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Messages - nnescio

#1
Quote from: dd0029 on February 23, 2014, 02:46:43 PM
Quote from: Timber on February 22, 2014, 10:07:25 PM
-Never place beds next to a wall.

What's this? I always place beds next to walls. Have I been screwing up? ...
It's fine to put beds next to walls. Just don't put them in corners.

Quote from: dd0029
On the topic of flooring, I believe smooth stone gives the same bonus. I was just checking the wiki and noticed two status effects I haven't seen before "Very pleasant environment" and "Beautiful environment". What do you have to do to get those?

Environment beauty bonuses stack in a small area. Spam enough flower pots together and you'll get a "Beautiful Environment".

Interestingly, steam geysers also have a sizable beauty bonus, and standing next to one is enough to give a "Beautiful Environment" moodlet, even without other modifiers.

Of course, you have far better things to do with your geysers than turning them into tourist attractions.

Quote from: Ozog on February 23, 2014, 08:45:17 PM
Do polished stone floors provide the same happy bonus as carpet?
Seems so. Looks like the free cost is balanced by the extremely long build time and the requirement for a rough stone floor in the original tile.
#2
Triggering the alarm seems to cause the raiders to prioritize nearest colonists (i.e. whoever triggered the alarm) instead of structures. Which is quite good for leading them into all sorts of chokepoints, as mentioned by palandus. This gets even better if you have colonists with the "Runner" trait (+30% move speed) equipped with M-24s (or M-16s, to a lesser degree), since you can kite the raiders and shoot indefinitely as long as you have space to maneuver.

I have a death squad of runner snipers just for this purpose. Generally they can pick off half a raider group  before they even get anywhere near my base. Micromanagement is easy -- just move your snipers around and quickly undraft and redraft them to force them to stop and acquire targets immediately.
#3
General Discussion / Re: Questin about hitting chances
January 29, 2014, 05:19:22 AM
Quote from: Dr. Z on January 29, 2014, 05:05:49 AM
During a fight, I selected one of my guys and pointed at a raider, here is what it said:

Shot by Dweeb:           4%
  Range/skill               14%
  Range/equipment     90%
  Darkness                 60%
  Cover                      57%
    Rock debris stops   32%
    Rock debris stops   16%

How do you get to a hitting chance of 4% with this basic values?

14% x 90% x 60% x 57% = 4(.3092)%

(4.3092% is rounded down to 4% for display purposes.)

Remember that 14% means 0.14. The rest is just simple multiplication.

The "cover" value indicates your hit chance through cover, ignoring all other factors. Rock debris provide two chances to miss, at 32% and 16%. The chance to hit is thus (1-0.32) x (1-0.16) = 57(.12)%, which is already calculated and displayed as 57%.

Edit: Basically, to make sense of the calculation:

Your colonist has a 14% chance to hit the raider at the distance between the two.

Hit chance = 14%

Assuming he's 'good enough' to hit, there's only a 90% chance that he will hit due to the range penalties on his equipment.

14% x 90% = 12.6%

(Note: 0.14 x 0.9 = 0.126)

Even if passes this test, darkness makes him miss 40% of the time, so he would only have a 60% chance to hit after that.

12.6% x 60% = 7.56%

Finally, assuming he makes it it this far, he still has only a 57% chance of hitting the raider instead of the rock cover.

7.56% x 57% = 4.3092% ≈ 4%

Does this make sense now?



#4
General Discussion / Re: BackStories
January 26, 2014, 04:11:33 AM
Ah yes, the vat-grown con artist. Get bonuses only to social and shooting/melee, but can't use any of these skills.

I just assign them on bomb (explosive charge) squad/frontline engineer/bait scout duty.

They tend to have a high mortality rate.
#5
General Discussion / Re: Next update?
January 12, 2014, 06:25:02 PM
Side note: CtW's AI makes DF dorfs look like total geniuses.
#6
Pregnant male.

Sexually experienced + sexually inexperienced.

High pain threshold + Low pain threshold.

Vat-grown con artist. Can't do social or fighting despite only having bonuses to both. Extra points if he has the vat-grown trait. Redundancy!
#7
Ideas / Re: Class-Based Suggestions
December 14, 2013, 08:34:36 PM
Quote from: palandus on December 14, 2013, 08:21:21 PM
Well, as for the courtesan, I had in mind that as the courtesan is usually female, she'd understand females (as she is one) and be able to convince them better. As for the female on male conversion, you figure that out. I'll probably try and figure out something else instead for her though.

I do admit that the entrepreneur idea was a bit bad. Though I couldn't think of anything else for him at the time.

Let entrepreneurs affect commodities (metal/food/med kits/etc.) while con artists affect non-commodities (weapons/slaves). The con artist's bonus is chance based, while the entrepreneur is a flat bonus dependent on his social skill (for non-entrepreneurs, social skill grants better prices for non-commodities, as default, while entrepreneurs also get similar bonuses to commodities).

That said, your original suggestion can be somewhat rationalized. Traders are willing to part with all of their stock when dealing with a fellow entrepreneur, so you get more stuff. Doubling the stock does somewhat jar suspension of disbelief however. 
#8
Support / Re: Turrets
December 04, 2013, 04:08:42 AM
Quote from: British on November 26, 2013, 07:36:31 AM
You can also draft a colonist behind the turret.
That way, when the turret gets damaged, you'll have to un-draft the colonist, priorize repairing the turret (you'll most likely have to do that multiple time, as he'll want to do something else), and re-draft him when he's done, so he can stay around for the next round.

That's quite tedious, but there's no other way to have your turret repaired when it needs it.

You also need to put your turret after some corner, so the raiders can't use their longer range to best the turret.
Build diagonal wall segments adjacent to a turret. Draft a colonist and order him in. Now undraft and order him to wall himself inside. He'll repair the turret automatically with no further micromanagement. The colonist is virtually unkillable as long as the walls are up (provided that a grenade doesn't go through the wall when they spread due to inaccuracy). Of course, you'll need to bail him out when the wall is destroyed, but eh, it's worth it.

Sell one of the walls when you're done.


  TT
WTT
WCW
w


Legend:
T: Turret
W: Walls (build these before raids)
C: Colonist
w: Wall (build this to seal the colonist inside when needed.)[/code]
#9
Quote from: Sacarathe on December 03, 2013, 07:53:45 AM
Which is best, lots of small rooms or few large rooms?

The "small room" penalty only lasts as long as your colonists are in cramped quarters (so they disappear when your colonists are no longer in their small bedrooms) while the "shared room" penalty lasts forever even if your colonists are outside, provided that they are still sharing the same bedroom. The normal cramped penalty (-5 happiness) is also less than the shared bedroom penalty (-8 happiness).

You can cheese around the system a bit by designating beds for prisoners and reassigning them back to colonists -- colonists who do not have a claimed bed will never suffer from the "shared room" penalty. Generally not worthwhile, as you would have to repeat it every night, but it is useful for emergency cases like when a colonist on the verge of a mental break.

Quote from: andriusha on December 03, 2013, 09:36:08 AM
And how big must a building be so a colonist wouldnt get a debuff? I have a 10x11 house for each of my settler, which is quite big, but they still get the debbuf.

You need a minimum of 27 walkable tiles, so a 6x5 (interior dimensions) would work with room for three flowerpots (or one flowerpot and one equipment rack). A 4x7 room would work as well, with only room for one flowerpot. Make sure the bed's pillow isn't on one of the corner tiles though. A pillow that borders at least two walls will always give the cramped penalty, regardless of the actual size of the room.

Incidentally, having less then 7 walkable tiles will give a more severe cramped penalty (-10 happiness instead of -5).

In any case, it isn't overly critical to assign individual, large-sized rooms to your colonists, especially for your first three colonists in the first ten days of the game (as they have a "new colony" bonus). Generally, you only need to cater to your miners and the corpse haulers. The other colonists are usually happy enough to not require better rooms, and the soldiers get hit with fear bonuses so often so their loyalty is usually pretty high anyway.

Speaking about fear, it is a much easier method to enforce loyalty instead of happiness, as you no longer need to accommodate to the needs of your colonists.
#10
Quote from: Ric on December 03, 2013, 05:16:59 AM
Quote from: halida on December 01, 2013, 05:28:27 AM
Quote from: ShadowDragon8685 on November 30, 2013, 06:59:13 AM
Halida, there's an easy trick to corpse disposal.

Combine your killing field and your graveyard. Not only will those who die in the right spot atop the grave fall right in and fill it automatically, but if you're using a line of explosives with graves to both sides, firing off the explosives will empty the graves. It's like a self-cleaning oven. For corpses.

WoW, that is an easy way. I will use this design.

Beware. While using this method is effective it can get really annoying having them die all over the grave areas as you then can't box select to allow your colonists access to them. It always just selects the graves :\

Very annoying when you have 80 raiders to clean up & can only double click things..lol..

Sell one of the graves. Now you can double-click on a corpse to select all of them on screen (up to a limit). Rebuild the grave afterwards.
#11
General Discussion / Re: Several Tech/Game Questions
December 02, 2013, 05:21:54 AM
Quote from: JamesFoster on December 01, 2013, 08:01:12 PM
Thank you. :)

I'm assuming by "sendowl" you mean an automated email with a download link?

Also, for raider incapacitation, can you shoot them to incapacitate them or do you have to melee them?

You can do either, but shooting has a higher incap chance (starting from version .0.0.250C). Explosives will also very rarely incapacitate.

It's not usually worth it to melee, except against fleeing raiders or in the early stages of the game when you can mob one raider with multiple colonists (especially against snipers, who tend to spawn in smaller waves).

Melee IS very good for catching fleeing raiders though, but not because of the incap chance. Melee doesn't seem to have a start-up time ('though it does have a cool-down), and ties down fleeing raiders, forcing them to melee back instead of running away, allowing the rest of your colonists to join in the brawl. This is quite good if the raider in question happens to have a weapon you want (sniper rifle, R-4 charge rifle), and works better if some of your colonists have the "runner" trait (+30% move speed).

Meleeing raiders from a doorway is also useful for trapping raiders in the line of fire of other colonists/turrets. The door protects your colonist from friendly fire.
#12
General Discussion / Re: Several Tech/Game Questions
December 01, 2013, 07:45:54 PM
Quote from: JamesFoster on December 01, 2013, 07:14:55 PM
Hola. o/

I just started playing Rim World, and it's probably one of the most entertaining games on my computer, lmao. However, I do have quite a few questions about it.

1. Slave trading ships seem to never come anymore, but industrial and farming ships always come. Combat supply ships come occasionally. Are some trade ships rarer than others, or is it randomly picked?

2. Travelers seem to be very rare now. During the beginning of the game, I would constantly get travelers. However, travelers seem to not be coming any more. I haven't seen a traveler in about 40 in game days.

3. During raider attacks, I prefer to capture the raiders instead of killing them. However, even when I melee the raiders, they never get incapacitated. Instead, they just get beaten to death. How do you get them just to the point of being incapacitated instead of killing them?

4. When the game is released on Steam, how do you receive your key?

5. How do you update the game when an update is released?


Thanks for your help. :)

1~3: The AI storyteller tries to keep your colony at an "optimum" number of colonists. The frequency rate of events that can potentially grant you new colonists (slave ships, travelers, crash pods, raider incapacitation) decreases the more colonists you have, and is practically zero when you reach a "critical" number of colonists (which is slightly higher than the optimum number). The frequency does increase when you lose colonists, however, to allow you to make up for your losses.

The "optimum" and "critical" numbers are different for each AI storyteller (and IIRC, are listed in the wiki). Randy Random is an exception to the above rules, however. He will always grant you the opportunity to gain new colonists from time to time (which is how some players managed to get 50+ colonists.)

4. Tynan has mentioned that he will "send them out" when the game is released on Steam. Presumably it is going to be done via e-mail.

5. With Steam, the update is going to be automatic. Currently we update the game when a new version comes up by downloading the new version from sendowl (and the number of downloads refreshes with each new update) and replacing the older game with the new one. This may change in the future for non-Steam users.
#13
General Discussion / Re: Best Cover
December 01, 2013, 07:33:55 PM
Quote from: todofwar on December 01, 2013, 06:51:41 PM
What are the values for different covers? Do you get a better result from having your colonist peer out from the corner of a wall, or from sandbags, or from inside a doorway (is that even different from behind a wall corner?) Also, where do people go to find this stuff?

Sandbags offer a maximum of 60% cover. Debris has a maximum of 40%. Walls, rocks and doors (opened or otherwise) have 100% (which prevents both sides from shooting). Research benches and short/long tables offer 40%. Solar panels offer 50%.

Cover is at its maximum when the shooting is done at a perpendicular angle. It decreases as you move to the side. Cover also decreases when the shooter is at a very close distance from the cover (approx. 3 tiles). The decrease in cover in both circumstances appears to happen in chunks of one fifth of the original cover. (so 60%->48%->36%->etc. for sandbags).

Walls/rocks appear to be an exception to this rule. The most amount of cover I got was, IIRC, 75% from a wall placed diagonally to the target. This may be because targets/shooters are treated as being on adjacent squares when leaning behind walls/rocks.

Pots, hydroponic tables, and equipment racks block pathing like walls, but offer 0% cover. The AI seem to take cover behind them, even when they offer no cover whatsoever. This AI quirk can be exploited against raiders.

I got my numbers from experimenting on a live squirrel in a makeshift shooting range (punch squirrel with a colonist, then run inside semi-enclosed area while other colonists seal the area with additional walls and a door after the animal follows.) The wiki also has values for cover under the "blocks los" heading. Those values were obtained by Rhodes, who decompiled some of the code of the game.

#14
Quote from: halida on November 30, 2013, 05:24:22 AM
I found the dead body and the stones have HP, so I let one of my soldier use frag grenade to shoot the area.
After 4 or 5 shoot, the dead body will die again.

Fire works better on bodies. As for rubble/debris, well, they are a pain the rear end to clear (due to requiring multiple explosions) but they work very well as substitutes for sandbags, as they don't need any maintenance.

Rubble/debris only offer a maximum of 40% cover though, vs 60% for sandbags. This does make rubble/debris ideal for slowing down raiders.
#15
Ideas / Re: Politics!
November 30, 2013, 05:15:23 AM
Quote from: ShadowDragon8685 on November 29, 2013, 11:59:55 PM
I have a policy for you - if you don't like the way things are being run, you can leave!1

1All colonist departures take place via slave trading vessel. No colonists shall be permitted to depart the site on foot. Relocation to permanent subterranean lodgings2 are also an option.
2Permanent subterranean lodgings are approximately 1.8m below ground level.


More seriously, no. It is not one of the colonists in charge of things, it's the player. One of the most aggravatingly frustrating things about Dwarf Fortress is the politics, because the dwarves aren't responsible for any of the decisions. So having some useless twit of a noble get pissed off at the mayor because she issued a mandate that her precious talcum dildos not be exported, and even more ripshit pissed off at the stonecrafter whom she blames for not having fulfilled her mandate to construct talcum dildos (when in fact, it was me who decided I had more important things to use my talcum making, such as styluses for use on chalkboards,) and has three of my good peasants I mean, haulers, and my best stonecrafter locked up and Hammered resulting in three crippled haulers and a stonecrafter who's never going to craft anything more than drool ever again...

That just pisses me off. It's also why I make sure that any noble who arrives very quickly pulls a Stupid Dwarf Trick or otherwise becomes incapable of issuing mandates. Useless and actively sabotaging my fort? I don't call that nobility, I call it treason.

As relates to RimWorld? No.

We don't need politics. We don't need a popularity contest deciding who is in charge - because quite frankly, they're not in charge. The player is, and if the player wants to, they can have that person who is "in charge" arrested and sold to slave traders if they want to. Or they can draft them, sit them on the corner of the map and wall them in to starve to death. Or draft them, have them hold very still, and have five colonists fling grenades at their feet. Or draft them and stand them atop two blasting charges, then light the fuse.

Etcetera, etcetera, etcetera.

So let's not have that.

I tend to think of the player as the ship's AI core that crashed along with the colonists.

"The Computer is your friend. The Computer wants you to be happy. Happiness is mandatory. Failure to be happy is treason. Treason is punishable by summary execution."

As for Dorf Fort, well, you're Armok. Armok despises useless nobles.