lol
that is the most constructive and creative idea ever. how did you come up with it?
that is the most constructive and creative idea ever. how did you come up with it?
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Show posts MenuQuote from: GiantSpaceHamster on February 02, 2017, 07:37:31 PM
Just a thought regarding the WorldPawnGC. I like that RimWorld keeps these pawns around, but clearly they don't need to be updated every tick. Maybe if there was a detour that skipped updating these pawns but didn't delete them that would be a good alternative solution. Might be more work than is reasonable, but thought I'd bring it up.
Quote from: Zhentar on February 01, 2017, 11:44:15 AMThe first one was bizarre. Also maybe I didn't explain. Since I didn't kill the pawn and I reloaded the faction outpost, some data that should have been deleted was kept. I suspect it's related to the performance mods but maybe not.Quote from: kilgoar on February 01, 2017, 03:51:36 AM
I forgot to mention I noticed a few possible gameplay side effects of the fix. I was able to down a pawn, loot it, and come back and repeat, gaining the same eq again. Wham. Two superior plasteel longswords. Also had identical clothes, name, stats, etc. Could just be a fluke but that's never happened before. Also maybe I got confused but it sure looked like a slave disappeared from a trading outpost. I don't know if they'll also reappear upon repeated visits or over time, and not that it's a change that affected my gameplay but it might be possible.
That first one sounds just plain bizarre. No idea what could have been going on there, but I'll keep an eye out.
The second, I'm pretty sure is a bug with my code. I'll look into fixing it.
Quote from: kilgoar on February 01, 2017, 03:32:19 AMI forgot to mention I noticed a few possible gameplay side effects of the fix. I was able to down a pawn, loot it, and come back and repeat, gaining the same eq again. Wham. Two superior plasteel longswords. Also had identical clothes, name, stats, etc. Could just be a fluke but that's never happened before. Also maybe I got confused but it sure looked like a slave disappeared from a trading outpost. I don't know if they'll also reappear upon repeated visits or over time, and not that it's a change that affected my gameplay but it might be possible.
Okay so I've been at work spamming worldpawns and repeatedly reloading pirate outposts, etc. I would've done more & I will do more but this caravan struck a tragic end. It's still pretty damn slow, so it should be useful.
Quote from: JaxelT on January 07, 2017, 02:21:12 AM
Raids are a problem. Most of the time they are not fun, and they push players into adopting cheese strats, like funnels and killboxes and turret spam, in order to deal with them without all of their pawns dying. Drop pod raids are really fun, in my experience, mostly because by the time you have them you have a lot of colonists, and because they drop into your base it's more urban warfare than plinking at dudes across a field.
As we all know, Tynan's counter to the cheese is to spam more tribals, in response to which people spam more turrets, etc. People also complain about melee raiders, and raiders' lack of self-preservation in general, and especially about instant death from getting shot in the liver or what have you. I think that this suggestion would solve a lot of that. Allow pawns to carry BOTH a ranged and melee weapon, at the same time, and switch between them whenever necessary. This way, instead of the ranged raiders hanging back while the melee raiders suicidally crash against your defenses, you could have an extended shootout between the two sides, and occasionally the raiders might charge your defenses and then pull back if things go badly for them, not dissimilar to how sieges currently work. And instead of your colonists getting tied up into melee combat with no melee weapons, because melee fighters are garbage in colonies until you have a lot of colonists, they could switch to a melee weapon and fight back.
The dichotomy as it exists now is boring. End it. Allow all pawns to engage in both ranged and melee combat in fights.
Quote from: Listen1 on January 06, 2017, 06:48:31 AM
About the fixin' I believe that Caravans should have better calculation or explanition on the time necessary to travel.
Not only once, the caravan took longer than necessary and food became a problem, even though it should last 2 days plus the described.