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Messages - Angiel

#1
Quote from: ison on September 05, 2018, 07:45:39 AM

Romanian

if( plural )
return gender == Gender.Male ? str + 'i' : str + 'e';
else
return (gender == Gender.Female ? "a " : "un ") + str;



So in this part of the code, i think you are trying to determine the gender of the word by the indefinite article of the word.
In romanian the feminine words have the indefinite article "o " in front not "a " like stated in the code.
e. g. o femeie, o mașină, o sfoară etc.

And we don't have only 2 genders sadly :)). we have a third gender which is neutral
The indefinite article in singular form is "un " like masculine words, but the plural is formed like the feminine one.

e.g. un scaun, plural: scaune = scaun + e (feminin plural); (chair)
      un geamantan, plural: geamantane (suitcase, trunk)

and if i understand again the code right, which i am not very sure since the terminology isn't familiar to me :D. you only form or search the plural for feminine with termination "e" and for masculine "i".
in that case there are plural words that end in "i" that are actually feminine,
e.g. o vaca, plural: vaci  ( cow, which is actually in the game)
      o minte, plural: minți (this means mind)

i can't say if there is a rule for this or if there are just some words which make an exception, ironically
e.g. o excepție, plural: excepții which means exception if you haven't guessed already :D.
I think it has to do with the way the word ends because "vace" would sound wrong, and the others seem to end in "e" already so it can't have double "ee" to form the plural.

I could help further but like i said i don't really understand the logic of the code, as in what the conditions are searching for and what should the functions return.

For example this part of the code
what i understand is that here you are trying to give the words the definitive article form of the words.


if( !IsVowel(last) )
return str + "ul";
else if( gender == Gender.Male )
return str + "le";
else
return str + 'a';



so my logic of the code would be
1 it puts a condition if the last letter of the word doesn't end in a vowel
2 it should add the termination "ul"
3 if it does end in a vowel it should see if the gender of the word is masculine
4 if masculine should add the termination "le" ;;; termination "le" is the definitive article form for plural words not for masculine, the "ul" termination is for singular form masculine and neutral genders.
5 if not masculine, hence feminine add the termination "a" ;;; which is correct.

well i won't try and say anything further i think i said a lot and if i say more and i am understanding the code wrong then i am doing stuff in vain :).


#2
Hello,
well i guess the only thing that still bothers me about the game is the berserk/daze incidents they happen too often, there shld be a cooldown to them so that after a berserk incident doesn't happen to the same pawn over and over again.
I started a brand new colony with the latest fix from 2nd June.
Casandra rough normal crashland scenario.
in 1h gameplay, 11 days my colonists went berserk for like 7 or 8 times.
They are starving there is a heat wave and i want to make them hunt for food but i can't cuz one of my colonists went berserk i knocked him down then my hunter went berserk knocked him down, they got up the first guy went again berserk, i had a prisoner that went berserk 3 times since i had him, now i had a wanderer join so happy was i but he got incapacitated cuz a raid happened right after and they crossed paths, i have 2 incapacitated berserked ppl and 2 ppl to defend a raid hmm and both of them are bruised because of the berserkers and starving and having heatstroke, so bye bye new colony.
How are you supposed to handle these stuff am i really doing something wrong or is just the chance of getting berserk has been increased,
I think the mood system really needs more thinking done to it. especially after a raid when you need your ppl to be focused and on call.
After a raid i have always someone who is going berserk or on daze. no matter how good their mood was before he is getting downright pissed cuz of dirty/awful environment cuz of blood and then seen corpses etc. seriously you just won a freaking raid there is going to be gore everywhere the game doesn't let me magically clean everything in one sweep motion does it?
@Tynan i don't play with kill boxes, but lately it makes it impossible not to play with them. you want ppl not to use them well here are some of the reasons why ppl use them, cuz one it doesn't get your base dirty and  second your pawns don't see the dead bodies that often to get into berserk mode.
#3
hei hei!
Want to give my latest colony story here for the alpha 17.
So i started the colony on 16th May. And i tweaked the crashland scenario to have glitterworld medicine instead of normal medicine just in case for infections :D and the random pet i put it to muffalo cuz i like them hehehe.
By the end of the day of 16th May i had not used any glitterworld medicine and had a few attacks which means i think the infection rate is dropped now. i stared in a all year round growing area, mountain and forest. it seems to me that mad animals attack are more common oh and am playing on Cassandra rough. had an pirate raid that i didn't manage to defend well and all my colonists were incapacitated except my non-violent colonist. i cldn't defend anymore and the raid decided to kidnap one of my colonist and i let them to that so that i cld rescue the other 2 colonist i had. tried to rescue and although the pirates already were kidnapping one of my ppl they still shot at my non-violent which i don't remember them doing that before but i may be wrong on that. so manage to rescue a few and was trying to heal my other 2 colonists while my non-violent which luckly was also my doctor was also bleeding. the guy who was caring my kidnapped colonist got incapacitated and dropped her i didn't notice that until was to late and got a message that colonist died. the muffalo i had was ofc bonded with that colonist and got into a rage and decided to attack my non-violent pawn. so now i have 2 colonists not healed and a doctor incapacitated. all is good and i get a freaking wandered joins event, muffalo imediatly goes after him :)) one of the 2 colonists that were in bed was no longer incapacitated and got out of bed to go eat bum muffalo on her saying no no you are not allowed to go anywhere. then my doctor again also was no longer down and so muff did his job. after a while one colonist died cuz he wasn't taken care of :). muff eventually gets out of his rage and at the same time one of the colonist was not downed anymore so i tell them to start to heal ppl. and then she gets into a daze ofc and so my wandered also dies. at this point i gave up and quit the game :).
and then yesterday i start my game and forgot everything about my colony being on the point of annihilation and although there is a new vers decide to start the same colony again. luckily no bugs so far :). and now somehow manage to run the the colony with the 2 colonists left the non-violent one and a good shooting one. Problem now the good shooting person gets muscle parasites and here comes a deer man-hunter pack raid i didn't get to make proper base because of all this happening before so my 2 pawns were stuck in the med bay. i decide to poke a little and try to shot at the deer with my good-shooting but with muscle parasites and also missing a foot :)). so yeah that didn't go well. and somehow i manage to rescue my colonist and get the rifle stuck in the door before the deer can get inside. during this i get an escape pod ofc i can't go after him so he is left for dead. and after a while here comes another escape pod and with relationship. mad deers were falling asleep so i manage to go rescue this one :) and decide yet again to try my luck with the shooting colonist but again no luck and now mad deers are free to roam in my hospital room as well incapacitating anyone that tries to get up. yet again i am on the verge of losing my composure and feel like giving up. but i decide to stick a while longer so i get it on high speed. after a while the mad deers leave and then try to rescue my colonists unfortunately cldn't save the non-violent one and he died, and he was the husband to the escape pawn and now i am yet again at 2 colonists but things got a tad better and now am back to a 4 colonist colony.

i find now this run was exciting and i am glad i didn't decide to give up on the colony.
My conclusions are that
- mad animals cases are more frequent, which i don't find it bad. if you have a good walled base and you can function inside for a few days they are easy to handle.
- the infections rate are better now in my opinion at least for rough diff. i did get a few cases of infections but were because i left the injured to long without care and one got it cuz of dirty room but it was indeed filthy :D, which i find great.
- i found out that now pawns and animals can walk without one leg idk if it is a bug or intended ??
- i find the quests interesting but didn't manage to do any so far. at the start of alpha 17 was too preoccupied with infections and now not enough ppl to send for quests.
- traders are too rare imo but i guess there are other things that need to be taken into consideration here. so it is not a game breaker.
- the mood system it's a bit punishing if you have raids and stuff. they get a mood debuff if they see a dead corpse and they have no joy and they are stressed cuz you have them drafted and so on but no mood buff that they managed to get over a raid, and this leads to too much dazes after raids imo when you need them to be on call for healing and rescuing and what not. I find it frustrating.
#4
Quote from: ttgg on May 12, 2017, 11:39:30 AM
I think a prisoner dies if he reaches 0% consciousness, and extreme infection limits it to max 10%. So it doesn't take a lot to reduce the remaining 10% consciousness to 0%. As far as I know, consciousness is reduced by blood loss, starvation, pain as well as hypothermia or heatstroke.
Then shouldn't be announced pawn died due too much pain instead of infection?
I don't really know the mathematics around the percentage of these. But i am just trying to understand it logically.
my prisoner wasn't starving wasn't having hypothermia or heatstroke and blood loss was taken care of cuz he was bandaged. So that leaves only pain.
How is any pawn supposed to survive to extreme infection if the pain from extreme infection plus injuries reduces the 10% to 0%?
The pawn is bound to have injuries when he gets infected.

Sorry if i seem to be dragging this too much. the post can be deleted if it is considered an inconvenience to the subject of the topic
#5
Quote from: ReZpawner on May 12, 2017, 06:23:14 AM
I see a lot of people complaining about infections here. If you have a doctor that's awful (skill 5 or less), you're going to have a bad time.
TL;DR: The infection rate at the moment is if anything, lower than it needs to be. Just make sure to treat your colonists in time, and clean your damn hospitals.
i have to disagree with you.
To be able to deal with infections as they currently are you need a very good doctor, very good medicine and cleaners.
let's say you start with the normal 3 ppl scenario. and you randomize your colonist to at least get 1 good doctor and all to do dumb labor
if you get raided what are the chances that two colonists don't get hurt so that they cure the 3rd person of infection? because you need the doctor and someone to constantly clean the blood of the person that is injured. if that one person that cleans is injured as well then he is spilling blood on the floor constantly and again your doctor is busy curing the first one meanwhile your other colonist is risking infection as we speak.
you start at the beginning, you don't have much silver to build a sterile room. hence the chance is pretty much 50 percent to get infection no matter how good your doctor is if your room is spotless.
and lets say you micro manage everything and all, you built as soon as possible a sterile room. to treat one person of infection you need at least 3 normal medicine i think depending on his immunity gain. you only start with 30 medicine, if you have 3 colonist you can afford only 10 infections if you are lucky. and chances to get more medicine depends on traders and you are also pretty much out of silver cuz you built that sterile room.
the only way to get a colony going imo is to tweak the scenario and get glitterworld medicine from beginning until you make things running.
And plus every time you are raided you need to keep your ppl constantly on the bed to recover from infection. that pretty much makes the game an agony because by the time the pawns are cured another raid is coming hence again infections again in bed. and so on ... it just becomes a game of curing diseases and not building a colony.

and to come to what i actually wanted to talk about:
Just had a prisoner die to infection that was at 87% and 90% immunity. and the game clearly said the prisoner died of infection.
why did the prisoner die before it reached 100% infection?
picture in attachment.
Quote from: kenmtraveller on May 12, 2017, 11:22:55 AM
With respect to infections, I would just like to point out that they are incredibly dangerous in real life.  My father almost died, in a hospital, from four separate drug resistant infections that he acquired during surgery for a heart bypass.  I'm pretty sure he was treated by a skilled doctor and that herbal medicine was not used :)

I travel a lot in remote/rural parts of Asia and South America.  I always carry a spare tube of topical antibiotics with me to hand out, because more than once I've seen kids with untreated infections in places with no access to medical care.  Those infections, often just from minor scrapes, can become fatal.
Your father had a really complicated surgery done to the heart. which chances to get infected are high especially since you put a foreign object inside the body. The tissue doesn't heal well around the device and so on. The infections the children had were because they weren't treated on time and left to be.
And here we are not talking about real life. If this was real life game i wouldn't want to play it to be honest. i have enough of my real life i don't need to play it in a game as well.
Plus even if we are to compare real life to his game. The infections we speak of in this game is that they come even if you cure the pawn immediately as he got hurt. In real life to get infection you need to not treat the wound for more than a day and also be in a very dirty environment. In rimworld A17 you get the pawn into a sterile room it becomes dirty because the pawns blood is getting on the floor making it a 75% chance to get infected no matter if you cure him or not. with good medicine or not.

[attachment deleted by admin due to age]
#6
Bugs / Re: {A16 - Win - Steam] Unroofed bug
December 25, 2016, 06:41:21 AM
i edited my prev post. Cuz i found what i did wrong. Thank you for the reply though :D lol and didn't see that roof toggle before :D. that would have saved me from posting this topic here though. Oh well

i knew a room can be build 11 wide so i thought 9 cells between pillars should be enough. and i first build the roof close to the main building hence it had that wall to support on. hence false illusion that 9 cells was sufficient.
#7
Hello :D,

So i have attached two pics that show the problem.

The thing is i made this room where i wanted to grow crops, it shows that everything is roofed but the game keeps saying there are 2 unroofed tiles. i tried to find them with no success. I even went 1 by 1 to look and all of them say either constructed roof or thin rock roof (edit: apparently didn't look close enough :D). So i really think this is a bug now.

The option in debug mode where you can draw roofs is not there anymore, because i searched on forum and saw someone mention this. hence i can't see if there are indeed roofs or not.
i even show a pic where the sunlamps are turned off and clearly everything is dark although i am not sure if that is a way to distinguish roofs quite well :D when it's about of only 2 tiles.

edit: they weren't constructing roof in the middle of the last 2 pillars down and away from the mountain. the others had the room to support i guess idk.
i noticed cuz i was demolishing the room that is in the middle of the courtyard, and the roof collapsed in between the pillars

So 9 cells between pillars is too much :D it needs to be 8. Hence not a bug, a mod can close this topic :D sorry for inconvenience.

[attachment deleted by admin due to age]
#8
Bugs / Re: production table problem
September 27, 2016, 03:37:44 PM
yeah i looked now at the older versions and only the research table i could do with stone blocks. i had remembered wrong. i now tried to build them with stoneblocks instead of wood. while before i always built them with wood cuz i wasn't using it for much else, now that there are these torches and stoves with wood and so on i was trying to build them with stones and it wasn't working.
thanks for the responses.
#9
Bugs / production table problem
September 25, 2016, 08:13:26 AM
Hello,
here with a question because it may be a bug or maybe it's intended. I seem to not be able to construct production tables with blocks anymore. is that intended so? or is it a bug? i remember clearly i could construct production table like tailoring and sculptures with blocks, a few were only with steel like cooking stove.
#10
I have a similar opinion. i agree with the person if the brother/sister died and they are getting along it would be a bigger debuff in the mood, but that should be the only one. not two or 3, in my case i had a Newt die on me cuz of an attack and her brother got a debuff for being his sister and for being his friend and for being in the colony, i mean what the hell i think being in the colony would really not be necessary when she was his sister that trumping the colony member, and the debuff shld be bigger if they were getting along hence being friends not have another debuff altogether.

I too think the debuff system should be reevaluated. I like the fact that it's named so if another person died it would gave its own debuff, but not 3 debuffs for the same person. It is very hard to manage that person cuz he always gets berserk and mostly the deaths in the colony occurs after an attack, be it animal or human. hence you have injured colonists, adding on top of that bruising from berserkers and it is very hard to recuperate, i had a person die on me cuz of infections just cuz she was going berserk herself and being attacked from another berserker this after getting injured after the attack itself because she and the other berserker had so many debuffs.
#11
Well i don't know if it is a bug or more like a situation thing, but at least it's weird.
I had a pawn named Nadine throw a party and the message as all know says that all pawns attending the party will get a mood buff. Well the party started and all 6 of my pawns joined. Nadine herself and 2 other pawns decided to leave early the party and do some chores and didn't get any mood buff cuz the party ended without them. Shouldn't they get the buff also? Or at least the pawn throwing the party stay until the end of the party? And shouldn't it show at status attending party not relaxing socially or wandering? Well i guess these are more concerns than bugs but i didn't know where to write this post :D.
#12
Bugs / Re: [A13] Trader Caravan not showing muffalo
April 10, 2016, 09:48:54 AM
okay yeah i checked and indeed the muffalo is used to carry stuff. i thought all animals that come with the traders are for sale. then this topic can get closed or removed :)
#13
Bugs / [A13] Trader Caravan not showing muffalo
April 10, 2016, 07:27:54 AM
I had i think 3 trader caravan arrival events this being on a fresh colony and they showed up with animals along them, one of which being a muffalo.
Every event the muffalo didn't appear in the trader's sell list. i would expect the muffalo to appear as well on the list right? i tried doing it on dev mode as well and i got a trader event spawn on a brand new colony where the traders came with 2 wargs and a muffalo along, the wargs showed up but the muffalo didn't.

I am quite certain this should be a bug.

Here a screenshot with the muffalo and the traders


Here the list of the trader's items to sell and buy
#14
Bugs / Re: Harvesting crops
April 10, 2016, 06:50:41 AM
Quote from: asanbr on April 09, 2016, 09:50:30 PM
It sounds like your crops haven't finished growing to 100%. If they haven't you can harvest manually like you describe.
he said in his post that he had crops ready to harvest that means 100% grown
Quote from: asanbr on April 09, 2016, 09:50:30 PM
You can also increase the priority for "plant cut" , that's the job they do when harvesting things that you marked for cutting. If you only prioritise growing and the plant isn't fully grown, they will not auto-harvest it, even if it is marked for harvesting.
harvesting a ready to harvest plant in your grown area was under grow in A12 idk about A13 haven't tried it yet, i set my colonist #1 to grow and #2 to cut and after they harvest the plant they should have proceeded to plant one in that spot according to priorities, but the colonist would harvest all ready to harvest plants and then after all were harvested get to plant new ones. i think cut goes for the ones u specifically say to harvest with the harvest tool or chop down trees. again i don't know if this is still valid for A13

Quote from: asanbr on April 09, 2016, 09:50:30 PM
People don't research if there is anything else they can do (with normal priorities). Maybe you had a forbidden zone, locked door, or something else. But I don't think it's the game.
this may be true in his case, maybe that area is forbidden and he can't reach it hence he is not harvesting.
#15
Ideas / Re: Angiel's suggestions :D
December 22, 2015, 07:03:33 AM
Quote from: Z0MBIE2 on December 13, 2015, 11:52:57 AM
I said it because you gave it as a suggestion. You didn't actually indicate whether you needed the data saved anywhere else nor why, and I wasn't familiar enough by memory with the alternate save method to list it.
it was the fault of my poor choice of words :). i think anyone would like to save their worlds and settings somewhere easily reachable, and the second reason is that i personally don't like to save anything on my windows partition, so on everything i install i try to save important stuff on my other partitions. and the reason i noticed this, is cuz i changed my laptop recently and surprise i saw my worlds and colonies were gone, and then i searched where the game was saving the worlds and luckily i didn't format my other laptop before i noticed :).
and even you didn't remember the alternate save method, how would a newbie know it :P hence not silly