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Messages - Barazen

#31
Had a kitchen like that once, a raider had a mental break as they entered and went just kinda... sad wandered around in there. He saw some shit that day.
#32
Ideas / Re: Minor Factions
May 16, 2017, 08:51:05 PM
Families. Random encounter while travelling, yellow letter event. Will hold up your caravan a few hours and refill their needs for free. Also is a tiny cell with one or two pawns, maybe some kids if implemented. They run a simple farm and trade with limited silvee. If they like you enough they may ask to visit, which can grow into asking to stay.

Converselythey may also grow into their own independant town if you trade with them enough as it attracts other settlers to them.

Finally, they would be good raid fodder for a raider playthrough as they will only put up a fight if they have a good chance of winning,  allowing your own raids to steal their crops. Of courae you may wanna be careful, wouldn't want to ruin your subjugated farms life and have them starve to death during the winter.
#33
Mods / Re: [Mod idea] CKII inspired mod
May 16, 2017, 08:29:51 PM
I dunno i think this could work in te current soeed if you add in social fight events. Emmie fights with creature over who owns what chickens and you end up having to decide. Then your decision say,
-split even = no loyalty change, no relationship change.
-favor emmie/creature = loyalty gain from favoured colonist, loyalty lost from other. Unfavored colonist looses relationship points to the favoured colonist.
-keep for yourself, loyalty lost from both parties and they suffer no relation change. They no longer interact with the chickens unless specifically assigned.

Would give you something to do while the weight of political decisions wpuld be enhanced if say, communicating by couriers and it takes an ingame week to and from.
Sitting there wondering if you made the right call.
#34
Ideas / Re: Orbital Siege/Bombardment
April 25, 2017, 10:32:19 PM
I feel like the game has a bit too much combat heavy event focus atm? But i like your idea too much so i put my own bias at it. I'd love some other ideas how an orbital raider event could play out further then combat though.
#35
Ideas / Re: Orbital Siege/Bombardment
April 25, 2017, 10:11:02 PM
I think it better they try to vassalize the player, forcing them to pay a small amount and gradually becoming more threatening/demanding.

Of course there should always be a chance that they simply leave so you never know what they will do. I'd inagine that oirates in their own ship would simply travel about causing chaos and you'll never know if you are just another stop or the end of the line.

Maybe raider behaviour/interaction overhaul?
#36
Could be an idea... would take a huge chunk of events out of play though, how would you keep it interesting?
#37
Ideas / Re: More lighting/lamps
April 25, 2017, 09:41:24 PM
Good idea, personally i've wanted roof lights for a while, sconces and chandeliers, braziers etc.
#38
Ideas / Re: Orbital Siege/Bombardment
April 25, 2017, 09:30:42 PM
Certainly an idea for more endgame i guess
Personally i think they would also have another way to appease them. Pay them trubute and they don't attack, won't leave either.
#39
Stories / Re: Anna's Diary
April 23, 2017, 10:50:48 PM
I trust your judgement buddy! The story well....  Love it to death!
#40
Stories / Re: Angel's Wing - Commentary
April 23, 2017, 10:13:45 PM
Mate, you have given me a good read, and i gotta say I'm waiting with baited breath for the sequel.

This must be shared with Tynan, he should enjoy the read!
#41
General Discussion / Re: New challenges?
April 23, 2017, 09:53:33 PM
Make a pirate faction. Grow to sell drugs, only sell drugs and slaves. Balance relations with other factions and keep them neutral  (so you can still visit to sell stuff but they still raid you from time to time.)

Must steal food and cannot cultivate more then a weeks food for 5 pawns. (As pirates don't want to be farmers.)

Oh and here's the kickers,
1: you can make a compound but it must be styled like a town. Meaning mostly open air.

2: you must commit to a raid at least once a season, a raid may be on a town but traveling encounters also count (think of them as catching a caravan/ group off gaurd)

I feel that would be a good RP style challenge that allows enough freedom while denying a few of the most common tactics i've seen. Might try it myself.
#42
Best set up ive found (with minimal resource use)

Set an animal area for your field. And portion a smaller area for haygrass (not all though, leave grazing an option )
On the outside tile to your animal area make a dumping zone border and set it to take chunks. The chunks will slow any predetors, and if you then set a joy activity in there (so they spend more time in the field )

They can get nuzzled alot and also spot animals on the hunt. Set them to auto combat and they will safely beat/ shoot them to death as wild animals on the hunt are suicidally single minded.

Also looks pleasant to me.
#43
Stories / Re: The misfortune of others...
April 18, 2017, 09:22:49 PM
Had a nice little base set up in the mountains, it was the second colony of my faction and it was to be a dedicated lab... turned out that mountain valley was cursed or something because despite being in a perfect defensive spot with rich, fertile fields... starvation was often! Blights plagued the construction site and i was reliant on loads of food from my capitol and passing traders.

Had one caravan come in from an ally tribe, make its way all the way to my base, only for one tribal who had a bad back and peg leg to be well and truly seperated from the pack trigger a trap and die. Promptly setting them off. Problem was... my two workers had no one to save them from six angry tribals. Talk about rude.
#44
Stories / Re: Angel's Wing - Commentary
April 05, 2017, 07:35:30 PM
So far so good friend, i shall hold my criticism till a bit later i think, i'm curious to see where you go with this
#45
Stories / Re: Here's Some Content For Story Makers
April 04, 2017, 10:13:19 PM
... no, deaths hand would not touch all of her passengers, for better or worse.

Joshlynn was not the first to wake from her cryo, nor was she the first to her escape pod. But she was the first to notice the monsters who had brought death to their door.

It was a hodgepodge of ships, scrapped and cobbled together. It seemed whoever was attacking them was going to add their ship to the heap...

Broken from her thoughts from the harsh jolt of atmospheric entry, her heart began to pound... hundreds of escape pods could be seen around her, and with sickening horror she watched as some exploded, targeted for no reason.

The shaking of entry grew more violent as she got closer and closer to the ground, she couldn't even move her body under the intense pressure...

"We knew better... we... oh god..."