![]() ![]() Seeing as how they don't really even interact on a base level to become friends or rivals yet, there's no point in breeding families. I'd also like to see general social interactions done first, like ordering the colonists to convalesce together at specific areas, like a brazier for example, so they get warm and a mood boost, or be ordered to a specific designated room like a great hall to dine together for improved relations/mood boost. With this being in such an early stage it's definitely not something that needs to be implemented yet and really the enemy adult prisoner/slave labor idea is far more appealing for this game. I honestly haven't even needed anyone to resort to cannibalism yet, but I can see why that'd be a big no with kids in the game for game rating reasons even though I don't care either way about a pixel kid becoming a pixel resource lol. ![]() With zones, you can create areas where your settlers are expected to bring certain items. One of the mechanics in the game is stockpiles. The decisions you make shape the way the colony will be. Having raiders kidnap the kids if you fail to fight them off would also be fine, just please no worthless, obnoxious sim babies. Create Stockpiles Near the Relevant Stations In Going Medieval, you are tasked with planning out and running a colony. So please no to the super annoying baby thing. No freakin way does this need to be the sims with screaming brats that do nothing but get hungry and poop for weeks before they grow up. I'd be okay with them being born as kids/wolfbait that are able to do a couple things like help harvest and carry lightweight loads (and attract wildlife aggro if they wander), but not as babies that have to be tended. Not really all that useful, and a source of possible controversy. If a raider enters the Nursery, they will attempt to kidnap any babies present, grabbing them and leaving the map at top speed. They would have to train every skill up from zero. By the age of 10 they would become normal settlers, gaining random quirks and job preferences, but no skill points. Babies have a chance of taking a wound (to simulate getting sick) each day, and need constant tending.Įach baby has all tasks turned off, and none can be turned on until it reaches 5 years old (and then if they actually toddle out to do anything, they can take damage and wounds if they do any job except Harvesting and Tending. This room would add a new leisure activity "Making Children" - if two Settlers sleep together in the room, there is a small chance to create a baby in the playpen. ![]() Let's say you have the ability to make a "Nursery" requiring, say, 2 beds, a bookshelf, and a fenced off area of at least 4 by 4 to act as a playpen. The Devs have said they don't want to, But if they WERE to add them, how useful would they be? ![]()
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