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Messages - corestandeven

#76
Looking forward to this. Along the same lines as oreganor will there be any improvements where it comes to the faction system in A17? Currently the faction system is rather undercooked at present, essentially other factions are your enemy or they are not. The relations numbers dont matter in reality, basically just whether they are red (hostile) or friendly (green). You can clearly make factions hate you by attacking them or capturing their people, but it is not easy to improve relations - and to be honest there is not much incentive to do so anyway. Given that there is a social skill for pawns it seems lacking that you cannot interact with visitors beyond attacking, capturing/rescuing members, or trading. Creating alliances and strong relationships with outsiders should surely matter just as much as attacking and defeating hostile ones, but there is no real reason or major benefits. 

On a similar topic, the relationships with other pawns also seems not quite what it could be at present. There should be an ability to at least get pawns to talk to other pawns in an attempt to settle differences. Maybe high social skill pawns could act as mediators/councilors? This then has the option of either making grievances worse, causing more fights and/or disruptive behavior, or patching things up if successful.

Linked to this, the only real way to get pawns to talk to each other is to force them to eat at the same time. Having a 'eat' option in the schedule planner along with joy, sleep etc so you can get pawns to eat together (or separate if they are unfriendly or anti-social) would be hopefully be a quick thing to implement.
#77
Ideas / Re: Your Cheapest Ideas
February 19, 2017, 02:47:00 PM
2 cheap ideas:

1 - a symbol or different colour font in the trade/caravan screen for dead men's clothes. When a trader comes along I'm keen to sell all my clothes worn by corpses (as they have no use to me) and I want keep my spare clothes that my pawns have created. Having a symbol or something to quickly identify in the trade/caravan screen that an item was from a corpse would be a very handy thing.

2 - a simple toggle button for campfires and torches to say do not refuel. e.g. I have a campfire that is going to last until the end of winter, and when it does i no longer need it. Yet my pawns decide with no prompting to refuel it even though it has 2 days left, wasting wood. If you leave toggle on, then pawns will refuel just as they do now.
#78
Ideas / Re: Your Cheapest Ideas
January 21, 2017, 06:39:25 AM
Apologies in advance if already suggested, and hopefully this is considered a 'cheap idea', but i would like an option under zones to hightlight a 'priority work area'. For example, say I want builders to focus on dismantling a pre-built structure (i.e. walls and floors) outside my home base and haul all the material back in one go, then create this temporary area and assign pawns to it and they will focus entirely on that zone until all their assigned work is done. At the moment if you select a pre-built structure to be dismantled it is rare that the pawn will focus on completing the job, often dismantling a single wall or floor and then returning all the way back to camp. These priority job zones wouldnt just apply to dismantling but could be used for other jobs, e.g. growing, building, hauling, etc.
The other option would be to allow dragable jobs. So rather than single clicking the mouse to dismantle a single piece of wall, drag the mouse around the area first and then click dismantle - the pawn would then do the entire area selected than a single task. This might be easier and quicker to do than my first idea of a 'job priority zone'.
#79
General Discussion / Re: Healing after ambush - how?
January 07, 2017, 12:27:26 PM
Thanks. Good to know there is a way to patch people up. Never would have thought about assigning a temporary sleeping spot.
#80
General Discussion / Healing after ambush - how?
January 07, 2017, 10:32:21 AM
One of my caravans got attacked, and in the fight some of my pawns got injured. Although I deliberatly took medical supplies with me and my best medic in case of an event such as this there seems no option to heal. My injured pawns will then bleed out and die before they get to their destination or head home. 

Am I missing something here? If you cannot heal or recover after a firefight (assuming you have planned by taking medical provisions) then this seems wrong.
#81
I'm new to the game. 10 hours so far and very glad I took the plunge to buy this.

I have a few suggestions. Whilst I see some already in the 'Frequent Suggestions Topic!', such as use for Water prodution, Basic needs (toilet, hygenie, etc), Sentry Towers, More low level joy items and wooden furniture, etc I have two that I hope have not been discussed:

Less passive animals - Maybe it is because i'm playing a lower difficult level (?) but wild animals are content to be shot and killed with almost no reaction. Yes, predators do attack if shot at, but non-predators do not react. For instance, I had an event where 8 Alphabeavers spawned. My single pawn stood in the middle of the group taking shotgun shots (easily 50 shots over the space of 5 minutes), and the beavers just stood there and took it until they each died in turn. I would have expected they either attack me, flee when the gunshots first fired, or flee when they saw their dead friends lying next to them.
Additionally, predators are not very agressive either. I have a wild bear and a wild cougar (i.e. both not tamed) who just wander around my colony. My pawns are not scared and just get on with their chores. Equally, the bear and cougar do not attack/flee. Unless it is because I am on a low difficulty (if so please do say) then it would be good to have 'wilder' animals. Plus it would be good to have to plan hunts more carefully by having animals that flee when fired upon or humans come too close.

More worthwhile visits - I see others have already commented on how visits to your colony seem rather pointless at the moment. Apart from trade visitors to your colony, which clearly have a purpose, I have now had three other visits where the visitors just stand in the middle of my colony, do nothing, then leave after a short time. I cannot interact with them, apart from agressively. If there is a purpose other than to provide the opportunity to attack and arrest them please do let me know.
My suggestion would be threefold. Firstly, the ability to get social pawns to speak to visitors to boost their opinion of you (or not if the pawn accidently insults them). Secondly, it would be great if visitors could give missions or make requests. One request could be to obtain x items/goods before their next visit and they will trade you a good item. Walking Dead style, it would be cool if they asked you to take out a rival's camp or leader. For instance two tribes that live near my colony hate eachother, so it would be interesting if a visitor asked you to take out the other for a hefty reward. Thirdly, the ability to threaten or send visitors away if you do not want them there - for instance if you are trying to befriend their rivals.

As said I am new, so apologies in advance if these have been suggested previously.