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Messages - onashu

#1
General Discussion / Re: What exactly causes events?
December 08, 2014, 12:55:48 AM
Thanks Tynan!

After a quick glance, it looks like the storyteller watches for a few different things in order to make a decision about events:


1. Amount of fire in base
2. Amount of strength
      -This appears to be based on number of colonists + number of turrets
      -As far as I can tell, both colonists and turrets count for the same amount towards colony "strength"
3. Amount of danger
      -Appears to be several different "danger states": None, low, and high
      -Affected by number of hostile pawns, if there are squads of them, and when the last colonist was harmed
4. Amount of damage
      -Damage must have been caused by outside source, not by the colonists
5. Wealth of colony
      -Takes into account: Cost of items in stockpiles, cost of equipment on colonists, cost of buildings, and total health of colonists
6. Ramp up factor
      -Difficulty ramps up over time

With this knowledge, the AI I'm working on should be able to learn when and what kinds of events are happening.

Also I just wanted to add: digging through the code has been awesome. As a potential game developer myself I took a lot of enjoyment out of digging through this. I applaud the readability of your code, Tynan. All the variables are clear enough that I can quickly glance at a file and get a general idea of what its function is. Not to mention your game is fantastic! Easily one of my favorite games of all time.
#2
General Discussion / What exactly causes events?
December 06, 2014, 12:46:50 PM
Hello fellow community members. I've been playing Rimworld for a while now, but at this specific time I am working on a project for one of my classes. I'm trying to build an AI that will predict when events will happen and approximately what time they will happen at based on the colony's current status.

My question is: what exactly causes events to happen? I have a general idea that wealth, population, and storyteller difficulty affect the events, but I'm not 100% sure. I don't need the exact threshold that causes each event to happen (that's what the AI is going to figure out), I just need to know which variables contribute to the decision of which event to call upon.

If anybody knows more about this than me feel free to respond. And Tynan, if you're out there and happen to stumble upon this post, I would love a detailed explanation from you.

For those who are worried, I'm not planning to use this to cheat my way through the game (I enjoy the challenge of adapting to events as they happen). I also don't plan on publicly releasing this, at least not for a while, because it will be a very basic application without any GUI.
#3
I typically do, but at this time I just don't have the room to make a hydroponics room, and I'm still struggling to keep up with the raiders and strengthening my defenses. Not have any rock to mine into kinda sucks, haha.
#4
Alright... here's me second colony from Alpha 3. My first wasn't really any different than my other colonies I've made. This one, though, I've aptly named "Barren" as you'll see:



You see that little bit of rock on the east of my colony? yeah, that's about 1/3rd of all the rock on the map. When I first generated this map I was so close to leaving (especially since I'm on tough Cleopatra), but I decided to try it out, and man, I've been struggling. I had to quickly wall off a small section between two rocks, and I've had to very carefully and slowly expand outward, since there's not a whole place left to dig. I also have to make sure I use stone walls, because raiders seem to ignore them more often than metal.

And here I am, hovering at about 4-5 colonists at all times, always losing colonists as soon as I gain a new one. I just survived a HUGE attack from a group of tribals I accidentally pissed off by hitting them with friendly fire during a raider attack.

Frankly, I can't believe I've survived long enough with such a tough position and against such tough opposition.
#5
General Discussion / Re: Security breach!
April 12, 2014, 02:06:51 AM
Alright... so literally the second I went back to my game after posting this, the ceiling reconnected itself. It might have been a section of wall I was missing in a different area of the base. What was weird was this happened in a different colony I made in Alpha 3, and I was absolutely sure that base had all walls and doors covered up.
#6
General Discussion / Security breach!
April 12, 2014, 02:00:10 AM
There's a new feature in Alpha 3, right? Raiders being able to land inside of your base. Cool, right? Wrong! (Okay, it's actually a really cool idea, but I'm running into issues that leave my defenses wide open).

I created a room by walling in two sides of a canyon sort of deal, which subsequently created a roof. I made a no roof zone above a small rectangle of growing zone, which is great for farming.


Here is what I am talking about, roofless area inside a room without a no roof zone.

BUT, now whenever the raiders drop into the middle of my base, they do it INSIDE of it, rather than just outside the main entrance. I would very much like to stop that... but when I try to remove the no roof zone, the roof doesn't come back. I'll even put supports all around that area to make sure a roof can go there, but it never comes. Even removing the door and re-adding it doesn't work (trying to make a new room).


And here is after I added some supports, tried adding the no roof zone and removing it again, and even removing the door and adding it again.

Might anybody have any idea on what exactly is causing this behavior and any idea on how to fix it?
#7
Quote from: Phienyx on April 09, 2014, 10:43:25 PM
I did not see the options to vote for additional events.  I am sick and tired of getting attacked by increasingly large groups of raiders before my colonists can even recover from the previous attack.  I have stopped "playing" testing because this has become very obnoxious.
I do like the challenge this presents, having to always build up you're colony to survive these attacks. However, I do agree with you in some regard. I would like there to be a wider variety of ways to lose your colony rather than raiders and hunger (and not necessarily lose your colony, but present difficult obstacles to overcome).
#8
Out of the current options I picked animal husbandry. I know Tynan is implementing hunting soon, but I think it would be very cool to get some muffalo rounded up and penned in to start gathering materials from. And it would be very refreshing to see more animals than just muffalo, squirrels and boomrats.
#9
Ideas / Re: Creative mode :)
April 09, 2014, 08:31:32 PM
Honestly, I believe one of the biggest attractions to games like this and Dwarf Fortress is the survival aspect. I mean, if this mode were ever implemented I wouldn't complain, but I would very much like to see more survival features added before anything creative.
#10
I'm glad you guys like it. I think my favorite part is my design for the entrance (top right). North of the picture, where you can't see it there's just a big opening where I let the raiders come as they please. The turrets are all spaced apart just enough so when one blows up it doesn't hit any of the others. I made the walls stone and I also left those gaps in them, because I noticed your colonists receive more cover when poking out from a wall then hiding behind sandbags. And if they start taking hits, I can easily move them into cover before they drop. Even if the raiders manage to get into those positions, the turrets can just turn sideways and light them up. Like I said: only lost one colonist so far!
#11
Nice colonies everybody. Here is my latest one, played on Randy Random. I managed to get really lucky and not get attacked by raiders for the longest time while I set up my base, then when they started coming in waves, I was ready. Only lost one colonist so far.