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Messages - Nickvr628

#31
Ideas / Re: The Medieval Challenge!
August 27, 2015, 02:05:59 PM
I used prepare carefully and started with 2 nobles, 1 knight/guard, and 3 peasants. The nobles have the noble traits, but I gave them a high melee skill so they can use swords and stuff well (a civilized weapon), the guard gets a rifle and the peasants get spears and  clubs.

The guards and nobles get meals made by a servant (better peasant that works in the castle) and the peasants have to eat nutrient paste. MUHAHAHAHA!

Maybe you should add servants/handmaidens to the rules, they are peasants with high social skills that can work in the castle.
#32
Ideas / Re: The Medieval Challenge!
August 26, 2015, 08:37:07 PM
I have one area where the allowed zones for peasants intersects with the zone for the servants just outside the castle, where the peasants drop off food and eggs and the luxury items that they make, and the servants from the castle come pick it up.
#33
Ideas / Re: The Medieval Challenge!
August 26, 2015, 05:55:03 PM
I will have to do this!
#34
Ideas / Re: Art Commisions
August 18, 2015, 05:52:43 PM
Or,

The work bears the image of prisoner "Jib Grubs". He is missing his arms, legs, kindney, liver, heart, lungs, and brain. Beside him is a stockpile of medical components. Happy colonists stand around him. The image suggests the concept of euphoria.
#35
Ideas / Re: Self-Raiding Flour
August 18, 2015, 05:48:55 PM
Please elaborate on Blitskriegsler's Star Base, is that a map I can get somewhere?
#36
Ideas / Re: Tents?
August 18, 2015, 05:47:15 PM
Maybe raiders/siegers can bring tents if they go to sleep.
#37
Ideas / Re: Suggestions wanted: Animals!
July 17, 2015, 02:54:52 PM
Vultures the feed on corpses.
#38
Ideas / Re: Non AI storyteller
July 01, 2015, 11:31:05 AM
Great idea.
#39
#1: Shooter/farmer
#2: Miner/Constructor
#3: Chef/doctor

I never use nutrient paste dispensers except for prisoners.
#40
Mods / Re: Idea: Avoid Zone
February 07, 2015, 08:42:58 AM
Or you could make a wall of no go zones to keep colonists in certain areas, so you could have outposts maned by specific colonists. I also want this to be colonist specific, so that one colonist can have a different no go zone than others.
#41
General Discussion / Re: Your Predictions for Alpha 9
January 31, 2015, 09:25:02 AM
As a closed tester I am not allowed to give away what is actually coming, but I can give you all this misinformation!

Space Aliens
Landing on new planets
Nuclear strikes against enemy factions
Leeks
In Game notepad
Tornadoes
Anti-drop pod cannons for shooting down enemy drop pods (think anti-air)
Hunting dogs and domesticated animals
Better hunting AI
#42
General Discussion / Re: Christmas Dinner
December 20, 2014, 10:03:01 AM
Potatoes, baked potatoes, scalloped potatoes, potato soup, french fries, potato fritters, and raw potatoes.
#43
Ideas / Re: Temperature overlay
December 14, 2014, 09:38:25 AM
Yes please.
#44
General Discussion / Re: Artifical Brain Removal
December 14, 2014, 09:31:24 AM
I can harvest Mechanoid brainz?!? :o I must try this.
#45
General Discussion / Re: Weaponised Heating?
December 11, 2014, 11:38:55 AM
Make a prison cell around a steam vent
Put a cooler in the room and set the temp to a normal amount
The room will not heat past the amount set, so the prisoner is safe
Disable the cooler, and the room will quickly heat to several hundred degrees from the steam vent.
Repeat cycle to either kill or torture prisoners.