Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - kilgoar

#1
General Discussion / Re: About caravans.
February 09, 2017, 02:19:19 PM
lol

that is the most constructive and creative idea ever. how did you come up with it?
#2
Release, please. Let the modders sort out their own messes. They are an outspoken, over-represented minority who give themselves constant fan service with bells and whistles that very generally speaking distracts and takes away from the game, which is anything but simple to begin with. The polishing you're talking about doesn't sound sexy, but it does so much more for new gamers and the core experience than a giant buffet of ten thousand and one weapons, animals, quality of life tweaks, and so on. Although maybe if you value your sanity you should not release or come to some kind of half release compromise. Fans are fanatic.
#3
Quote 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.

relevant dev threads:
https://ludeon.com/mantis/view.php?id=2881

https://ludeon.com/mantis/view.php?id=2879
#4
Quote from: Zhentar on February 01, 2017, 11:44:15 AM
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.
The 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.

https://www.twitch.tv/videos/118782700

Item duplicating fun starts at 59 minutes.
#5
Quote from: kilgoar on February 01, 2017, 03:32:19 AM
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.
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.
#6
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.

[attachment deleted by admin due to age]
#7
It feels like Christmas

Thank you Zhentar  8)
#8
Rimworld isn't real enough so we need toilets and urinals and handwashing stations. When colonists dont' wash hands they spread diseases. When they eat a bad diet and get constipated they have major debuffs but a really good trip to the bathroom will give them a big buff for the whole day.
#9
Didn't make a relevant save file, quite sorry, but here's a video. Hopefully there's enough info there to recreate the effect.
https://www.twitch.tv/kilgoarhq/v/115490580
Loses the leg ~18 minutes in & caravan speed goes from .89 to .66
The legless pawn has psychite and luciferium addictions.
#10
Video / A16 Speedrun (Crashlanded, Vanilla, Extreme)
January 11, 2017, 02:58:56 PM
Sure it's a bit of an exploit strat, but hey it's a speedrun.
https://www.youtube.com/watch?v=l1aab9r54Bw

If you want some commentary and so on for how to operate stealth raids and pure caravans that's on some of my other vids at twitch.
https://www.twitch.tv/kilgoarhq/videos/all

#11
Yeah sometimes I feel that way. Lately I've felt like the game has been handing me endless lucky gifts. Well, yeah, there was that one tragedy yesterday, but we don't talk about that.

I beat the game in about 2 hours today. That was some unbelievable luck.
#12
This is definitely more of a strategy than a tactic, but abandoning building altogether, immediately forming caravan, and leveraging stealth raids makes the game pretty easy to beat. I've done it in 3 hours. I don't think I'm particularly 'good' or anything, rather it's a bit of an exploit. Most of the time is spent just staring at the globe and once the various 'caravan lag' pawn ticking glitches are dealt with you can see that may mean a victory in less than an hour of game time. Some of the odd things that make me think this strategy is an exploit is that I find myself getting around temporary debuffs by marching people through the wilderness & totally depriving them of joy without much consequence while stacking tons of fine / lavish meals and drugs to bring their mood up when they need to raid. Also I've grabbed hundreds of Luciferiums by reloading pirate bases and stealth raiding them repeatedly, which essentially ends the struggle of supplying the caravan. Sometimes the raids are so easy because the pirates congregate on one side of their compound and getting into the storage is as simple as beating down a door, taking the stuff, and leaving with no stealth really involved at all. I at least expected to pay a big price to make the friendly AI launch, and was pretty shocked when I learned it was free. Also the caravans call into question the weight of silver as currency, as compared to the weight and value of Luciferium and other items. Another odd, exploit feeling thing about it is I've given up on medicines entirely as they seem to give no benefit at all to the wounds while the caravan is moving (and it always is with this strat).
#13
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.

Hey if you like the combat so much why not try some caravan games? During ambushes & attacks you can indeed carry a melee weapon, drop it, and switch to it. I know this doesn't help the overly static rts inherent in the base-building aspect of the game, but hey, your suggestion isn't bad either.
#14
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.

The unpredictability in the caravans arises due to changes in movement speed & you can track this by monitoring the health of individuals.
#15
I think it would just be great if we could link Rimworld to our social media accounts & have buttons that appear so we can share all our fun rimworld activities and screenshots with our families and friends constantly and instantly. In fact, it would be pretty cool if it was this way by default just so no one has to go through the trouble of setting it up.