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Messages - Seven

#1
Weapon classes can be heavily abbreviated. AR, SR, LMG, SMG, SG, GL, RPG etc. can cover most of the major classes with 2-3 characters (+1 if you count the space). Most of those are widely recognized, in some cases more so than the full name (RPG for example, which is even technically a Russian acronym).

On the topic of stick bombs, the AI seems to be very poor at handling them properly. If I place a turret at the front lines with embrasures around or even just in front of it, several pawns will attempt to rush it with melee weapons and promptly get blown to pieces when the pawns with stick bombs get within range. I've literally had raids aborted by stick bomb friendly fire deaths caused by a single turret, and the raids that make it past that point are severely diminished.
#2
You can also get used to having descriptions rather than names. You could also index the weapons by a unique number and have no indication whatsoever what they are, because you can just "get used to it" too. If you're designing an interface based on what obstacles people can get around, you're doing it the wrong way.
#3
Someone familiar with the AK-12 might also be aware that it's compatible with magazines with capacities of 30, 60 and 96 rounds and have no idea which one was picked for this mod. They might also not be familiar with every other weapon on the list, or for that matter, know the specifics about all of them even if they were. Using only weapon names as a descriptor ensures that only gun nuts stand a chance of deciphering what the weapons actually are, and even they might have trouble doing so unless the mod is fully accurate (which it's not, since some features like reliability is to my knowledge at least not implemented at all, not to mention different weapon configurations available).

From what I've seen, there's little this mod offers that couldn't be aggregated down to simple things like "sniper rifle", "assault rifle", "battle rifle" etc., possibly with light/heavy appended to give even more info, to give an idea of what to expect from a weapon. Sure, you might still need to check the details to pick which weapon you want, but you could at least narrow it down to just a few different ones if you knew you needed, for example, a long-range, high-damage automatic (probably a battle rifle in that case). It's not perfect, but it's far more accessible.
#4
"AK-47" and "AK-74" are even less descriptive. With a category and tier for the name, I can at least get a clue about their role and relative power.
#5
Releases / Re: [A17] Misc. Robots++
August 02, 2017, 04:35:13 PM
Some comments about crafters. When colonists start a bill, the bill and the item is assigned to them and blocked so that others can't start it until the item is completed, and also no one else can complete the item. For bots, the item is assigned to them, but the bill is not, so a colonist or another bot can start a new item. This can waste resources by starting redundant items, or by forcing you to cancel unfinished items (not to mention the annoyance of having multiple unfinished items around). The problem also grows with additional workstations and bots, since they can trade places and start new items, until you basically have one unfinished item per bill, per bot when you only want 1 item per bill.

You can get around this somewhat by using area restrictions (which I do), but it's a bit awkward and inefficient to micromanage it that much. Since bots of the same tier also share a name, it's complicated to tell which bot owns which item, so you could possibly end up having to restrict a bot to one specific workstation to manage it.

So I have two questions here. The first is if it'd be possible to assign bots to bills the same way colonists are. This would prevent the problem above from happening, at least more so than in vanilla when colonists find something else to do instead of completing the item. The second, in order to allow more efficient use of bots, is if it's possible to in addition to the above, have bots (at least of the same tier) be able to work on the same bill/item as if they were the owner. This would let any bot complete any item started by another bot, and they'd basically just be able to pick an unfinished bill and either start a new item or continue an old one.
#6
I've got no weapon mods other than what CE has, and the centipede charged blaster produces the died in explosion kills too, at least through embrasures (not sure about walls). Rockets and grenades also seem to ignore both walls and embrasures, speaking of explosions in general.

I'm not sure if that's intended or not, but mechs in general are just insanely threatening. The embrasures seems to do nothing to protect my colonists to the point where I suspect they just commit suicide when they see a mech, they shrug off small arms fire like it was nothing, and if I get a mech raid before I have multiple mortars to destroy their weapons with before they reach my base, I might as well just restart. They also seem to be completely immune to EMP shells for some reason; I've literally had 8 shells hit a mech formation, at least a few of them dead center, and not a single one even got its paint scratched.
#7
Since load bearing gear count as clothing, is there some way to get around the lack of a quality flag for them in the outfit template configuration (and storage, though a second stockpile can take care of that)? If you for example tell a colonist to only wear legendary clothes, they will not equip backpacks/tac vests since they don't have a quality (or rather, they seem to have a hidden one; if you set the lower limit low enough, I'm guessing at "normal", they will be equipped). I tried adding them to the loadout template instead, but that just resulted in my colonist putting them unequipped in their inventory.