Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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Injured Muffalo

Quote from: Madman666 on July 10, 2018, 07:16:55 AM
If you so called Hardcore Players like to suffer through a play

lol...nice use of color. I disagree that there are only two types of players.

As for feedback, haven't had much time, but I can say that I feel like the additional data showing chances of things, and the calculations for things (like caravan speed for instance) are very nice and tell me things about the game I never knew, sources of risk and so on.

However, I still feel like all this data is a bit disorganized. Cramming it all into tooltips is...a way to do it. I suggest that only the essential stuff be in tooltips and if there is more that could be said, it should basically be in a...somewhere else, a help topic. I know no one will read a help topic in game, but just saying, once you have read a tooltip with basic stuff in it, it will thenceforth be in your way.
A muffalo encountered a vimp near a patch of sweet vegetables. A struggle ensued. The muffalo gored the vimp with its horns. The vimp bit the muffalo with its beak. Finally, the vimp was bested, sending large chunks of its flesh in every direction. But the muffalo was injured. It shed a single tear.

Wintersdark

I'd like to see a "bottom right of the screen" toggle for Informative Tooltips.  This toggle would enable showing very detailed information in tooltips, and thus could be simply disabled to get rid of the "henceforth in your way" aspect of informative tooltips.

jchavezriva

Insects are way too overpowered.

It seems several shots, freezing temperatures and a doomsday rocket launcher is nowhere near enough to get rid of them.

They are taking too little damage. https://www.youtube.com/watch?v=katBCwdNxNQ&feature=youtu.be

jchavezriva

I had a raider die of no particular reason.

No blood loss, no vital organ destroyed, no limb lost, nothing.

[attachment deleted due to age]

jamaicancastle

Quote from: jchavezriva on July 11, 2018, 11:02:17 PM
I had a raider die of no particular reason.

No blood loss, no vital organ destroyed, no limb lost, nothing.
That's quite common. Whenever a non-player-faction pawn is downed, there's a chance - I think it used to be 2/3, and is now 4/5 - that they'll just die. So your raider racked up injuries, went into pain shock, and the grim reaper rolled dem bones.

Oblitus

Wearing armor in hot/cold biomes is challenging due to poor insulation. And insane equip delay makes situational wearing complicated.

Greep

#2361
This is true.  Two of my guys who went out to fight the psychic ship in freezing weather got hypothermia and had to be dragged back to the warm colony base.  It's generally ignorable outside of those event if you keep your base warm, though, as the shivering is negated when they go to bed/haul things inside.

Edit: heh.  Dudes chilling in a 2x6 unroofed area working off cabin fever while a caravan decides to set up shop next to a poison ship.  There's just so many things wrong with this pic  ::)

Edit: hah.  a day later "Hmmmmm.. fresh corpses lying everywhere... giant robotic potato monsters with huge ass guns.  Must be a coincidence!"



[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Ser Kitteh

You'd think advance power armor would protect its wearer from the elements. Even plate armor is good for the cold as it covers you entirely. Plate armor however, should goddamn suck in a desert.

Anyway, more on the moisture pumps (because yay swamps!)

There are a few QoL I'd like to see with pumps, or really soil in general:

1. The ability to differentiate types of soil. It's fine in temperate but a giant pain in swamps or jungles. You want to place your pumps so you can maximise the radius of the pump but then you miss that ONE SPOT of mud and have to resort to build a bridge on it.
2. Speaking of bridges, it's understandable you should build one on water, but not so much for mud. This was a pain BEFORE bridges, but thankfully it's toned down.
3. Would like to see an overlay of soil because sometimes it's hard to see with all the foliage and you don't want to plant corn or rice on gravel or something like that.
4. I see no reason to gate moisture pumps behind microelectronics research, considering how research is now slower and it does take a year for the pump to do it's job.
5. I don't mind the cost of the moisture pump, but maybe use 3 components instead of 4? You can't uninstall and reinstall it.

Greep

Well, plate doesn't have much insulation, though.  I think mine has a measly 3C :/  Almost considering wearing a tuque but that's just asking to get my brains blow out.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Oblitus

#2364
A start without a half-decent cook. Had to use nutrient paste.
* It doesn't work without power and you can't make meals in advance. So during the solar flare or when it is broken, your pawns eat raw food. I'd get some backup survival meals, but...
* You can't prioritize paste over survival meals, pemmican or insect jelly. Forbidding them is not really a solution.
* Especially funny with animal handlers, since they often carry stuff like kibble, and eat it when hungry.
* Pawns can't take nutrient paste with them, so they have to return to the dining room every time.
* I really miss refrigerated hoppers. Placing the dispenser between rooms looks weird.
* Why animals can't use it? Would be a great way to feed them.
* Unlike stove, you can't move dispenser.
* Why damn thing is so huge?
* Why hopper looks like a toilet pan?

Arq

Started a new base.  Only about 30 days in but the rampup looks reasonable so far (trends up but bumps down on setbacks).  I'll try to post it if I get to 100 in the next few days.

A few thoughts:
- 24hr drug binges are very long.  I could possibly understand this for a mental break but for chemical interest/fascination it's becoming a bit annoying (it seems to trigger a couple of times a year, though I haven't been following very closely).  Thankfully I haven't been raided or had another all-hands situation (yet) while a pawn was on a recreational binge, but it would be a bit frustrating if I did.
- The tree planting research is pretty expensive given that (if it's relevant to your map) it's a high-priority one.  Once you do get it, the planting itself is also pretty slow.  ~5hrs per tree for a 9-skill grower is about what I measured.  If it was 2 or 3 I wouldn't be bothered very much.  I suppose that making it much faster would make the wood shortage on sparse maps irrelevant, so there's a reason for it to be long.  Mixed feelings there.
- Speaking of hard-to-get trees, it may be nice if production benches could be made from blocks.  I suppose I could make them from steel if I were really desperate, but it seems weird that stone isn't an option.  It exacerbates the tree crunch at the start of sparse maps.
- Hydroponics basins are very expensive.  It's an awful lot of steel for a small number of growing spots, even considering the fertility bonus.  I guess they're important for dirtless maps, but it's almost impossible to justify their use otherwise.  And this is all to say nothing of how quickly they kill plants during a power outage (fortunately, solar flares don't seem to last long enough to quite kill a crop on their own).

Greep

Blugh.  Apparently the 50 poison radius WAS reverted... or it just never worked to begin with maybe.  plants ~65 tiles away getting poisoned :/  At least the caravans killed all but the centipedes.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

JavaWho

Quote from: Greep on July 12, 2018, 12:54:52 AM
Blugh.  Apparently the 50 poison radius WAS reverted... or it just never worked to begin with maybe.  plants ~65 tiles away getting poisoned :/  At least the caravans killed all but the centipedes.

It did work when it was 50 tiles, i think the range is now 100 tiles.  I left a poison ship when it was 50 tiles on my base for a couple of seasons lol

erdrik

I had to shoot a bunch of deer because the herd was munching too hard on my crops.
Next day I found this:


[attachment deleted due to age]

Wildfire628

#2369
I haven't been able to gauge most of the researches because Randy is being stingy with people on my NB run, but I'm a fan of it so far because some of my biggest gripes since A15 has been that research and skill gain speed were too fast for my taste.
Also, is there any way we could get a research cost modifier added to the scenario menu? I find the Research Speed Factor and the Research Speed multipliers are a bit difficult to get right.
Edit: I just remembered and wanted to comment on how much I dislike the new tree planting time. It took 4.5 hours for my level 9 grower to plant one poplar...