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Messages - lux3y

#1
Have been testing further and got raided by 117 scythers now. Already able to re-produce the lag/teleportation effect. First attempt is not so bad because they got distracted by the traders, once i wipe the traders out it becomes clear there is a problem and the slowdown already happens with only half the size raid of enemies that i was initially going for.

video: https://www.twitch.tv/videos/573570119

savegame: https://mega.nz/#!VAYGSKCY!KzvIj_LaVb6JTa_N-37ASEsiUpx2KcIxG4MSIGt5Hjg

All pawns are moving into position only have to hit play, additionally kill the traders first because them forcing the repathing on them disturbs the bug to some extent.


A few other things i have noticed and wanted to point out (maybe they already have been reported)
- When accepting a 'lend colonist' quest it will lower the colony's population, thus allowing for more recruits even when sitting on the maximum desired pop when they would be still in the colony.
- Benches now have there chairs position locked from other furniture, however, it is possible to place benches adjacent to each other in a line and the colonists will then stand on other benches to use the bench itself, also statues can be placed on the chair spot (possible more things too).
- Raids from quests seem to have a much higher tendency of dropping downed pawns instead of being straight up death, when comparing to normal raids there seems to be a big incline on downed recruitable pawns.
- Quest raids always finish with a double raid, even when the description says they will arrive 'roughly' once per day, the final raid is always a double.
#2
Here is an example of a manhunter pack, stacking with around 30 on roughly 6-7tiles,
my melee guys are waiting for them at the chokepoint to stop them from entering but they march straight on past them. I include the savegame when the polar bears arrive on the map (you will see there is 1 group also spawning in with more then 10 on 1 tile) and the second save is where i have moved my colonists in position for defending/attacking them.

video:
https://www.twitch.tv/videos/572009693

savegame manhunter pack enters map: https://mega.nz/#!sFIzzIJa!ZQZWSaskT9dgoh8sNC98qeGv3DBpLzsLBX_CMKTZnoQ

savegame colonists ready in position: https://mega.nz/#!IFZVVAJI!7F6LPQVQDjNGXgqrKdchTt1XAFON9CVEniIMFYfnReU


edit: i tried again with placing my 4 melee guys inside the chokepoint and they all 4 get pushed out of the way.
https://www.twitch.tv/videos/572026642


edit2: been trying even more with using animals zoning, but to no avail. The dog holds the line for 1 second, and then they march right over him, the other dogs blocking the 1 tile entrance also get pushed aside similar to what happens to the colonists.



edit3: loading the savegame where the colonists are in position and moving them hiding behind the bunker as shown on the picture and holding the 2 doors open does give the expected result however. So this is where my confusion lays why does it not work at first, but as soon as they are inside my kill area and repath thru the bunker to my colonists they behave properly.

#3
Little update, they are already starting to pile up together on 1 tile, pushing each other all over the place.
Raids are still too small now for it to lag i believe so i will keep running it increase population and get the big raids coming.



The guys in the back will march thru to the front pushing all pawns aside, not being blocked by them at all. Is this intended? Are they not supposed to wait untill the tile clears up? Or at least be going 1 at a time instead of 10 pawns on 1 tile moving as 1 unit?

Will update again when i get further in late game.
#4
https://docs.google.com/document/d/1vIhs6-6fToX0GZj1CkH-LzjaZSDGKD6kOJewjERWA6A/edit#heading=h.b5gzmrnbx3ei

This is the modlist used, afaik none of these alter any of these behaviours. Its definitly reproducable in full vanilla aswell.
This was played on merciless and one of the quests that is supposed to be send 'roughly' one per day still spawns 2 raids at once (on a sidenote).
Each raid contained around 250 tribals.
I have seen this with much lower numbers happening aswell with manhunter packs that spawn in they will move around the map with 10 of them sharing 1 tile all the way upto a door or enemy/colonist. Raiders also do this when walking in on the map in high numbers. It seems to happen less when they droppod in or decide to not attack instantly.
I think the problem is mainly that they are able to all stand in 1 tile bunched up and the game tries to unstack them to nearby tiles and it causes very strange things to happen, such as enemies all of a sudden appearing behind you, or when trying to melee block them from rushing in they will walk right past you when it should not be possible, they simple push you aside and do not get melee locked.



Edit: i will attempt to re-create it in full vanilla and upload the savegame.
#5
https://clips.twitch.tv/LivelyCuriousFlamingoBabyRage

This had been adressed in the past that raiders can no longer bunch up on 1 tile and is now happening again, 100's on 1 tile, teleporting all over the place, lagging the game out like crazy.
Hopefully this gets fixed once and for all because it kills alot of the fun on the late game raids.
#6
7yrs old colony loaded up in unstable with 97 mods active: https://steamcommunity.com/sharedfiles/filedetails/?id=1562335939
so far 2-3hrs playing and everything running fine so far.
#7
I think the cover is partially because if u down pawns in raids u don't want them to be absorbing every bullet because another raider is behind it.
I'm not sure but i believe this is partially why 'downed' or 'sleeping' pawns get the cover or it would give strange situations in those types of events.
Tho i could be wrong i'm just trying to think what the reasoning behind it might be and this seems plausible to me.
I think it's a design choice that had to be made and probably wasn't always this way.
#8
Regarding shooting accuracy, keep in mind that sleeping animals get a "cover" bonus since they are laying down.
Better melee them to wake them up then shoot them or if possible melee them. I prefer to draft a group of pawns and manually hunt but that's more or less personal preference. Night hunting is highly unefficient.
#9
Hmmm if u have all other priorities at 2 u can just put the currently urgent one to 1 to make it the primary thing to be done so u don't have to change everything, just increase 1 and then afterwards decrease that single one, when there is fire they shouldn't be going back to there bed afaik, i could be wrong but i haven't seen that happen on my games, however i have had it happen that a pawn far far away in my base would be assigned to a fire and others that are in the middle of beating it out have no more reserveable tiles, thus going to rest or eat or w/E and by the time that 1 or more pawn gets there it has spread again. Just quickly drafting and undrafting everyone does usually sort that out rather quickly re-assigning the closer pawns. But that would be the only scenario i can think off from the top of my head. U can also use shift+left-click and right-click the job to increase/decrease priority of the entire colony at once and don't have to set them all individually.

I understand the problems/gripes u mention tho, just trying to help making it a tad easier or less frustrating, micro heavy.
#10
Quote from: James Swift on January 30, 2018, 09:41:30 AM
Micromanagement
1) Sometimes, I need my pawns to do some tasks ASAP, like harvesting, sowing, hauling freshly cut crops.

What I expect when I click "prioritize sowing the area"? I expect my pawn to go and sow the damn area, not to plant ONE seed and run away. I know, that I can make all other work for that pawn less important, but what is the purpose of priority work then? And they still sometimes run to saw different area.

When I want 5 pawns to harvest plants in a small area, I have to either order by hand cutting of every single plant, or uncheck every other work. Both things annoy me as hell. I just want to click "harvest the area" and that's all.

Same with hauling freshly cut crops. Hauling is least important task, so I have to uncheck EVERYTHING, or they will run away.

How to fix that - make priority task sowing/whatever in the area, and not the single item.

Use Manual priorities and set those things that u want urgent higher then any others at that time. This will minify u microing it manually and unchecking all other tasks, in combination with using the work schedule tab put them temporarily on a full work schedule. Now they will do exactly what u want and expect if u set this properly. U can also set hauling as a higher priority this way, neglecting the lower priority task wich it is by default. Use the powertools that are given to you.
#11
16
destroy option for all items.  why?
basic example: crafting a sculpture.  half way thorough the crafter dies.  sculptures are bound to a crafter.  now i have a piece of useless something that is stuck in my storage forever.  and exists forever too unless i can trick one of my guys to haul it outside and wait 7000 years for it to deteriorate. 
now there is a disassemble option for a lot of things but not everything like food and incomplete crafting items.


U can select a half-way constructed item / sculpture and hit 'cancel' and it will disassemble set piece + u get resources back fully/partially.
#12
Ideas / Re: New event "Flood"
January 30, 2018, 08:47:33 AM
I'm never super keen on mods that do alot of vanilla changes, except things like more sculptures variety or more facial hair variety, i also saw that NPS mod but i rather have it implemented IF it were to be by the developer(s) rather then a mod (no offense to the mod creator). Just a personal opinion. I found it rather interesting when i had a meteorite crash into my buildings and a tornado ripping everything apart where u suddenly become a spectator as the drama unleashes. I wanted more of that, hence the idea. :D
#13
Ideas / Re: New event "Flood"
January 30, 2018, 08:01:53 AM
Quote from: Harry_Dicks on January 30, 2018, 05:41:00 AM
There are some "flood like events" from the mod Nature's Pretty Sweet. The author has it setup so that terrain will get "wet" after it rains. However, there are a ton of issues in the mod right now regarding terrain types changing. I think that's the biggest issue that not a lot of people realize how many internal headaches you could cause for devs if you have terrain changing like that, especially when you start throwing buildings into the mix. Do you destroy the building if it gets wet? What about just damage? How much, and when? I'm sure you could think of a ton more. Really there are just so many variables to consider to get something like this to work, that I do not think it would create a positive value for the devs or players with the amount of time probably required to invest into an idea like this. Personally, I would much rather have the devs working on something else, like performance.

I am fully aware of the complications regarding buildings and so on, wich is something to brainstorm about. Just had it as an idea to add into the variety of events there are. I would also like to see performance increment over anything else, its more as a future idea possibility, not something that needs to get jumped on right now asap. I just tought it could make things a bit more interesting but ofcourse tought has to be put into it to make it worthy. It's also not generally the idea of giving a positive value (like the tornado) but as side-effect the positive effect would be the flooded soil eventually or gradually leaves behind some fertile patches wich could be beneficial. It's only an idea ofcourse purely for the sake of more variety in events.
#14
Ideas / Re: New event "Flood"
January 30, 2018, 07:56:33 AM
Quote from: VincentJ on January 30, 2018, 05:05:42 AM
Wait wait wait...

There's no already a flood event !? :o

Why do you compare it to tornado ? When there's a flood all the map tiles adjacent to the river should be progressively under water. The water bed could be twice or three times larger.
(I mean all the map tiles except rock titles of course)


And when the flood ends, in a first time, it could leave the concerned areas devastated, but few months later, they would have an important chance to turn fertile.

It would be a great event, pain and rain first, but interesting and dangerous crops later.


More or less in the sense of there is nothing u can do against it, being very destructive. But also being one of the more rare events.
#15
Ideas / Re: New event "Flood"
January 30, 2018, 02:10:12 AM
Yes, like a tornado, but with water. Ofcourse not rich soil everywhere just a patch here and there perhaps.
I understand that IRL it wrecks stuff for generations to come, like a tornado. But that is not interesting game design wise.