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Messages - Mihsan

Pages: [1] 2 3 ... 24
1
So it bothered me for a long time (since caravans became a thing perhaps) and it is still actual... Sorry if it is a bit rant'ey.

1. What the circumstances were:
Anything of the following: visiting any settlement, requesting any bulk goods caravan, checking bulk goods trading ship with the aim of buying some food.

2. What happened:
Every stock I check is always the same: most food that they sell is meat. Finding vegetables is extremely rare.

3. What you expected to happen:
Traders should have more vegetables and much less meat. Why? I suspect that it is just bad kind of random, which looks at list of all foods, sees that there are so much types of meats (about 60) against any other types of foods (6 types of vegetables) - so we get exactly this in trading tables (meats show up ~10 times more often than vegetables), so nobody just looked in to it.

And if you think about it: meat is terrible as trading goods. It is hard to store (requires freezing) and hard to transport (short time window to deliver and sell), so why all traders want to sell it? Also consider the player's experience: I suspect that regular player's colony will produce much more vegetables than meat and value meat much more, so vegetables will be sold a lot while meats will be saved... so why AI traders act so different from the player? Also, it affects gameplay in a bad way and leads to worse stories: like my colony is starving, but closest settlement is 3+ days away over the mountains and sells only meat... next one too... wait, where are all vegetables? Also consider how it affects carnivore/vegetarian meals and ideologies...

4. Check generation of trading goods on settlements, trading caravans, ships.

2
Upd: Got another mechanoid siege and it happened as it should.

3
Wow, thanks for reporting. Could you upload a save with the map where game fails to spawn the cluster? Recent changes shouldn't prevent it from falling back to random position on the map.
Save file:
https://cloud.mail.ru/public/4SxN/JH5RprwoM

4
1) I got a message about mechanoid siege (check screenshot).
2) Then nothing happened (no mechanoids, no drop-pods, no option to "jump to event"... nothing). Then activated dev mode and tested by spawning mechanoid siege on my own and result is the same (now with message because of dev mode - check screenshot 2).
3) Expected to see mechanoid siege.
4) Repro: spawn mechanoid siege.

P.S.: Seems to be linked to recent "- Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists", did not happened before this.

5
1) I got transhumanist colonist, who has "transhumanist frustrated" moodled. Then I have found venom talon and installed it specificaly to fix the mood problem.
2) Transhumanist still has "transhumanist frustrated" thing even when he has venom talon installed.
3) I expected "transhumanist frustrated" thing to go away when venom talon is installed.
4) Repro: take transhumanist, install venom talon in him, check mood.

6
Bugs / Re: [1.1+royalty] Player's pawn is killed by very minor damage.
« on: February 24, 2020, 02:18:51 PM »
Does she have the trait Wimp?
No, she is just in a lot of pain. Still not a reason to die.

7
Bugs / [1.1+royalty] Player's pawn is killed by very minor damage.
« on: February 24, 2020, 12:36:25 PM »
1) Got pawn (Freckles) from a quest (Freckles and a show hare).
2) Got her killed two times: #1 - from a couple of scratches from a rat, #2 - from a single barehand hit by berserking prisoner.
3) Expected my pawn not to die from such minor wounds. It looks like some weird logic is happening in here (perhaps this pawn is threated like a non-PC character and dies instead of beign downed? or is it something having to do with pain together with carcinoma and scar on torso?).
4) Savefile with Freckles alive: https://cloud.mail.ru/public/58GE/3BvsTbBWu

Upd: Freckles did not die, but got downed in another case, where only her legs were damaged. So maybe damage to torso is what kills her?

8
Bugs / [1.0.2059] Bug: administered beer does not provide nutrition.
« on: November 07, 2018, 01:18:00 PM »
1) Circumstances: my colony had no food and everybody was starving. I order my colonists to drink some beer and it worked fine - everybody got some nutrition from it. Then I ordered to administer beer on starving prisoner through operations tab - it did not gave nutrition.
2) What happened: starving prisoner did not get any nutrition from beer via "administer beer" operation.
3) Expected: beer to give nutrition even when administered.
4) Reproduction: administer beer and watch "food" stat.

9
1) Transport pod event.

2) Crashed survivor (space refugee) is not downed on event and instantly starts bandaging one wound and then walks away. I think it's because of "tough" trait, which he had.

3) I expected crash survivor to be downed. It does not looked like "working as intended" thing when he walked away.

4) Reproduction: crash survivor with tough trait.

Upd.: He was downed some time later because of cold and/or blood loss, so I managed to rescue him.

[attachment deleted due to age]

10
General Discussion / Re: Unstable build of 1.0 available
« on: July 10, 2018, 11:02:42 AM »
One note - there is a new factor in the history graphs tab called Ramp-Up. This is a balancing factor that's only displayed in dev mode. It would be really good if anyone who plays a year+ game could screenshot this graph and post it here. Thank you.
I cant find it.

[attachment deleted due to age]

11
General Discussion / Re: Unstable build of 1.0 available
« on: July 09, 2018, 09:50:10 AM »
Humans can bite.
It just killed my best crafter in social fight. I might be biased right now, but 12.5 damage feels like too much for a bite - my pawn got killed before he was downed by pain. See attached picture.

[attachment deleted due to age]

12
1) Colonist had "run wild" mental state.
2) I lost my sight of him. Then found him dead on activated trap.
3) Was expecting "wild" colonists not to activate traps because latest changelog stated "never spring on you or allies" (which in my eyes includes "wild" colonists).
4) Repro: bring wild colonist on trap.

[attachment deleted due to age]

13
General Discussion / Re: Unstable build of 1.0 available
« on: July 06, 2018, 06:36:49 PM »
I really love that traps can now be springed by animals (whatever happens - please dont take it away). But it's a bit exploit'ey on winter maps w/o any natural food for animals - they will all charge to get any food that I leave (see screenshot).

Also funny thing about it: I had colonist get "run wild" mental state. I lost my sight on him for some time and was wondering where did he go. Found him dead on activated trap. Not sure if it's a bug (will report anyway).

[attachment deleted due to age]

14
General Discussion / Re: Unstable build of 1.0 available
« on: July 06, 2018, 04:35:53 PM »
Made new tribe with 1.0.1956. Flat area, tropical swamp with river. Extra hard Randy.

Wanted to grow cocoa trees. They suck. It takes too much time to plant them and result is unsatisfactory given growth time and used space.

Love how bridges work on such kind of map. It gives flexibility to build almost anywhere, but still it has huge price behind it even with ~infinite ammounts of wood around.

What's up with giant overpowered raids against my tribal colonies? All the time the same story: steady stream of weak raids and then suddenly this giant thing with doomsday launchers, power armor and miniguns... It looks off. Is this because I crafted that legendary wooden plate armor and masterwork marble table?

[attachment deleted due to age]

15
1) Was on prisoner rescue mission.
2) My colonist goes in prison room with grenades. Sees prisoner and throws grenades at him.
3) Was expecting prisoner to not be considered as enemy.
4) Repro: prisoner rescue mission, get prisoner in firing range.

[attachment deleted due to age]

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