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Messages - Astraeus

#1
Bugs / Re: Dog barking after fight
August 30, 2016, 02:05:26 AM
I just started having this issue badly. I have about 4 boars for hauling and a husky, and they were constantly snarling and making noise long after the battle was over. I read over this thread just now and had the idea to just re-draft the colonist that was controlling all of the animals. This fixed it. For Tynan's debugging purposes: It would persist through saving and then reloading the game, but now that I've fixed it and it's a permadeath game, I can't share the save.
#2
General Discussion / Re: Diseases
October 26, 2014, 06:39:49 AM
Quote from: skullywag on October 25, 2014, 10:49:27 AM
Have you gotten the hotfix (downloaded since Alpha 7) as its halved the chances, if you havent do so or edit the disease chances yourself. If you have downloaded the hotfix and still think they are too much then...speak to Tynan.

Ah, that explains why the disease spawns were so much lower a week later when I redownloaded the client on a different computer. Tynan needs to be less shy about announcing patches/hotfixes!
#3
I would prefer a simple friendly check before firing. A pawn should scan all available targets before firing, choose which has the highest hit %, and then scan for a friendly between themselves and the target. If a friendly is found, they could choose the next highest target and again check. If no targets exist without interference, they could just aim but not fire until the obstruction has moved. I've had a lot of friendly fire incidents not just involving hunting, but also with the tribals who's most powerful tactic is the lemming-like charge which often results in so much more damage from friendly fire than their clubs.

In case Ty is watching this thread, I don't want to sound too much of a backseat developer here. I don't code and from what little I know, it's a nightmare to implement even the smallest of fixes if you're adding in something entirely new, not modifying something already built.. but I really do feel that before this game goes live, there should be some improvement in pawn A.I. They work perfectly fine for now while 90% of us understand Early Access (and let's be honest here, Rimworld's early access is so much better than some games that have fully released..), but I think a little work to make sure that our colonists aren't accidentally murdering each other would go a long way in quality control.
#4
General Discussion / My love for Alpha 6
August 21, 2014, 11:20:45 PM
Hi again guys, I've been meaning to write a positive thread about my experiences with A6 for some more community feel-good.

I've been on board since A1 and every time Tynan releases a new version, it's christmas come early. I always look forward to the releases and get at least a few hours each time. The introduction of the end-game ship made it easier to have something to 'work toward' as emergent game play just isn't my thing. I only get creative when I'm making a solution to a problem, not for the sake of design.

Since the introduction of the ship, my monthly play through would usually just include one colony start to end and I'd eagerly await the next release. A6 changed that though. I'm on my 4th colony since it released and I just can't seem to get enough. I really don't know why this release made such a huge difference, but I feel that the game is headed in a great direction.

Just for my 2c, if I could say anything more I'd like to see, it'd be more of a "progression" feeling for the colony. I know obviously the game is having content thrown in at a breakneck speed so when I say that I'd like to see the ship take a lot longer to research or at least GET to research as the final "goal" for a colony, I understand that there's probably a lot more Tynan would like to put in the "middle" of the game. I'd like to see the guns/armor/size of the raiders more slowly increase over time so an average colony start to "finish" takes longer than it does now, however I realize you can't really use a time based scale as a colony may vastly outpace a time based ramp up. It just feels that within an hour of pistols and Lee Enfield, you are already slinging M-24's and R4's.

I know a lot will probably disagree with me. I am an "end game, progression" kind of player, whereas this type of game usually attracts players huge on emergent creative game play. However, I've never understood why a game of this genre couldn't include both styles, especially when this one in particular is including so many different story tellers. I love starting with rocks and bows, and ending with hyper lasers of death, and especially the journey in between.

Anyway, that's the end of ramble. Thanks Ty for this amazing game, looking forward to see what else you've got for it.
#5
General Discussion / Re: Combat Music
June 16, 2014, 10:54:10 AM
I really have to agree the music to this game is spot on.
#6
General Discussion / Re: RimWorld change log
June 16, 2014, 10:53:06 AM
I just have to say that I can't believe how fast you work on this game. I've bought into several early access titles, and this is easily the fastest evolving one. Every time you release a new version, it's like Christmas has come early. Love it, Tynan!
#7
General Discussion / Re: POLL: Alpha4e difficulty
June 06, 2014, 03:45:07 AM
Having finally gotten around to 4E after the last couple of iterations, I feel the difficulty at the start might be perhaps one notch too high, and then after day 50~, several notches too easy. After I've developed my walls, turrets, and have enough R4's and M24's to go around, the AI isn't sending anything big enough to really challenge me UNLESS it's a drop squad in the dead center of my base, and then the difficulty goes nutty.

I feel that if they drop directly in the base, maybe the attacking force should be 75% of what it would normally be. The difference in difficulty between having them unexpectedly drop behind your defenses versus having to come through the front door is going to be hard to balance. I'm sure you could build an "emergency bunker" within your walls, but you're still letting them run rampant through your base setting things on fire if you do that, so really you're going to have to engage in a gun fight with whatever cover you have on hand.

Edit: Keep in mind the difficulty you're aiming for has to consider whether or not the game is going to be "iron man" on release. Do you want people having the option to save/reload often if something goes slightly wrong, or do you want people to live with the small (or large) losses that occur due to poor management or some bad luck? If you're going to disable save/load scumming, then you really can't make the game TOO hard, unless you want this to be like DF where your 5, 10, or 100 hour colony falls apart due a string of bad luck.
#8
General Discussion / Re: Alpha4d difficulty
June 03, 2014, 05:49:36 PM
Quote from: Tynan on June 03, 2014, 04:16:51 PM
Astraeus, your feedback is still very valuable. Thank you for going into detail and giving specifics, and providing the save. I'll have a look at it now.

Thanks. Fear not! I will have another go at a fresh game tonight and post the results. I have been playing since A1 (which I spent hours on), and I have to say the introduction of wood and having to build homes instead of living in a cave has mixed things up tremendously, for the better. Now that my people are actually living in homes, and not cave dwellers, you've taken this game 30 steps away from Dwarf Fortress and Gnomoria and given the game it's own feel.
#9
General Discussion / Re: Alpha4d difficulty
June 03, 2014, 03:44:28 PM
Edit: AAAAAAAAND I see that there was another update, 461 is too old. My bad.


As soon as A4 came out, I went pretty crazy with it, interweaving it in-between Wildstar leveling time.

When A4 first came out, I got to Day 75~ no problems really at all. Then you released the hotfix.....

As soon as I booted up my day 77 save on A4's hotfix (folder name 461), a super gigantic wave of pirates launch on Day 80, all armed with the best weaponry while I still only have pistols and lee's. Now, I keep track of these forums and I see that you hotfixed something to deal with a difficulty curve that wasn't existant, so I figure maybe this happened because none of the previous "attacks" included this weaponry so I don't have any myself.

I made a new game, and early on (day 20? I really don't know), another pirate attack shows up with shotguns and maybe an M24, while once again, I still only have pistols and lees. I managed to beat this through rigorous save-scumming but it really does seem way too hard. I got the 2 shotguns and the M24, and the next time I was attacked included three mechanoids. One had the inferno cannon, the other two had rapid fire weaponry (minigun and Charge gun probably). Again, with a handful of pistols, and 2 shotguns that required my guys to get super close, this was brutal. As they came down my entrance hallway where my turrets were located, they simply outranged them and took them out no problem. Again, I had to resort to save scumming and various tactics to overcome it, most notably letting them get between my buildings so I could rush out and zerg them at close range.. but it's just still too hard.

I've also dealt with tribal waves that are just too damn big, considering they just rush you and no amount of weaponry in the world helps.. only a super line of turrets to "distract" them as you pick away.

Honestly, I feel it's too hard right now but I can't say for sure I'm doing what I should be doing. I might take way too long to get turrets up, but I don't like to bother until my walls are built. The problem is that finally getting around to building walls and then turrets takes significantly longer now that I don't build my base from inside a natural cave. I have to actually build houses with wood (which I do very much like btw, but it does slow down my preparations for defenses), and then I have to research stone, and.. blah, it just takes longer to get everything set up. Normally your 3 introduction characters can handle the growing, mining, and constructing. Now there is a 4th role of crafting thrown in and they seem a little overwhelmed at first. Admittedly, you do seem to always give us a "crash pod survivor" early on, and that helps immensely.

I try to avoid super cheese strategies, so again I don't know if you're balancing for something I don't know about. I do not have people "practice shooting" at a wall all day, I do not have an entrance absolutely blanketed in sandbags to prevent movement as they come in. I have a typical wall around my base, a long hallway entrance with 2x1 stone walls for shooters to lean out of. I'll upload my save actually and you can see.

My save:  https://www.dropbox.com/s/2mpnne3fbrwj9p6/We%20Landed%20Hard.rim

Edit: AAAAAAAAND I see that there was another update, 461 is too old. My bad.
#10
General Discussion / Re: Alpha 3 questions/comments
April 12, 2014, 07:12:17 AM
So I was eagerly awaiting A3 for a little while now, and ever since it released 2 nights ago I've been playing it pretty often. I absolutely love the addition of the music, as it really helps the mood and it's very fitting for the theme of the game (Western-SciFi? well why the hell not).

My first colony was up against a bunch of the new Tribal societies, and their ludicrous zerging method eventually proved too much for just a simple firewall (name from the Wiki). Eventually I made a second colony and filled the 'kill zone' with rows of sandbags to impede their forward progress, but ultimately the best tactic was to always keep a few sentry turrets walled up inside the kill zone so that the zerg would momentarily stop to take them out. Ultimately, the tribal colonies were much harder for me than the pirates just due to the sheer numbers combined with melee oriented charges. Also I finally see the power of stonewalls versus metal. An absolute must for your front door unless you want to rebuild it every attack.

Overall I find that Alpha 3 was a huge improvement when compared to Alpha 2's update to Alpha 1. I'm really looking forward to more stuff to play with, as I'm probably done for the time being until A4. Great work Tynan, glad to see the game coming along so well.. and still so damn addictive. My friends couldn't get me away from this game in it's Alpha state to go play some currently popular AAA games these last 2 nights  ;D
#11
Honestly, I feel like the DF management niche has been on the rise lately. I'd hit up any community that plays that sort of game.

Personally, I came from Gnomoria and I find this game to be very, very similar. I think a lot of those guys would be interested in this. There's also Prison Architect which has a somewhat similar feel. I think any kind of DF community site would go without saying.

Finally, if you could convince someone at Rock Paper Shotgun to take a look at your latest alpha, I think they'd write favorably about the game. That one is obviously a lot more risky because it's a rather popular gaming website, but they are usually very favorable toward indies and early access/betas.
#12
General Discussion / Re: More please!
February 10, 2014, 05:51:17 PM
First post here just to agree with this sentiment. I just got into the DF-themed games with Gnomoria, and after sinking far too many hours into that game into way too short a time frame I've been hunting for more like it. I picked up this early access thinking it'd be another regretful waste of my money and I couldn't have been more wrong. Despite it being in the earliest possible alpha imaginable, I spent many hours getting used to the game, fighting off bandits, and trying to keep my colonists from wandering off into the wastes. The game simply has so much potential. With a ton more content, I think this game could be huge and perhaps -the- introduction to the DF genre that a lot of people still haven't had the chance to experience, the way LoL was with the MOBA community.

Good luck Ty, don't let us down!