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Messages - bullwinkle

#16
General Discussion / Re: Turn OFF seiges?
December 23, 2014, 11:02:01 AM
Ah, yes, brilliant idea!! Thanks ;D
#17
General Discussion / Turn OFF seiges?
December 23, 2014, 09:47:32 AM
As the title says, is there a way to turn OFF seiges? I'm not a fan of them and would rather just be raided..
#18
Ideas / Custom storyteller?
December 21, 2014, 10:45:35 AM
Hey I was just thinking if we could have a custom storyteller? You can set the difficulty like now but you can stop certain events from happening. Like sieges, I hate sieges, I'd rather just have assaulting raids. Make it so we we can check which events we want included in the game. Don't like blights? Don't include it. Want more slave traders? Make it unlimited pop cap.

This way you can customize each game to your liking, with a storyteller still telling the story. Just without the stuff you dislike.
#19
General Discussion / Re: Wooden Walls
November 28, 2014, 09:08:11 AM
If I'm not mistaken, you have to right click the "conduit wall" in architect  to bring up which building material you'd like to use (ie. Wood)
#20
Ideas / Re: Wot do i haul?
November 14, 2014, 07:08:21 AM
Even if you just added a right click option on the overview screen. ( like Johnny said). You go to the overview screen, right click the "number" for the colonists job ie. Hauling, and a list appears where you can de select or select specific things for them to haul. Don't want them hauling food, de select it. Want them only hauling metal, select metal and de select everything else.

Same could work for cooking, hunting, construction. Really anything in the overview menu. Then each colonist can be specialized to do very specific things.
Doesn't add anything to the main overview screen, just creates more depth to it.
#21
Off-Topic / Re: Hobbies
November 10, 2014, 01:22:51 PM
I'd love to learn how to code! But have no idea where to even start. Any suggestions?

And role playing is pretty cool!
#22
Off-Topic / Re: Hobbies
November 09, 2014, 10:15:04 AM
Woooo, those are amazing!! You have a gift my friend
#23
Off-Topic / Hobbies
November 09, 2014, 06:57:49 AM
Hey everyone, I thought I'd start a thread about hobbies anyone has. I searched for a similar topic but found nothing.

Now other then playing countless hours of rum world or any other games what do you do with your spare time? I race cars on dirt oval tracks in southern Ontario l, western New York and even Quebec. I've raced for 9 years now, in Ohio, Pennsylvania ", North carolina, and Florida. My dad and I love doing it.

So what are your hobbies? Anything from chess, to comic con, to hunting. Let's hear it. Pictures if possible too!

#24
Bugs / Hunters wont Hunt
November 08, 2014, 09:31:41 PM
hey guys, thought i would submit this error to you, my hunters wont hunt anything automatically, i have to force them to hunt everything. i get this error in the readout....

also, i have them set to hunting priority "1" and thats all they have set to "1"

im running alpha 7... not sure if its completely updated.

no idea what caused it or when it started as i just noticed it.


#25
Ideas / Re: Survival Backpacks Exploring and Reasons
November 01, 2014, 12:12:15 PM
I like this idea, I like it a lot! +1

Could be used for all kinds of purposes.
#26
Ideas / Re: Prison Doors
November 01, 2014, 09:04:58 AM
+1 for this idea!! I'd make a tiny prison  ;D
#27
Ideas / Re: Multiplayer
November 01, 2014, 09:04:11 AM
Soooo... All of you play one colony in a matter of a few hours? How would you play a colony in multiplayer for more then one computer session? I for one play a colony over the course of a few days, 2-4 hours a day. How would you manage that with co-op on the same map?  Also the time controls would be out the window, which I use quite frequently.

I do like the idea of co-op but not on the same map. My suggestion for co-op would be to use the world. Have a server for each world, you join a server(world) pick a spot like you do now and play like you do in single player. The co-op would come in when you start trading and if it's implemented, receiving or giving help to other players who are also online.
This would allow you to use time controls, have your own story, play when you want, and have co-op. Worlds could last for a long time this way. You could have each world with say 20 players that trade and help each other. When your colony dies or you leave the world your forced to go to another spot in the world. Limit the amount of colonies to the number of players allowed on server so there isn't a bunch of abandoned colonies sitting vacant. Erase colonies that have been unused for a certain time. So more people can join the world. 

EDIT. While helping other players with raids and what not, time controls would go out the window so it would be RTS but the only speed available would be the normal speed. Once the raid is over and your colonists go back to the colony your speed controls are back and you continue on.

Maybe other players could pay for your help also?

Oh another idea, instead of only being able to help with raids other players could hire some of your colonists for a fee to do some work for them. Say they need help building things quick but all their colonists are occupied, they send out a request to the world to hire a builder for a "in game month" for say 1000 silver. They control said colonist till the month is over then the colonist returns home. They would have to feed and have a place for them to sleep while there. Now they wouldn't be able to "capture" or "arrest" them to avoid greifing.

Or if all their colonists are sick/injured and they need doctors asap they could hire them. 



Any other way is game breaking IMO. Completely changes the game.
#28
Ideas / Re: Thermal (wood) Power Plant
November 01, 2014, 08:27:15 AM
This would be really useful, and I would have a reason to chop down trees after I'm through with the first year ;D
#29
Ideas / Re: Colony Reputation
November 01, 2014, 08:09:00 AM
I love the idea. Build a network of trade outposts of some sort
#30
That's a good idea, but how do you incorporate "pause", "fast forward" into multiplayer? Also, If anyone plays like me, I tend to take a few real life days to play a colony and not a few hours. Just wondering how that would impact multiplayer? Not trying to bash or anything just curious. I would enjoy multiplayer if it was co op but that's just my 2 cents.

You also have the issue of players using mods, which i would assume would cause compatibility issues between the two or more players.