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ambulances

4y
#1
i think it would be smart if you added ambulances to the game because whenever I have sick peaple they just wander around protesting and not going to a hospital
4y
#2
you mean building ambulances to take maldes people to the hospital? yes great in this case the ambulance would unblock with colonial research civics and would be built in the clinic and the hospital and the medical research center
4y
#3
or an ability to click and "Transport" a colonist to hospital[sickbay].
just like in star trek..heh
4y
#4
hm... yeah, ambulances would be cool, but they would have to possibly work a bit different than other bots.

Do you manually select a colonist and request an ambulance to take them to a med center? or do they automatically do so when they hit a certain point on health? or should that be a function of the Advanced Med center?
4y
#5
oh, and sticking with the star trek stuff, you could have a late game thing like an emergency transporter, that would automaticly beam them to a hospital. in case theres just to many colonist sick to pick them all up, plus making it less micro-managing in late game
Main colony:
human - Eldia: 0tThkRFL
human - Gondwana: MQGtwWQR
insectoids - Deinonychus: fQ3oqKnA
4y
#6
misteddawn said:hm... yeah, ambulances would be cool, but they would have to possibly work a bit different than other bots.

Do you manually select a colonist and request an ambulance to take them to a med center? or do they automatically do so when they hit a certain point on health? or should that be a function of the Advanced Med center?


great idea for ambulance and a good question as well on how to specifically make them work...perhaps we can do it both ways? choose manually when it's still early in the game then do additional research to do automatic transport on certain health percentage...not sure if that is possible for the programmers though...
4y
#7
Maybe not make a bot like most bots are bots. Maybe make a building that houses a bot that simply works without rendering if you turn off colonist animations. Otherwise when a colonist gets sick then a vehicle is sent from the building to a colonist, then from a colonist to a hospital, then back to the building. Maybe make it so that you can create the cars internally. A limit of maybe ten cars.
4y
#8
I think it would work fine with the current but configuration. I built a forest and it blocked off a oil mine and my crude boots can't get to it so they just sit by the oil storage waiting until they can get to it. Why wouldn't the ambulance do the same thing?

Edit: I can't attach the screenshots I took of my blocked off oil mine...
4y
#9
they should come and pick the colonists up when the health reaches 50
4y
#10
Here's my idea:

Ambulance can be parked and will remain parked until statistics detects that a colonist is under 50% health. Then, statistics will check the person's location and choose the nearest ambulance to go pick that person up.

I'm not sure how bast would implement the transportation thing. I wonder what happens when a colonist enters a building. Is the colonist destroyed and the building saves their information and status, and then recreated once it's time for them to leave? Or do colonists simply become invisible once they enter the building? I suppose that bast could do the same for transport rovers that he does for structures when colonists enter and exit. An ambulance would have to be special though, because unlike a regular transport vehicle that simple drops the colonist off at a location, the ambulance would drop the person of into a structure(hospital), and I'm not sure how complicated the code would have to be to make that happen.
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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