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Messages - Freya 'Tail' Fairwing

#16
General Discussion / Re: Total noob question...
April 14, 2014, 01:46:44 AM
You can click on one of your people, then right click on an object, and it will list things they can do with it. With the guns as an example, they can equip it or haul it off for storage. Setting them to not be forbidden just means they wont automatically haul it when that's what is left for them to do. You capture people the same way, but you also need an enclosed bed/sleeping spot in a room, set to serve as a prisoner bed (which means it needs to be apart from where your colonists sleep.) You can then click on that prisoner and use the prisoner tab to set what you want to do with them.

I don't think there is anything you can do with the visitors aside from attack or attempt to kidnap them. They just wander around for a bit, then leave. Occasionally, they might be attacked by raiders or mad animals though. When you get a communications console up and running, you can communicate with the groups they come from, but right now you can just pay most of them silver to make them happier with you.

But yes, while the colonists typically do their own thing, you have to explicitly tell them what guns to use. C=
#17
It'd be pretty nice if you could do something like, release a pirate prisoner back to their faction in exchange for a some favour and a few days of peace from that faction, eventually resulting in them leaving you alone (although at the cost of relations with other factions, as you sympathize with pirates.

What if each faction had their own little luxury that they share with you when they really like you, and when you have access to it everyone in your colony is a little bit happier. Say, you have access to a factions coffee, everyone is 10% happier because of it.
#18
I don't even have Industrial Rim, so it can't be that. I've not played outside of this save since reporting this, but I've never had this bug before then.
#19
Bugs / Inedible, indestructible and immovable meal
March 23, 2014, 07:55:11 PM
Found a potential bug, Alpha 0.2.363, Windows version.

Essentially, there is a simple meal lying on my floor that is due to spoil -1.5 days ago. It cannot be moved, as my hauler simply picks it up, moves it one tile, drops it then immediately moves it back, rendering a meal stockpile useless as she only tries to move this buggy meal. I tried to set it on fire and it does not take damage from fire (though I have not tested non-buggy meals for this, though the fact that they have their own health suggests they are meant to burn.)

I have no idea how it might have started, and I can't think of anything highly unusual that might have occurred, though I did get attacked roughly 1 - 2 days before, and I habitually draft everyone as soon as raiders are sighted, regardless of what they were doing, so maybe there is some issue when this occurs while they are carrying a meal. My only other thought is that it spoiled while it was being carried.

Upon saving and reloading the game, the meal despawned, but until that time, there it lay. burning in the corner

Although I have a number of mods installed, I only have two running on this save. PopCap+ and Trade Federation.

#20
General Discussion / Re: Tynan is getting nasty
March 15, 2014, 07:10:06 PM
I love the idea of raiders dropping into the middle of the colony. It'd be amazing to have a group of them punch right through the roof of the dining hall, just as my colonists are eating. Immediate bar brawl.
#21
Outdated / Re: [MOD] (Alpha 2) More Research!
March 10, 2014, 12:17:23 AM
I wonder if it would be feasible to add a repeatable research track that, when completed, gives the whole colony some sort of benefit, like, they shoot better, work harder and faster and sleep and eat less regularly without penalty, for a day or two. Would give some real reason to keep people as researchers and make the scientists more valuable when they crop up.
#22
Creative Rewards / Re: Character Draft- Freya Miller
November 04, 2013, 02:38:43 PM
Okay, here's the next pass. Again, this takes into mind your suggestions. I restructured the childhood and adulthood biographies, and added a new little bit to keep the adulthood biography from being too sparse.

Freya Miller (Tail)

Childhood Backstory: Downtrodden girl

Freya was born into a small, poor family. She was bullied relentlessly, beaten and hated. As she grew up she developed an interest in guns. She usually studied from books, but occasionally managed to get some practice time with the real thing. Freya later discovered a talent for art and began to teach herself how to draw and paint.

Adult Backstory: Art student

After years of practice, Freya was able to enrol into an art university and take her skills further. She sought art industry work after graduating with good grades. She made some progress with private commissions, managing to make a fairly decent living from her art.

Skill Offsets:

Childhood:

-2 social
+2 shooting

Adulthood:

Incapable: mining
-2 construction
-1 cooking
-1 growing
+8 artistic
+2 crafting
+1 medicine

Final skills w/. offsets:

Construction: 1
Growing: 2
Research: 3
Mining: N/A
Shooting: 5
Melee: 3
Social: 1
Cooking: 2
Medicine: 4
Artistic: 11
Crafting: 5
#23
Creative Rewards / Re: Character Draft- Freya Miller
November 02, 2013, 08:52:41 PM
Thanks! Tail was initially going to be her last name, with Tatter as a nickname but I couldn't find any instances of Tail being an actual last name.

With those edits in mind, I'll redraft her:

Freya Miller (Tail)

Childhood Backstory: Downtrodden girl

Freya was born into a small, poor family. She was bullied relentlessly, being beaten, rarely making friends. As she grew up she developed an interest in guns. She usually studied from books, but occasionally managed to get some practice time with the real thing.

Adult Backstory: Art student

Freya discovered her talent for art and began to teach herself how to draw and paint. After years of practice, she was able to enrol into a successful art university and take her skills further. Freya sought art industry work after graduating with good grades.

Skill Offsets:

Childhood:

-2 social
+2 shooting

Adulthood:

Incapable: mining
-2 construction
-1 cooking
-1 growing
+8 artistic
+2 crafting
+1 medicine

Final skills w/. offsets:

Construction: 1
Growing: 2
Research: 3
Mining: N/A
Shooting: 5
Melee: 3
Social: 1
Cooking: 2
Medicine: 4
Artistic: 11
Crafting: 5

Where do we ultimately submit these backstories?
#24
Creative Rewards / Character Draft- Freya Miller
November 02, 2013, 02:29:40 PM
Hello. I've written out a draft of my character, a female artist, and want to share this draft here. I'm expecting there to be some mistakes, so any suggestions for improvements would be great. I've basically made a female version of myself.

Freya Miller (Tail)

Childhood Backstory: Downtrodden girl

She was born into a small, poor family. She was bullied relentlessly during her childhood, being beaten and abused, rarely making friends. She took interest to the working of guns and studied them, learning from books and occasionally, with actual guns.

Adult Backstory: Art student

She discovered her talent for art and began to teach herself how to draw and paint. After years of practice, she was able to enrol into a successful art university and take her skills further. She sought art industry work after graduating with good grades.

Skill Offsets:

Traits:

Untrusting: -2 social

Delicate: Incapable: mining, -2 construction, -1 cooking, -1 growing

Childhood:

+2 shooting

Adulthood:

+8 artistic
+2 crafting
+1 medicine

Final skills w/. offsets:

Construction: 1
Growing: 2
Research: 3
Mining: N/A
Shooting: 5
Melee: 3
Social: 1
Cooking: 2
Medicine: 4
Artistic: 11
Crafting: 5