonists.

I lost relatively quickly 4 or so times before the run that lasted a year. It seemed as if I were on track to win until I was busted up by the insects. I'm not building my base inside of mountains as an additional challenge.

-------


Do you guys have any scenarios? Will you describe it using a somewhat similar or the same format I have here? Improvements on the RLDC challenge?
#69
It is extremely rare to have unarmed attacks kill someone.

The damage is small, and it seems to me that pawns fall at 50% hp.

Also no bleeding, which is very good.

This is how I stop my berkserk folks when necessary.