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Messages - Seriously Unserious

#31
Quote from: LouisTBR on October 22, 2017, 03:49:31 PM
Quote from: Seriously Unserious on October 22, 2017, 03:46:58 PM
There are a lot of animals I like, Timber Wolves, large Dogs, Grizzleys, Cows, Chickens, to name a few, but my favorite has to be Muffalo. They're just so useful for so many things. They're pack animals (perfect for caravans), give milk, give wool, give meat and hides when slaughtered.

Every colony, I always try to get a good muffalo herd going.

Don't forget, they make excellent cannon fodder

Nah, they're too useful as caravan animals and milk+wool producers.

Quote from: Bozobub on October 22, 2017, 04:31:07 PM
Muffalo are almost certainly the most useful, overall, but I like having grizzlies and the occasional megasloth.  Only people who don't have enough animal training get "mere" dogs or pigs/boars (carefully tended so they do NOT breed).  One reason for my bear preference, is that they get a VERY useful "stun" effect on many attacks.  That, and well, they're bears =).

Note:  No, bears are NOT in the poll, just the info list.  Just checked.
So do I, of course, dogs are VERY useful as extra haulers. My current game I have quite the pack of huskies going right now, and even a German shepherd from a mod, and they get a ton of work done. Saves my valuable human colonists for when I need something specific hauled, or to do other jobs. Of course, Grizzlies can learn to haul too.
#32
Off-Topic / Re: Count to 9000 before Tynan posts!
October 22, 2017, 04:03:57 PM
catter: report to the Commandant's office in room 7400 7340 on the double!
#33
I have a related question this just stirred up. What effect does having multiple colonies have on these numbers? Let's say I have 13 colonists in my original colony, but I move 10 of them out to form a new 2nd colony somewhere else, would the game still treat my colony as a 13 pop colony, or would it consider it a 3 pop colony and start spawning more "get a colonist" type events at the small colony?
#34
There are a lot of animals I like, Timber Wolves, large Dogs, Grizzleys, Cows, Chickens, to name a few, but my favorite has to be Muffalo. They're just so useful for so many things. They're pack animals (perfect for caravans), give milk, give wool, give meat and hides when slaughtered.

Every colony, I always try to get a good muffalo herd going.
#35
I've had that too, but in this case those 2 puppies are not following anyone, they're just wandering around refusing to go to the ample food supply and eat it.

I've also had some of my farm animals do this from time to time. There'll be tons of wild grass, haygrass and harvested hay in their allowed area, yet they'll just wander around as far from those food sources as possible and starve. They certainly don't have any master to follow so that can't be the only reason for this behaviour.
#36
Quote from: Bozobub on October 22, 2017, 02:30:45 PM
Once again, even in the US, which has pretty nasty IP laws, IP "piracy" is a civil violation (tort law), stealing a car is a felony (in this case, state criminal law, unless you cross state lines, which would make it federal).  They are NOT analogous, not even close, unless you go on to try to *sell what you pirated*, which is fraud (a felony).  They aren't even tried in the same court systems!  Nor can you be confined via a civil court decision, except for those involving involuntary committal to a mental institution and cases involving contempt of court.

IMO you're making an argument of semantics there. Is IP theft technically the criminal offence defined in most countries official Codes of Laws? No. In most cases it does technically fall under a different crime, but it still is a crime. Both are crimes, and incidentally, both are also highly unethical and the sort of things people do when they refuse or are unable to distinguish between right and wrong.

Regardless of what label a person puts to software piracy, it's still morally, legally and ethically wrong and the semantics of the word choices in no way invalidates the point that just because you can't afford something does not give you the right to take it without informed consent. Regardless of whether the thing was taken by theft, or deceit and would be technically defined as Theft, or Fraud, is beside the point here.

IMO Limdood point is well taken and very valid. What label is applied to the crime does not matter. So what if the person got something wrongly by stealing it (theft), cheating (fraud) to get it, or bought it legally with stolen goods (stole money from someone else and used it to buy the game for example). All are still wrong and also valid points of comparison.
#37
That makes sense. Prisioners and incapacitated pawns should be able to have a "change clothes" or a "force wear ___" command available for doctors/wardens, so we don't have pawns who are incapacitated for a long time getting those unhappy nudity, cold, or tattered apparel bad moodlets with nothing we can do about it.
#38
I've been noticing for the last 3 Alphas (I started playing on Alpha 15) that my animals will periodically stop eating, or specific ones will, and I won't see any reason for them to not eat. Right now, I have 2 husky puppies not eating to the point I'm getting warnings of Animal Starvation. I have a freezer bursting at the seams with meat, milk, eggs, and other foods I know dogs can eat in RW, yet they just wander around aimlessly and won't eat any of that food. It is in their allowed area, so I know that's not the problem.

Is anyone else having issues with animal behaviour where they won't eat even when they're starving and do have food available to eat? The reason I'm asking is that I'm not sure if this is a bug, or a strategy issue.
#39
Quote from: sadpickle on October 18, 2017, 04:42:01 AM
Bump?

Should definitely be a construction job. I (now) agree with the rationale, it's a bit absurd to become a master gunsmith from cutting blocks all day.

IMO that's a bit of a moot point. I could also argue that it's just as absurd to think someone can become skilled at making legendary armchairs, and tables or geothermal power plants just because they're good at cutting stone into perfect square blocks so someone can make perfectly fitted stone walls out of them.

This is a game and there are limits to what Tynan can do to separate things out. As for game balancing, I personally tend to have more trouble leveling up my crafters to high skill levels as those jobs don't come up as much as construction jobs in the early game. My construction people are usually working on a backlog of walls, floors, furniture and machinery and level up very quickly to high skill levels, so having stonecutting also contribute to that skill just overloads the skill gain all to the same area, while my crafters are starved for exp.
#40
General Discussion / Re: Chickens and eggs
June 07, 2017, 02:41:41 AM
That depends on how you feed them. If you've got a reasonably fertile biome, you can just leave them free range and they'll feed themselves on grass. Also, if you allow them to breed, you'll inevitably need to cull the flock every now and again, so may as well make use of the meet and skins. For feed, you don't need to feed them kibble. I'd suggest feeding them corn, haygrass or like I said before, let them go free range outside. I'd recommend designating an animal area for their "pasture" zone so they don't wander off to the far corners of the map laying their eggs all over hell and gone, and probably getting eaten by predators though.
#41
Off-Topic / Re: Count to 9000 before Tynan posts!
June 07, 2017, 02:06:27 AM
Quote from: dburgdorf on June 05, 2017, 12:36:25 PM
6363.
6363.
6363.

What happened to 6362?

6376 (repeating last number to get us back in synch from that skipped number).
#42
Quote from: ProjectXa3 on June 07, 2017, 01:32:42 AM
I'm also thinking of a modified version of the "Help, I'm being chased" event where instead of joining, they give you something, either gear or Silver for your troubles.

That or we sometimes get a choice, let them join, or take their reward offer.
#43
Ideas / Re: Late Game Faction Warfare
June 07, 2017, 01:58:49 AM
Quote from: OmG_PotatoeZ on June 06, 2017, 02:57:23 PM
I think that if, like you say the game should have hundreds of factions, then when you are in the global map, only a small portion of the settlements show up. For one, that makes adventures exciting when you randomly come across a colony, two, it allows for surprises such as "an unknown frequency has been detected at longitude,latitude should we go investigate? And you discover a new settlement/race or you walk into an SOS or a trap! It also makes it so lower end computers don't crap out due to all the stuff it has to generate.

I'd love that! It would introduce one of my favorite mechanics of games like Civilization and other 4X games, exploring a large, unknown world to see what's out there and who you'll meet. Maybe you'll run into a bunch of savage head-hunters or cannibals, maybe you'll run into friendly, if primitive natives. Maybe you'll run into some fellow spacers marooned on this world too. Maybe you'll find something far, far worse, or maybe you'll find nothing but empty wilderness as far as the eye can see.
#44
Quote from: Aerial on June 06, 2017, 02:18:36 PM
Quote from: DariusWolfe on June 06, 2017, 12:26:30 PM
Aerial: It sounds a lot like you want the Hospitality mod, with one (rather good, in my opinion) tweak:

QuoteI could invite the visitor to join the colony, and if they accept, contact their faction leader to negotiate the terms - maybe I'd have to give the visitors some amount of silver or value in trade in order to not lose faction with them.  If I choose not to pay but decide to keep the new colonist, I'd get a large loss of relationship with that faction - maybe even enough for the visitors to turn violent and try to kidnap back their member.

I think you seriously need to go make this suggestion in the Hospitality thread.

Yep, I use Hospitality.  I think most or all of its functionality belongs in the vanilla game.
I totally agree with you. Especially since whenever the game updates to a new number (ie from 16.x to 17.x) we temporarily lose the Hospitality mod while its devs are updating it to the new version. Took me a couple of days before I managed to get my Hospitality mod updated to the A17 version, so if it were in vanilla, that wouldn't be an issue. Even worse yet would be if the mod's devs ever disappeared on us or just decided to stop developing the mod.
#45
A ton of great ideas coming out in this thread. I've also found the standard way of growing our colonies rather weird.

There are a ton of cool ways we could gain new pawns other then just "free" or "recruit prisoner" methods, and a ton of great events, quests and stories that could lead to someone deciding to join. ATM the only real story driven recruit is the "Help, I'm being chased" one. There are so many different angles we could apply to this beyond just the standard "raiders are chasing me, help and I'll join you".

Some other events could be a colonist or small group are fleeing a plague. You can help them, but they arrive sick and your own colonists are at risk of getting sick too. If you help them, the survivors may agree to join you, or you can gain relations with their faction if they don't, or possibly their faction may send a caravan of supplies to reward you for your generosity, with the quantity and type depending on the tech level of the faction, how many their people you saved, whether or not any chose to join you, and how severe the disease was.

Another one could be refugees fleeing a famine. They'll arrive severely malnutritioned, with a chance of also being sick, will have little or no gear, and will need lots of medical attention to nurse them back to health. Once they recover, they may join or get other rewards from their faction.

Another possibility is you get a quest - a prisoner at an enemy faction manages to sneak to a comm long enough to contact you and asks you to send a rescue party. If you succeed in time, and manage to free the prisoner, he/she will join you.

As for prisoner recruiting, maybe they should need to have been prisoners for a minimum amount of time before the "chat and recruit" option unlocks (ie allow enough time and being treated well for some Stockholm Syndrome to build up in them before it's even possible to attempt to recruit them.

I'm sure if we let our imaginations go, we could come up with a ton more ideas for someone joins you events