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Messages - Teleblaster18

#1
I have the same problem;  as a workaround, I opened up Developer Mode, and then clicked on the Shuttle;  you'll see a button that says "Load Instantly".  I clicked on that button, and then sent the shuttle - my quest completed normally.

Hope this helps you guys at least finish up the quest until a permanent fix is in place.
#2
Bugs / 1.1.2654 - Construction Quest Error
July 22, 2020, 02:46:46 AM
100% Vanilla, Royalty installed

Quest generated the following error:


I have both the save game and the error log which I copied and pasted into notepad the moment that the error generated; I'll PM a download link to the dev team upon request.
#3
Quote from: steviebuk on April 23, 2020, 09:47:02 AM
If they have unstable power in their base I target those as well. They create a massive explosion when they go pop.

Yeah, they make a fantastic explosion - 11 tiles worth in any direction, IIRC.

I try not to kill them if I can avoid it, though - I'd rather have the 400 watts of power they produce to use for my colony than use them as an explosive, but it there's no other reasonable choice?  Yeah, I'll frag them too.
#4
Quote from: Alenerel on April 22, 2020, 06:29:44 PM
i dont get why you put layers 3, 4 and 5... if you killed all the metch and all the turrets then there is nothing to defend, just rush the assemblers and deal with the rest when ppl is not bleeding

They were included to outline what type of threat they present to the player (if any), how the threat combination can be unraveled, and what order I prioritize the threats to keep the number of colonist casualties as low as possible.

By all means, if you have developed your own strategies, go with what works for you.  The outline is to show the OP who's having trouble dealing with clusters one possible way of approaching them...it's certainly not the only way.
#5
Quote from: Mojito000 on April 14, 2020, 11:23:31 AM
Hey all

I really do not want to start a new discussion about the DLC. Please!

I got 600+ hours in the game. As in: "not quite a Novice any more", i am sure you are much better player than me. No reason to prove that. I am here to learn.

Here is my Situation.
Mech Clusters took all (well most) of the fun out of the game,for me.

I can not handle them. They just wipe my base regularly. Until mid to late game when i am finally strong enough. As in usually i shell them with mortars...
How do you beat a mech cluster with, like 5 guys with 1 revolver, 1 rifle and a couple old bows ...
They just seem waaay to strong and way to early. The reach they have is insane. I loose several pawns even just walking towards them...

-I was writing this topic to ask if there is a way to turn the bloody mech clusters off completely?
-While writing i figured maybe you guys know a better way to handle them? I am open to suggestions.

Thanks

I've found that different stages of the game will require different approaches.  With Mech Clusters early on, I've found it important to rush EMP Grenades, EMP Launchers, and mortars as quickly as possible - these can help you quite a bit.  But let's assume that you have none of these.

I believe that Mech Clusters need to be peeled back like an onion, one layer at a time.  I see clusters as having 5 layers:

Layer 1: Mobile Mechs, and reinforcement pods and beacons, which will send additional mobile mechs your way.  I believe these should be dealt with first, before anything.  Mobile Mechs will either pot-shot you (Cents, Pikemen and Lancers) from what would normally be "safe" cover from the stationary guns, or drive you out of safe cover, or simply overrun you (like Scythers can and will do).  Trying to destroy the cluster before these have been dealt with is often a recipe for disaster.

Early on, when weapons are limited, a small trap maze can work wonders against mobile Mechanoids...especially if you're on a biome where wood traps can be made in bulk. Most Mechs don't do well against traps, even with the latest nerf to the power of wood traps.  For a trap maze to be effective, you have to be able to use your colonists as "bait" so that the Mechs try to physically path to you, and blunder through the trap maze while trying to get to you.

This essentially means building a small, *non-flammable* 2-room bunker close to the *dormant* cluster, with a door leading to the trap maze - that you'll also build close to the cluster.  The trap maze should be built as part of this 2 room bunker.  How many traps you use depends on how many mechs you're facing.  If you have a surplus of more powerful materials than wood to build your traps, by all means - use it, as long as you don't mind spending the materials.  How you design this bunker and trap maze are up to you.



Layer 2: Turrets - once you've neutralized the ground mechs, you now have quite an advantage.  You can now figure out areas where the turrets can't target you, and start your ground assault from those "blind spots".  Look carefully at where the now-active turrets have a clear line of fire, and avoid those lines of fire, while getting as close as you can to the first turrets that you want to destroy.  I tend to want to target Inferno Turrets first: they can send all of your colonists running into danger.  Losing control of your colonists is the thing to avoid most, and you lose control of them when they're on fire. 

You're sooner or later going to have to get in the line of fire of something, though...and get within range of the turrets that you want to destroy.  A Smoke Thrower is essential in these cases:  the smoke provides a cloud of cover for your colonists.  If you have two colonists with smoke throwers, you can slowly "walk" colonists in range of the turrets that you're trying to destroy.  Have a colonist launch smoke into the area where they would normally be vulnerable, and then immediately move your strike force into that cloud. Launch the second cloud of smoke, and then keep moving them closer.

In destroying turrets, I've found that normal Frag Grenades do enormous damage...and smoke throwers and frag grenades should be available to you right off the bat if you've researched Machining.  Two or three colonists with frag grenades should be able to lob enough damage that you should be able to take out a turret with every volley.  The idea is to kill the turrets as quickly as possible, before your smoke cover disappears, then move on to the next smoke cloud.



Layer 3: Mech Assemblers - these will spit out more mechs, of course.  You want these dead ASAP, but only if it's safe to destroy them, which means dealing with the Turrets first.  If you're safe, and can take one of these out simultaneously to taking out the turrets, absolutely do so.  Keep an eye on when the next Mech is going to be spit out, at all times...if you see that you're in the middle of your assault, and a Centipede, Scyther or Lancer is popping out in a minute or two, start prioritizing it over the Turrets.  Mobile Mechs are almost always the biggest threat to your assault.



Layer 4: Auto-Mortars.  These are a threat to your base, but less of a threat to your colonists, who are assaulting.  They also make a fantastic explosion when they explode;  I figure I can always rebuild part of my base, so these might get a shot off or two while I'm killing the Inferno Turrets, Charge Turrets, and Slug Throwers.  However, if I see an Auto Mortar right smack in the middle of other turrets, I might hit them first: their explosion might very well take out a bunch of other turrets in one shot.  Again: frag grenades work wonders at close range.



Layer 5: The Interference Device: the building that generates Smoke/Psychic Drones/Electromagnetic Interference.  These can't do direct damage to you.  I tend to target these last.  I believe that some of these buildings (if not all) can generate an EMP blast when destroyed, which can shut down surrounding turrets temporarily, but I can't confirm this right now, since I've never tried to use their destruction in that way.  Still...if you're feeling adventurous, by all means, feel free to experiment with it. 

One final tip: prepare your colonists' moods before assaulting.  Make your colonists' moods as high as you can get them - if you have fine or lavish meals and psychite tea, give it to them right before you start.  You don't want your colonists breaking in the middle of an assault, if it can be avoided.  This is true of any battle, of course.

Keep in mind that other tactics can be equally or more effective, if you have better weapons and technology:  using melee weapons, shield belts, EMP launchers and Mortars can accomplish much of this even more efficiently - I wrote this guide assuming that you have only the very bare bones weapons at your disposal.

I hope this helps.   Again: I believe that success comes from not trying to take the whole cluster in one shot, or even all in one game day.  Peel it back like an onion, one layer at a time, and I think you'll find that they are much more manageable.  If your colonists are starting to get stressed, break off the assault, and continue it after they're well rested and well-fed again.

#6
Just to set context: there is categorically no such thing as an effective "fire and forget" killbox, which can be turned on, left unmanned, and destroy enemy raids - and there never was.

I have a design which was developed in 1.0 that required tons of micro, and always resulted in both material and colonist injury (and sometimes death), but which was never actually breached once in several thousand hours of gameplay...it would be heavily damaged, often with colonists killed, but it held. 

I'm not going to post that design, because it's no longer valid - nor are several dozen iterations that I've tested in 1.1/DLC.  Several hundred hours of experimenting and testing how the 1.1/DLC nerfs to all defensive structures affect killbox viability have led me to believe that killbox strategies (which experience has shown me are essential in extreme biomes and on Cass/Merciless as an adjunct to other base defense strategies) have effectively been rendered not only irrelevant, but impossible to sustain.

Again, I'd like to set context for this determination: I have over 8,000 hours playing RimWorld, and had no intention on slowing.  I've done literally hundreds of hours testing different killbox designs in both 1.0/1.1, and I'm saddened to reach the conclusion that a true, sustainable and effective killbox is no longer a viable option in 1.1.  I feel that the defensive structures have been not only nerfed to the point of irrelevance, but to the point where even attempting to build one as a long-term adjunct to base defense is an outright liability.

I consider myself an expert player after playing 8,000+ hours (the last 3000 or so exclusively on Cass/Merciless in both 1.0 and 1.1/DLC).  I also consider myself an expert at killbox design at this point, and have spent countless hours experimenting, modifying, and min/maxing without resorting to exploits or mods. I feel I am capable at this point of distinguishing when the nerfs have gone too far in the larger scheme of things...and, without attempting to flame Tynan for his decisions, I would ask him to reconsider some of the changes that were made, from the top down.  In my opinion, it's not only past the point of "moving players away from a killbox strategy", but we're now well into the realm of limiting options for experienced players - a direct contradiction of Tynan's stated philosophy that "there shouldn't be only one way to win".  The nerfs have gone too far, and one of the ways to win has de facto been taken off the table as a result.

The last nerf made to traps (an increase in materials from 35 to 45 materials) simply feels like a position has been taken which no longer bears any connection to how late game needs to be played on the highest difficulties, on the most difficult biomes.


I'll be substantiating every claim that I made with specific and direct comparisons to how gameplay played out in 1.0 in late game/extreme biomes/max difficulties in 1.0 and 1.1 at a later time, and with specific, verifiable and repeatable parameters.


In the meantime, this is a respectful and direct appeal to Tynan and dev team, who I truly have the utmost respect for:  I believe that the apparent premises that are being worked under (1. that the game was being "beaten" too easily at high difficulties, and 2. that killbox strategies, even when used as an adjunct, were far too powerful)  are fundamentally flawed premises, and working under these premises are actively now detracting from gameplay. 

As probably one of the most experienced players on this forum, I'd urge Tynan to reconsider the changes that have been made.  1.1/DLC has presented some wonderful new things, and new opportunties, and I've successfully adapted to all of the changes during every other iteration of the game.  As it stands now, the game which felt quite well-balanced as a finished product of 1.0 now feels extremely unbalanced, with a strong bias against traditional tactics.

Most importantly: it should feel like more fun, and, personally speaking, it's not playing that way at all, at the moment.  I know I don't need to state the obvious, but games that cease to be enjoyable to their players are quickly abandoned.

Thanks for reading.
#7
Quote from: Tynan on March 18, 2020, 10:43:42 AM
Could you possibly post the log from when this occurred? It would be extremely useful to see the grammar generation trace.

I'm sorry, but I don't have the log from the exact time that this error generated;  however, I do have the save game files from 4 game days before the error occurred, and 11 days after (with the glitched quest still displaying in the quest history tab).  If you'd like a copy of either (or both), just let me know, and I'll be happy to upload them.
#8
1.1.2575 (stable)
Royalty DLC
Vanilla - no mods being used

Error on Quest, "One Deadly Prisoner" - message states "Could Not Resolve Any Root: Quest Description"

Please see the screenshot in the link below:
https://imgur.com/7ARyamk
#9
Quote from: RicRider on March 06, 2020, 07:22:07 AM
You didn't claim the door. You set up base in a ruin at the start of the game and didn't claim the door. Hence the wild animals can pass through it, because it doesn't belong to you.

I could be wrong, but that would be my guess is why this is happening.

I agree.  Enemies and neutral animals can pass through unclaimed doors as if they weren't there. 

Willing to bet this is the problem.

To the OP: go back to the game, click on "Architect" in the taskbar, then "Orders", and look for "Claim" (indicated by a red flag).  Your mouse cursor should now have a little red flag attached to it.  Start clicking on your freezer doors to "claim" them, and have them recognized as belonging to your colony.

You can also do a "mass-claim" by left-clicking and holding down the mouse button, then dragging your mouse across the entirety of your buildings.

If animals still pass through your doors after this step, it's a potential bug.  If not, those doors now belong to you, and your problem should be solved.
#10
Seems like the frequency range was increased in today's patch notes to 2 years, with consideration in a future patch for 3 years.

A 1 in 240 chance is nicer.  A 1 in 360 chance would be even nicer, still.
#11
Update - the problem seems to be resolved.  Thank you!
#12
Quote from: Canute on March 01, 2020, 08:49:13 AM
If you allready got a link for the Rimworld 1.0, just use that link, it never change.
Not sure myself since i didn't purchased the DLC yet, you prolly have 2 links, one for the maingame, and one for the DLC.

This does not solve my issue, but thank you.

Again - if someone from Support could please e-mail a link to the 1.1 Sendowl page that doesn't automatically post the DLC download instead, I would appreciate it.
#13
Hi, Folks-

I want to keep my DRM-free copy up to date, and requested a download link for 1.1;  Sendowl is only responding with links to download the DLC, which I purchased most recently.

Can someone in support please e-mail a link to download the base game?

Thanks!
#14
Version 1.1.2559
Royals DLC installed
Vanilla - No mods used

During the "Daze" mental event break, a colonist wandered for a while, then went to bed, which in previous version of the game ends mental break events immediately.  However, the colonist's name remained highlighted in blue while asleep, remained outside of my control, and upon waking began to wander in a daze again for a short time.

It's the first time that I've ever witnessed this behavior, and am unsure if this is new Mental Break behavior, or if it's a true bug.

I have the save file for the game, but not at the exact moment the mental break was occurring.  I'll be happy to PM a download link to the Dev team upon request.

#15
Quote from: Gogneau on February 21, 2020, 04:34:41 PM
Wow a new update, that's cool,
But I got a question about compatability 1.0 to 1.1
I've got a colony which I don't want to restart everything but, do the new faction system with 6 factions instead of 5 will work if I use a 1.0 game in the 1.1?

From what I've experienced, your factions stay the same as they were in 1.0;  the new, permanently hostile Tribal faction isn't integrated.