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Topics - marginoferror

#1
My colonist was being treated for cancer. My doctor fetched glitterworld medicine (I had plenty) and went to treat him. During treatment, he contracted the plague and my doctor used the medicine to treat the plague. Then, my doctor treated the cancer but did so without medicine.

I think the doctor should abort and fetch more medicine in this case, instead of treating without medicine unnecessarily.
#2
Ideas / Maneater reactions to hunting too deadly?
February 11, 2017, 10:22:53 PM
I think perhaps non-predator animals that turn maneater when hunted are too dangerous currently. The probability is low, but hunting e.g. a deer in a herd can easily result in a game over just by random chance, especially early but even in the middle of the game. They will certainly kill the hunter no matter how they are armed (running away at full speed immediately might work but the colonist is not smart enough to run until the animals get too close) and will probably beat down doors and kill everyone else as well.

Currently the game warns a player if the player hunts a dangerous animal, but ironically it's "non-dangerous" animals in large herds that are more likely to end the game if they turn on you.

Related, I've had as many early game-overs due to the alphabeaver event as I have due to raids. Alphabeavers are always in a large group. If they turn on you (and again, the game doesn't warn that they are "dangerous") they will almost certainly kill you. Which is fine for a later-game event, but this event is common in the early game, and hunting the animals is nearly the only way to deal with them.

Contrast danger from herds (low probability but very likely to result in a game over) with e.g. early raids (typically measured in number and danger level).

I suggest the hunting-turns-entire-herd-maneater feature be nerfed or relegated to storyteller event only.