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Topics - Crow_T

#21
Ideas / Rebalance some Power items
September 03, 2017, 12:51:17 PM
I feel as though power generation is a bit OP at first, mostly the solar panels. I think they should a) have a research spot later in the tree, at least after microelectronics b) require different resources to build- more components, plasteel, maybe even gold and c) have a minimum construction skill to build, like L10 or even higher. This would make early game power generation more interesting and balanced, the wood burners would actually be important.

Have 2 kinds of batteries in the game, the first low tech offering being a large but inefficient lead acid battery bank that loses charge capacity at temperature extremes, and an advanced battery like the current one for later game.

My opinion as to why these would be good changes: One of the most fun parts of the game is the early struggle to get established, extending this a bit more would be nice.
#22
Help / How to create a new scenario type?
September 03, 2017, 12:00:26 AM
I'd like to create a new scenario type, by which I mean something like Lost Tribe or Rich Explorer, where I can set the default parameters like # of colonists, events, starting research, etc. I know you can add research to an existing type, but can you create a new set of starting research? Can you blacklist research as well? I looked around in core but the file I found only had the editable parameters, not the deeper ones (Scenarios_Classic.XML). Thanks
#23
Ideas / Prevent stuff from being dropped in doorways
August 07, 2017, 07:06:24 PM
This has happened to me multiple times already- a raid/animal attack happens and someone has left something, eg a bucket of milk or basket of rice, in the frickin' doorway propping it open. Suddenly you have a gaping hole in your defenses. It'd be nice to have doorways as areas where nothing ever gets dropped, I'd take the occasional overflow inconvenience over security issues.
#24
Ideas / Enhanced Winter Weather
August 02, 2017, 07:34:04 PM
If I recall correctly Tynan is Canadian so I'm sure he will identify with these ;)
Snow accumulates on solar panels reducing effectiveness
Ice storms that can knock out conduits that are exposed, freeze windmills, exposed turrets/mortars etc.
Blizzards that seriously restrict movement. Perhaps colonists caught in them can get lost. More snow takes longer to clear.
Damn I hate Winter


#25
Stories / The Cursed Tribe
July 31, 2017, 01:32:13 AM
    It all started out so well, a well rounded crew (well, almost, as you will see) from the first roll of 5 tribespeople in the arid shrublands. Everything was going soothly, had a surplus of food, an elephant self tamed to join the crew of alpacas and muffalo, my researcher and crafter had become skilled, my non-killbox defenses were repelling every raid with relative ease. Then the plague hit two of my colonists. My best doctor had a 3, and even though I had bought 3 regular medicine that plus the herbal wasn't enough despite constant tending when possible. They both died within minutes.

      Then things got worse.

    The Husky who had a bond to the recently deceased went berserk, biting a colonist who then got an infection, and once again my doctor failed to save them. Third colonist dead within a day.

      OK, the 2 remaining have enough skills to run the place, and I'm sure another will come along, and sure enough an alert to rescue a fleeing colonist came up. Well, 16 year old female, sanguine, hard worker, decent passions, hey great. Here comes the raid from the East. 5 seconds later, here comes another raid from the north. Two raids at once. Well, newbie gets carried off by the second group after some chaos, and my last two colonists are beat up pretty bad. Time to heal up and see what happens.

      Toxic fallout happens. Great. Get the livestock inside, maybe I can chop up some raiders for kibble when my guys can move around a bit better. But....

     A muffalo goes manhunter. I happen to remember one of the raiders tried going through my base to escape and left a hole in the wall. I try to repair it and am so close but the muffalo gets through and beats my guy up, the other one hides and spears the muffalo to death. Time to self tend and relax until...

    I notice a boomalope has self tamed in the meantime, I figure I need the kibble so I will slaughter it- BOOM, catch my place on fire, still all wood at this early stage. It gets put out after some drama.

    Then, once again, another raid, only 3 tribespeople but my guys are absolutely beat up. The raiders are burning crops and defiling sarcophagi so I rest and heal, but they start beating down a door. Try to get my repair guy to get at it but he's too slow and they get in- the husky distracts them but its not enough, they down another colonist, who they kidnap (later they try to ransom him back for 240 silver but I have no trade beacon). Thankfully some traders were on the way and the raiders scattered. I buy some meat (still toxic fallout) and lick my and everyone elses wounds.

    At this point a cold snap seems like a good idea, and around the same time a dying boomalope explodes next to my poplar tree harvest of wood. I'm watching my wood burn and figure I need to grab some to keep warm and cooking. This is the final straw, my colonist snaps and goes on a wander.

     I watch him slowly freeze to death on the river in the cold snowy landscape, unable to help- by the time he snaps out of it its too late.
 
*Generally I never get this far into a colony death, but this one seemed like I could pull it back from the brink. Didn't happen. Lastly, the husky snapped again and killed an elephant haha. I've never seen such an intense chain of doom on Cassandra rough, even after watching youtubers who play extreme. It was fun and had a pretty poetic ending, RIP Salmon, who I finally broke by making him haul wood.
#26
Bugs / Escaping Raiders easily killed
July 22, 2017, 07:11:22 PM
Recently I had a couple of fleeing raiders try to escape by breaking through doors in my exterior walls. I simply sent a gunner close to them and picked them both off, similar to shooting fish in a barrel. A better reaction would be for raiders to attack or flee if trapped/shot at as opposed to just banging on doors while being shot at. I'll admit it was satisfying though  ;D
#27
Ideas / Map Navigation, Hunting Parties
June 30, 2017, 05:22:55 PM
After playing for a few (25+) hours I have some ideas for improvements- being pretty new still these may exist already, if so I apologize.

Better map navigation- having a mini map, a key to center on the home base, and the ability to set waypoints that can be jumped to from hotkeys would be great in reducing map nav fatigue. Another idea would be to set the Numpad keys to focus on map sectors, eg 5 would jump to center, 8 to center top, 7 to center left, etc.

Allowing the creation of hunting parties would be cool, adding some protection when an animal seeks revenge.