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Messages - N0xiety

#1
General Discussion / Re: Insect migrations.
March 17, 2019, 05:55:04 AM
It is possible to tame a whole colony of bugs if you want, with effort. You know how i discovered this? Ok here goes. So a while back a bug colony spawned in the mountain. They grew at summer and normally wouldn't have any problems in winter as the temps didn't go too cold, but a volcanic winter happened that winter. It got so cold, all the bugs got into hybernation, then one by one their hives deteriorated because of the lack of management. When the hives were gone, i noticed something after some time. They were no longer in a faction. The bugs were factionless! I got there and set up a camp where i separated the bugs from each other, then started heating individual rooms. As the bugs woke up, i could tame them, albeit it was very hard. The tame chance is very low for megaspiders, but finally i did manage to tame about 10 of em. They don't reproduce tho, so what you have is what you got...

So basically, if you can destroy their hives without actually making direct enemies of them, they will be up for taming. I think this can also work if you destroy their hives and save the injured ones. I will try that next. If it won't work, i will create a bug freezer where i can put the injured ones and freeze them, to be later woken up one by one in secured rooms to be tamed.
#2
General Discussion / Re: Infestations too easy?
December 12, 2018, 04:55:32 PM
Quote from: TheMeInTeam on December 12, 2018, 10:33:35 AM
Pawn pushing really isn't a thing in vanilla to my knowledge.  I've seen the AI cheat to stack up large numbers of raiders attacking from the same square (something we're ostensibly not supposed to do and was/is considered unintended when player does it), but I've never seen them move an upright pawn out of a square.

Whether intended or not, pawn pushing is really a thing. When you have like a few dozen humanoid enemies trying to fit into a narrow corridor with momentum, they stack on top of each other, and then push your pawns out the other side. This is definitely not something a mod introduces as i have tested it with vanilla and it still works. I had pawns being pushed like 15 tiles long corridor to the other side into an open room. I suspect that when humanoid enemies stack on top of each other, game decides to displace pawns to make space. And since it would be easier to displace 2 or 3 colonists vs 30 raiders at the other side of the corridor still trying to push their way in, the game displaces the colonists to the next possible tile and so on till the humanoid enemies can proceed without a blockage. Once they get pushed, it happens quite fast and they get pushed to the end. I'm not sure if this was intentional, but it really makes that 1 man spartan strategy not viable. Which is something i like tbh.

As for you Yoshida, i don't get how you wouldn't be able to procure uranium plate armor in a single game. Maybe it might be because i'm playing on larger than normal maps, but resources aren't that scarce. You can mine alot out of the ground with the drill for late game, which makes the resouces quite abundant tbh. I don't know how you are playing the game, but i go for long term colonies. If your only goal is to build a ship as fast as you can and fly away, i would be surprised if you even build into a mountain, as it would be too much effort. If you are investing enough time to actually excavate a complete mountain base, you would naturally have enough resouces for uranium plate armor and some more. I would say that it would atleast be 3 times easier to just build a base outside and launch the ship compared to building a complete mountain base. It wastes alot of time to excavate a mountain...
#3
General Discussion / Re: Infestations too easy?
December 12, 2018, 09:49:34 AM
Still, humanoid enemies can push my spartans out of a corridor. They literally come in like a human tide and push the colonists through the corridor! Bugs can't seem to be able to do the same thing. That's what i'm asking, to make the bugs able to do the same thing as humanoid enemies so 1 man in uranium plate armor can't hold the line against 200 bugs piling on top of each other...
#4
Yes you heard it right... In a very 'funny' coincidence, friendlies managed to wipe out my colonists. What happened was, they landed on my colonists head in the middle of a raid, while my colonists were manning the mortars. Pods literally dropped through the roof and into the armoury where i keep my shells, and well, you can guess the rest...

Here is a pic of the aftermath. Those corpses with their heads blown off would be my late colonists and the ones who didn't outright get their heads blown off will be dead soon enough with their blown off limbs...
#5
Yes you can change it in the options mid game. Storyteller settings...
#6
it isn't the soil that should degrade, it is the plowed land. So plowed land should degrade, which would become rich soil. It is for nature to be able to fix itself if you leave a field unattended for too long. Wild plants like grass generally have about 3 days of growth and about 10 to 20 days something lifespan. Not sure on the exact lifespan but i'm pretty sure all plants die from what i have observed. Wouldn't it make sense if you left your field unattended too long, nature reclaims plowed land, it would become unplowed? It would probably take more than an ingame year for that to happen as wild plants would have to spawn on every tile and then die for them to revert back to rich soil.

Ofc, in real life there is wind, rain, animals and other elements that effect the rate at which a field would degrade, but since it would be hard to have all those simulated, i thought that the plowed land degradation would be easier to simulate if the tile a wild plant dies just reverts to rich soil if it was on plowed land. This would give the player time to clear the wild growth if the player for some reason couldn't sow the land for a long time enough for nature to claim it. If not, well, nature should be able to destroy a field if you abandon it right? Revert the land back to what it was. Or it could also be the moment a wild plant spawns on the tile if that is easier to mod.
#7
Eh, if it isn't too hard to code it in, could it be possible to atleast make it so the plowed land degrade to rich soil over time if left unattended? Like if wild plants grow on the tile? It could be that the plowed land turn back to rich soil the moment the wild plant spawns or the moment it dies and despawns. If it can be made so the tile changes when the wild plant dies, there can be plenty of time for the player to clear the wild growth and reclaim the field that has been left unattended. No idea how hard it would be to code such an option or if it would impact any performance so it is up to you, tho it would be nice if the land fixed itself if i abandon a field or if i couldn't use the field for some reason and nature reclaims it in time.
#8
Wild vegetation still grows on Fertile Fields tilled land. I was building a graze area and noticed this. Makes sense if they grow on rich soil as otherwise it would break the game but tilled land should be clear of unnecessary vegetation and shouldn't allow growth of wild vegetation or you can practically make ridiculous looking tilled graze areas. And also tested that the %180 fertility really does speed up the wild vegetation growth time.

Ofc, nature can overtake anything given time. Even cleared tilled land is no exception to this. Possible solutions could be that the tilled land can degrade overtime on its own to rich soil or wild vegetation spread is slowed down to a crawl for tilled land if not completely stopped. This can also make fields that you don't tend anymore and just left in the wild for a long time to completely degrade. Like in a year or two.

Honestly i have no idea about farming. Just giving you some ideas. Just thought my tilled graze area looked quite silly after i have gone through with it.
#9
General Discussion / Re: Infestations too easy?
December 05, 2018, 01:21:05 PM
I have 2 dedicated melee soldiers with 'tough' and 'nimble or brawler' trait in uranium plate all the time for being the spartans in times of need and three dedicated hunter/gunner in marine armor. Rest of the colonists are in devilstrand dusters. Whatever hyperweave i can get my hands on also goes to the dedicated soldiers. It's not too hard to feed them tbh. They work as handyman of the colony in times of peace or escort for caravans and missions, but there is always atleast 3 left in home area for when they are needed in emergency. They are soldiers after all, gotta protect the colony and the workers. Trying to get more soldiers with the needed traits. 'Tough' trait is a must for all soldiers but mostly for melee. I will never send away a tough soldier with appropriate passions for fighting. They take %40 less damage and that's really something very significant. You can have 6 soldiers in place of 10 just with that trait. Less mouths to feed and gear up for the same effectiveness. All other traits like nimble or trigger happy are extra bonus if i'm lucky enough to find one together with the tough trait.
#10
General Discussion / Re: Infestations too easy?
December 05, 2018, 07:32:06 AM
They were wearing uranium plate armor and the armors lost like %6 health after killing about 200 bugs. Didn't even need to mend it. Having all the colonists behind shooting at the bugs also helped. You would be surprised how sturdy uranium plate armor is. It holds much better than marine armor in prolonged melee battles...
#11
General Discussion / Re: Scarring?
December 04, 2018, 06:59:05 AM
What i meant was this sorry for not being clear
https://ludeon.com/forums/index.php?topic=47171.0
Thanks for replying!
#12
General Discussion / Re: Scarring?
December 03, 2018, 01:19:26 AM
Check the suggestion i made, i think i touched upon what really should be in the core game. I know that doctors are not totally useless, but their skills are mostly irrelevant in most cases.
#13
General Discussion / Ally Help...
December 03, 2018, 12:55:54 AM
So, i was in a bit of a bind with like 200 savage army staging outside my walls for an attack. There was no way i can handle that kind of assault without heavy damage to base and turrets would probably run out of bullets before they kill everyone, so i call both my allies for help. One of which is an outlander town, the other is another savage tribe. So first the outlander town shows up. They charge at the enemy army valiantly with 5 people! Yeahhh, all i can say is they weren't very smart... Just when i'm about to accept the losses i'm going to incur, a miracle happens! The other savage tribe sends their own 200 man army and an epic battle ensues! My guys start punding the enemy army with 10 mortars and they are soon routed in panic! Well, lesson learned. Trust on the savages for saving your ass when shit hits the fan!

On a serious note tho, what's up with this? Like, why did the outlander town just send 5 guys against 200? This seems like broken calculation or something if game perceives this as a fair fight. Or is there something that i'm missing here?
#14
Ah hey there again, found your thread. I don't think you understood my problem. Like i said, i can stop the production of raw compost manually, but that would be somehow of an annoyance. I want to automate the process of farming and fertilizing completely. But since i can't say 'stop producing fertilizer once reached a certain number' it keeps producing. I use insect meat and hay for both kibble and raw compost, so if i let it run it would completely use all the hay and insect meat. There would be nothing left for the kibble production and my warehouse would be filled with fertilizer. Since the raw compost production never stops on its own, i have to keep stopping it every time the fertilizer numbers grow. Then i have to reactivate the bill manually again when fertilizer becomes low. Since i don't want fertilizer to take hundreds of squares of warehouse space, i have to keep stopping it and continuing the raw compost production bill. I just need enough fertilizer to be kept in the warehouse for the next harvest, not for the next 10 harvests. That is why i have to keep manually doing this. Is there no way for me to automate this process? It becomes quite annoying after some time. I could disable the rich soil returning to regular soil after harvest option, but i consider that refertilizing the land after harvest as a well done game balance point, so i would like to keep that if i can.
#15
Goals:

Make infection and scarring chance depend on;

Severity of the wound
Time it took for treatment to be administered
Treatment quality
Medicine used
Time it took for wound to heal

Reasons:

As it stands the doctor and the medicine used seems pretty much irrelevant. Scars don't happen because the doctor was a quack and botched the stiching or setting the bone, but because rng decides it. I wouldn't be so annoyed if rng decided if the wound is gonna scar or not after the treatment while the wound is healing, but no. It is decided the moment the wound is inflicted in the middle of the battle! So basically, in the middle of the battle the wound instantly heals and turns into a scar. It is quite ridiculous tbh.

Now that we are done with how scars are procured, lets talk about infection. Infection also isn't dependent on the quality of treatment nor the doctor. It is wholely dependent on how clean the room is and nothing else. When a wound is inflicted rng kicks in and decides if the wound is gonna be infected or not. Afterwards a hidden timer starts ticking and if the wound isn't treated, it will get infected for sure when the timer runs out. If the wound is treated, the infection chance will be reduced depending on how clean the room the treatment done was. The quality of the treatment nor the doctor doesn't matter. So basically you can have a level 1 quack or level 20 master doctor and it wouldn't make a speck of difference! The only thing level of the doctor effects is how fast he can patch up that wound and the tend quality. And the tend quality doesn't effect anything but the speed the wound heals. It doesn't effect scarring nor infection chance, which is what my problem is with this whole medical system...

Conclusion:

This really shouldn't be that hard of a change. I want my colonists to be scarred or infected mostly because they got bad or late treatment or because their wound was very bad, not because they pulled the short straw in the middle of the battle. I don't want my '2/40 torso' almost dead colonist to heal to %100 even with a level 1 quack doctor and herbal medicine. If this kind of wound is gonna completely heal, it should be because the doctor, facilities and the medicine used were of top quality.

Believe me when i say this will add alot to the game and the story telling aspect of it. Most people see scars as an annoyance, and i do too, because scars are just a roll of the dice thing. My decisions or circumstances of the colony have no effect over it. So it is a complete annoyance. But if you were to make my decisions have an effect on the whole deal to some degree, this will change. If i couldn't give the best treatment to my colonist because my colony didn't have the means and he got a scar out of the ordeal, then i would be fine with that scar as the player. Every time i see that scar, it would remind me of that hard battle the colony have gone through and how my colonist barely survived the ordeal. It may still be an annoyance, but it would also serve a purpose in the story. It wouldn't just be a roll of the dice thing where my colonist got a magical wound that instantly healed into a scar in the middle of the battle. It would be because i as the player couldn't provide my colonist. I really believe this should be in the core game...