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Messages - Madman666

#1096
Outdated / Re: [A16] DE surgeries (GE)
February 15, 2017, 08:05:41 AM
Actually extra anesthesis option was a bit too good even, I think it added 30% bonus to blood filtration or was it 20%?... I still like it though, since you can use it for its immobilizing effect, to paralyze an idiot that is 100% going to lose his shit and start freaking out. I'd quite like for it to return with about 15% bonus to blood filtration won't make it too OP, but still useful (immobilizing effect will be OP though). And those operation difficulties need to be gone of course, since its just a friggin shot))
#1097
By the way, @Nandonalt) One more thing maybe worth to look into - can you make big cats, like lynxes, panthers and cougars hunt as well? Without raising trainable intelligence to advanced. I agree that they shouldn't help with hauling and rescue, since their nature is to not give a damn about what humans want (at least most domestic cats are that way), but I am pretty sure that they can at least hunt some big game and drag it home with them. Could be nice for combat pets to be useful too)
#1098
Well, Hand me that brick just adds action type "deliver resources" to hauling job... What I suggest is making that yet another animal training possibility - Resource delivery training. Thanks for your answer) I'd be very grateful if you looked into that)
#1099
Really nice addition. Makes wolves a bit better option to compensate for hard training, since they will mostly hunt for their own food. They do tend to accumulate scars from small wildlife though...

Can you make them haul resources to blueprints and frames? It would be so helpful. I know I already asked that question on steam page, but still)) Since they eat so much, they might as well work their furry asses off for it)
#1100
Also as someone mentioned before me - all furniture items, that need to be crafted at Furniture Assembler, made instantly because of incorrect <WorkToBuild> tag (that is true for steel components too). Replacing it with <WorkToMake> does the trick, however there is one more problem - Holo Emitter can be either crafted at assembler or just built by placing a blueprint for some reason. And in both cases its done instantly... I think it should be either removed from assembler and made via blueprint or moved completely to assembler, while disabling its blueprint from joy Tab.
#1101
Outdated / Re: [A16] Psychology (2017-2-2)
February 03, 2017, 06:44:59 AM
Oh, incorporating same elements as R&D is nice) Two mods for the price of one and with even deeper interatcion system. Cool)
#1102
Wow, thats a dangerous one. Needs fixing
#1103
Thats really nice update! I always thought it was kinda too rich to get all those weapons intact from those walking federation horrors)
#1104
Quote from: Draegon on January 31, 2017, 03:00:13 PM
You can buy jade from just about any bulk goods trader.

The sad thing is - traders come whenever they want to come. Not when I want to build another window. Also since jade is (only gods know why) considered a currency item, you need 20 for one window. And traders usually don't have much of it to buy.
#1105
There really needs to be another way to create windows. Hunting for jade is getting way too annoying and they look so good! I mean you can make glass from sand. And since its infinite in RW (look at all that dirt), I suggest doing either a digging spot for sand and make it an ingredient or just plain delete jade from window recipe.
#1106
Outdated / Re: [A16] Psychology (2017-1-30)
January 31, 2017, 10:45:47 AM
Didn't encounter that problem since mine is not a night owl, but idea of an office is quite fitting I think, could solve a couple of problems. Among tweaking meeting priority lower, so that they auto prioritize survival over counseling without allmighty player's input :)
#1107
Quote from: TerrorThomasCao on January 30, 2017, 08:53:44 PM
Holy moly, the thread it has been revived :P

Got kinda off topic there though :)
#1108
Yeah well as I said - way too many new stuff and mechanics... Its a colony simulator, not a nomad-trader-strategy. Just not that genre. I guess you can play it like nomad-trader colony, but its still more of a crew management sim. This game is incredibly complex already, to push into space-war-base level would be an overkill. Fighter craft, AA turrets, just too RTS-y. Well, why not autoassembling factories like in factorio then? Add automining facilities, which generate money, add remote controlled tank-drones, let us send them to destroy enemy bases - here we are, RTS ready. Nope. If you want RTS - thats easy - there are a lot of them. Just too many mechanics, that make it not what it is now. And I am not even trying to imagine what  amount of code it would be to just introduce vehicles...

Also fighters and flying vehicles is a z-level, which Tynan said he won't be doing at all ever. I don't really want to dissapoint you, but really with this amount of features you are going to request - you'll probably need a whole army of c# coders, because thats just basically a new game on the same engine, with additional dimensions (at least z one for pawns and items in flight, space one can be done in the manner of a sprite moving on a planets surface), incidents, etc... I can't say for sure, since I myself can at best rummage through game's xmls to add a few items and change some values, but I don't think someone can pick that huge request... Even just adding mechs in this thread's idea is damn lot of work.
#1109
I think those airships, figher craft are an overkill, its not an RTS, you know? Although I do agree on that RW should definitely have saddled horses at least and ideally horses for tribes and light transport vehicles for colonies. Combat vehicles kinda ok too if not too much variety, just to make raids even more interesting and dangerous. Colony-controlled mechs are a dream of many. To be fair I would welcome it too, having something else to shoot at for pirates could be nice.

And I also agree, that while MAI mod is interesting, its way too obvious, that its just a pawn with new sprite, as are haulers and cleaners. Unfortunately making them use mechanoid race class, that won't bleed, don't moods, needs and needs power, reqiores advanced level of coding, otherwise assigning them to mechanoid race will make them spawn along with mechs in ancient evil rooms and mech raids, while also making them unavailable for player to order around...
#1110
Outdated / Re: [A16] Psychology (2017-1-29)
January 30, 2017, 06:40:09 PM
Thanks, I'll do just that. I used it from here because steam downloads and subscription\unsubscription mechanics can be a bit crazy at times.

I disagree about having to micromanage it though. Behavior, causing wounded fool spraying blood everywhere to go see a mayor first instead of telling a doctor to stitch his arm back is not that logical. As is with a doctor, who goes and does same thing, while his patients bleed out in hospital. And restricting more of their time to work is inconvenient, because raids, fires and other incidents often change their schedule and they skip their joy and sleep time. So I leave their time free save for sleep hours, so that they can have joy if they getting unhappy and sleep if they are tired.