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Messages - Rasec

#1
Ideas / Culture and Policies of Villagies
January 01, 2021, 11:10:03 AM
The ideia is that we could enforce desible traits for realism, convinience and roleplaying
In attrition and benefit to the traits every colonist has, if villagers had culture and policies of their own, adopting and banning especific traits, would change the gameplay quite a bit...

For example, you can try to force cannibalism, any colonist who is not a cannibal would be against it, but over time that would become a temporary trait.

Relationships with Other Villages
- Starting/base relationships would be based on similarities of adopted/dislikes policies.
- Speed in befriending a village related
- Adoping a non-relavant policie just to help befriending a village could be a strategy

Implamenting Policies and Recruting
- Any change would take time proporcional of the impact of the trait, (exemple: cannibalism huge amount of time, nudism medium amount of time, abrasive small amount of time.).
- This way would be harder to reruit colonist with oposite traits than of our village implements and easier to recuit the ones that are similar.

Policies Benefits
- After adapting the settler to it, the policie would act similarly the trait that could be a water down version of it for game balance if necessary.
#2
I really like that mental breaks are getting more diverse, but as many people said before, they are way too often, and it's hard to take control over them, would be interesting to see a scaling system where someone that had high mood for most of the time wouldn't just break after one bad day...
#3
Ideas / Re: Cage
September 22, 2017, 07:03:04 PM
Quote from: asanbr on September 21, 2017, 05:45:35 PM
Realism yes, but it sounds like it could easily be abused by capturing and selling a ton of wild animals for cash.
maybe this problem could be fixed by giving some mood debuff, similar to selling human slaves.


and now that I was thinking, cages could also allow the creations of zoos...
#4
Ideas / Re: Fridge
September 20, 2017, 01:04:02 PM
oohh, that works, thanks hahaha
#5
Ideas / Cage
September 19, 2017, 10:30:44 PM
A few variation of cages, small (for small animals), medium (for medium animals and humans) and large (for large animals), that could be pull/push, being a way to move prisoners or untamed animals.

---Consequence Features---
- This would allow sellers to sell untamed animals (probable together with the cage), paying less for a certain specie that you want, but needing to tame you self.
- This would also allow to capture wild animals to sell, without needing to tame them, would be easier to catch rare animals to make some money.
- The time for taming a passing animal could be increase by just capturing them on the cage.
- The transport of prisoners between cells would be a little more realistic, they would not need to follow you on open field where they could easily run.
- Selling/Buying slaves from passing merchants would be more realistic.
#6
Ideas / Fridge
September 19, 2017, 10:10:30 PM
A 1 or 2 blocks fridge, that works on electricity, and different from the cooler, don't generate heat back to the room.

---Consequent Features---
- The location of the main Walk-in Freezer would be more flexible, because you could put a 2 blocks Fridge just for a distante area that don't demand much food.
- This would allow you to have a temporary stock near of the cooker for the raw food, this way the cooker would not need to make all the way to the main walk-in freezer just for a small portion of raw food.
- Settlers could pick their dinner in the same room of the tables, saving time, and making a little more organized.
- Medications could be stored in proper temperature inside of the "Hospital Room".


the idea is quite simple, and would have an considerable change on gameplay, so i'm guessing that the developer already think of that, but din't put on the game, anyone have any idea why?
#7
Mods / Re: [MOD REQUEST] Vampires
June 12, 2017, 07:45:02 PM
Quotethat would be a short life colony."
I used to play a map with full time toxic fallout, just going outside at night don't seems that harder, besides, I don't think people would have full vampire colonies, wouldn't be viable...

QuoteYou would need to collect blood from animals too as regular food. Human or alien blood give extra joy and/or these boni you mention.
Medical operation for animal/pawns, harvest blood, lower 10% max. HP for a blood ration. Can lead to dead.
could just put a option on operations "take a sample of blood" to store blood or the vampire could just drink directly in both ways this would just give a minor blood lost to the victim.

Quote
Never use caravans?
not necessarily, you don't need to have a full vampire colony, actually you can't, because you need some non vampire colonies to drain blood from.

Quote from: Cabdono on June 08, 2017, 03:25:48 PM
Sounds pretty good, would be nice to see a non furry race around.
well a fluffy vampire isn't completely out of question
#8
Mods / [MOD REQUEST] Vampires
June 08, 2017, 06:53:16 AM
a simple race mod that adds vampires into the game
- be outside during day light causes burning consequentially as you are on fire.
- new need: blood, need to consume blood from a not vampire settler, consuming will fill your need of blood, a little of every other need and heal a random wound of yours, (can suck blood from your settler or prisoners).
- vampire changing, without a need of a presence of a vampire, a settler can become a vampire with a ritual that sacrifices that life of another settler.
- vampires gain a bonus of life (50% more).
- vampires gain a bonus of speed (50% more).
- vampires gain a bonus of learning.
- vampires loses relationship with not vampires settler and win relationship with vampires settlers.
#9
Ideas / Re: Your Cheapest Ideas
April 30, 2017, 05:37:21 PM
Individual Fleeing: usually when a raid lose some members they all Retreat and this is a little to right and unrealistic, since in real battles people start to flee when they got hurt or afraid, or even by seeing someone being kill could make they go into shock...
this would change completely the combat, and the major strategy would not necessarily be shot until kill/down
#10
Ideas / Re: Books - Joy and Learning
April 30, 2017, 05:18:12 PM
I really like the idea, mainly for late game

a possible feature is writing or coping a book, this way you can pass skill from one settler to another, and possibly even produce to sell
#11
Mexican Faction - random settlers keeping joining your colony, then after a while they leave with your resources, you like or not they will keep coming until you build the great wall.
#12
Ideas / Re: Home Ownership
April 27, 2017, 01:05:25 AM
this would involve some psychology
https://ludeon.com/forums/index.php?topic=24648.0
#13
Ideas / Re: Favors
April 26, 2017, 11:58:04 PM
Quote from: Neotic on April 26, 2017, 10:07:10 PM
I like this idea. But, maybe some sort of point system for favor? favor points? you gain favor points for a faction by doing stuff for them and there's like a list of stuff you can use them on.
yeah I kinda liked it, this way even if a faction isn't exactly your friend they may still own you some favors...
this makes me think that the game need a deeper relationship system.
#14
Ideas / Favors
April 26, 2017, 09:58:00 PM
An allied Faction could request or provide a favor/service for you, such as resources, temporary protection of a certain colonies or guests, or even attack a certain colony...
This favors would need certain amount of friendship but asking them would not cost any relationship points, would cost you further favors to them, that if you didn't do, would cost a lot of points.
This favor/services could also be provide my mercenaries ships passing by, but the cost would be obviously money.
#15
Ideas / Advanced Editor of Game
April 24, 2017, 12:52:26 AM
Tynan:
Quote I'd like to make the game easier to mod, but it's hard to tell, from my perspective, what would be the most useful changes to make to make this happen.
So I'm soliciting requests.

Edit: The difficulty here seems to be that there are a ton of requests - everyone has their own little thing they want changed. Unfortunately we can't cover all these; I really want to make the changes that will have a big impact on a lot of modders. Bang for your buck, so to speak.
- From Topic: What would make the game easier to mod?



So if people have so much opinion difference about what they like and what they don't, why not create optional things? like in the game Don't Starve, making things more comfortable for each person would solve the problem of needing a few mods just to make little changes that you would want to play, maybe a deep editor game system could save the time of many modders that just want remove certain things or change the frequency of others, and even make more practical to more people get this scenarios...

PS:I Know there was topics about this before, but by the fact they were a bit superficial and don't receive any attention on the time, I resolve to create a better developed one, don't get mad at me, please  ;D