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Messages - Karmos

#1
I'm frustrated by the lack of a mood bonus to burying colonists in sarcophagi. All it does at this point is keep the bodies available for people with corpse obsessions!

I do think the +8 old bonus was probably a bit much, but none at all make building tombs pointless.
#2
Storyteller: Cassandra
Difficulty: Survival Struggle: Permadeath
Biome: Temperate Forest
Hours played in the last 3 days: 7

A few bugs/things I have noticed recently:

  • Sappers often have at least one person with EMP grenades. If they were launching an open assault it might make sense to have them to deal with turrets, but for sappers they don't do much (in my case).
  • Sappers waiting for their friends to break down walls with grenades sometimes wander into the grenades and get hurt.
  • Sappers often choose a more difficult path through mineable rocks rather than a shorter path through built walls immediately adjacent to their chosen path.
  • Herbivorous animals do not consume hay brought along while in caravans and hay does not increase the "days of food" count.
  • When starting on a map with a huge river and caves, hives spawned in the river. I also got a "Failed to find all necessary river flow data" error from the dev console when generating the map.
  • Sometimes when a pawn collapses of exhaustion they will immediately wake back up.
  • When a pawn is suddenly able to walk while in the middle of being kidnapped, the kidnapper will continue on without them, ignoring them, as if nothing happened.
Some balancing things:

  • Sniper turrets are so accurate and powerful that they feel overpowered. Often, all it takes is one shot to kill or down someone. If you have one or more positioned over a long open swathe of slow terrain (e.g. marsh) they are perhaps too effective.
  • Lancers on the whole are incredibly vulnerable these days. All it takes to take one down is one person with decent melee skills and a shield belt. You could probably avert the issue just by making mechanoid invasions always a mix between lancers and scythers and never only lancers.
  • When a mechanoid drop invasion "goes haywire" and pods drop all over the place, it leaves the mechanoids vulnerable and makes them incredibly easy to deal with as they get strung out across the map.
  • Prisoner recruiting seems to happen way, way too fast compared to B18 and earlier. I am getting a lot of prisoners with really low recruit difficulty. I imagined you lowered recruit difficulty value across the board to compensate for introducing resistance, but I think you may have gone too far.
#3
I had a pawn have his waist cut off (???) and now he can no longer wear belts. Lol. Probably a bug. (see screenshots)

Enemies that spawn during a cold snap are not adequately prepared for the weather and get hypothermia.

I had an enemy pawn attack a manhunting animal with a doomsday rocket launcher a blow himself and a bunch of his friends up. (screenshot 3)

I also found that if you hit sieging enemies with mortars before they set up camp you can disrupt them and make them wander around in confusion for a bit before they continue on to their siege location and start building things. It makes dealing with sieges too easy if you have a few mortars.

[attachment deleted due to age]
#4
Hi Tynan—a few bugs I have encountered in 1.0 builds so far.

  • NPC pawns regularly spawn not equipped for the current cold weather. Raiders, visitors, and raid encounters during caravans have all spawned without the right gear for me. (e.g. warm to 16F but it is -4F out.)
  • NPC pawns occasionally spawn without pants during otherwise well equipped raids (and they aren't wearing tribal wear to cover up).
  • Deadfall traps do not display in the combat log.
  • Enemy pawns hurt by mortar en route to my base become distracted and start attacking sandbags miles away from anything important.
  • When launching a transport pod from a remote location to your base and hovering destination cursor over your base on the map, development console displays error: "Tried to get relation between faction ___ and itself."
  • Faction relations take a hit when visitors/traders get killed by manhunting animals but not when killed by mechanoids. (Ideally, neither incident would hurt faction relations? Or both would, depending on how ruthless you are.)
Suggestions:
Would be nice to see where each shot landed in the combat log and the result of each shot. E.g. "Tynan's bolt-action rifle bullet hit John in the right leg, [wounding/bruising/cracking/destroying] it." So more or less how Dwarf Fortress handles combat logs.

I have been playing since the Kickstarter days and love everything you have done with RimWorld over the years. Keep up the good work!
#5
Maybe even unhappy thoughts "My rival was resurrected," "My friend was resurrected," "A colonist was resurrected"?
#6
The new resurrection mech serum introduces some novel social situations. I just had a pawn kill another in a social fight. It would be cool to see that pawn, whom I resurrected, resent his murderer and appreciate his resurrector.
#7
Help / Base defense AI?
July 10, 2017, 12:05:41 PM
A17 introduced changes to base defense AI that makes it very hard to launch stealth attacks on enemy outposts. Can anyone help me figure out how to roll these changes back? I've compared A16 code to A17 and am having trouble finding them.
#8
Ideas / Treat infections during caravan
January 01, 2017, 02:30:11 PM
It would be helpful to have colonists automatically treat infected colonists while moving as a caravan if medicine is present. Without a way to stop and treat them myself, I've had some colonists die to infections while traveling.
#9
Ideas / Re: Your Cheapest Ideas
December 16, 2013, 06:40:27 PM
Crysknives.
#10
Ideas / Re: Your Cheapest Ideas
December 15, 2013, 09:21:22 PM
I might repeat previous suggestion, but they're cheap:
Research

  • Research fungicides for a reduced rate of blight.
  • Research non-fear-based methods of increasing loyalty, like flags, banners, etc. Might come after carpets.
  • Research an interstellar comms beacon (or what have you), a 3x3 or 4x4 (or bigger) satellite dish that increases the rate at which trading ships visit your colony, but also, like turrets, increases the number of raiders who arrive during raids. Also draws a fair amount of power.
  • Research for a smaller turret explosion radius. ("Turret safety")
  • Research for "reinforced power conduits" that cost more but have more health (so they don't automatically get wiped out by explosions).
  • Research reinforced doors that are more expensive but have more health.
  • Research a cryptocurrency mining rig that draws a lot of power but generates money. (This one's a little bit out there.)
  • Research small wind turbines that generate power at dusk and dawn and during storms.

Raider Behavior

  • Raiders bring attack dogs (or what have you) that are faster than people and melee attack.
  • Raiders cut power lines.
  • Raiders prefer to attack at night
  • Raiders are better about not getting strung out in single file.
  • Raiders that move faster or have higher health (armor?) and are potentially slower.
  • Raiders can carry off incapacitated colonists.

Other

  • Lower accuracy when firing at target in dark square.
  • Predatory animals that spawn in small dens (something wolf- or bear-like, but alien) that attack other animals and your colonists (or raiders) if they get too close.
  • Reduce trade value of potatoes and introduce slow-growing cash crop.
  • Some colonists like/dislike certain things more than others. (E.g. dislikes corpses a lot, likes flowers a lot)
  • Smooth stone walls that don't transmit electricity but don't cause "ugly environment" thoughts.
  • Guns with higher stun rate.
  • Make animals more attracted to crops, but add fences & gates (maybe Muffalo try to break these sometimes) to keep them out.
#11
Ideas / Re: Got an idea for a Storyteller incident?
December 15, 2013, 09:03:12 PM
Forgive me if I repeat previous suggestions. I tried to keep these simple.

  • Squirrel (or boomrat) chews through a power conduit, potentially electrocuting itself (and exploding, if a boomrat).
  • Squirrels carry off food lying on the ground and eat it or stash it (more of a passive behavior, I suppose).
  • Turret goes haywire, starts shooting at random spot (or at a building or buildings, if you want to be mean) for a time and can't be sold or turned off with the V shortcut.
  • A rock slide: rubble falls from a cliff, destroying adjacent structures.
  • Raiders appear from the side of the map, rather than in drop pods, unannounced. Only when noticed by a colonist does an ambush notification appear.
  • After trading with a slave ship, the ship's crew has an idea of how much your colony is worth, and they want it all. Raiders land and attack (potentially aiming to drag off incapacitated colonists, though I realize this behavior doesn't exist yet).
  • Geyser erupts with immense force, destroying your geothermal generator.