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Messages - khun_poo

#227
Ideas / Re: Raiders use attack animals.
December 19, 2017, 09:59:11 AM
Yay! more meat.
#228
Well.. I think is already weird to do a one man surgery. I'm not a doctor so I don't know if it possible to do it though, but I think surgery like transplant organ or excise cancer should do with multiple doctor.

So, I suggest that when doing operation with solo doctor will reduced success chance dramatically. With two docs doing should be the same success chance and with 3-4 doc should improve the success chance.

Thank you for reading.  :)
#229
Ideas / Re: Lover's Ages
December 19, 2017, 09:23:16 AM
The vanilla have love affection for colonist to other in the colonist too in default vanilla setting, I think. According to my experience, I seem to found that the colonist around the same age range (which not gay) will try to woo each other more frequently than they do to elderly or young adult. Still, they rarely woo with those who is out of their age range too if their's no one at the same age around them.

So, it's wise to move the schedule of lover or married couple to be difference than single colonist since they still have a chance they'll cheat each other all the time  :-\.
#230
Agreed, It's useless inspiration on brawler. They should pop up based on weapon equip at that time. Imo, those who carry melee may get brawling inspiration (increase hit chance for melee) while colonist with ranged weapon get the same shooting inspiration. Those who don't carry any weapon will get other inspiration instead (work frenzy, go frenzy, etc).
#231
General Discussion / Re: Trading madness
December 19, 2017, 07:50:23 AM
Actually, I'll prefer to raise a cat farm since kitty sell a ton of silver (around 100 silver with good social colonist) and they breed like crazy. But sadly in A18, they can't hunt for themselves (maybe a bug, I've report it already https://ludeon.com/forums/index.php?topic=36668.0 ) which will burden your colony food supply.

With around 20-30 of them, they will most likely give you around 3 kitties per days. Sadly, you'll need to call for exotic good trader every day to sell the kitties before they run over your colony though  ;D


(Pic: Aoshima island, Japan)

The substitute for cat is Cobra. This nasty snake breed and mature rather slow than the cat but they eat less. The plus is that they can be train to release and they're not having name like cat which help a lot when you need to count their number. They're the only carnivore in the game that can hatch egg too.
#232
Ideas / Re: "Shoo" animals. QOL request.
December 03, 2017, 07:25:41 AM
I like the idea. A herd of elephant ravage my corn farm is very annoying in arid shrub. but turn them to manhunter is absolutely nightmare.
#233
How about the ship?

The colony structure that can travel at the same time. It would be fun to move in the world map while still able to build your base. The pirate faction would send pirate ship to raid you from time to time I guess.

Sadly, game mechanic not allow moving structure at this moment.
#235
Ideas / Re: A18 "Horn" sound on Raids.
December 02, 2017, 12:47:34 PM
How about airhorn?  :P

joke aside, I like the old raid alarm too. Maybe using the horn sound when play as tribal start and old alarm when play as clashed landing and rich explorer?
#236
Ideas / Re: Your Cheapest Ideas
December 02, 2017, 12:40:49 PM
Slingshot ?
#237
Off-Topic / Re: Count to 9000 before Tynan posts!
December 02, 2017, 12:36:50 PM
1438 left
#238
Quote from: Mutineer on December 01, 2017, 11:10:01 PM
Just in animals menu disable follow-on field activities and on alert when animal sick, reenable when needed.

Thank you for point it out. I already know this function exist, it just that it become complicate once you have more than a hundred animal in the colony.
#239
+1

Animal sleeping spot, box and bed too
#240
General Discussion / Re: [B18] New Mental Breaks
December 01, 2017, 05:12:23 PM
Quote from: SpaceDorf on November 28, 2017, 06:54:38 AM
I like most of the new Mental Breaks, because they change the gameplay.

What I don't like is the "Kill an Animal" Break .. because you can hardly prevent it and it can cost you very important ressources. The one hit kill of your remaining pregnant Thrumbo for instance is a real kick in the balls .. which would also make me reload instantly.

Don't forget the boomalope...