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Messages - jcapp

#1
Quote from: Yeol on July 30, 2018, 03:19:49 AM
Thank you, Jcapp. End it's even more enjoyable to play these random starts. You got extremely lucky, I read in another thread. In the long run, luck cancels itself out, but starting with bad luck keeps stories very short. (but entertaining)

Sorry for the late reply on this, but yep that's true. That character that had the good starts colony only ended up lasting a few in game weeks i think. then was promptly murdered by some other string of back luck.
I've since had much worse starts do better.
#2
Bug AI is dumb, I think at the moment this isn't exactly a game bug. It's intended, just not refined.
They're intended to go on a rampage when damaged by anything to help prevent traps/abusive mechanics people used to use.
I think overall this behavior is actually fine the only problem it causes is with cave maps specifically. Barring some weird circumstance there's not really a way for this to happen on other map types.
If the AI doesn't get refined default bug spawns should just be taken off cave maps.

The other point people keep raising "you could have handled the bugs" Answer, yes. You probably could have but you would need to know a lot more about Rimworld in general to do it.
Truth is if you're a new player, it's day 5 of your colony. This is going to kill you every time unless some random act of luck occurs, and a big act of luck at that.
There's plenty of solutions to get around this accident in the current state of the game, don't start on cave maps, follow the wiki start guide. Juggle them between doors, block bug cave entrances off so visitors can't path through there. Etc etc.

I love Rimworld so i'm not trying to jump all over it or anything. But this a really good example of a bad play experience, none of this is really explained at all in the game itself so this will catch a new player off guard every time and there are a lot of people out there who wouldn't enjoy this play experience. Thus it could use some adjusting.

Good news is Ludeon/Tynan read most of whats in these forums and can use more data then we have to determine whether it's worth allocating their dev time to fix or not.

Easy fix i think is just remove beginning bug spawns off cave maps. 
#3
Just had the Stranger in Black arrive at my colony too. Naked Brutality in Tundra. My single colonist snapped and went after my only prisoner. Prisoner knocked the colonist out and the stranger arrived. Same gear as posted above.
#4
I am enjoying these Yeol!
#5
Stories / Re: Extremely lucky starting conidtions!
July 29, 2018, 03:17:03 PM
Well said!
Especially in a game with this much RNG
#6
Stories / Extremely lucky starting conidtions!
July 29, 2018, 03:09:35 PM
Started my first merciless play through, Naked and Alone, tribe faction. Starting in Tundra.

First few days, gather the basics, craft a re-curve bow. Fight some Muffalo to get fur to start crafting warm clothes. Then kill two muffalos, on attacking the third they enrage so i run the character to her little one room house to hide inside and wait them out. Three remaining angry muffalos, one is bleeding and will die in a few hours. Get a random visitor from the neutral tribe and the muffalos attack her and knock her out. She drops 6 packaged survival meals, a triple rocket launcher, a good auto pistol some silver and some other random odities.
Muffalos finally give up and i go and strip the visitor, she has a full set of Good flak armor and a Good Synthread Bowler hat. Considering she was so helpful in gearing me up i decide to rescue her. A few days pass, she survives and exits the map.

When she exits the map i go from zero to +60 Faction for saving her.
The very next day a war merchant from her tribe comes to visit and decides to leave me a gift of a good chain Shotgun.
So in exactly 8 rimworld days played, i have this:

https://imgur.com/a/cnBcMi0
Full set of good Flak, and a Good Chain Shotgun >.>
#7
Ideas / Re: Hunting
July 27, 2018, 02:39:16 PM
Yeah the wildlife tab.
You do raise a good point that it displaying what is actually on your map at a glance is useful too, and i wouldn't want to lose that perk. Which my initial suggestion would cause if implemented at face value. But still i think you could find a better medium.
And hunting and taming is definitely part of the tabs purpose, hence the hunt/tame buttons and the hunt/tame all on shift click.
#8
Ideas / Hunting
July 27, 2018, 01:47:32 PM
On dev build,
Cassandra Rough
Lots of time played in the last few days.

It's probably been suggested before but i didn't see it on a quick search.
Hunting selection is a little bit tedious at the moment, and i think it could use a UI overhaul. The list itself is nice, and it's way better then what we used to have, but it's still a little obnoxious to have to open it up every five minutes and re-check what you want hunted.
Make the hunting tab more like a Storage settings tab, where it lists all animals for you to check/uncheck and set it up so that pawns auto hunt selected creatures when they spawn on the map.
You could categorize them in the list by their percent chance to attack back if necessary, so you can quickly select all non retaliating animals, or the 2% chance retaliation animals. The only real exception you'd have to make to those categories i think is Boomrats/Boomalopes would need their own checkbox, as you can only really hunt them effectively when it's raining. 
#9
Its windows 10
#10
Still seems to be something a little off about custom scenarios.
After i re-edited it to be a 1.0.1970 scenario it worked initially, went back to make some edits i forgot and it started throwing Memory Leak detected errors on generation of the new map and i had to remake the custom scenario again.

Attached is another error log.

I had both saved separately and overwritten the b18 Scenario So i had two saved scenarios with the same name. So its possible i was loading up the overwritten B18 scenario and the problem was in the overwrite process, even though the version number had changed.

[attachment deleted due to age]
#11
Yeah that was it, Thanks!
I had a custom Rich Explorer scenario, and just re-editing the base scenario to update it makes it work fine.
#12
Scratch the river thing, it is throwing errors and not creating on any tile i select. So currently i can't create a new colony.
Verified steam files, no change.
Also happens on both the default and larger medium play/colony maps.
#13
After the latest patch when i create a new colony, select the pawns and it tries to generate the map the debug console displays an error and exits back to the main menu.

The general error text is "Failed to find all necessary river flow data."

This happened with multiple seeds, but each time the starting tile selected was temperate forest, mountainous, large river.

[attachment deleted due to age]