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Messages - kclace

#211
Stories / Re: Medieval Colony
September 29, 2018, 12:59:29 PM
15 days of volcanic winter to thin out the food supply, then the toxic fall out came. Fortunately we were able to bug out and rebuild on another part of the map, but  rebuilds are not easy.

#212
Ideas / Re: Murderous Rage with Gun Fix Needed
September 26, 2018, 07:57:28 PM
Also, I think unarmed colonists going beserk or with a murderous rage should grab a weapon if a weapon is on the path to attacking the target colonist.
#213
Stories / Craziest Interpersonal Drama
September 24, 2018, 07:04:21 PM
What's the craziest interpersonal drama you've seen play out?

Here's mine.

Starting colony of three. A father, his son, and his girlfriend. As soon as we start, the girlfriend decides to dump the father for the son. Then she marries the son.

The father and his ex fought each other constantly while she was dating the son, but things quieted down once she married the son.

Then a piece of rood fell on the son, killing him instantly. Now the father and ex are back to fighting each other again.
#214
Ideas / Re: Murderous Rage with Gun Fix Needed
September 23, 2018, 05:15:18 PM
That way your colony can have its own gun control debate. lol
#215
Ideas / Murderous Rage with Gun Fix Needed
September 23, 2018, 09:45:09 AM
I've noticed that whenever I have a colonist enter into a murderous rage and they have a gun, they always try and melee attack someone. I think it makes a lot more sense that they would just pull the trigger don't you think?

Anyone else noticed this?
#216
Stories / Re: Medieval Colony
September 23, 2018, 08:05:37 AM
Update: Cassandra is evil...on rough

Having realized that my low wealth high powered medieval colony was impossible to take down with raids, she decided to hit me hard with volcanic winter AND toxic fallout. With no modern technology and a rapidly dwindling food supply, my colonists were forced to evacuate. Now they are trying to rebuild on a new tile.
#217
It also gives me an idea for a MOD.

Negan: Let Negan kill one of your colonists at random or face an overwhelming pirate attack!
#218
Ideas / Event Suggestions: Refugee Mob, Pirate Extortion
September 20, 2018, 08:52:54 PM
Text Box: A ragged group of starving refugees passing by plea for some of your food.

Options: Give up X food. Mood bonus, but increases likelihood event will repeat again in the future.
              Refuse Food:    Negative mood

Text Box: A band of pirates consisting of X members is threatening to attack unless you give them X silver and X items.

Options: Give items and avoid a high strength raid.
              Refuse and face a high strength raid.
#219
General Discussion / Re: Executing Prisoner During Raid
September 19, 2018, 09:10:06 PM
Can you really do that?
#220
General Discussion / Executing Prisoner During Raid
September 16, 2018, 09:02:14 PM
I had a pirate prisoner whom I immediately executed when a pirate raid started. I wanted to see if this would have a demoralizing affect on the raiders.

As it turned out, only if the raiders knew the prisoner personally it would have an effect. The prisoner was a rival for one of my raiders so the raider actually got a +2 mood bonus as a result of the execution.

It would be great if executions could more effectively demoralize enemies though. 
#221
Stories / Re: How did your colony die?
September 16, 2018, 07:40:51 PM
Pirate raid downed 3 out of 4 colonists. The remaining colonist was in a building. Then the pirates opened up an ancient shrine which revealed an insect hive. The insects slaughtered all the pirates but couldn't reach my last surviving colonist. My last colonist fled the map and lived to fight another day.
#222
Stories / Medieval Colony
September 15, 2018, 08:06:42 PM
I've started a colony in a rainforest that has forsaken industrial technology and is completely medieval. So far it is working out great. My colonists have been cutting raiders to pieces with gladius swords, and I've just researched plate armor. The colony is built like a castle and has the following features.

Stone wall in a square.
Rooms line the inside of the square.
A large open area in the center that has a dining room, some production benches, and a large field of rice.
A secondary wall that forms an outer perimeter. (In progress).

My plans for the colony:

1. Complete the second perimeter wall.
2. Research long bows.
3. Create archer pits along the secondary perimeter wall or something akin to guard towers for the archers.
4. Plate armor for all my heavy hitting melee types.
5. Outfits that look medieval. Cloth dusters are great but just don't look medieval enough!

#223
Ideas / Threat Meter
September 12, 2018, 09:12:09 PM
This would be similar to the "temperature" meter in prison architect and would inform players how threatened the colony is. Higher threat=worse and more frequent raids

Factors:

Proximity to roads and enemy bases.
Biome type: More extreme biomes have lower threat levels.
Number of enemy factions.

Big Idea:

Give players incentives to attack other bases to lower their threat level. Add additional quests to incentivize offensive attacks.