Poll
Question:
Melee colonist should automatically seek target?
Option 1: Yes, with toggle or option.
votes: 6
Option 2: Nope, Never going to happen.
votes: 0
that is all.
Would prove troublesome in some situations.
Better if turned into an option like:
Auto-Attack enemy - Y/N
Chase radius - <------------------85--->
Focus - Melee/Range pawns/Nearest
Quote from: A Friend on July 19, 2015, 04:49:43 AM
Would prove troublesome in some situations.
Better if turned into an option like:
Auto-Attack enemy - Y/N
Chase radius - <------------------85--->
Focus - Melee/Range pawns/Nearest
Yes, but I only play with melee and having to attack who or move where, micromanaging EVERY SINGLE THING is EXTREMELY annoying. this is especially annoying against tribal because they spread everywhere, EVERYWHERE. GOD.
I'm kind of surprised no one think of asking for the basic of all RTS : Other "Draft-mode".
ex :
- [Offense] would make your pawn act like Raiders (for both Melee and Ranger)
- [Guard] could be equal to draft except that colonist go eat and sleep
There's probably a mods that do that, but something tell me any mods would change more than that.
Why? Even with all the micromanagement You may not survive the late game raid and you want your pawn to wander around un-supervised when enemy are around?
I think you mod your game too much!
What happens when you mix melee and ranged colonists? The melee will march out into the line of fire of the ranged guys and everyone's mom gets a sad friendly fire letter.
i agree with OP on this one. especially since brawlers tend to bunch up into a single tile when mobbing a single target to death, that means that i have to spread them out again BEFORE i can tell each one to go seek the next target, otherwise it's gonna be like giving orders to a stack of cards..
but make it a on/off option. like a checkbox or something when clicking a drafted colonist. (sometimes i want them to stay put when i use them as bait)
also, i still think that being able to set up "squad" hotkeys and being able to order multiple units to force-attack the same target at the same time is gonna make rimworld battles so much more efficient.
Quote from: JesterBlue on July 24, 2015, 05:49:57 AM
Why? Even with all the micromanagement You may not survive the late game raid and you want your pawn to wander around un-supervised when enemy are around?
I think you mod your game too much!
What a idiot, there's never "too much" mod!
Also melee is more viable against snipers and rockets if you can flank. Also Tynan said melee should viable strategy and that's why there's personal shield.
Quote from: Kaballah on July 24, 2015, 12:32:18 PM
What happens when you mix melee and ranged colonists? The melee will march out into the line of fire of the ranged guys and everyone's mom gets a sad friendly fire letter.
Step 1. Don't mix melee and ranged. That or read other suggestion and don't make useless reply.
Back to the question! Why do you even want your pawn to walk about the dangerous battlefield automatically unsupervised? Isn't there enough thread about hunting accident to show you that the basic AI should not be left alone in the same map with an angry rabbit let a lone 20 armed tribals.
Why is this even a thing? Actually playing the game annoy you?
Quote from: JesterBlue on July 27, 2015, 12:04:49 AM
Back to the question! Why do you even want your pawn to walk about the dangerous battlefield automatically unsupervised? Isn't there enough thread about hunting accident to show you that the basic AI should not be left alone in the same map with an angry rabbit let a lone 20 armed tribals.
Why is this even a thing? Actually playing the game annoy you?
Because :
1. They are "supervised". I just order them to attack where, afterward it just masscare. Problem is ai don't know what to do afterward and I have to command "melee attack target" Every. Single. Enemy. against +100 tribal.
Actually, I don't understand the hell you mean "unsupervised". So you draft them, set them to auto attack, and it's "unsupervised"?
2. Rabbit is weak... just get a longsword.
3. The f' is hunting accident? Longsword deals 17~28 damage, squirrel has only around 12 hp, if you use things like shiv(4damage) you'll obviously have problem, while longsword is fastest way to hunt everything.
(http://i.imgur.com/1YigPv7.jpg?1)
(http://i.imgur.com/nU7hNUL.jpg?1)
(http://i.imgur.com/Z8wS2J0.jpg?1)
Why do you want your pawn to wander around the battlefield unsupervised ? It sounds like you mod your game too much.
Quote from: b0rsuk on July 27, 2015, 02:18:36 AM
Why do you want your pawn to wander around the battlefield unsupervised ? It sounds like you mod your game too much.
What.
Quote from: Aristocat on July 27, 2015, 03:24:57 AM
Quote from: b0rsuk on July 27, 2015, 02:18:36 AM
Why do you want your pawn to wander around the battlefield unsupervised ? It sounds like you mod your game too much.
What.
When you drop in a one liner like "Melee colonist should automatically seek target". The only thing people will think of is your pawn wandering the map bopping anything look hostile (and die horribly).
I won't criticize your modded game, but what make sense for a self-impose all melee challenge will be an inconvenient for everyone else. Plasteel and bionics aside, most of the time people won't have the battlefield advantages (that you have) to allow the pawn to act on their own.
Althought Tynan said in A11 pawn have more interruption check, it seem to apply mostly to hostile pawn with trigger being getting hit. Currently Pawn can only do one task at a time and quickly assign a new task based on need priority e.g. trying to build some thing during sleep time, the action would be [command] haul material, go to sleep, [command] haul material, go to sleep, [command] build, go to sleep. In draft mode, the pawn's need is overridden so pawn won't start moving on their own which mean they won't automatically added new task to their to do list. The only trigger in draft mode is weapon range check even for melee at attack anything in range, hence the mobbing of single enemy since that pawn simultaneously triggered the action of all melee pawns in range. In this situation, a manual command is required for your pawn to act. Positioning is therefore the most importance aspect of Rimcombat atm. Where to park your pawn so it can make the best shot while the enemy receive the most hit penalty.
So, when you request 'Melee colonist to automatically seek target' what you will need is a mechanism for your drafted pawn to auto mark a target to hunt irrespective of range to self ( the problem with Rimworld is that all point on the map is treated equally and there is no concept of near-far for pawn e.g. Walk across the map to eat some emergency food on the ground ) and without trigger (draft mode will override the trigger and leave your pawn do list blank)
My best bets are:
a. Follow auto hunt beacon mechanism, it provide a point of reference and a trigger for the pawn to act in range of the beacon. i.e. attack anything enter that range. the problem is Draft mode may override this... not sure.
b. Follow the being set on flame mechanism, add action by external trigger i.e. under attack . This however is subjected to interruption and will end up rouletting through the targets without getting anywhere.
c. A pseudo draft-mode that put the selected on 'Hunt' duty, priority set to highest with target manually marker or auto mark all hostile. Problem is the hunt target selection is a bit random and may create more problem that wanted, you cannot choose which pawn will pick up the order on which target and the Hunt mode is one pawn per target.
A Friend suggestion is very nice; the problem as I said is there is no point of reference on the map and using self as reference is pointless as soon as the pawn start moving. You may think that Zone restriction may help but Draft mode also override zone restriction.
QuoteWhen you drop in a one liner like "Melee colonist should automatically seek target". The only thing people will think of is your pawn wandering the map bopping anything look hostile (and die horribly).
It seems you're the only one think pawns attack everything in sight without draft though?
QuoteI won't criticize your modded game, but what make sense for a self-impose all melee challenge will be an inconvenient for everyone else. Plasteel and bionics aside, most of the time people won't have the battlefield advantages (that you have) to allow the pawn to act on their own.
Yeah, good luck fighting hundred tribal, mechanoids and pirates' rocket launchers without any wall(or "battlefield advantages") or turret.
Quote
Althought Tynan said in A11 pawn... -snip-
( the problem with Rimworld is that all point on the map is treated equally and there is no concept of near-far for pawn e.g. Walk across the map to eat some emergency food on the ground ) and without trigger (draft mode will override the trigger and leave your pawn do list blank)
What a huge bull manure.. Pawn always take shortest path possible. Reason they walk across map to eat is because they are coded to eat best possible meal they can eat(so they don't eat raw food..), not because idiotic gibberish you wrote.
For instance, when a pawn or animal goes berserk, or hunter packs arrive they always select only one or two colonist, why? because hes closest pawn and take least step.
https://ludeon.com/forums/index.php?topic=14575.0
Quote
My best bets are:
a. Follow auto hunt beacon mechanism, it provide a point of reference and a trigger for the pawn to act in range of the beacon. i.e. attack anything enter that range. the problem is Draft mode may override this... not sure.
b. Follow the being set on flame mechanism, add action by external trigger i.e. under attack . This however is subjected to interruption and will end up rouletting through the targets without getting anywhere.
c. A pseudo draft-mode that put the selected on 'Hunt' duty, priority set to highest with target manually marker or auto mark all hostile. Problem is the hunt target selection is a bit random and may create more problem that wanted, you cannot choose which pawn will pick up the order on which target and the Hunt mode is one pawn per target.
A Friend suggestion is very nice; the problem as I said is there is no point of reference on the map and using self as reference is pointless as soon as the pawn start moving. You may think that Zone restriction may help but Draft mode also override zone restriction.
You do know this is not modding suggestion right..? Tynan worked as programmer for years, said something something Rimworld engine is similar to Jagged Alliance 2, and he suddenly can't make a basic ai that auto attack closest target? It's not like we need to rework entire ai or game doesn't even have basic ai.
If Tynan want to add it he can, if he don't he will not. In other word, no one need to read your post.
Also, it's ridiculous how you think modded melee is bad and ranged and turret is proper way play. Tynan added drop pod assault, mortar, centipede, farm burn attack, sappers, just to remove that retarded way to play. Which will removed at any cost before release.
I think further discussion would be pointless. Locked thread.