Ludeon Forums

RimWorld => General Discussion => Topic started by: Fruit loops on October 01, 2014, 02:14:59 PM

Title: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Fruit loops on October 01, 2014, 02:14:59 PM
ooooh baby alpha 7 is in town ;D

diseases
new stuff to build and mine
UI
biomes

and more

Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: milon on October 01, 2014, 02:18:30 PM
and organs to harvest!
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Shinzy on October 01, 2014, 02:25:15 PM
If only the jungles were more.. well, Jungley *ahem* =P

I can't wait to go clubbing peoples brains out with the melee weapons
and have my clan of cybernetic knights of the order of cybernetic knights
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Fruit loops on October 01, 2014, 02:33:51 PM
I saw that the raiders at the end had swords  :D
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: dd0029 on October 01, 2014, 02:51:05 PM
There are new animals. I've seen a turtle - that I was oddly excited to hunt and eat turtle soup - and lots of boars.

I've played a bit. The disease thing is neat. It took me a bit to realize I had to tell my little weeble to go to bed.

The multiple stuffs is also neat, but needs some iteration on the UI side, having to choose wood, metal or silver each time you start to build something is tedious. If you try to lay down something without picking a material type, nothing happens and that was confusing. There could be a pop up note of some variety reminding you.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Shinzy on October 01, 2014, 03:01:18 PM
Quote from: dd0029 on October 01, 2014, 02:51:05 PM
There are new animals. I've seen a turtle - that I was oddly excited to hunt and eat turtle soup - and lots of boars.

I've played a bit. The disease thing is neat. It took me a bit to realize I had to tell my little weeble to go to bed.

The multiple stuffs is also neat, but needs some iteration on the UI side, having to choose wood, metal or silver each time you start to build something is tedious. If you try to lay down something without picking a material type, nothing happens and that was confusing. There could be a pop up note of some variety reminding you.

I had the same thoughts of the picking of material
like right clicking on it to pick which material used
and left clicking to just lay it would be so much more convenient

And I was actually confused for the brief moment when I set the wall type to wood
and realized I hadn't put the wood allowed for hauling yet and dismissed the wall laying thing

Then tried to later place the wooden walls
I honestly wrestled with it like a full minute thinking I broke something
cause the material selection popped up each time
"NO! I don't wanan change the material! I wanna place the thing!"

Oh was I ashamed of myself after I realised I just had to pick the material again :-[
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: tincanrocket on October 01, 2014, 03:01:31 PM
Just a black screen and music playing for me when I try to start up the latest alpha in OS X   :'(
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Knigge on October 01, 2014, 03:06:38 PM
It is not often that i buy games that are not on steam, but this one was really worth the slight inconvenience of not being on there yet. Keep up the flawless work!
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Angie on October 01, 2014, 03:07:07 PM
Sooo excited... put off playing for the last week or so but will jump right in when I get home from work tonight. Love new stuffs, and so far everything (but the black screen) sounds fantastic!
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: sparda666 on October 01, 2014, 03:14:57 PM
I have not had a chance to check out the new alpha yet, but a suggestion is that when you click "build wall," a radial or drop down menu appears as long as your mouse is held down. You can then select material and release mouse. That sets the wall type and if you just click (not dragging onto radial or dropdown) it will just select the last used type. then just have the default type be set to wood or something.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Rahjital on October 01, 2014, 03:24:45 PM
Quote from: Shinzy on October 01, 2014, 03:01:18 PM
I had the same thoughts of the picking of material
like right clicking on it to pick which material used
and left clicking to just lay it would be so much more convenient

This was a very popular request on the tester forums, and Tynan said he will do something about it. :)
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Shinzy on October 01, 2014, 03:29:40 PM
Quote from: Rahjital on October 01, 2014, 03:24:45 PM
Quote from: Shinzy on October 01, 2014, 03:01:18 PM
I had the same thoughts of the picking of material
like right clicking on it to pick which material used
and left clicking to just lay it would be so much more convenient


This was a very popular request on the tester forums, and Tynan said he will do something about it. :)

Oh that is good to hear
and I really like Sparda's idea about it
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Tynan on October 01, 2014, 03:35:53 PM
Quote from: Shinzy on October 01, 2014, 03:01:18 PM
Quote from: dd0029 on October 01, 2014, 02:51:05 PM
There are new animals. I've seen a turtle - that I was oddly excited to hunt and eat turtle soup - and lots of boars.

I've played a bit. The disease thing is neat. It took me a bit to realize I had to tell my little weeble to go to bed.

The multiple stuffs is also neat, but needs some iteration on the UI side, having to choose wood, metal or silver each time you start to build something is tedious. If you try to lay down something without picking a material type, nothing happens and that was confusing. There could be a pop up note of some variety reminding you.

I had the same thoughts of the picking of material
like right clicking on it to pick which material used
and left clicking to just lay it would be so much more convenient

And I was actually confused for the brief moment when I set the wall type to wood
and realized I hadn't put the wood allowed for hauling yet and dismissed the wall laying thing

Then tried to later place the wooden walls
I honestly wrestled with it like a full minute thinking I broke something
cause the material selection popped up each time
"NO! I don't wanan change the material! I wanna place the thing!"

Oh was I ashamed of myself after I realised I just had to pick the material again :-[

Yeah, this is actually already addressed for Alpha 8. The menu just vanishes if you move your mouse away from it.

Game's still a work in progress; no feature will ever be perfect the first time you guys see it :)
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Noven on October 01, 2014, 03:38:34 PM
Kinda sucks that when you build a wall into a mountain it no longer looks seamlessly integrated. I miss that from the last version because now it looks like there is a gap between the mountain and wall.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Robovski on October 01, 2014, 04:04:14 PM
Just started in the new biome. Glad to hear the UI for materials has been addressed already for the next build.

What have I found out:

Cobras are fair eatin', as are boars and turtles and the skins are automatically harvested. I was turtleshell helmets Tynan!
Wood walls no longer transmit power
A raider with a knife will run at 3 armed men with guns (even if they are awful shots). But then the raider was a navy scientist who is incapable of intellectual...

Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Psyckosama on October 01, 2014, 04:05:37 PM
Quote from: Robovski on October 01, 2014, 04:04:14 PM
Just started in the new biome. Glad to hear the UI for materials has been addressed already for the next build.

What have I found out:

Cobras are fair eatin', as are boars and turtles and the skins are automatically harvested. I was turtleshell helmets Tynan!
Wood walls no longer transmit power
A raider with a knife will run at 3 armed men with guns (even if they are awful shots). But then the raider was a navy scientist who is incapable of intellectual...

turtleshell helmets... GREAT for tribals! :D
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Matthiasagreen on October 01, 2014, 04:21:00 PM
Quote from: Robovski on October 01, 2014, 04:04:14 PM
Just started in the new biome. Glad to hear the UI for materials has been addressed already for the next build.

What have I found out:

Cobras are fair eatin', as are boars and turtles and the skins are automatically harvested. I was turtleshell helmets Tynan!
Wood walls no longer transmit power
A raider with a knife will run at 3 armed men with guns (even if they are awful shots). But then the raider was a navy scientist who is incapable of intellectual...

Regular wood walls do not transmit power, but the wood power conduit wall does.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Robovski on October 01, 2014, 04:52:20 PM
Quote from: Matthiasagreen on October 01, 2014, 04:21:00 PM
Quote from: Robovski on October 01, 2014, 04:04:14 PM
Just started in the new biome. Glad to hear the UI for materials has been addressed already for the next build.

What have I found out:

Cobras are fair eatin', as are boars and turtles and the skins are automatically harvested. I was turtleshell helmets Tynan!
Wood walls no longer transmit power
A raider with a knife will run at 3 armed men with guns (even if they are awful shots). But then the raider was a navy scientist who is incapable of intellectual...

Regular wood walls do not transmit power, but the wood power conduit wall does.

Don't I feel like a dope. At least the proper shelter has yet to be built, not just the temporary/place the prisoners go later.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Dieform on October 01, 2014, 05:10:41 PM
Quote from: Fruit loops on October 01, 2014, 02:14:59 PM
diseases

I had a randomly generated colonist named Coffey; day 4 - she just got mild plague.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: realitybend on October 01, 2014, 05:51:35 PM
Is there really a speed penalty for grass like is mentioned in the Alpha7 video?
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: jack020 on October 01, 2014, 05:59:26 PM
don't like unrealistic walls and clothing.. kills the immersiveness for me

also im not pleased with diseases.. i just wanna fight waves of enemies

so im nerfing diseases to 0

Mods\Core\Defs\IncidentDefs\DiseaseIncidents.xml

///
-<diseaseVictimFractionRange>

<min>0.1</min>
<max>0.15</max>
\\\

if that's it

also diseases under : Mods\Core\Defs\BiomeDefs\BiomesBase.xml

apperently


BTW what this game really needs imo is to be able to put specific parts of the game on or off, some ppl might not like the changes AT ALL
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: keylocke on October 01, 2014, 07:17:23 PM
Quote from: jack020 on October 01, 2014, 05:59:26 PM
don't like unrealistic walls and clothing.. kills the immersiveness for me

now that you mention it, i suddenly realized that i build almost everything made of stone.. even my beds..

Quote from: jack020 on October 01, 2014, 05:59:26 PM
also im not pleased with diseases.. i just wanna fight waves of enemies

so im nerfing diseases to 0

as for diseases, i actually don't mind it that much. it's just that the event is a bit too random, and there doesn't seem to be ways to prevent it.

but the infection from injuries makes sense. i liked that part.

Quote from: jack020 on October 01, 2014, 05:59:26 PM
BTW what this game really needs imo is to be able to put specific parts of the game on or off, some ppl might not like the changes AT ALL

agreed.

i liked the way how Don't Starve did it. it's so easy to click on the map generation options to choose which things are active/inactive and being able to adjust each settings.






Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Tarenty on October 01, 2014, 11:54:36 PM
It's alpha 7 guys, pretty early for a whole lot of configuration.  Mods will solve everything you need for now but I think Tynan and the crew's time is better spent on content, balance, and bugs atm :)
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Robovski on October 02, 2014, 01:30:38 AM
Quote from: realitybend on October 01, 2014, 05:51:35 PM
Is there really a speed penalty for grass like is mentioned in the Alpha7 video?

Apparently, it certainly feels that way to me. Here's some gameplay from the new build in a tropical environment if you want to see for yourself: https://www.youtube.com/watch?v=DboWYvyFMz0
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Girlinhat on October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery?  I can't seem to get my guys to perform it, ever.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Nasikabatrachus on October 02, 2014, 01:50:35 AM
Quote from: Girlinhat on October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery?  I can't seem to get my guys to perform it, ever.

Make sure you have a bed set to medical mode available.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Girlinhat on October 02, 2014, 01:56:17 AM
Quote from: Nasikabatrachus on October 02, 2014, 01:50:35 AM
Quote from: Girlinhat on October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery?  I can't seem to get my guys to perform it, ever.

Make sure you have a bed set to medical mode available.
What happens exactly, is that I order a guy to have his eye amputated for cataracs, so he walks into the hospital, climbs over the pile of medicine, slips past the pile of bionic eyes, says hello to the three doctors, and then cozies up in one of the medical beds to go to sleep.  Then he stays there.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Varnhagen on October 02, 2014, 05:47:08 AM
Just finished my first A7 game. Man, what a change of pace! Couple months in, my colony of 4 is struck with plague. Nurse Yul and Doc Ulyana struggle with who gets to stay in bet longer while a third one is suffering the very same affliction. Only one left standing is a very delicate flower (too smart) who's great at cooking and crafting and he decides to pack up and leave. Three months in, one left and two are dead. Last one is sure to follow soon.

I like the new diseases and the new traits. I especially like that colonists can gain negative moods from conversations now. Overall the early game survival aspect seems to be a tad more challenging - likey!
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Matthiasagreen on October 02, 2014, 08:41:02 AM
Quote from: Girlinhat on October 02, 2014, 01:56:17 AM
Quote from: Nasikabatrachus on October 02, 2014, 01:50:35 AM
Quote from: Girlinhat on October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery?  I can't seem to get my guys to perform it, ever.

Make sure you have a bed set to medical mode available.
What happens exactly, is that I order a guy to have his eye amputated for cataracs, so he walks into the hospital, climbs over the pile of medicine, slips past the pile of bionic eyes, says hello to the three doctors, and then cozies up in one of the medical beds to go to sleep.  Then he stays there.

He did exactly what he was supposed to do. The next step would be for one of the doctors to grab some medicine, put it by the bed, grab the item you set to install (make sure its not just amuptate) and do the surgery. If that isn't happening, make sure doctoring is a priority and (maybe) that the bed doesnt have the long side against a wall. Not sure what else can do it.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: ShootyFace on October 02, 2014, 10:01:47 AM
The game is definitely more tense, and it's shaken up my routine significantly. Cannot say I'm a fan of the disease mechanic, it's more annoying than fun, almost as cheap as the psychic drone events. The new trade interface and traders are great, and I love all the new options otherwise.

I've seen some things that have made me excited to play more. You can equip a log as a melee weapon, which had me laughing when I discovered it. I also noticed that Scyther arm blades (?) are considered a body part, can't wait to get some and try and bolt them onto a colonist. A trader I had come through had some sort of fist blade melee weapon that was obviously Wolverine inspired.

All in all, cool update. I just wish the diseases were toned down and that the critters we had running around weren't so 'earthly'. Cobras in space, why not give them some sort of sci-fi name? We got Muffalo and from there on it's been pretty much standard fare.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: jack020 on October 02, 2014, 10:21:16 AM
Quote from: ShootyFace on October 02, 2014, 10:01:47 AM
All in all, cool update. I just wish the diseases were toned down

>>
Quote from: jack020 on October 01, 2014, 05:59:26 PM
also im not pleased with diseases.. i just wanna fight waves of enemies

so im nerfing diseases to 0

Mods\Core\Defs\IncidentDefs\DiseaseIncidents.xml

///
-<diseaseVictimFractionRange>

<min>0.1</min>
<max>0.15</max>
\\\

if that's it

also diseases under : Mods\Core\Defs\BiomeDefs\BiomesBase.xml
<<
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Shinzy on October 02, 2014, 10:22:45 AM
Quote from: ShootyFace on October 02, 2014, 10:01:47 AM-and that the critters we had running around weren't so 'earthly'. Cobras in space, why not give them some sort of sci-fi name? We got Muffalo and from there on it's been pretty much standard fare.
Based on his naming of the muffalo Ty would probably call the rest of the animals something along the lines of
Mobra, Turple or Burpoise, Brinoceros, Gonkey, Wild Poar, Bromenady, Squiller and like Megadeer =P

some things mite be best left alone!

Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: RemingtonRyder on October 02, 2014, 11:06:45 AM
I think that the challenge has scaled up quite a bit, at least as far as Cassandra is concerned.  I had a couple of snipers and a swordsman attack my base, and somehow all my colonists made it through alive.  The downside being that my researcher lost both her arms.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Nasikabatrachus on October 02, 2014, 04:08:09 PM
Quote from: Girlinhat on October 02, 2014, 01:56:17 AM
Quote from: Nasikabatrachus on October 02, 2014, 01:50:35 AM
Quote from: Girlinhat on October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery?  I can't seem to get my guys to perform it, ever.

Make sure you have a bed set to medical mode available.
What happens exactly, is that I order a guy to have his eye amputated for cataracs, so he walks into the hospital, climbs over the pile of medicine, slips past the pile of bionic eyes, says hello to the three doctors, and then cozies up in one of the medical beds to go to sleep.  Then he stays there.

That's odd. Do other kinds of surgeries work? Maybe if you posted a picture or a save (and world) file, it would help us figure out what's going on.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: ShootyFace on October 02, 2014, 04:22:25 PM
See, Shinzy, I LIKE all those names, much more than what we have now. I need more fi in my sci-fi. Maybe I need to look at modding the game, if just to add some freakish space critters.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: skullywag on October 02, 2014, 08:26:31 PM
Got to say im in agreement with the "diseases are annoying", not saying they are wrong but they aint fun...4 games in a row now, all 3 starting colonists have died of plague...nothing I seem to do can stop it, medical beds built they are in them im watching them like a hawk and prioritizing treatment when they need it to no avail, they always get worse and then die. (they do get treatment with medicine but it does nothing)

Sad to say but ill be modding diseases heavily in A7...
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Tynan on October 02, 2014, 08:44:19 PM
Quote from: skullywag on October 02, 2014, 08:26:31 PM
Got to say im in agreement with the "diseases are annoying", not saying they are wrong but they aint fun...4 games in a row now, all 3 starting colonists have died of plague...nothing I seem to do can stop it, medical beds built they are in them im watching them like a hawk and prioritizing treatment when they need it to no avail, they always get worse and then die. (they do get treatment with medicine but it does nothing)

Sad to say but ill be modding diseases heavily in A7...

This is kind of surprising, in testing we never encountered anything like this. Can others corroborate?
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: TheXIIILightning on October 02, 2014, 08:53:37 PM
Quote from: Tynan on October 02, 2014, 08:44:19 PM
Quote from: skullywag on October 02, 2014, 08:26:31 PM
Got to say im in agreement with the "diseases are annoying", not saying they are wrong but they aint fun...4 games in a row now, all 3 starting colonists have died of plague...nothing I seem to do can stop it, medical beds built they are in them im watching them like a hawk and prioritizing treatment when they need it to no avail, they always get worse and then die. (they do get treatment with medicine but it does nothing)

Sad to say but ill be modding diseases heavily in A7...

This is kind of surprising, in testing we never encountered anything like this. Can others corroborate?

I've had two colonists (in my current game) suffer from Plague, but they were treated without a problem. O.o
I just had then "Rest until fully healed" on a medical bed and they recovered without a problem. Sure, they required around 4 'Medicine' each in order to receive treatment, but once they reached Immunity they were soon up and about.

In older games even when they got sick and I had no medicine to treat them with, they would always survive if I kept them in bed at all times. Sure, they'd survive with very little health left, but they lived!

PS: Maybe they weren't being fed? Once a colonist reaches Starvation point they start to lose HP, even if they are resting in a bed. Perhaps the Doctor treating them was so overwhelmed with work that they simply weren't able to prioritize feeding the colonists as well as doing other chores.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Varnhagen on October 02, 2014, 09:03:39 PM
Quote from: TheXIIILightning on October 02, 2014, 08:53:37 PM
In older games even when they got sick and I had no medicine to treat them with, they would always survive if I kept them in bed at all times. Sure, they'd survive with very little health left, but they lived!

In my last colony the doc died a grim death with 99% immunity. Didn't help that the other vaguely capable colonist died in the neighboring bed a couple hours before.
I think it might have been a priority conflict. My docs have usually Doctoring at first and patient at second tier. I might have gotten that wrong this time. But still the problem was that both were awaiting some treatment that only the other one could give. But both were way to far gone to provide any help at some point. It might help if not the entire colony fell ill at once. (a few days in between the outbreaks)
Or am I doing something wrong? Are diseases purely random or influenced by circumstances. Little sleep and dirty accomodation, sleeping on the ground and eating raw boar? Do these influence a chance for infection?

I still like the diseases. We'll find a way to cope with them.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Zulgaines on October 02, 2014, 09:32:11 PM
Quote from: Tynan on October 02, 2014, 08:44:19 PM
Quote from: skullywag on October 02, 2014, 08:26:31 PM
Got to say im in agreement with the "diseases are annoying", not saying they are wrong but they aint fun...4 games in a row now, all 3 starting colonists have died of plague...nothing I seem to do can stop it, medical beds built they are in them im watching them like a hawk and prioritizing treatment when they need it to no avail, they always get worse and then die. (they do get treatment with medicine but it does nothing)

Sad to say but ill be modding diseases heavily in A7...

This is kind of surprising, in testing we never encountered anything like this. Can others corroborate?

My first two games had one of my three colonists die of the plague at the start, the second had another of my three colonists almost die of the plague after the first.

My third game I had many of my colonists contract the plague but none of them died to it. I did this by:

1. Micro managing characters that contracted the plague, making sure they got their treatments immediately

2. Making sure that the character with the highest doctor skill was always administering the treatment

3. Selling off whatever I had to in order to always have medicine available for the plague

4. Treating cooked food supply as important as treatment, dunno if this one mattered as much.


That's all I can think of, it was annoying to have someone getting sick every other day but it was manageable after the first couple of experiences with it.


Lack of event verity mixed with the frequency of the events seems to be the only real issue with it. People just get sick too much.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Tynan on October 02, 2014, 09:44:20 PM
Quote from: Zulgaines on October 02, 2014, 09:32:11 PM
Lack of event verity mixed with the frequency of the events seems to the only real issue with it. People just get sick too much.

Yeah, that seems to be the consensus. I'll definitely have to rebalance it. Maybe a hotfix.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: TheXIIILightning on October 02, 2014, 09:52:03 PM
Quote from: Varnhagen on October 02, 2014, 09:03:39 PM
Quote from: TheXIIILightning on October 02, 2014, 08:53:37 PM
In older games even when they got sick and I had no medicine to treat them with, they would always survive if I kept them in bed at all times. Sure, they'd survive with very little health left, but they lived!

In my last colony the doc died a grim death with 99% immunity. Didn't help that the other vaguely capable colonist died in the neighboring bed a couple hours before.
I think it might have been a priority conflict. My docs have usually Doctoring at first and patient at second tier. I might have gotten that wrong this time. But still the problem was that both were awaiting some treatment that only the other one could give. But both were way to far gone to provide any help at some point. It might help if not the entire colony fell ill at once. (a few days in between the outbreaks)
Or am I doing something wrong? Are diseases purely random or influenced by circumstances. Little sleep and dirty accomodation, sleeping on the ground and eating raw boar? Do these influence a chance for infection?

I still like the diseases. We'll find a way to cope with them.

From what I can tell diseases are random events and don't have anything to do with cleanliness. Although you have a far lower chance to get sick in the desert, when compared to the rainforest.
The problem was most likely your priorities, because having 'Doctoring' and 'Patient' at the same level is usually the best. You can then micromanage whether you want one healed first, or the other. If you had something else at Tier 1, then the sick Doctor would leave the bed to work instead of resting like he should.

Don't forget that scars and permanent wounds have a lasting effect on your colonists, lowering their health from the usual 100% to somewhere around 90% or even 80%. That can become a death sentence to an injured colonist if they have to rely on surviving with no meds, as it would an actual person.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Drahkon on October 03, 2014, 12:08:51 AM
Throughout testing and after, I've not had a single pawn die of illness yet - no special treatment involved so not sure what went wrong there. I've not had too much issue with it on randy aside from once i had about 8 people come down with the plague at once, followed by maybe 4 with malaria before they got well, several had both. That might have been a bit much, followed by a raid I had to get them all out of bed for, but they still all lived.

Well, at least none died of the illnesses, might have lost some to the raid.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: TheXIIILightning on October 03, 2014, 12:38:01 AM
Okay, here are the statistics for my current game. Coincidentally enough I did not only have one colonist sick after I ran out of Meds, but 10 cases of illness, when I have 8 colonists. All of them survived without the aid of Meds, simply by having them rest in bed.

http://i.imgur.com/Hm2iDTG.jpg (http://i.imgur.com/Hm2iDTG.jpg)

The problem is that now I'm rather vulnerable to attacks since I had no time to upgrade my base, since I had to take care of 3 diseased colonists + 2 prisoners at the time... but moving on!
Poor Snotface over there got sick 3 times with 3 different illneses... maybe if he wiped his nose more often, he wouldn't get sick as much. Don't you think so, Snotface?

MOVING ON, I think diseases are fine as they are. They aren't too deadly if you are cautious, even though you can get quite a fright if they reach the extreme level. I think they are just too common and Traders are far too rare later on when you actually need them. I only got 3 ships near the start of the game, and after that all the blue dots are just visitors, not a single ship passed by for me to dump the loot I was hoarding.

I think adding the ability to create Medicine, adding more events or simply increase the chance of Raiders spawning with Medicine, could balance this issue quite a bit. The health system made people too reliable on Medicine, and the simple fact that they have to wait and be lucky in order to resupply, is a bit frustrating. Especially when things like this happen combined with months of no ships passing by.
Making it so that an 'emergency' ship passes regularly every 20 to 20 days would be quite helpful. You could buy essential items from it, but they would cost twice as much!
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: keylocke on October 03, 2014, 03:54:12 AM
Quote from: Tynan on October 02, 2014, 08:44:19 PM
Quote from: skullywag on October 02, 2014, 08:26:31 PM
Got to say im in agreement with the "diseases are annoying", not saying they are wrong but they aint fun...4 games in a row now, all 3 starting colonists have died of plague...nothing I seem to do can stop it, medical beds built they are in them im watching them like a hawk and prioritizing treatment when they need it to no avail, they always get worse and then die. (they do get treatment with medicine but it does nothing)

Sad to say but ill be modding diseases heavily in A7...

This is kind of surprising, in testing we never encountered anything like this. Can others corroborate?

people with diseases get fed by assigned doctors (people might think they're getting cured), but without medicine, they don't get better and then they eventually die from sickness.

there also seems to be a limited time frame when it says X needs treatment (this sometimes trigger when they're on another task), and if ignored for too long, it seems to count that as a failure to get treatment, which probably makes the sickness a bit worse. which means more medicine and more treatment is necessary.

and then when the meds run out and players didn't prioritize getting more, people die.

i think it's one of the many new challenges introduced in alpha 7 that people needs to learn to deal with. it adds more complexity and fun to the game but it also increases the learning curve a bit.





Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Lecos on October 03, 2014, 04:19:59 AM
I'm ~200 days into my A7/Phoebe-Challenge/jungle biome colony and had four cases of diseases so far. One guy got quite unlucky, getting malaria just after building up his immunity to the plague, then another single case among my colonists and finally one of my prisoners. Think that's quite a good amount of diseases, and I like the event a lot more than, say, psychic drones. Staying on top of your med supply has gotten a lot more important.

Also liking the new trade interface a lot. I didn't really bother with trading in A6 much, to be honest, but especially playing with Phoebe in A7 it's become my main source of weapons and armour. Am curious whether it's going to be the same on my next Cassandra run.

Melee weapons are great. Always have one guy with a short sword running around between my streets (playing an outside colony) and dispatching of the odd charging enemy. Got a "brawler"-trait character with a power claw and a short sword now. Epic.

...still waiting for that Military Commissar character to join my colony to give them a power claw, a bionic eye and rename them to "Yarrick"...
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Wex on October 03, 2014, 10:04:19 AM
Quote from: Tynan on October 02, 2014, 08:44:19 PM
Quote from: skullywag on October 02, 2014, 08:26:31 PM
Got to say im in agreement with the "diseases are annoying", not saying they are wrong but they aint fun...4 games in a row now, all 3 starting colonists have died of plague...nothing I seem to do can stop it, medical beds built they are in them im watching them like a hawk and prioritizing treatment when they need it to no avail, they always get worse and then die. (they do get treatment with medicine but it does nothing)

Sad to say but ill be modding diseases heavily in A7...

This is kind of surprising, in testing we never encountered anything like this. Can others corroborate?
Day 4 all my colonist get the plague, day 7 one of them gets malaria too. Thankfully Phoebe gave me a lot of medicine in a pod crash, otherwise it would have been restart time.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: christhekiller on October 03, 2014, 10:11:12 AM
I don't have a big issue with with diseases. Granted I don't have a colony in a jungle (the second I heard more diseases I said to myself "f**k that s**t") but I haven't had anyone die from any diseases... Well except prisoners... I had a few die from infections because I don't give them medicine but I've begun amputating infected limbs soooo that's a non issue now.

But I just have them "Rest until fully healed" in medical beds and they never die of malaria and plague, and they normally get back up once the disease is minor and they've developed an immunity. It is a bit annoying, especially when my colonies small, to have a key person get sick but I figured it's best to keep them in bed while they're sick than risk them dieing. I only get them up if the colony needs defending.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: CrazehMeow on October 03, 2014, 10:42:42 AM
This is wierd, I actually really enjoyed the challenge provided by diseases and infections. It's something very different, and very surprisingly to me it is the addition I enjoyed the most.

So far I've had malaria several times and the flu. You need to pay more attention to affected colonists because they may fall over any time and you might need to rescue them. Fun!

However, it strains your ressources quite a bit. At least in the jungle where you get sick quite often. I sell slaves and organs harvested regularly to keep up with the expenses for medicine.

The only thing that bugs me out is forced material selection. I can't quite get used to it. Also materials only appearing when you have appropriate stock? That's good for not cluttering the selection but annoying when planning ahead.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Zulgaines on October 03, 2014, 12:15:35 PM
He released a hotfix that lowers the chance of sickness a good bit.


I personally really enjoy the mechanic but am glad it got toned down. Even if it's manageable now people getting terrible illnesses every two days or so isn't going to be a lot of fun when there's more story content to the game.

But hell, Theme Hospital in space would be pretty damn fun too, I want to deflate some colonists heads.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Shinzy on October 03, 2014, 12:32:41 PM
Quote from: Zulgaines on October 03, 2014, 12:15:35 PMBut hell, Theme Hospital in space would be pretty damn fun too.

I want to see a raider come up to your reception to get his inflated head treated =P
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Zulgaines on October 03, 2014, 12:39:34 PM
Quote from: Shinzy on October 03, 2014, 12:32:41 PM
Quote from: Zulgaines on October 03, 2014, 12:15:35 PMBut hell, Theme Hospital in space would be pretty damn fun too.

I want to see a raider come up to your reception to get his inflated head treated =P

Medical related events that can gain you colonists, silver, resources, or whatever for curing people would be very interesting once medicine and illnesses is more fleshed out.

If you really focus your attention on it it could even become a secondary method of gain for your colony, colony specialization could add an enormous amount of verity to the current fare of "Bad guys with guns" events.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Varnhagen on October 03, 2014, 06:37:48 PM
Third time's a charm!
90 days in, no one sick, no one dead, no on desperate to leave. Might be by chance (hotfix not applied), but it feels rewarding right now  to do everything right.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Ayt on October 03, 2014, 07:01:27 PM
Quote from: Encode on October 03, 2014, 12:43:07 PM

2. How to make Walls we build link up to the Rock walls like it used to?

*Edit* Added Rock into Wall's Linkflag and now walls & rocks are joined seamlessly, in case anyone wants to know.

It would be helpful to know which file this is in.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Mathenaut on October 04, 2014, 03:50:40 AM
I'm ambivalent about the new building requirements for the spaceship.

Now it's gone from waiting at the mercy of the RNG for the AI ship to additionally waiting at the mercy of the RNG for an industrial trader.  Would be nice if we could send a request for a trader.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Dr. Z on October 04, 2014, 05:13:57 PM
Would be nice if the same stuff would lead to the same stats, e.g. the synthread pants we start with are 100% flammable but the t-shirt is 0%.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: jjgoldman on October 04, 2014, 11:52:58 PM
Actually kinda welcomed the disease challenge, it added another priority to the game for me.  Did seem like a lot of diseases in a relatively short period of time though.  Maybe that's just this planet's atmosphere??? 

The game did feel a lot more....deep, like DF-type deep.  As in not all the game systems we present within 5 minutes of starting up.  It felt good to know I had to develop some tech, collect some resources, before I could, say, craft a piece of clothing.  So that was good.

I really enjoyed the new trade system.  Made the search for different resources more impactful.  Anyways, two games in and I'm liking most of the additions.  Although I'm not looking forward to harvesting a lung because one of my colonists needs one.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Tynan on October 05, 2014, 12:40:51 AM
This thread is quite interesting, it's gratifying to see people are getting something out of the new content!

It really feels like the game is getting very complex these days. Which is intended, but I always worry about what's being lost. Earlier alphas did play out a lot quicker, just because there was so much less to do. It's becoming a longer, more involved game, which I think is good, but I don't want that to be tied to excessive micromanagement or a lack of a sense of progress.

Quote from: CrazehMeow on October 03, 2014, 10:42:42 AM
The only thing that bugs me out is forced material selection. I can't quite get used to it. Also materials only appearing when you have appropriate stock? That's good for not cluttering the selection but annoying when planning ahead.

A common complaint, this will be solved in A8.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Shinzy on October 05, 2014, 04:52:21 AM
Quote from: Tynan on October 05, 2014, 12:40:51 AM-but I don't want that to be tied to excessive micromanagement or a lack of a sense of progress.

To be honest I didn't feel there wasn't much any sense of progression
until this alpha! (The researching didn't give much anything of interest aside making stone blocks)
There wasn't much to aim for in a game other than just waiting how badly I can get screwed up by the storyteller before getting wiped out

Now I feel there's actual goals to be had with getting my colonees
golden housing and cybernetic limbs and eyes and make all the neighbouring factions real jelly

The tradeships are actually fun and exciting with how they work now
Feels like unwrapping a present each time you see that "OH what will they have for sale now!?"

It's getting complex just the right way
I only think there should be more variety with items/equipment
but mods really cover that angle quite well =P And I need you to focus on new mechanics *poke*

Briefly! I love the game and I'm increasingly excited about where it's going next!
Also brightly coloured words! you're welcome everyone!
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: zidey on October 05, 2014, 08:35:37 AM
Can someone tell me how to get jungle? I don't seem to get it when I create a new seed
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Dr. Z on October 05, 2014, 09:10:51 AM
It's the dark green biome on your world map. It's not actually called jungel but tempereate forest (I think?), anyway it's the dark green one. If you're not getting it at all something went real crazy with your world generation and I would suggest a reinstall or a post in the bugs-subforum.

Regarding the increasing complex of the game, this is something I say since the first Alphas, the game just needs more things you can do besides fighting enemys. In my first new Alpha 7 colony there was an odd moment at the start where I thought "Huh I can't make something new what's happening here?", till I figuered out that a working base defense and food supply may be more important than crafting new clothes and implating bionics, and I very liked that, because you really need to focus on the neccessary things when only having three colonists and to plan your progression. I think a "longer, more involved game" is exactly what the majority of the players want and I personell never felt like micromanaging the things too much.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: thestalkinghead on October 05, 2014, 09:42:48 AM
i have been enjoying the game more as it has gotten more complex, i have been trying out the builder storyteller, and even though it is way more laid back in terms of raids, it can be a real challenge to get a productive/profitable colony going, and i really like that there is just more stuff to do that makes your colony better eg. pimped out houses and cybernetic implants
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: Angie on October 06, 2014, 04:36:48 PM
Quote from: Shinzy on October 05, 2014, 04:52:21 AM
Quote from: Tynan on October 05, 2014, 12:40:51 AM-but I don't want that to be tied to excessive micromanagement or a lack of a sense of progress.

To be honest I didn't feel there wasn't much any sense of progression
until this alpha! (The researching didn't give much anything of interest aside making stone blocks)
There wasn't much to aim for in a game other than just waiting how badly I can get screwed up by the storyteller before getting wiped out

Now I feel there's actual goals to be had with getting my colonees
golden housing and cybernetic limbs and eyes and make all the neighbouring factions real jelly

The tradeships are actually fun and exciting with how they work now
Feels like unwrapping a present each time you see that "OH what will they have for sale now!?"

It's getting complex just the right way
I only think there should be more variety with items/equipment
but mods really cover that angle quite well =P And I need you to focus on new mechanics *poke*

Briefly! I love the game and I'm increasingly excited about where it's going next!
Also brightly coloured words! you're welcome everyone!

I wholeheartedly agree- I'm so much of a constructor/builder/crafter that the more I need to gather or mine to craft & create, the happier I am. I'm even building specific little storage "sheds" for various materials- tonight after the ol'day job I'm going to go mostly peaceful and see how pretty a town I can create.
Title: Re: WOOT WOOT its out!!! (alpha 7 disscusion)
Post by: dd0029 on October 27, 2014, 01:32:14 PM
So, I've played a whole lot of Alpha 7 by now.

Various thoughts from my playthroughs.

Trade ships are better than they were. The can still use a fair bit of iteration. For high volume items - wood, food, metal, etc., there needs to be a text field or at the very least the drag thing needs to accelerate to a much higher speed. Next, every ship needs to really for real trade in everything. I can get behind specialized traders giving prefered prices on things and having guaranteed stocks of their special good, but there are times when you just need to dump something. Next, we could really use a method to call for a trader and it would be neat if we could request a specific kind of trader. Or, we could place buy orders for things so that we can broadcast for things, ie medicine.

The stuff thing is fairly nice, though I make things out of anything other than wood, stone and metal about never because there's comparatively so little of the other materials. I think I made a gold flower pot once.

Peg legs and artificial limbs are pretty nice, though I'd really like a way to craft simple prosthetics inside the vanilla game. I get not being able to make bionic parts, but lots of arms get shot off and getting enough prosthetic arms can be a challenge due to their rarity and cost.

The disease system is neat once you get used to it. Though, again there needs to be a better method for acquiring medicine, either through trade or preferably crafting.