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Messages - Guluere

#16
Ideas / Re: Colonist Is more robot than human
December 04, 2017, 01:12:35 PM
Ah! They should add an endless mode to the game.
#17
Ideas / Re: More control over work tab
December 04, 2017, 12:50:38 PM
Quote from: BlackSmokeDMax on December 04, 2017, 12:35:51 PM
Dingo has a mod that should be just what you are looking for:

https://ludeon.com/forums/index.php?topic=26077.0


You are looking for "DD Work Tab" in that list.

I see, ty.
#18
Ideas / Better raids!
December 04, 2017, 12:46:45 PM
Whenever a raid starts, one of your pawns which used to belong to the faction might betray you and join them to fight you.

When a raid start, they will attempt to free any prisoner you have to make them join the raid.

War raids could start where large groups of raiders from many directions comes to attack you. This could be raids that scales are very large that is almost war like, where some of the raiders would come with mortars and some with melee and ranged to attack the hell out of you in an attempt to get rid of you once and for all.
#19
I find the things landing on people or pets pretty rare, I once had a ship piece fall right into my base, and I will tell you that, thankfully nothing was there but a sculpture. Roof don't seem to block them from landing right into your base, so this is a random event that can very easily kill anything if you are not lucky, so I would agree that this is a good idea.

+1
#20
Ideas / More control over work tab
December 04, 2017, 12:28:06 PM
I wish there is a way to drag the works that the work tab contains completely somewhere else, like how I can place research in front of firefight if I so desire.
#21
Ideas / Re: Snowmen extended or how to deal with junk.
December 04, 2017, 12:25:44 PM
Quote from: SpaceDorf on December 01, 2017, 06:23:43 AM
Except for the Snowman Idea and the trashcan, which are pretty neat, everything else is allready in the game.

You can burn apparel in the fireplace,

Weapons and Clothes rot away when left outside, so you can create a stockpile for deadman stuff, or just leave it where it drops.

Non Rotting Stuff like blocks you can still sell.

Like he said, you can already get rid of most stuff at the start of the game by leaving them outside.
#22
Ideas / Re: "Shoo" animals. QOL request.
December 04, 2017, 12:21:39 PM
I think certain animals should run from the pawns when they go near them like monkeys and small animals and a trap is needed to catch them. And also scarecrows can be built to get rid of wild animals from eating your crops.

I also think that more control over obedient pets should be there. Like what you say, being able to "shoo" animals.
#23
Ideas / Colonist Is more robot than human
December 04, 2017, 12:10:50 PM
While I was playing I find out that the colonist in the game are very much like robot, and that I can understand very much due to the fact that they follow almost everything that is listed to do on the work tab, another thing that is not very good is when the doctors you have decide to go and heal animals first before your people and became upset after the person dies, they should know dam well that the person will die if they don't care about them. Raiders, dies more times than my colonists do 30 : 1 and I just want to know why do all the raiders attack like they are in a war when they are not? They rush in without thinking a lot of the times.

Those are my complaints on the AI so far, here are a few suggestions.

Colonist will hold some of your silver each, this silver cannot be used by you when you trade and the silver they hold will get used up whenever they please on buying their own needs like foods and drugs from people who holds them. This can open up a bigger range of things that can be achieved in the future when your colony become as large as a village or a city. When that happens, you could build shops, banks, and so much more, but that could be in the future updates. This means there is both the money you have, and the money your colonist have, and that could add taxes that you can have to take money from the colonist. Another thing is that the colonist should automatically build  furnitures in their own bedrooms when they like.
#24
Quote from: Konscience on December 06, 2016, 04:46:39 AM
(Oh almost forgot to mention that colonist attacking almost on sight another pawn that have the "staggeringly ugly" trait, feel just as bad. No joke.)

I have one with that trait, he gets insulted by 4 people each day and goes into a fight each 3 days, his melee is high so he was able to survive a lot of the abuse.
#25
Ideas / Re: Easy win: "Nobody likes me"
December 02, 2016, 09:47:52 AM
I have a pawn where he is Staggeringly Ugly and he gets insulted like 5 times a day, even when he is about to die, he gets insulted, and starts wandering.
#26
Ideas / Re: Your Cheapest Ideas
November 29, 2016, 09:25:16 AM
The ability for one colonist to slap another colonist when they are sad.
The slapped colonist have a chance to get in raged and start hitting the person who slapped him. [Social Fight]
If succeed the colonist will have to buff the same as after he let his feelings out. [Slapped colonist]
#28
Off-Topic / Re: Count to 9000 before Tynan posts!
November 29, 2016, 12:33:49 AM
4597

Man, I think he is just gonna pop in at 8999 and say "Hi guys", or have he post already?
#29
Ideas / Re: Slavery (and "freed slave" buff)
November 29, 2016, 12:03:11 AM
Quote from: Harold3456 on November 28, 2016, 09:07:28 PM
How about a mechanic that allows colonists to keep slaves?

I've been playing around with custom colonies a bit, and now that the whole "do a serious colony" thing has been done, I really want to do one on the other end of the spectrum: a bunch of psychotic sadists, perhaps. That made me start thinking that slavery could be a neat mechanic to have ingame.

It would be on the Prisoner tab, maybe under "Chat and recruit" you'd have something like "break and enslave". After you successfully get a slave, he'd have to sleep in "slave quarters", and be assigned certain "slave allowed areas". He'd also be treated like a prisoner in that you can decide if he gets food or medicine, and he's still presided over by a warden.

As a slave, he'd give your colonists a very slim debuff if he died (slimmer than a fellow colonist). He could be sold, released, or executed just like a prisoner. He could even be recaptured as a prisoner, and then recruited as a normal colonist. He'd be capable of staging a slave revolt, similar to a prison revolt.

Semi-related, but I also think that slaves you purchase from pirate traders or trade caravans should have a "freed slave" mood buff that lasts for a season or so. Some gratitude would be nice!

So, thoughts?

The slave should be allowed outside, in chains, to help in labor and each colonist will have a debuff when ever they see him working. And psychopath colonist will get a buff. If he tries to run away, he is slowed by some % because of the chains and the nearest colonist to him would automatically try to get him back.

Each time you succeed in getting him back, the slave would slowly decide not to rebel and just accept that this is his life now.

He cannot craft, build or research. He can revolt by trying to get a gun or run away. That would be nice. +1
#30
Ideas / Re: Colonist Selection Groups
November 28, 2016, 09:31:52 PM
+1