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Messages - The Man with No Name

#181
How about a rule something like that colonists will hold fire if a colonist, or berserk colonist, has a chance of getting shot. This could be overriden my manually ordering the colonist to shoot after this has been taken into account.

So a colonist is shooting at an enemy. Another colonist moves into a position where they might be shot. The shooter would suspend firing at the target while there was a chance of shooting the friendly pawn. To continue to fire at the target, and risk shooting the friendly, would require being on manual control and re-ordering shooting at the target.

I think something like this should be added as needless friendly fire deaths add a cloud over one's game.
#182
I really hate needless friendly fire deaths in this game. I've had a couple in my current game.

The first was in about the first raid. The raiders were fleeing and I ordered three or four colonists to melee attack a wounded enemy who was hobbling away, and moved another guy out of the way. The guy I moved out of the way then turned around and shot this woman who'd joined my colony point blank and killed her instantly.

Then in my current game, a woman I'd spent ages in recruiting finally joined my gang. She was making her first pair of pants and went berserk. I moved another nearby colonist out of the way, but not far enough, as she instantly turned around and shot the berserker in the head, giving a permanent brain damage injury, which means I'm going to have to harvest her organs and kill her.

I guess ultimately it's my error for not switching off auto-fire and not being super-careful enough. I wish there was a better way of trying to avoid these things.
#183
Ideas / Add prioritize bed for people-carriers
April 13, 2017, 11:10:37 PM
To be able to click on someone who's carrying somebody, like an injured person or a prisoner, and then click on the bed you want them to carry the person to. For example, to take an injured person to the operating theatre bed, rather than a hospital ward bed, or to take a prisoner to one's lavish visitor hospitality centre rather than a dungeon cell.

At the moment it requires juggling with turning off and on beds.
#184
Thanks. I'll consider it. A combination of long toxic fallout and alien ship has banjaxed all my food production sources, so I need to set up a sustainable indoor food supply going forward.
#185
Ideas / Re: Better stone floor tiles graphics
April 13, 2017, 09:38:11 PM
Or redesignate the current design as a cheapo, low-beauty stone floor and add a nice cut flagstone floor as the high beauty option.
#186
Ideas / Re: Better stone floor tiles graphics
April 13, 2017, 09:33:08 PM
It looks like cheap cobblestone made from rubble. If the colonists have the capabilities to build things like multi-analyzers and deep drills, they should be able to cut a nice flagstone floor.  :D
#187
I gather one can grow plants indoors with a sun lamp and hydroponics basins.

What happens if:

a) One places a sun lamp outside near some crops, perhaps only turning it on at night. Sun lamps cause short circuits if soaked by rain, so let's say one built a small roofed area supported by pillars, so light was able to get out to the crops.

b) One roofed over an area of outdoor rich soil, creating a room, and then putting a sun lamp in there.
#188
Ideas / Re: Better stone floor tiles graphics
April 13, 2017, 03:17:30 PM
#189
Ideas / Better stone floor tiles graphics
April 13, 2017, 03:07:15 PM
I think the best-looking floor tiles in the game are the wood tiles, which are beauty-neutral. High-beauty stone floor tiles, on the other hand, look a bit rubbish.

So I'd like to see better stone floor graphics in the game, so their in-game "high beauty" value is reflected in their actual appearance.
#190
It was a prisoner room converted to a bedroom, which is why it had a table in it.

The "gathering spot" toggle doesn't affect whether colonists eat at a table, so I presume it's equivalent to a party spot, where they gather for parties.
#191
It's not possible to arrest him or interact with him in any way.

When I changed the status of the hospital bed he was in, he left the hospital and wandered out in to the snow, bleeding and with hypothermia, wearing only his pants.

Fortunately, all is not lost! I've opened up the "Development mode" in options and have been looking through it. The button "Tool: Down" appears to have done the trick. It's downed the prisoner and I'm able to interact with him again, such as rescue or capture him.

I saved after dropping the prisoner so I can reload and, hopefully, that's all that will be needed to put things on track again like nothing happened. Things like this are the reason I'd never voluntarily choose an Ironman no-save option!
#192
So a pod crashlanded with the father of one of my colonists. I captured him and he was being transported to a prison cell. However, he was being taken to a dungeon-style cell rather than my lavish visitor hospitality room (prison cell). So I changed the cell he was being taken to to a non-prisoner bed. The prisoner was dropped on the floor, but was now able to walk, and walked to a hospital bed. I'm unable to interact with him at all, even to heal his wounds (and he dies in seven hours from bleeding). I don't think he's a captive any more and his name has blue lettering.

What to do?

#193
Ideas / Colonist history page
April 11, 2017, 02:34:28 PM
I would like to see a colonist history page, which lists and has a picture and the backstory of all the colonists over the course of one's game in order of their arrival, with dates of joining/death/cause of death and perhaps other details, like marriage, lovers, enemies, or other notable things.
#194
Ideas / Event log
April 11, 2017, 02:27:46 PM
It would be nice to have an event log to review event messages.

For example, sometimes a raid happens and I click the message and it disappears before I've absorbed whether they're attacking immediately or hanging around for a bit. Or cargo pods land and then I can't remember where they landed.

With an event log, one could go back and view the message again, with map jump to location.
#195
General Discussion / Re: "Hide" stockpile?
April 11, 2017, 02:10:51 PM
Unintentional. I pun in italics.