Unstable build feedback thread

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

Previous topic - Next topic

Aerial

I'm not loving the new art, either.  Sorry  :(

I don't think everything has to show varying quantities with different art.  The fabric/leather bolts, for instance.  The bolt itself implies a large quantity of fabric, so you really only need one picture and a number to specify how much, exactly.  I like the larger bolts/rolls, myself (what we had before this update).  The little ones are too skinny.

The meat, too, suffers for the attempt to show "piles" of increasing size.  Why not have a rack of ribs and a couple of neatly stacked steaks as the meat art and a number shows how many of them there are.  I'd agree the color is too red now.  The previous coloration looked more raw meat-like. 

I also agree the components look like a very large spindle of thread rather than something industrial.  Maybe something more like a pile of cogs, bolts and piping?  I'm actually not sure what components are supposed to represent.  Electrical doodads?  Mechanical parts?

The healroot change I like, mostly because the green now fits with the rest of the biome color palette and doesn't stand out like it used to.  That bright green did make it easy to spot as I panned across the map, but it always looked unnatural.

wolfraider

Well, components resembling a very large spindle actually makes sense, because ingame description for components say they also resemble electronic and electrical components, so large wooden spools of cable are also part of it. Here is an example: https://ibb.co/gKoXg8

Syrchalis

#3947
Quote from: wolfraider on July 27, 2018, 05:48:02 PM
Am I the only one who likes the new sprites? Well, except meat. Meat could use a tweak or two.
Well, as I wrote I mostly like them too.

Quote from: Aerial on July 27, 2018, 06:04:45 PM
I'm not loving the new art, either.  Sorry  :(

I don't think everything has to show varying quantities with different art.  The fabric/leather bolts, for instance.  The bolt itself implies a large quantity of fabric, so you really only need one picture and a number to specify how much, exactly.  I like the larger bolts/rolls, myself (what we had before this update).  The little ones are too skinny.

I personally would prefer the very old pre 1.0 style leather for single items, the "full stack" graphic we have right now for a stack of varying size and a new "stack of bolts" for the full stack graphic.


Quote from: Aerial on July 27, 2018, 06:04:45 PM
I also agree the components look like a very large spindle of thread rather than something industrial.  Maybe something more like a pile of cogs, bolts and piping?  I'm actually not sure what components are supposed to represent.  Electrical doodads?  Mechanical parts?
I think its either copper wire or a copper coil - either way I like the art actually...

Edit: Oh it's actually the case that single clothing thingies are the old graphic...
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

Nynzal

I like the new components art a lot, but the advanced ones dont look like anything to me, that means I cant identify them as what they are.
Quote from: Aerial on July 27, 2018, 06:04:45 PM
Why not have a rack of ribs and a couple of neatly stacked steaks as the meat art and a number shows how many of them there are.
This one is a great suggestion for the regular meat. The human meat pile looks like one big red triangle (I have a lot of them in my cannibal colony =P ), but I dont know how to improve that. In general, if the same item is stacked next to each other, forms that fill the square evenly look better than those just filling half of it.
For the silver, what about a stack of coins instead, I cant unsee the silver potatoes either.

For the new trap changes - it really forces me think differently about my defences, especially because of the huge resource consumption if the traps are triggered. I have to test that more, but I like it!
Winter is coming

Nynzal

I would love to see a split of small (single) and medium stack for stuff thats lying on the ground and then shelves similar to the tool rack: stacks on them over 75 will get the symbol for a large stack. Those shelves would increse the maximum stack size, but dont prevent deteriorating.
Winter is coming

Zombull

Tynan please make the auto-rebuild feature look for crated (uninstalled) items first!

NagashUD

#3951
Hi Tynan, IED traps are too cheap, just surrounding/spamming them around the base is so effective, breaking the difficulty making the game way too easy, adding turrets and traps and raiders flees after 3-4 explosions.

Phoebee struggle survival

[attachment deleted due to age]

Greep

#3952
They're pretty nice, but pre-nerf deadfalls was better than current IEDs, so probably intended.  Now you have to progress to that stage where you have chemfuel in abundance.

I also have found that IEDs suck vs mechanoids, whereas earlier deadfalls simply wrecked them.  So I'm definitely having a different experience.
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

Teleblaster18

Quote from: Tynan on July 27, 2018, 06:32:22 AM
Thanks for the great feedback HomelessAbe, Teleblaster.

Athimus I'm pretty sure it's a known bug, we'll get to fixing it soonish I hope.

Thank you.  This is an incredible process to watch you undertake.

Just an update to the World Quest Events not appearing...within a few minutes of gameplay today (using 1977), two World Quests popped up, and a few Incap Refugee quests have, as well.

I don't know whether to chalk it up to 1977, or, maybe more likely, just coincidence.  Either way, it doesn't appear to be an issue any longer.

Awe

Finally build some kind of killbox and trapway.
Well... stone traps seems dont worth efforts. Too much work and mats for such not great results.
First - scythers invasion. 16 traps around outside geothermals.  13 triggered, only 1 scyther dead.  :-\
Second - mixed mech assault. 13 traps at killbox entrance. All triggered. First 5 triggers kill 2 lancers and 1 scythers. Other 8 traps just buldozed by 1 centipede.  :'(
But turrets vs centipedes works pretty good. Repel 16+13 centipedes in 2 events and still have 1/3 barrel durability.

PS Cant stop accumulate wealth again. 500k+ already. Last infestation(42 hives) bring 2,5k of jelly aka 20k wealth.  More wealth for god of wealth! ;D

[attachment deleted due to age]

bbqftw

#3955
Storyteller: Cas/ crashlanded (big noob scenario)
Difficulty: eXtReMe meRciLesS gamer
Biome: big noob biome (temp forest)
Commitment mode: most committed player in universe
Hours played in the last 2 days: idk, 8 hr while watching streams and paying half attention
Complete mod list: PUREST OF VANILLA PLAYER

Ok so main purpose of this game was to test hyper efficient defense strategies. Right now the community is stuck in neolithic savagery with defense technology and I did not want to be a theorycraft only specialist so I decided to implement some new spacer tactics. Ultimate goal is to afk a max point mechanoid raid while eating doritos. We're not quite there, but its only month 7 so cut me some slack!

It is bit inaccurate to call it killbox - it has strong application against drop pod, and some limited application vs. sapper. Once all parts are complete, then it should deal with sappers consistently. So I call it automated integrated defense system, AIDS for short.

I will grade my performance for each encounter based on storytelling potential (aka one shot kill chance). Because we are all not perfect and should always be introspective about our play.

STORY TIME

Month 1 - idk not much happened here besides a trombone that tragically managed to run into a rifle round headfirst about 30x times. 100+ trombofur and horn and how much meat... already we are failing at the wealth management part of the game.

Month 2 - early refugee chase, this was some silly outlander raid 9v(3+refugee), good guns including BAR + with some decently armored for this point in the game. Got a pessimist / fast learner out of it, which isn't perfect, but its like a slightly worse version of optimist / too smart so can't hate too much. Some trap, some shooty action...they set some useless walls on fire and yay donated BARs. One guy loses an eye, he's pretty good though so take him prisoner! However one did manage to get a shotgun blast off, so at 2.5%~ chance to hit * 0.84% brain shot...

Storytelling potential ~2/10000. Performance - B. Letting raiders take a shot this early is kind of shoddy but refugee chased is pretty meme anyways with the numbers. Given enough time, the raiders would have lit themselves on fire, so maybe if I was a true scientist I could have let things play out that way.

I got another raid which died to AIDS pretty easily and we get some cute pawns out of it (wooooo minstrels are best, I love minstrels). Biggest challenge here was heatwave which rudely melted my freezer (upon later discussion, I probably could have prevented the meat spoilage by not being bad at the game, especially on a biome that has resources to build a bajillion passive coolers) + feeding 4 prisoners at once. Anyways I have to release some of the least cute ones which is big loss, but I'll recover.

I crack an AD around this time. Guards were mechanoid - 1x timewaster, 2x useless. I pop the caskets and big fight between mech dudes and 4x hostile gojuice boys happen. While trying to act as a neutral third party (aka SHOOT EVERYONE) my dudes get hit thrice by centipede big gun. One was stupidity, but upon resimulating the fight in dev mode I am convinced the centipede was cheating to hit the other 2 shots.  Anyways gojuice boys win and then foolishly attack me and end up donating their power armor to us. 

Storytelling potential - 8/1000 legitimate, 16/1000 illegitimate. Performance - C. Its true the centipede was cheating, but on the other hand I was playing sloppy anyways and I would not exactly feel that I was being unfairly treated if the first minigun bullet went into someone's brain.

Month 3 - cassandra players will know this is when playtime is over and actual threats begin. First I get psychic ship. This is probably the worst event for the 'month 3+ special raids" since I don't really have the tools to deal with this cleanly, and early on you are put under extreme mood pressure right from the beginning so you gotta fight ASAP. Luckily there's a stash of drugs left by dead raiders and RNG bestowed ambrosia sprout on us, so result is only one minor break while we go pop the ship. Ship is guarded by: 1x timewaster, 2x useless, 1x storyteller. With some neat gorilla warfare action (aka lots of bolt action range shooty shoot) I am able to mindtrick the storyteller into impaling itself into a deadfall trap. Useless bashes a few walls then dies (useless is even more useless without ranged support). AIDS dps output is not very high atm but eventually takes down centipede.

Storytelling potential - none. Performance rating - A+. Any day hostile storytelling lance is not fired is a good day.

Next up is month 3 tribal sappers. It is something like 13v8 at this point. This seems a bit weak, but maybe Cassandra drunk. The tribals rudely figure out the weak spot not covered by AIDS and mine through a few doors. Unfortunately for them they break into an open courtyard where I can fire on them from three directions and they have only my poker table to hide behind. I make mental note to order more IEDs.

Storytelling potential - maybe 2/10000 if that. Performance rating - C+. If I played well I can probably kill the sappers before they bust my walls (yes even tribals run out of the plinkplink wallbreaker pawns) then this forces them to path into something better covered by AIDS.

Month 4 - the fiesta continues with mech drop of 4x useless. The smartest one pods into my prison and tries to hack down a great pawn, but he is TOUGH and manages to dodge a few slashes before my highly qualified personnel come in and end the scyther with big shotgun. Meanwhile AIDS system deals with the rest, but at what cost?

We lose a masterwork bed and a slate wall is greatly damaged. This is an irrecoverable loss. Jet has to sleep on an excellent bed for the next year. :( My favorite gazelle also loses a kidney. Please nerf, you think masterwork beds grows on trees? Can we have adaptation for this?

Storytelling potential - none. Performance rating - B. Realistically that bed was doomed from the start, and I think I played pretty decently otherwise.

Some manhunter packs come. Well I was running out of fine meals so thanks, Cass. Actual fine meals, not IEDs.

Month 5 - big refugee chase! I accept immediately. 25 man raid including 2x doomsday + 1x triple rocket launcher responds on scene. That's a lot of dudes! Maybe I shouldn't have 40 sculptures in storage (w e a l t h c o N t r oL). Nevertheless, with new dps increase from recruits, they get AIDSed pretty simply. Sadly weapons get massive sell modifier so what am I supposed to do with this launcher stuff? I am immediately punished for my wealth mismanagement with a -30 psychic drone.

Performance rating - A. Maybe I should start putting statues in dps zones so people will stop being so pissed at seeing corpses.

Outlander sappers - what do you mean, I have to go outside my base again? On the bright side, compared to tribal sappers, you know exactly who you have to kill. On the not-so-bright side, these guys actually come with decent weapons, about 17-18 this time. So we end up exchanging something like 5-10 shots behind high cover before both the grenadiers are brought down. Sloppy? Unclean? A 15/10000 chance of being instantlystorytold via revolver / shotgun -> brain destroyed? Yes, but at least the AIDS system disposes of all of them most efficiently once the actual shooting part is over. I console myself with the thought that this suffering is not forever.

Performance rating: D+ - this fight felt too fair

Poison ship - guarded by 4x timewaster, 2x storyteller, 2x useless. These guys seem really angry already and smash a couple of exterior walls around my colony. Eventually they are all either isolated and dealt with. AIDS even is starting to deal with timewasters in an appropriately fast manner, nevertheless, I am upset at the resilience of last timewaster and order my minions to beat it to death in samurai close combat. Its not clean and certainly centipede does noticeable damage in melee but whatever.

Performance rating: zzzzzzzzzz timewasters

Month 6 - raid (relationship)!, our favorite means of non lethal storyteller. Luckily its just Ezra's ex-lover and she is not mad when the entire raid is executed. Then I get rare trombones. Unfortunately while being synaptically-impaired, I forget that one of the raiders pants got stuck in a door causing one of the three thrumbos to actually run up into my base interior and punch one of my colonists. Shoulder bruise. Whew, that could have been neck 1/25 (part efficiency 0%)! RNG not punishing me for being an idiot.

Performance rating: F. At this point I realize I should probably go to sleep.

I don't have any balance comments. This game is perfect.

ok if I had to say something - could there be a variant of a grenade that cleans instead? like bleach grenade. that would be pretty cool.

Brainsample

Question to every 1.0 player:

Did anyone notice a difference dragging the screen with the middle mouse button?
On my computer the scrolling isn't smooth anymore, it often makes forward jumps.
To be sure I just reverted to B18, and it's smooth as a whistle.
Now I'm back in 1.0, and the scrolling makes the pretty large jumps again.
(I run win 7 32 bit on a dual core)

Is this a known problem?

erdrik

Quote from: Brainsample on July 27, 2018, 09:35:25 PM
Question to every 1.0 player:

Did anyone notice a difference dragging the screen with the middle mouse button?
On my computer the scrolling isn't smooth anymore, it often makes forward jumps.
To be sure I just reverted to B18, and it's smooth as a whistle.
Now I'm back in 1.0, and the scrolling makes the pretty large jumps again.
(I run win 7 32 bit on a dual core)

Is this a known problem?

Ive been experiencing it too, but My mouse is an old sh*tter so I had just blamed it on that. :P

Brainsample

Quote from: erdrik on July 27, 2018, 09:59:11 PM

Ive been experiencing it too, but My mouse is an old sh*tter so I had just blamed it on that. :P

Hah! My mouse is probably older. :)
I've been using it for 12 years, so any change in behaviour is easy to spot.

NagashUD

Quote from: Greep on July 27, 2018, 08:49:22 PM
They're pretty nice, but pre-nerf deadfalls was better than current IEDs, so probably intended.  Now you have to progress to that stage where you have chemfuel in abundance.

I also have found that IEDs suck vs mechanoids, whereas earlier deadfalls simply wrecked them.  So I'm definitely having a different experience.

yeah IED suxx indeed vs mech, but against raids you can make death way easy, chemfuel is not a rare ressource, research does not take long for the fuel generator

[attachment deleted due to age]