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Messages - giannikampa

#346
Ideas / Re: Your Cheapest Ideas
February 17, 2015, 04:58:03 PM
Quote from: TrashMan on February 17, 2015, 04:54:57 AM
Quote from: giannikampa on February 14, 2015, 06:26:34 PM
fast metabolism: colonist's food bar drops faster than normal

Shouldn't that include faster healing and resistance to infections/maladies or something. A fast metabolism has it's pros.

I had the idea of much more traits after the game "darkest dungeon"; there your heroes get so many traits, some positive, some negative, the result is unique pawns every time you play.
Of course your thought is reasonable, I just trew some basic things, hope they msy become real soon as detailed and deep as possible.
#347
Ideas / Re: Your Cheapest Ideas
February 14, 2015, 06:26:34 PM
Great ideas in this tread!

Mine super easy:
More traits to make exponentially less probable the same pawn to be in the game.
I can think there could be a trait for each variable in the game.

some examples:

Light/dark lover: has a buff (morale or speed movement) by being in dark/brightly light. And an opposite trait, why not?
Insomniac: wakes up at 80% of his rest
fast metabolism: colonist's food bar drops faster than normal
vegetarian: has a morale debuff if eats meat
sociopath: has slight debuff proportional to the number the member of the colony. And its opposite trait as well.
gregarius: no debuff for sharing bedroom
Particular material lover/hater: slight morale buff/debuff if wearing a garment made of a certain material.
Particular skill lover: like the green thumb, slight buff when doing his favourite job.
Particular skill hater: slight debuff if does his hated job.
Sexist: debuff if talks to opposite sex.

And all the other you can think of.
The point, as said, is to add even more variety keeping the game balanced as it already is.
#348
Ideas / Re: More helps for the noobs
February 08, 2015, 12:43:01 PM
well 200Down those are more part of the log of a standard game than proper tips :D
#349
Ideas / Re: Write an event!
February 07, 2015, 05:00:45 PM
Last prisoner that joined your colony just simulated loyalty and runs away from the map
#350
Ideas / More helps for the noobs
February 07, 2015, 04:49:53 PM
So i watch many random let's play on youtube and there are a lot of mistakes that get repeated by almost anybody.
I can understand that as people keeps playing they will learn more and more, but i also think that many players will simply dislike and abandon the game because it is not enought user friendly.

So my suggestion is to widen the tips on the right of the screen, that you can click and it will center to the problem:

- a room is too cold/hot for growing in there.
- there is unforbidden food that will rot in X days/hours.
- a table/crematorium has no bills.
- there are things that will not be hauled because there is no empty place configured to store them.
- a generator will explode soon cause of the temp in the room.


Of course many other can be made, feel free to add tip that could be useful for players not as experienced as you are or the ones you needed at your first games.
I think that most could have the "dont show me again" possibility but still should be active by default at the start of a new game.
#351
let's don't forget Christian the Undertaker!

Btw I'd sell that sculpture, and go for gold ones:legendaries have much more beauty
#352
Ideas / more uses for AI persona core
January 21, 2015, 05:06:43 AM
Hi guys,
I wish to collect in this tread your ideas of more possible uses of the AI persona core beside its actual standard of creating the ship computer core.

I know there are already mods that add things that need AI persona core as a component, so either please write here things you like that already have been implemented in mods and things you suggest to be an appropriate adding in future.
Consider the main features of the AI persona core: rare, expensive, hi-tech/mid-late game.


This is my idea (quite revolutionary):

- by default improvised turrets have not an autotarget system, they must be manned like mortars, they require less power than actual ones (but still should, imo, to simulate that they are servoassisted machine), they expend power only when manned.

- a proper console must be reserched, it has the AI persona core as a required ingredient, it adds more power usage to each connected turret (detection ability has a cost) and it has a power demand for itself to run.

- either:
         a) as long as a colonist "uses" the console all turrets connected to it become autotargeting
   or
         b) all turrets connected to it become autotargeting

Of course the storytellers must be properly rebalanced (first stage turrets are weaker)



Awayting for yours!
#353
General Discussion / Re: Self made embrasures
January 20, 2015, 12:17:22 PM
Very good concept milion, a killbox that can work either with and without human support, and the colonist look very well protected.
I liked (and never thought of) the 2 lines of slag: enemies think they get cover but get shot in the back, muhuahaha!
As Dart Fool said remember to fill with sandbags/chunks every corner for assaulters to get cover and lean out to shoot from.


#354
Ideas / Re: Simple UI improvements - skills + passions
January 19, 2015, 06:59:59 PM
i'd like to sort colonist in overview page: i click a job and colonists sort from highest to lowest in that job.

in vanilla you can cycle trought colonist using "," and "." but you can't see passions
#355
Ideas / Re: More Uncertainty!
January 19, 2015, 06:52:05 PM
combat stats could be immediatly revealed, others while imprisoned/recruited
#356
General Discussion / Re: Temperature problems!
January 18, 2015, 03:28:49 PM
I can't help you with the debug errors, that could eventually be.
But if temperature is the same as outside maybe the room is not considered enclosed, you can check when you move the mouse in the room and see the temp on the right, it has to say "indoor".
If it says "outdoor" the room is definitely not enclosed, you will never change the temp of the outside. It can have a missing spot in the roof or in the walls.
If it is "indoor" i again ask you to take a screenshot and post it here, either of the errors and of the room. Someone will notice something and help you.
#357
Quote from: milon on January 18, 2015, 11:37:28 AM

Or 2. Get a colonist crafting, then right-click the unfinished thing and Prioritize Crafting.

^this has to be the one who started the job
#358
General Discussion / Re: Temperature problems!
January 18, 2015, 01:36:16 PM
You will surely get help if you post a screenshot of the situation ;)
Did you proper set desired temperature on your cooler? it just lows temperature if it is higer than the target one.
#359
General Discussion / Self made embrasures
January 17, 2015, 11:28:16 AM
I wolud share how i protect my base without turrets.

And mostly i'd like to see some screenshot/scheme from your best ideas to reproduce embrasures using vanilla only.

I often use chunks instead of sandbags and have as many as i can outside, not just a line, to slow enemies trying to came inside.
Recently someone has showed the brilliant idea to use weapon racks to close enemy out and still be able to shoot at them. Up to now i have not implemented that concept in my build.

[attachment deleted due to age]
#360
What about this solution?

  [_]
   E |S|
   E |S|
  [_]  8) "I'm covered, i can lean to shot and i can grab things from the rack"