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Messages - SpookyMunky

#1
General Discussion / Re: Share your trick
September 25, 2017, 02:09:26 AM
I guess my tip would be assault rifles are actually badass :)

I know I am supposed to use mainly bolt actions rifles according to the min/maxers hehe.. holy hell though, I am fairly sure that is a running joke at newbs expense ? I don't class myself as a newb but I feel like I fall for it every time someone mentions the stats etc hehe... I recently told my lev20 crafter to build me 8 of his best, the highest he got was superior (I guess that is the max ?)

I almost lost the colony purely because I had that wtf moment, why is no-one doing any damage, then having to send people back to pick up assault rifles and snipers etc mid fight :)... all that was going through my head was damn you internet hehe.. what is the obsession with bolt action rifles ?
#2
General Discussion / Re: Tired of useless colonists
September 18, 2017, 12:43:28 PM
Interesting, I wonder if there has been another pool added that would be something like defender (since they technically aren't raiding and seem to be a lot nicer candidates for capturing) as an added incentive for people to get out and about from their bases even when the rewards for some of these outposts don't seem to be worth it ?

That or yet again I am looking into things far too much with too little data to go on so far since I hadn't been paying attention to their sheets until maybe 3 outposts ago hehe.  I think another few outposts have popped up in my game recently so I'll be sending out another attack caravan soon, before randy throws any more annoyingness at me like the sleeping sickness that has kept everyone at base for months instead of the short R&R I was expecting :).

Hmm, I can hit two of them with one caravan and fit in a couple of friendly bases for some trading with a 20 day round trip... might be a plan.  More fun than checking the code ;).  I'm tempted to also send out a precious resource mining / attack caravan in the opposite direction that includes Urist, see how well he can wield his lump of wood  ;D.

#3
General Discussion / Re: Tired of useless colonists
September 18, 2017, 10:57:06 AM
Is it just me or does the pawn creation RNG vary depending on the situation you come across them in ?.. e.g. any free ones falling out of the sky / requesting to join / are fleeing from pirates are usually pretty awful, to the point that I just turn them all away or let die out in the wild unless they have a big relationship with someone I already have... Invading pirates are a little better, but still quite rare to see the magic decent pawn you want... then for me the best *seem* to be when you have a caravan take care of a pirate outpost for another faction ?

Since I am already about 4 or 5 pawns beyond my self imposed limit, I only recently started paying attention to downed pawns again when I noticed one with a name I usually end up liking in past colonies was down at an outpost.. think my brain went "yay, squirrel old buddy !, good to see ya!!" so I checked his sheet : https://i.imgur.com/m1SEmJ8.jpg

OK, chemical interest is pretty far from ideal, but I had been wanting to test the treatment for it the psychology mod adds (the only other one I have had in this game died from the flu after destroying their liver before I could get a doctor skilled enough to treat it), so I patched him up and let him tag along while my caravan continued it's goals.  There was one other downed pirate beside him with an even better sheet, but I grudgingly left him to die (for not being a squirrel haha).

It's still early days of me checking this, but since then I can't seem to go on a raid to one of these outposts without seeing someone downed that would be a lot better than some of my own, and get seriously tempted to grab them hehe.  Whereas for once I checked every invading pirate in that screenshot and couldn't see a single one I would even remotely want, much the same as usual :)

For comparison's sake here is the latest colonist that dropped out of the sky and I felt forced into at least rescuing since he was the brother of one of my starting colonists (thinking don't you dare decide to join!), after I gave him an artistic neurotrainer, doing what he does best ... https://i.imgur.com/tdbwoiz.jpg ... I am just noticing that he seems to have appropriated the only remaining power armor suit I have too, while Northfield crawls into hospital after being shredded by rockets yet again, lol.  If his sister ever pops her clogs it will be time for him to practice his melee skills... naked, with a lump of wood, against panthers, muwahaha.

#4
i guess maybe a sensible commander would order them to go somewhere safe before releasing them ? ;)

not meaning to be mean hehe.. only just thought of this myself, thanks!
#5
Quote from: mvargus on September 06, 2017, 08:57:43 PM
A couple of days ago I saw a write up from someone who looked at the uncompiled source code for Rimworld.  He said that Cassandar and Phoebe's sub-routines both have instructions telling them to back off after a colonist dies.  So it does have an effect.

lol, so it's not just me going loopy and needlessly sacrificing my beloved pawns to an imagined evil god when playing cassandra then, good to know their deaths weren't in vain :)

I did have a look in the code recently to put an end to all the myths around component failures, and thought about doing the same for my theory on cassandra deaths, but lol.. it's kind of like drawing back the curtain to see the wizard in all his powerful might and glory if that makes sense :)

#6
General Discussion / Re: Double Down=Doomed?
September 06, 2017, 08:21:20 PM
double down != doomed :)

For me, most thrombos that get back up again instead of waiting for my hunters to finish them off take an additional 100 bullets (edit: over exaggeration, and really depends on the gun hehe) to end them after they fall over again...

I have also never seen any correlation between decently geared colonists being downed 2 / 3 / 4 times during manhunters etc that mostly bruise rather than tear limbs / heads off and their chances of dying.

I wonder if there's a mod that lets you tell downed colonists to play dead... dunno how many times Iv yelled at my monitor for someone to just stay down :)
#7
If you have too high a defense rating then Cassandra in my mind sometimes doesn't seem to let off until someone dies... kind of like you need a blood sacrifice to appease the evil god I guess...

It's probably all imagined on my part, or losing one simply lowers the defense rating enough for her to lay off for a while.

I find randy a much more natural and balanced story teller really; sure he sometimes goes insane with the events, but I usually get the feeling some chains are purely for comedic effect or simple bad luck with the almighty RNG rather than his ultimate goal being the complete and utter decimation of your colony ;)

Or, like most humans, I put way to much thought into the randomness of truly random events hehe.
#8
My knee jerk reaction to this thread was the thought that through giving you an insane amount of options to earn silver, what you do is a reflection of your moral code ?, but in retrospect, hmm...

Since the addition of silly little things like mental debufs for slaughtering humans (wimps) to get their oh so precious skin and organs
my gameplay has changed from a monster into a hippy. By hippy I mean I always end up growing weed and have people rolling joints 24/7 to earn enough to keep me in constant plasteel and steel :)


That in itself has it's own moral implications though, e.g. instead of capturing downed enemies then healing and filling them with drugs before harvesting their organs in a nice legendary bed I now just strip them naked to get their armor and leave them in the wild to get eaten by animals and blistering heat / biting cold until they die hehe, if I had an option at the end I know which one I would chose !

Does that make my hippy commune evil ?, is that a reflection on who I am as a person ?, lol... I feel a lot happier now that I don't capture / accepting everyone without noticing they have brain damage.. an affliction that was terminal in one of my games thanks to a dark corridor and a psychopath with a sniper rifle...

It was always for the greater good hehe... every dark act I have committed has been for the good of the people....... sound familiar ?

Without a shadow of a doubt I feel that this game can effect how your brain racts to social implications etc.. within this game :)

If you find youself walking down streets thinking about all the valuable organs and skin leather then heh, go find an island as far away from humanity as possible ? :D  There will always be some crossover into reality with anything people do, that doesn't make the game good or evil, just a game.. just numbers :)

For me... hmm, the most prominent side effect from playing this shit for so many years is I guess I am more willing to accept that even with the best intentions leaders can be shit, but at the same time not evil ?.. they are all just pawns trying to stay happy etc :P (sadly usually they do it at the cost...) meh hehe









#9
Depth perception is only really useful when say throwing a spear though no ?, or hmm, shooting from the hip like a gangsta cowboy :P or shotguns that don't have sights.

Any gun with sights I would argue you only need one eye since our brains can figure out how far away something is by size alone. I can see why closing one eye / having one damaged eye is bad in a combat situation since you don't have full situational awareness, unless you get shot that shouldn't really affect how well you can aim though.
#10
I don't really understand why one damaged eye would affect shooting skills on it's own with most of the weapons... I don't have a vast amount of gun experience, but anything with a scope / iron sights I usually end up closing one eye anyway hehe. Think the only time I have kept both open is clay pigeon shooting.

Is it being able to use both eyes to judge distance before I shut one that accounts for the giant drop in this game ?.. is just with a sniper rifle at long range I dunno how much use human binocular sight is :)

Not sure how good an argument this is but lol.. I don't have a 3d monitor / vr headset yet but have never had a single issue judging distance to target to account for bullet time and gravity etc in decent shooters... my fave is modded skyrim with bow and arrow and no crosshair hehe, can shoot an arrow up in the air to take out a moving target (as long as he doesn't change direction) a mile away a few secs later whilst running around with a dragon trying to bite my arse.. with technically one eye, the camera ;)

#11
cool, thought I had crabs for a while there :P
#12
100+boomalopes all exploding and calculations of damage for each to every other, then the calculations of their booms to others heh... is an insane amount of calcs without consolidating.. if thats a word :)

Like could maybe just have boomalopes boom when there is too high a concentration, bypass all the calcs for damage to each other etc, throw in some fake % for ones left standing hehe

Edit: I'm not completely sure about how your engine works, but hmm.. say you are calculating each damage from distance, then calculating wounds they will suffer, from there if they are dead etc.. again is a lot of data that I feel may be unnecessary given the density of boomalopes hehe, if you simplify that damage check depending on density, e.g. if boomalope is same spot as boomalope, boomalope booms, as opposed to working out if boomalope got a broken leg / damaged eyeball / sore tail etc.. might help ?

shooting a boomalope manhunter pack should be the highlight of a game... in my mind there should have been nuclear kind of effects :D.. not a frozen screen


#13
I experience lag when I get a 100+ manhunter pack of boomalopes and set off a chain reaction with snipers, lol.. I doubt there is any solution to that though ? :).. I don't think damn game, more damn technology in general, need more power :P

is the kind of thing I think ooh, finally.. gonna be amazing! :).. then after first shots everything stops for 10 secs or so and I see the aftermath hehe

maybe could be optimised slightly by combining the booms instead of calculating them all at once ?
#14
General Discussion / Re: performance issues
April 05, 2016, 06:40:52 PM
The only benefit I have found from hyperthreading is when you manually allocate and babysit every single thing using affinity.. the threaded cores basically just use up whatever cycles are left from the main core, e.g. you can have 7 cores maxed out and cpu 0 will function as it should, so 7/8ths of your cpu can be at 100% usage and you will not notice a thing besides fans screaming at you hehe. without HT that would be 2.25ghz going going to waste just so I could still work, which is kind of huge I guess, but I can count the times that has happened on 1 hand over the years since they introduced it in the early xeons, lol. 99.9% of the time I have been looking at shit using 20% cpu and calling intel all sorts of evil names ! :P.

How many gamers need that feature though ! :), is a complete joke

Especially when you take into account simple good old cpu priority, where you can set something using all cores to below normal and still work as if nothing was going on (again besides the screaming fans haha).. that way every unused cpu cycle is used, negating hyperthreading altogether.

Sorry, am a bit a a nerd :P
#15
General Discussion / Re: performance issues
April 05, 2016, 06:03:08 PM
Hyperthreading is a bit of a joke, has been since day one. It is great if you have say lots of users using a single cpu in a networked environment  (as a cpu in a server).. for apps that can use all cpu cores it makes very little difference hehe, it cannot magically create extra cores. Why it is even a feature for standard users I have no idea :(

This is the singular reason people recommend i5 for gaming, well, besides the price cut hehe.. without hyperthreading they are better for gaming in todays environment. And most people don't disable hyperthreading on i7 since must be amazing, lol (myself included !)