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Messages - Mihsan

#151
Quote from: Toadbert09 on April 12, 2016, 12:56:13 AM
A trading caravan approached my wall guarded by inactive turrets, when a pack of manhunting boomalopes attacked the caravan, who had boomalopes of their own. The ensuing battle resulted in several explosions, which in turn damaged the turrets to the point of exploding. Either the boomalope explosion or the turret explosion killed the muffalo carrying the caravan's supplies, which gave me bad will towards them. I would expect that in this circumstance, the game would realize that I never attacked the caravan. To experience this , either just have a caravan be attacked by boomalopes, and in the battle, have the supply carrying muffalo be killed in an explosion, or have inactive turrets close enough to explode during said battle. Like I said, I'm not sure what exactly caused the bad will or death of the muffalo, but it should still be looked at anyways.

Had almost the same situation. Tribals attacked my turret and when it exploded it killed one friendly trader (which was not enemy to those tribals, so he was just standing there in the middle of my fight) which caused "bad will".

IMO turret explosions should go away.
#152
General Discussion / Re: Tortoises OP?
April 11, 2016, 08:23:05 PM
Your point is invalid because...

On jungle biome for years I saw not a single body of cougar though there was many eaten remains of turtles. Sometimes I can see cougar with 2-4 fresh wounds from turthe, but that is all.
#153
In posting my colony here, I give Ludeon permission to use my colony any way Ludeon likes, forever. I will not demand compensation later or something because the company profited by the use of my colony. I am okay with that.

I give Ludeon permission to use my colony commercially.


Boreal forest, flatland. Early stage.



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#154
Ideas / Re: Do Not Disturb toggle on doors
April 10, 2016, 06:45:21 PM
Quote from: ChimpX on April 10, 2016, 10:23:59 AM
"Do Not Disturb" toggle on doors
Awesome idea.
#155
Quote from: nosferatu on April 10, 2016, 05:04:49 PM
I did. I also meant to say Multi-analyzer. I think its a bug.
On your screenshot your Multi-analyzer is not builded yet. Are you sure you have builded it? Because you need not only research it, but also have it builded.
(just removing oblivious option...)
#156
Ideas / Re: Human Kids Should be smaller after born
April 10, 2016, 04:44:06 PM
#157
Quote from: Shurp on April 10, 2016, 03:49:59 PM
Plasteel less a problem how so?  Do you trade, mine, or kill mechanoids for it?  I haven't seen a trader with it yet.
I never buy plasteel and mechanoids are the best way to get it. Dangerous, but it pays off. And when you get that fallen psy/poison ship, then you do not even have much choice, right?

Also plasteel sources are not so rare for mining even on flat maps. At least for me.
#158
Quote from: Shurp on April 09, 2016, 07:56:12 PM
So two of my colonists got into a fistfight.  "No big deal," I think, "let them vent some frustration".  They beat each other up for a bit and then head to the med bay, ok.  But now both of them have scarred eyes.
I had like ~20 social fights for now. It was only 1 death and 1 "serious" injury (only pathetic removed nose, nothing serious). So this must be just bad luck for you.
#159
For me gold never was a problem in 2 of my last games.

Because I watched A13 release trailer, I got from it importance of analiser and remembered that it needs gold. That's why I was searching for it from the start. If you will check ~10 land caravans, then you will find your gold for sure. And plasteel is even less of a problem for me somehow.

In fact I do even like this little challenge. It keeps this game a bit more alive and interesting.
#160
Bugs / Re: Eating without jaw / Turrent force attack
April 10, 2016, 02:09:36 PM
Quote from: Sujus on April 10, 2016, 01:21:55 PM
One of my colonists hit a trap and somehow lost his jaw (must be very bad luck).
In this case you should make operation, which will give him denture. It will restore "eating" to 80%.
#161
Little bit related:
There was a marriage and straight after it's ended (or is it still counts as part of marriage? people was all in that room chatting) one guy starts social fight with a bride, kills her in fist fight... And this guy is still a good friend of husband widower with pathetic -10 social penalty for "killing colonist". How about some bloody vendetta instead of that?

P.S.: Also once I saw how two dudes was fighting, then stoped, took some food and was eating face-to-face at a table... just funny.

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#162
Ideas / Re: Nerf gut worm and muscle parasites?
April 10, 2016, 11:40:34 AM
I play on jungle biome and there you can really understand, what is "too often" (when you have colonists, that have 3 different diseases at the same time or when you have 12 sick people out of 16 total). And "too long" too since there is always somebody sick.

When I was playing on different biome there was some cases of different parasites and they was just fine for keeping game "not boring". So my vote goes for [They're  fine as is].
#163
Bugs / Re: Dog Nuzzeling Interupts Jobs
April 10, 2016, 10:57:15 AM
Quote from: Kolljak on April 10, 2016, 09:07:37 AM
Dog nuzzled my chef and kept nuzzeling him causing him to not be able to cook XD
Wow, such realism. Any animal owner will tell you: they are huge distraction anytime you touching some food. ;D
#164
General Discussion / Re: Beauty trait problematic
April 10, 2016, 05:50:30 AM
Quote from: Rofo on April 10, 2016, 04:57:58 AM
"Disfigured" is a bit problematic too. A pawn can be punched regularly in social fights due to it.
A character in my colony lost an eye defending the colony and started being harmed, until she lost her other eye due to a mates fist.
I had Ugly+Disfigured colonist. It is really brutal combination, but somehow he still had some friends.

Also it is possible to become disfigured in a social fight (one colonist destroyed nose on another one). Then it is even more complicated.
#165
Ideas / Re: Thrumbos should break walls
April 10, 2016, 05:26:37 AM
Quote from: Pickle on April 10, 2016, 04:18:57 AMPrisoners can break doors, ants can eat walls, so I think Thrumbos should be strong/intelligent enough to do the same. Especially because we can choose to attack it or not, the new or unprepared players won't normally do it if they don't have turrets and weapons. Moreover, the Thrumbo could no longer be wall into a room while sleeping, and starved to death.

Might require much more work than it seems. If thrumbo will use raider's logic (smash all the doors between him and your colonist), then it will be super OP (instarape of your colony w/o anything to save you). So thrumbo must smash some walls/doors.