[1.3.0] Hospitality

Started by Orion, March 13, 2015, 11:19:16 AM

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Fireiy

#1140
Hmm, that's rather odd since my working saves report no errors at all.
I'm using the forum version of your mod.
Here's a download of the last save file that works: https://www.dropbox.com/s/4e50o274twje1b0/Autosave-5%20%28Works%29.rws?dl=0
And here's a download of the first save file that doesn't work: https://www.dropbox.com/s/1hbxt4gqezc7yfy/New%20Albion%203%20%28Broken%29.rws?dl=0

I've now played past the point that the game originally broke. It seems that the spawning of a insect hive and insects in a single tile might have been responsible.

Commander Blackwatch

Few Problems some of Tribe fighting each other and the one died and the chief angry at me im the one who responsible killed one of their member tribe
"When we hunt, we kill!
No one is safe!
Nothing is sacred!
We are Blackwatch!
We are the last line of defense!
We will burn our own to hold the red line,
it is the last line to ever hold!"
―The Blackwatch

Orion

@Fireiy:
Sorry, I really don't know. I'll upload the Steam version when I have time. It has a couple of fixes this one doesn't.

@BlackWatch:
Yeah you should thank the guys who exploit this to get free stuff and free recruits.

HurricaneHandy

I just finished a 650 day play through and I have to say this mod has come a long way.  It's fricken awesome.   No more visitors stealing my jerky then sleeping in my freezer.  I did have this one visitor show up, flip out, and start running around starting fires.  I had another one flip out and start destroying furniture.  The fire guy came back the next year and did it again haha.   Watch out for Leon.  I tried arresting him -- it seemed reasonable and I figured I should be allowed to.  I ended up having to kill all 8 of his buds.  I'd like to be able to arrest unruly guests without having to kill every single one of their friends. Those eight guys costed me - 40 faction,  the town of Newport became hostile and  ported in some days later. I don't even know how many there were, it was like 50 guys in police uniforms directly into the center of my base; it was like a friggen drug bust and they came for my go juice,  Lucky for my the dummy computer picked the worst point to port in, right in between two of my underground bunkers, caught 2 thirds of them in a cross fire.  Bodies were burning everywhere cause of those Giltter tech rifles and pistols.  One of my guys working the deep mine got a beat down Then buried underneath burning enemy bodies.  He lived somehow haha.   I took 15 prisoners; eight of them died to disease. Your mod antagonized another guys mod, giving me the best Rimworld  Battle Royale  I've  had to date.  I piled all the bodies in Leon's room and threw in a plasma grenade.

Orion

Haha, thanks for the story!

The whole arresting system is a bit tricky to adapt for guests. I will eventually add a button to send guests home, though. But if one of them has snapped he won't care.

So yeah. No idea how to solve this one.

Simulacrum0

the thing with visitors taking of there hat and punting it in inventory when they get to were there going can you make colonists do that with gear like parkas if they enter a room to hot and put it back on if its to cold?

Simulacrum0

could you try to have the other visitor's in the broken paws group try stop the broken one?

Orion

Quote from: Simulacrum0 on October 25, 2016, 03:21:50 AM
the thing with visitors taking of there hat and punting it in inventory when they get to were there going can you make colonists do that with gear like parkas if they enter a room to hot and put it back on if its to cold?

In theory yes. It's somewhat more work, though, and a lot of checking which might be bad for performance. Not that I ever cared about that before, but hey. I do think this is actually something RimWorld should fix (with all pawns), not me.

Also, every new feature brings the risk of days of bugfixing and broken savegames. So unless I really think it's necessary or really fun, I try to not do border cases.

Quote from: Simulacrum0 on October 25, 2016, 05:51:05 PM
could you try to have the other visitor's in the broken paws group try stop the broken one?
Pretty much the same answer as above... but this one's a lot more work, and a lot more risky.

Specter

Hey, just wanted to say, that your mod is definitely one of the best here and I'm really glad you took your time to made it. :) Though I want to ask about faction debuff when one of their colonists die on my territory. Like, they visit me few secs before raid, then got mowed down by bandits and the visiting colony gets hostile, because chief gots angered by it. Dunno if it comes from your mod or original game, but I think this should be brought to debate, since it can really ruin your game in certain aspects.

I also want to share funny story that happened to me with new version of this mod. I've started with 4 colonists made by Prepare carefully mod, after some time, it spawned mother of one of them. While he is 21, she is 19. Thought it was funny, untill her father spawned, being 22. Then her grandmother, 41 and her ex-lover, 20. No clue why it keeps spawning people from this family, but it's getting ridiculous. :D

Orion

Yeah. The -5 is from this mod. Because else you can completely exploit visitors without any penalty. A better solution would be to check what actually got them killed, but a) this makes it more exploitable again and b) it's very hard to implement.

The strange relatives are from the base game. This mod is just sending pawns that are more relevant instead of the random no-names the base game would send you.

Orion

I've updated a lot on Steam. About time it's available here as well.

Update
1.15d - 02.11.2016
- Tweak: visitor leave message
- Tweak: joining after rescue is somewhat less likely now
- Fix: guests respect forbidden stuff in more situations
- Fix: visitor groups now spawn with enough food
- Fix: Refugees using droppods inappropriately
- New: Recruiting is only possible at a certain minimum relationship with the guest
- Tweak: Recruiting is slightly harder
- New: Speech bubbles and delay when interacting
- Tweak: Loot drop of guests slightly increased
- Fix: Guests are now "reserved" when interacted with
- Fix: missing guest tab
- Fix: interactions with guests slightly improved
- New: wanderer joining dialog now shows more information
- Fix: the wrong message was displayed when visitors left
- Tweak: visitors will take slightly more hypothermia before they leave
- Fix: When a wanderer is rejected he will not try to join again
- Fix: Trading should now correctly transfer eggs
- Fix: Minor bug with visitor stay location
- Fix: Bug in refugee chased incident
- Fix attempt: Rare error when wanderer joins
- New: Visitors will now dig out when they can't leave

Adventurer


faltonico

Hello there!
Having this mod together with "CK - Animal & Plant Pack" jungle biome, was a really bad, bad idea xD
At least one of the visitors never make it out of the map, and their chiefs always blames me for it.
Now, I almost don't have a "green" relationship with any faction besides the one i paid them to like me.

And as of late, all the visitors are killing each other or going berserk for no apparent reason when they are about to leave.
Even though this mods ads a really cool mechanic to the game, right now is absolutely inconvenient for me in this savegame Dx
I'll keep playing it for a while to see if i can work things out, but i wouldn't bet on it.

Seinne

Wow, I've had visitors die, but not to that extent, but I also tend to send out welcoming parties and escorts off the map for visitors.

I love and use both these mods, btw. The one I couldn't survive was the hostile forest one...wayyyy to many alpha animals and too many trees to run fast.

faltonico

I have been using the biggest map possible... lots of chances to get killed xD ...and i have thought about escorting them, but i almost never notice them leaving -_-'