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RimWorld => Bugs => Topic started by: Toadbert09 on April 12, 2016, 12:56:13 AM

Title: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Toadbert09 on April 12, 2016, 12:56:13 AM
A trading caravan approached my wall guarded by inactive turrets, when a pack of manhunting boomalopes attacked the caravan, who had boomalopes of their own. The ensuing battle resulted in several explosions, which in turn damaged the turrets to the point of exploding. Either the boomalope explosion or the turret explosion killed the muffalo carrying the caravan's supplies, which gave me bad will towards them. I would expect that in this circumstance, the game would realize that I never attacked the caravan. To experience this , either just have a caravan be attacked by boomalopes, and in the battle, have the supply carrying muffalo be killed in an explosion, or have inactive turrets close enough to explode during said battle. Like I said, I'm not sure what exactly caused the bad will or death of the muffalo, but it should still be looked at anyways.
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Mihsan on April 12, 2016, 03:33:45 AM
Quote from: Toadbert09 on April 12, 2016, 12:56:13 AM
A trading caravan approached my wall guarded by inactive turrets, when a pack of manhunting boomalopes attacked the caravan, who had boomalopes of their own. The ensuing battle resulted in several explosions, which in turn damaged the turrets to the point of exploding. Either the boomalope explosion or the turret explosion killed the muffalo carrying the caravan's supplies, which gave me bad will towards them. I would expect that in this circumstance, the game would realize that I never attacked the caravan. To experience this , either just have a caravan be attacked by boomalopes, and in the battle, have the supply carrying muffalo be killed in an explosion, or have inactive turrets close enough to explode during said battle. Like I said, I'm not sure what exactly caused the bad will or death of the muffalo, but it should still be looked at anyways.

Had almost the same situation. Tribals attacked my turret and when it exploded it killed one friendly trader (which was not enemy to those tribals, so he was just standing there in the middle of my fight) which caused "bad will".

IMO turret explosions should go away.
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: skullywag on April 12, 2016, 03:51:18 AM
Turret explosions i believe were added to stop grouping them together in clumps. But now they have a component cost they are a more thoughtout purchase anyway. Maybe a reduction in the explosion to just surrounding tiles maybe...
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Listen1 on April 12, 2016, 07:14:23 AM
Quote from: Mihsan on April 12, 2016, 03:33:45 AM
IMO turret explosions should go away.

Not really, in a modded game I had a 9x9 block of turrents that didn't explode. That was my only defense and it was really lame. Nothing could stand that power.

I really like the explosion, and it's easily adressed, to not make it a problem. What should happen is a Trader/Visitor Area. With tables, visitors bed, and a good visit with beer and maybe even your own meals, would increase good will.

As for OP situation, Sorry, but I would call that a feature. Boomalope attacking a trader with boomalopes, both explode, explode your turrents, Kill the traders, and them, probably, the traders raid you? I call feature.
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Mihsan on April 12, 2016, 07:37:39 AM
Quote from: Flying Rockbass on April 12, 2016, 07:14:23 AMI really like the explosion, and it's easily adressed, to not make it a problem.
It is kind of a problem when HUGE pack of manhunting animals loses most of it's power on single turret, which did nothing but died and exploded.

There just must be some other way to prevent stacking turrets rather than explosions.

P.S.: I never stack turrets nor use killboxes, that's why I am so not content with explosions. They are there to punish behavior which I do not represent yet still I'm getting punished.
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Tynan on April 18, 2016, 05:15:20 PM
The issue is: When a player turret explodes and harms someone, that person blames the player regardless of who/what damaged the turret.
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Xav on April 18, 2016, 07:29:36 PM
To be honest, the OPs issue was simply unfortunate, but that is just my opinion.

There are perhaps some side issues though:

(1a) visitors hanging around in battle zones (no inclination to flee to a safer area?)
(1b) fleeing turret explosion?
(2) turret explosions too big
(3) allow colonists to man turrets to allow manual targeting for situations akin to the OPs

Cheers!
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: ison on April 19, 2016, 07:45:32 AM
bump
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: RemingtonRyder on April 19, 2016, 08:20:59 AM
Maybe visitors should give turrets a wide berth. They'll still path by them if they have to. Sappers already avoid turrets when they're finding a path to get around your defences.
Title: Re: (A13)Manhunter Pack of Boomalopes attacked Caravan; Caused Badwill (non-coding?)
Post by: Tynan on April 20, 2016, 03:55:11 PM
Mantised, thanks.

https://ludeon.com/mantis/view.php?id=2391