Big boom now - Muahuahaha
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#62
General Discussion / Re: Animal Information Thread + Poll (A17 Updated)
October 23, 2017, 02:40:28 AM
Wanted to vote artic wolf for its hauling ability and good skin for apparels, wrongly cliked artic fox.. meh
#63
Bugs / Re: A17 visitor wont leave
October 20, 2017, 03:36:30 AM
I had a similar situation: prisoner too unhealty to walk on his feet and leave the map on release. I drugged him, i think using wake up, or go juice, not sure, he stood up and could leave the map. Pretty sure he wouldn't survive that much.
I don't see a bug in what you descrbed
I don't see a bug in what you descrbed
#64
Releases / Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
October 20, 2017, 02:51:55 AM
I'm really appreciating most of theese mods, tnx Fluffy
#65
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..
- 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..
#66
General Discussion / Re: Is legendary armor (arguably) worse than normal?
October 19, 2017, 08:22:53 AM
I reember someone arguing that the higher wealth you get dressing legendary apparels and weapons (thus higher enemies strenght) does not properly balance with the benefit of the items themselves to repel those enemies.
#67
Ideas / Re: Your Cheapest Ideas
October 18, 2017, 02:16:13 PM
On mechanoid units extend the switching to melee attack from "on touch" to 1 square away from them.
So to have more action using existng mechanics, maybe a reasonable "kiting" chance for the player on centipedes.
Scythers may become scarier because of their speed
So to have more action using existng mechanics, maybe a reasonable "kiting" chance for the player on centipedes.
Scythers may become scarier because of their speed
#68
General Discussion / Re: Stop hauling Lavish meal to prisoners !
October 17, 2017, 09:33:53 AM
AFAIK there is a common way to provide nutrition: "choose the best". Maybe distance enters in play, as well as some minor things like ascetic trait that will choose non lavish for himself.
But when someone has to feed someone (Downed animals included!) he will always choose the best he can get.
On your particular situation you can uncheck "Take food" from a capable of walking prisoner prisoner menu). This way he will go for the best food you will allow in the prison and nobody will give him food (if there is no food available he could starve to death). A fine solution for largely populated prisons is a nutrient paste dispenser as only reacheable food source. Your pawns won't use it for themselves because it is in a prison, but will carry raws in to the hoppers.
But when someone has to feed someone (Downed animals included!) he will always choose the best he can get.
On your particular situation you can uncheck "Take food" from a capable of walking prisoner prisoner menu). This way he will go for the best food you will allow in the prison and nobody will give him food (if there is no food available he could starve to death). A fine solution for largely populated prisons is a nutrient paste dispenser as only reacheable food source. Your pawns won't use it for themselves because it is in a prison, but will carry raws in to the hoppers.
#69
Ideas / shooting animation barely understandable, please fix somehow
October 11, 2017, 06:32:04 AM
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
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
#70
Ideas / Re: Your Cheapest Ideas
October 07, 2017, 03:59:35 PM
on clicking "jump to location" let the event message showed so we can open again.
on clicking "ok/close" delete it as normally is now.
on clicking "ok/close" delete it as normally is now.
#71
Ideas / Re: Suggestion regarding Multianalizer and AI core
October 06, 2017, 03:17:43 AM
After a couple of years i'm gonna share agian my pretty gamechanging idea on a further use of the AI core and turrets:
Improvised turrets are not automatics by default, they have to be manned (need little less power than actuals, just for the servos needed to turn that heavy weapons, if not powered they are extremely slow).
But then you can build a dedicated console that lets a single colonist to man all the turrets (those connected by powerline to this console) from there. This console absorbs quite energie;
An higher level console requires AI core as ingredient, all improvised turrets connected by powerline to this console become automatics, like the actual game's.
Honestly multyanalizer looks to me no more than it is: a tool to help researching.
Improvised turrets are not automatics by default, they have to be manned (need little less power than actuals, just for the servos needed to turn that heavy weapons, if not powered they are extremely slow).
But then you can build a dedicated console that lets a single colonist to man all the turrets (those connected by powerline to this console) from there. This console absorbs quite energie;
An higher level console requires AI core as ingredient, all improvised turrets connected by powerline to this console become automatics, like the actual game's.
Honestly multyanalizer looks to me no more than it is: a tool to help researching.
#72
General Discussion / Re: Enemy pathing behavior through hidden areas
October 05, 2017, 08:22:41 AM
Happened to me as well, can't belive it is working as designed because why and how could they know how is the area they are visiting? did they already explored all the world? or did they scanned all the mountains?
I can imagine even some performance increase if the pathing had to process a smaller (just the visible) region
I can imagine even some performance increase if the pathing had to process a smaller (just the visible) region
#73
Ideas / Re: rarer amputations, missing limbs, maybe some game option for balancing?
October 02, 2017, 10:15:50 AM
I would point a problem i'm experiecing right now on my very old colony: most of the pawns are disfigured and have pretty much hate to each other because of this.
Even if i could buy them all the missing limbs and let them coesist with their own bad backs they keep fighting when they meet. On average each pawn hates 3/4 of people he knows and likes the remaining 1/4. Not that balanced.
Even if i could buy them all the missing limbs and let them coesist with their own bad backs they keep fighting when they meet. On average each pawn hates 3/4 of people he knows and likes the remaining 1/4. Not that balanced.
#74
General Discussion / Re: Quality question
October 02, 2017, 02:58:16 AM
Only skill, agree, but still..
my lately become bad back old 20-on-crafting colonist seems to have become less valuable in quality of his craftings. Same observation when he is high on smokeleaf or alcool: quite lower quality on his manufacts. May be it is simple randomness..you really can't say.
And do bionic eyes and harms count for quality? or just for the speed in execution?
What i could observe is against the "only skill"
my lately become bad back old 20-on-crafting colonist seems to have become less valuable in quality of his craftings. Same observation when he is high on smokeleaf or alcool: quite lower quality on his manufacts. May be it is simple randomness..you really can't say.
And do bionic eyes and harms count for quality? or just for the speed in execution?
What i could observe is against the "only skill"
#75
General Discussion / Re: Share your trick
September 27, 2017, 03:26:14 AM
Do you have any secondary bases that you leave unabitated for some reason?
So remember to uninstall all the furniture before you go away: raiders will ignore them. I suggest to order the caravan formation first, then order deconstructing all you can, then manually order a constructor to go deconstruct before caravan leaves (decostructed will not be taken to any stockpile, save tables and stools for last), then set those furniture to be installed again: next constructor that will enter the map will install them first.
Deconstructing doors may prevent enemies from violently trying to go inside a room
So remember to uninstall all the furniture before you go away: raiders will ignore them. I suggest to order the caravan formation first, then order deconstructing all you can, then manually order a constructor to go deconstruct before caravan leaves (decostructed will not be taken to any stockpile, save tables and stools for last), then set those furniture to be installed again: next constructor that will enter the map will install them first.
Deconstructing doors may prevent enemies from violently trying to go inside a room