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Messages - Sola

#256
Ideas / Re: Small suggestion for ludeon
December 30, 2016, 04:28:29 PM
Smoked meat makes sense.  It's been around since the dawn of time, and would be useful.

Unfortunately, Pemmican already exists, and functionally serves the same purpose.  They're both processed meat products that last a very long time without a freezer.
#257
Mining and Construction are already very useful abilities in their own rights.  Combining them would be applying a disproportionate amount of power to a single skill.
#258
Ideas / Re: Your Cheapest Ideas
December 30, 2016, 04:25:16 PM
When controlling a single pawn, a menu comes up when you rightclick a thing.  "Melee attack (thing), fire at (thing), arrest (thing), haul (thing)" etc.

When controlling a group of pawns, rightclicking automatically makes ranged guys fire, and melee guys melee.  That is kind of counterproductive.  Melee guys get shot in the back buy their own pawns without so much as a confirmation message.  Maybe I just cleared an infestation and want all ten of my guys to bludgeon the hive instead of having to click each one individually?

Suggestion : Add a menu when rightclick with several pawns similar to the one that appears when rightclicking with a single pawn.
"Group Fire at..." would have shooters shoot, and melee guys not move.
"Group Melee attack..." would have all pawns melee a target, such as a downed thrumbo, running pirate, or psychic ship.
#259
Sure, you may not be accustomed to it, you may not want to do it, you may never have had to do it before in your life, but really, incapable is kind of a strong word for this, isn't it?

I don't know about you guys, but 99% of the time, when I see "incapable of dumb labor" on a pawn, I either reroll it, refuse to recruit it, or otherwise don't really care about it;  And it's not because I'm really hooked on having another tree chopper or cleaner in the base.

Which brings me to my next point.  Incapable of cleaning I understand.  Operating a broom requires some motor skill.  Scrubbing out a stain requires the knowledge of the materials involved, the chemicals to use, and visual acuity "That looks clean, right?".  Incapable of plantwork, sure.  Lawnmowers existed on the planet you were last on, or you don't have the strength to use an axe or saw.

But hauling?
Bill: "Hey, Steve.  Can you go get me some steel?  I need it to finish constructing this generator to keep our coolers running so the food don't spoil."
Steve: "Uh.. how do I do that?"
Bill: "Those hands you got?  Use them to grasp some steel, and bring it here with your legs."
Steve: "That sounds really complicated and difficult.  Sorry, can't do it."
Bill: (Remind me again why we saved you from the pirates chasing your tail?)
Steve: "Well, I'm gonna go use my hands to grasp some steel and bring it to the artist's bench and get to work on making that sculpture."
Bill: "YES!  THAT THING!  THE THING YOU'RE DOING RIGHT NOW!  Instead of bringing steel to the bench for a doodad, bring the steel to ME!"
Steve:  "Can't do it, sorry."
Bill: "But you're doing the exact same thing over there!"
Steve:  "It's TOTALLY different!  If I'm working on it, I can do it!  If I'm not working on it, my fingers turn into wet noodles."

This rant brought to you by a colony of eight people, four of which refuse to haul.
#260
Ideas / Re: Simple ways to combat imprevious colonies
December 30, 2016, 10:44:16 AM
This colony is immune to both sappers and siege?
#261
General Discussion / Re: Sea Ice Community Challenge
December 30, 2016, 09:24:25 AM
Run 4: I caught early frostbite setting up my house, it became infected.  Dead by infection on day 3.

Run 5: First settler that joins is Engie's husband.  Great.  A permanent -25 mood.  Just what i needed.
A spaceship chunk drops, allowing me to build a third heater.  I now have two turbines, a battery, and three heaters, which is enough to keep hypothermia from killing me indefinitely.  Now I only need to worry about food.
A thrumbo came along and froze, giving me another 35 meals.  Worth!
Fibrous mechanites came about, bringing Engie down to extreme break risk levels.  Nice.  These mechanites' increased tiredness kept tapping out her ability to cook food, and I only managed to cook about half the thrumbo meat before the campfire expired.
...Then a solar flare hit.  Put on a parka and a tuque, but it's no use.  Inside hits -200F and Engie expires before the flare ends.
#262
General Discussion / Re: Sea Ice Community Challenge
December 29, 2016, 07:22:28 PM
This is my kind of game!

Run 1: Completely overestimated how long I could survive -122F temps.  Dead before I finished the first room.

Run 2 is looking much better.  I've got sustainable energy and heat, and I might be able to finish Hydroponics in time.  Unfortunately, I wasted too many of my building resources.  Starting over!

Run 3:
Day 1: I had to sleep in the same room as an open campfire to keep hypothermia from taking my fingers.  How bad could it possibly be?

Day 2: My zero in research is showing, as I struggle with the "hydropponics for dummies" book.  It might take me a few weeks, but I got this.

Day 6: A new person showed up.  Her name is Jade.  She has a nice parka, an appropriate hat, and she's going to eat my dwindling food supplies.  ..I mean she's going to help me research hydroponics!
Day 6, ten minutes later: Jade thought it'd be fun to dance around in the nude, At least she was a big girl, and will keep me fed a while.  Plus hey!  Free hat!

Day 7: A girl named Kit called out for help.  She's being chased by some pirates.  I'd LOVE to help her out!  14 in medicine, 13 in research.  She seems like she'd be a real superstar addition to my team!  However, there is a very important test she must pass before I allow her into my little bungalow.  I give her a knife and let her fight off the pirate.  If she wins, she gets a sleeping spot next to mine.

Day 7, ten minutes later:  Kit manages to kill her pursuer, but succumbs to hypothermia seconds later.  Gotta do SOMETHING with these corpses!

Day 9: Solar Eclipse.  Oh balls.  There goes the last of my wood.  Better build a battery to prevent this from happening again.

Day 9: An escape pod lands near me!  Unfortunately, I'm far too busy to go out and save him.  Maybe he'll come by later?

Day 10: Eclipse ends, and I manage to salvage exactly 20 wood.  If I get a solar flare, I'll be able to make another campfire.  Hydroponics progress 232/700.  I wish Kit and Jade didn't die tragically.

Day 11: I caught the plague.  Better get some rest!

Day 12: As I try to amputate my whole body (the place the plague is located) I can't help but feel the slightest tinge of regret, that maybe I should not have forced Kit to go through her entrance exam.

Ded'd by plague.



#263
Ideas / Re: Your Cheapest Ideas
December 29, 2016, 06:44:02 PM
Quote from: Mattx0x on December 29, 2016, 06:17:27 PM
Legendary backstories. These colonists will be of a super-rare status, with the potential to make or break your colony due to them having a higher than average number of traits that stack and their own unique traits that while powerfully valuable

I've never been much a fan of using rarity as an excuse to have something overpowered.

See: Magic's Jace the Mind Sculptor, Diablo 3's Real Money Auction House, Fire Emblem's holy weapons, Shard of Freedom/focus in Elements.  They were all supposed to be rare, but if you wanted to be competitive in any of these formats, you found the money to get four jaces to compete with every other competitive deck that had four jaces.  Or you'd farm for days to get the shards you need to compete with everyone else that already did that.

Do you reroll 9001 times to get a legendary guy?  What does that say about the other people that invested a ton of money to have their character in the game?  I'm thinking if everyone is the same, boring, supporting cast member, everyone becomes valuable.
#264
Ideas / Re: Your Cheapest Ideas
December 29, 2016, 09:29:51 AM
If a cook needs 5 berries to make a fine meal.  Why does he run all the way out to the berry farm, grab 5 of the berries on the ground, and run all the way back to cook a fine meal?  Especially if he's going to run right back out to the farm and grab 5 more?

If the cook is out there anyways, why not grab 75 berries, put 'em in the larder, THEN use 5 berries to cook a fine meal?

EDIT:  In retrospect, it probably makes just as much sense to set the bills "Ingredient gather radius" to something just large enough to include the freezer, so if there's nothing in it, they move to another non-cooking job.
#265
General Discussion / Re: "Repair" Needed or not?
December 28, 2016, 07:06:11 AM
I used to put repair and flick on priority 1 for most pawns.

I'll admit I don't think it's as big a deal as everyone else does, but I would like it back.
#266
General Discussion / Re: Thanks, Cassandra!
December 27, 2016, 01:05:57 PM
I think his surprise is with our ability to make it past the first season, rather than the ability to press prtscr and ctrl+V.
#267
General Discussion / Re: Getting rid of DevMode
December 27, 2016, 01:01:45 PM
Games with the sheer scope of detail this one has require a debug mode, and many have this feature at least until the end of Beta, when it's officially released.  Let's say the next alpha makes it such that your fueled generators cannot accept wood for some reason or another, dev mode allows you to keep playing the game in lieu of "wait for the next update".

I'm sorry about your lack of self control, I have it too.  Final Fantasy Tactics and Fire Emblem are both games I'll do everything in my power to gain an unfair advantage on, to the chagrin of people that need to impose more rules on themselves to make it harder.  However, removing a feature that's included exclusively to make the game playable in case of bugs is not likely going to happen.

Maybe you can contact one of the modding community and ask them to create a mod that disables the Devmode button?  It's easy enough, and you could always toss 'em a couple dollars as thanks.
#268
General Discussion / Re: Thanks, Cassandra!
December 27, 2016, 12:52:45 PM
I won that one, but the very next raid was more sappers.

One of these sappers had a triple rocket launcher.  This killed two of my pawns immediately and made the dog go berserk.  Another with frag grenades killed another 3, and I just gave up on that colony there.
#269
Ideas / Re: Add ability to limit fps <60
December 27, 2016, 12:49:31 PM
And some of us are playing on computers older than dirt.  This seems like an option that is both easy to implement, and useful.
#270
Quote from: zandadoum on December 26, 2016, 05:33:00 PM
if the warden brings the food very late, when the prisoner is starving already, the prisoner will eat from the floor as soon as he/she gets the food

This seems like a possibility.  I only had two wardens, and it's possible that they could have both been incapacitated at once.  Seems like an easy enough fix, though.

If prisoner=starving and table is in prison cell, then put meal on table instead of on prisoner's chest..