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Topics - giannikampa

#1
Hi,
i find this in my game, but i have some qol mods so i want to ask if anybody else can confirm this  happening in his game:
as in the title, on reload my traps and other IEDs have the autorearm set on off, as default, even if i set them on "on" before saving.


tnx all, i'm loving this game as you!
#2
just that,
i mean a pawn doing research at the table and the research he is doing is crafting related (like colored lights), then the crafting skill should not degradate, it should rise instead! so cooking if the research is cook related, like nutrient paste and package survival. And so on.

this would make an easy improvement to the game imho
cheers
#3
Ideas / ingredients giving 3 hours buff
August 21, 2018, 04:28:35 PM
i would suggest that raw food have a very temporary, very small, buff or debuff when eaten
this to encourage variety in the players. plus this is pretty true in a person's diet, i am not a nutritionist btw.

like

aloe: 1% faster rest bar if sleep for the next 3 hours
berries: 1% shooting accuracy for the next 4 hours
potatoes: 1% mining speed for the next 6 hours
insect jelly: as an ingredient keeps part of the effect as eaten raw
rice: 1% move speed for the next 2 hours
insect meat: 1% melee damage  for the next 3 hours

and so on, for the most edible you think is good so, some meats too, like trhumbo's! you can give them some nice effect.

of course tuned to be not game changing, but irrilevant in its wideness instead.

combined effects are granted in meals with more ingredients but they last divided by the number of ingredients involved.
#4
Ideas / adjustable range to zones
April 12, 2018, 02:28:34 PM
By default a stockpile zone has infinite range of accepting things, but each zone you select has a slidebar. This, if set on 0 range, will accept only the allowed things inside its perimeter, if set on 1 it will accept allowed materials one more cell beyond its perimeter and so on.
So the shape and the size matter on the area of acceptance.

i can see a positive side effect on performance too but i can be wrong.
#5
Ideas / weather scan as research job on the telescope
January 23, 2018, 05:30:30 PM
A bit of coding and thetelescope becomes a job giver: you can queue bill for "scanning the sky".
a researcher works there, his job produces nothing except keeping him there on sourveillance of the clouds.
The first weater related incident (no interference on the story teller is made) will have chanche to be annunced as alwais but be launched with a little delay, i'd say few hours only: the research level of the worker divided by two. the message is changed in "cold snap/tornado/toxic/ecc is coming our way, it will strike any moment now".
if no incident is launced during the shift of the worker then nothing happens, bill is considered done. you got some xp working.

same bill could be given in the command console and it will "delay in time" more incidents like space traders, or more!

I don't see a lot to cheat around such feature. I repeat that you can just delay next event of the story at the cost of the first to be useless skill work.

#6
General Discussion / how to have animal rescue?
January 01, 2018, 04:30:17 PM
I tamed them on rescue. But I can't see them rescue my pawn or other's factions, or other downed animals. Allowed area is ok.
any suggestions?
#7
General Discussion / Muffalo killed by hungry fox
December 07, 2017, 06:50:56 AM
My Tamed muffalo got attacked and killed by a fox, i would call it a bug or balancing issue:
Why such a big animal won't retailate on attack by a small predator? it colud repel and one shot kill the fox if it only tryied, but it only got stunned while fleeing. Weird

#8
General Discussion / spreadsheets of things
November 28, 2017, 02:50:18 AM
Hi everybody,
I would like to request your spreadsheets updated to current version of the game. I remember some Alphas ago i could analize and compare Animals, Weapons, Taylor and Building Materials plus many other informations in some tables easy to read.
So if any of the readers can share here what they have I'd be grateful.
Thanks
#9
This is a short story:
randomizing caracters on game start i met Huntsman the hunter: he is already incapacitaded!

Lol

sadly i presseda "back" by mistake while capturing this screenshot and he got lost so i could not see him in game.


[attachment deleted by admin: too old]
#10
Ideas / Sprint
October 19, 2017, 09:04:16 AM
What if:
- each pawn had a bar: the sprint bar.
- sprint bar discharges in few seconds granting the pawn something like double speed until it discharges, more dodge and cover chance while sprinting.
- by default pawns wont sprint while undrafted/non being aggressive toward something.
- by default pawns sprint when drafted, melee attack and flee.
- you can manually switch auto sprint on and off on your pawns.
- sprint bar replenish at the cost of more hunger and rest as soon as it is depleted (after each sprint), takes some time to fill back.
- sprint bar depends on race, so each animal, insect and mechandoid has its own parameters.
- sprint bar depends on healt status and traits as well, so some pawn may have more lasting sprints and/or fastest recovery.
- drugs may actively concur.

?

I can imagine some more diversity in fights, expecially more reasons to command a "melee attack" on nearby hostile given to a shoting pawn. Predators could be more scary as long as they sprintcharge to you at any time.
Huge tuning to make all of this balanced is needed, i know..
#11
I have this difficulty: when a pawn (either mine or friendly or enemy or non human)  is shooting i want to understand if and wich direction he is shooting at, as well as the cooldown; what i need to do is to select them and watch the animation cone that let us see if and how the firing is in act.

Problem is that this animation is pretty invisible.

My suggestion is to make it more visible, maybe using more contrast and/or size of the cone.
A plus could be it to be shown even without selecting the unit (the white square around selected unit gives superconfusion)

tnx
#12
Bugs / react to nearby enemies + doors
September 18, 2017, 01:41:49 PM
i noticed that when an undrafted colonist on "attack stance" spots an enemy becouse someone opens a door ( and the enemy is beyond that door) he will remain on attacking *** after the door closes but the enemy can't be shooted at because he is not seen anymore, and the colonist stays that way until i draft-undraft him.
maybe this can be easily solved
#13
General Discussion / Sorting animals by size/age
September 13, 2017, 04:01:02 PM
So this is a question: can you properly sort your animals by age? i see a weird order, maybe it is something i do not get, maybe a minor bug.
here a printscreen of my game right now
https://imgur.com/a/EnfhR



[attachment deleted by admin: too old]
#14
Ideas / slow on turning mechanic
September 10, 2017, 12:26:54 PM
as title, what if every change of direction slowed the moving unit? like 10% for 1/2 second or less, Just a bit.

i would expect a realistic gameplay and pathing, that should find fastest route considering the turnings involved.

i understad it could be a huge work for a small outcome, but maybe not that big
#15
I would call this a bug or a very rare random outcome:
I have 2 colonies(*), one is my main base and the other is just a mining/grazing site, half the year unabitated.
The game is going for very long now, like 30 years. Well, every friendlies incident happened to the same colony, even if the "under attack" was the oter one.
Some times no base is under attack, i assume that friendlies is just a possible incident, unrelated from others, don't know..
btw they only want to help me in a place.

I find this strange and i wanted to ask if this is an issue for other players too.

(*) no extreme biome
#16
General Discussion / best pack animals
September 01, 2017, 05:58:53 PM
2 choices, so to clearly see "which is the worst?"


thanks for voting

edit: poll is to vote your 2 best pack animals out of the 3 in the vanilla game
#17
Assuming the feature is going to be revamped in next alpha, would we try to aggregate the worst of it as it is now?
Mine on caravan forming, are:
-Pawns won't use their bedroom during caravan formation and go mad abut it
-We can't easily select healty animals to be a part
-We can't estimate how long it will take for the caravan to be ready (sometime it takes days but you'll never know in advance)
- We can't rethink what we are gonna take with us or where we will leave the map from once the order is given (forgot med herbs anyone? too late!)

add yours, please and thankyou
#18
Ideas / different temp range for plants
June 28, 2017, 03:21:20 AM
Correct me if 'm wrong, all the plants have the same temp range for ideal growing, even trees.
But how better would it be if there were slightly differences between each other, so specific crops you better privilege in a given biome?
I imagine 2 new in addition to existing ones as non terran fruits that survive up to 10 degrees less/more the standard plants. For balance maybe these extreme (one Cold and one Hot) plants have narrower temp range.
Proper balance in maturation time and yeld quantity should make them not the only you may want to have. Plus they can't be cooked in some recipes, like milk in pemmican.

This sounds like a mod, i know, but i'm a vanilla-is-great-and-still-perfectible player
#19
Ideas / areas have flags
June 27, 2017, 04:01:23 AM
i'd like areas to be this way:
you create them and have the ability to independently flag on/of certain things in that area like:
-allowed yes/no
-clean yes/no
-repair yes/no
-firefight yes/no
-cut mature trees yes/no
-harvest mature plants yes/no
-hunt yes/no (this is first reason i created this suggestion, i'd like my hunters to always have some prey to go hunt without me having to mark them again and again and again)

this would make the "home" useless and well replaced
#20
General Discussion / research and raid heaviness
June 21, 2017, 12:49:21 PM
I would like to ask if someone knows what is the relation between research and incidents' hardness: in my gameplay i fear to research things that could make raids harder, i.e. just because i've researced improvised towers or hospital beds even without building any of them i get 10 more raiders the next incident i get.
thanks