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Messages - Kimoshnikov

#1
I do not remember where exactly I got the pawn, but I was never at war with the empire, and they had no title when I 'titled them up'.

I later had that pawn designate an heir. I then killed the pawn, so that the title transferred. I then resurrected the pawn. The pawn still did not have the buttons back. However, after an update (unsure which), the buttons reappeared.  This might actually be resolved, I'm not sure.
#2
Reviewed that thread and yep, I seem to have the exact same bug. I know it's flagged as 'fixed' but it doesn't appear it was ever fixed from a bug standpoint.

Update: Tried to find a place in the file to 'correct' but it's a bit beyond me. Bug needs squashin', por favor
#3
1) Circumstances: This has happened to me twice, each time after a female melee-specialist colonist gained the royalty rank of 'Praetor', by giving gold to the Tribute Collector. Via Tribute Collector, the character 'Canto' essentially skipped the 'Dame' Rank and went straight to Praetor. Maybe they're stuck in a ceremony?

2) What Happened: The colonist's buttons, such as draft, what weapon, psychic abilities, have all vanished. I cannot draft them. If I select multiple colonists and this colonist is 1 of them, I cannot draft the group.

3) Expectation: Colonists shouldn't lose command buttons upon rank up.

4) Perhaps create a new colonist, rank them up to praetor via tribute collector and gold? It's a very odd and hard to immediately detect bug. Speaking of Bugs, I didn't notice this issue until the infestation in the save file...

5) Save File: https://drive.google.com/file/d/1ldZhY2tQpE-j3T5lXxNM4YeCDV7GFiWK/view?usp=sharing

6) Log File: Attached

This is a wonderful game, this is the only true 'bug' I've seen in it in a long time.
PS: My last pawn this happened to died in a salvo of triple rocket launchers & doomsday rockets, reducing them to nothing more than a smear of blood on the ground. It was hilarious.
#4
Base + Royalty

This feels more like a design oversight than a bug, but here goes:

What happened: Caravan with animals and 1 (very well) armed colonist ambushed. Colonist is in sad wander and does not defend himself when stabbed. Reinforcements are loaded into cargo pods and launched at the caravan. As those cargo pods are en route, the colonist "dies" instantly without being downed. The rest of the caravan animals voip from existence. The reinforcements land on the site, inches away from the "battle", but caravan is nowhere in sight.

Expected: Caravan defender would be downed, bleeding out, as raider begins to pilfer loot. Reinforcements land nearby, take out the raider, and provide medical aid to the downed colonist.

The way it happened just didn't make a lick of sense. Perhaps  caravans shouldn't immediately vanish into thin air, giving players a chance to rescue them. Maybe just 24 hrs "ambush site" even if your colonists are dead, and their stuff stolen.
#5
Bugs / [1.3.3287] Refugee Betrayal
March 05, 2022, 01:15:55 PM
Base + Royalty

This feels closer to a design oversight than a bug, didn't know a better place to post.

What happens/ed: Refugees invited to colony. 1 or 2 Refugees join Colony permanently. Other refugees commit 'betrayal' with flavor text "they had planned this from the start". The 1 or 2 refugees who joined Colony permanently remain on my side during the betrayal.

Expected: If the refugees who joined me had known about the betrayal that was planned from the start, why would they not inform my colony of the sudden but inevitable betrayal, acting as an informant? It seems silly that they would not. Otherwise, it stand to reason they would join the betrayal regardless (but that is pain)

Irrelevant side note: of the 6 refugee groups I've taken in, 4 have been betrayals. It almost makes more sense to just imprison refugees if you have the infrastructure for it ;)
#6
Ideas / Re: Your Cheapest Ideas
June 26, 2018, 02:40:34 PM
Hello Tynan! Here's some cheapies for ya.

1:  Steel walls are currently flammable. I assume this is a bug.

2:  Have sandbags be crafted from leather/cloth types instead of steel, for sake of immersion. Makes them a bit cheaper, but so what?

3:  Disassembly of deadman's (or other) clothes into bits of their material (Tailor station task).  Helps with early game sandbags!

4:  Some way to remove mountain bits / thick roofs.  (Unless this is already possible and I'm just an idiot)

5: This one may be less cheap.  Random breakdowns have always felt more punishing than challenging.  Perhaps if all machine types had a quality level, where higher quality machines rarely had a breakdown, this would make it more fun, as I could make a goal out of getting high quality machines.

5.1: The "Zzzzzt" event bugs a lot of people. Perhaps quality level of batteries could reduce the likelihood?  My friend would like to see a breaker box added, but that may not be as cheap.

Thank you for your consideration and all your hard work!  This game is a gem.