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Messages - KozmoD

#61
1 - Water mechanics. Things like generators, fishing, water animals, but also thrist, irrigation and maybe a sewer/hygiene system. Water opens up so many interresting things, imagine youre are fishing and instead of getting food a manhunter Legged Shark spawns and attack your colonist or youre using the bathroom and a giant rat spawns out of the toilet. Tilting and fun XD

2 - Combat. Right now is the gameplay resumes to "Make a killbox and deal with sappers" but if you dont make a kill box, the game will tear your colony apart every raid. I had a colony that got raided only by tribals, my weapons were mostly bows and pilas, then pirates came with 5 people using shields and swords. They kidnapped half of my colony. I wish we had more types of weapons and armors, stuff like barbed wire to slow raiders. Also a way of knocking someone down, like a Poison Dart would be pretty cool and useful, but also tilting when the raiders have said darts. More eletric/fire weapons, better stuff for melee and different turrets, like what they did with Mortars and maybe Mech weapons.

3 - Animals. Not only more animals, cause they same set of things spawning over and over again gets boring, but make them more useful and interactive. Give us horses so I can raid other bases quicker, war animals trained to kill and only kill, like a armored polar bear with a taste for raiders flesh, trained animals to make people happier, like a therapy dog. And obviously bionics, I want my end game War Rhino with a minigun horn dream to be true.

4 - Human to human interaction. We can only trade with other people, imagine making trading deals with other factions so we get traders in a regular basis bringing things that we ask in exchange of thing they want. Making "No agression Pacts" with pirates in exchange of money and goods. Calling the leaders of the factions to talk and make said deals, but also things like tribals "arranged marriage" to make peace between factions and other love/hate relationships. And this wouldnt be only for your colony. Imagine we get an alert like "The factions X and Y are now in a trading deal" and you can try raid their caravans.

5 - Personality and modifications. This is probably the least "action packed" thing in the list, but I love to see the little interactions between colonists. A better sexuality system would be cool and more complex relationships, also something like "Favorite food" and "Favorite animal" feature (an improvement of the "bond" stuff). If the colonist eat a meal made out of a certain meat/crop it gets a little mood boost for some time. (this opens the possibility of making different food like sandwitch, pizza, cake and other things) and with you have X animal as a pet in your colony, that colonist will get the same little mood boost. Imagine something "John's favorite food is simple sandwitch with pork. And its favorite animal for pets are Elephants".
And for modifications, I really want to see a "non baseline human" genetically modified to do/be a certain thing, or a human that evolved in a different planet. Like a heat/fire resistent human that evolved in a Inferno Desert planet. Or a modified model made to be extremely beautiful.

6 - A complete rework of certain mechanics like "Incapable of X" and the trading system. Its really annoying to get a "wanderer joins" and it cant do shit. And have trade every single little thing one by one, having to stare at the trading window literally hurts my eyes. The economy of the game could be more flexible, I would love to put my prices on things.
#62
I wish that Prepared Carefully let add custom pawns into the game to appear randomly. Imagine how fun it would be to make a specific character be a rival of another one and he appears on a raid. The story telling intensifies.
#63
The Chupa Cabra predator seems to be the best idea then. A predator that doesnt kill de Boom creature but do a little cut on the body, like on the Hump, and drink the explosive compounds leaving it downed, bleeding a little and unable to explode. Then other animals or even colonist could hunt it without fear.
Maybe the mod could change the Boom creatures coding a little, making Rats milkable like Boomalopes and if they are milked they cant explode.
#64
The "chupacabra" idea is neat. I also think a Fireproof cat-like animal, or a Dragon would be cool. I think im going to make the textures for those 2.
#65
Unfinished / Re: [B18+] Outer Galaxies
April 03, 2018, 09:30:13 PM
Seems like a huge deal. Im interested :3
#66
So I tested and the game freaks out if I try to capture/enslave a baby. I was using dev mode to make traders/raiders give birth. Which gave me an idea, can you make traders/raiders have a chance of being pregnant ? I think it would be pretty cool if a caravan appeard and one trader gave birth in my colony, or a captured raider was in the early hidden stages of pregnancy and will eventually give birth. Just an ideia
#67
Unfinished / Re: [B18] [WIP] More Blocks Mod
March 29, 2018, 07:36:28 PM
Really cool idea, but the textures are a little too bright, they stand out too much IMO.
#68
Quote from: sidfu on March 20, 2018, 07:46:35 PM
Quote from: KozmoD on March 20, 2018, 01:02:46 PM
How playable is it in B18 ? Does it conflict with Simple Slavery ? Im really looking foward to update my game, but without this mod, it feels so empty.

should work fine with slavery. just remember toddler and babies cant equiip items

So I cant take a toddler/baby as a slave? I was messing around with God Mode and tried to capture a baby, the game freaked out a bit with error Messeges.
#69
How playable is it in B18 ? Does it conflict with Simple Slavery ? Im really looking foward to update my game, but without this mod, it feels so empty.