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Messages - Firestonezz

#1
Quote from: Kiame on October 07, 2018, 12:36:12 AM
Just for some clarification. The steps discussing moving the mods from 294100 to mods. Is this because that's where workshop mods will be going with 1.0?

The "\common\RimWorld\Mods" folder basically serves as the offline backup copy that won't get automatically updated when the mods are updated in the Steam Workshop.

Any mods installed manually (e.g. not from Steam Workshop) are normally installed here. Putting mods into this folder also allows you to play with them offline, whereas mods in the "\workshop\content\294100" require an internet connection.

Default workshop mod location shouldn't be changing with the release of 1.0. This is just a way to prevent frustration from having mods auto-update and break saves.
#2
General Discussion / Re: Malnourishment kills too fast
September 27, 2018, 10:21:59 AM
Quote from: Chicken Plucker on September 25, 2018, 04:33:37 PM
So I only paid proper attention to malnourishment in a current playthrough, and it's gotten me upset that a prisoner died within the space of less than 24 hours, their malnourishment went to severe and they just died. Another colonist had a mental break and almost died as well, but she made it fine.

There's challenges, and just unecessary hardship. Game goes out of its way to make things realistic in terms of surgery, body parts or how pawns can have this illusion of free will with social behaviour, but people can't go on for 24 hours without starving to death immediately?

Can we look at Ramadan in real life please, I don't think people die of malnourishment so fast in the space of 1 day, or how about stories of people surviving being lost in the desert without food and getting back out alive?

Please discuss, I have some hope this gets changed in-game, but I highly doubt it will.

Edit: Sent an email at Ludeonhelp, looking forward to the response.

Malnutrition doesn't kill at the "Severe" level; it kills at "Extreme (100%)". Your prisoner must have been injured and/or sick which brought his consciousness to 0% combined with the additional debuffs from severe-level malnutrition.

#3
General Discussion / Re: Sanguine vs. Iron-Willed
September 10, 2018, 02:27:06 PM
Quote from: zgrssd on September 10, 2018, 12:55:11 PM
Quote from: bbqftw on September 10, 2018, 12:24:32 PM
It's actually stunning how little people actually seem to play the game, or actually observe what is going on. Sanguine in vast majority of cases is better.
You asume the rules have not changed in any time sicne you made that measurement/observation.
And we literally just had a patch that changed how Apparel and Material values work from the ground up, without mentioning it the patchnotes (well, it falls "under other stuff that was to much to mention").

bbqftw's observation regarding mental break thresholds only changing by 4% is true for the most recent version of the game, B19.
#4
General Discussion / Re: Trap costs in 0.19
August 30, 2018, 01:15:37 PM
Quote from: giltirn on August 30, 2018, 11:29:19 AM
Quote from: Firestonezz on August 30, 2018, 11:13:00 AM
You can build traps out of literally any material. If you're short on wood, you can use other materials to substitute while waiting for the trees to grow back.

Or you know, grow your own trees? Trade? Caravan for resources? There's tons of ways to get materials in this game. In my colony I've used wood traps early game and switched to steel later on.

Have you tried growing trees in 0.19? I have. On my boreal forest I set out a tree farm in year one when wood became an issue. Unfortunately because of the short growing period, the very long planting time (a lovely 0.19 mega-nerf) and the fact that you can only plant in growing season meant that I could only seed the field towards the end of the growing period in year 2. I'm on year 4 now and the trees still have not reached a harvestable state. Put it this way: even the best tree generates 1.15 wood per day of its growing season. For a mild-ish map with say 25 days of growing period, that is 29 wood per year per tree. If I need 300 wood every, say, 7 days, that means 43 wood per day or 2600 wood per year. Thus I would need to be planting and maintaining something like 100 trees or more!

Don't rely on a single source then; use trading, caravans, naturally-growing trees, and tree farms together.

Also, this doesn't change the fact that you can use other materials to build traps when wood resources get low. I substituted in stone/steel traps for my colony when I was running low on wood until I was able to stock up again by waiting for tree growth, caravaning to farm other tiles, and calling in traders to buy wood.
#5
General Discussion / Re: Trap costs in 0.19
August 30, 2018, 11:13:00 AM
Quote from: giltirn on August 30, 2018, 12:46:24 AM
Quote from: 5thHorseman on August 30, 2018, 12:22:09 AM
Quote from: giltirn on August 29, 2018, 10:49:19 PM
The question is really: what is the amount of trap usage that is considered appropriate?

I guess the answer is however many will stave off that amount of loss of another - more valuable - resource.

How many traps is a person's arm worth? Or their life? Or the medicine to fix them? Or the serum to grow back their leg? Or the bionic leg? Etc.

For me the answer is all the traps it takes. I spam them and am happy to use wood instead of plasteel and advanced components to fix up my people. Then I have turrets and sandbags to further weigh the odds in my favor.

I spam them too, but then end up getting sucked into a black-hole of wood chopping and trap rebuilding. It's a slow and subtle death of a colony - what some might call a noob trap. Experienced players simply won't use traps knowing that it will screw them over in the long-term. A sad eulogy to a formerly viable game strategy.

You can build traps out of literally any material. If you're short on wood, you can use other materials to substitute while waiting for the trees to grow back.

Or you know, grow your own trees? Trade? Caravan for resources? There's tons of ways to get materials in this game. In my colony I've used wood traps early game and switched to steel later on.

There's always going to be a cost for each fight. That cost can be in many different forms: materials for traps, medicine for injuries, time/food for animals, materials for bionics, etc. Traps and turrets used to have no upkeep cost and they were rightfully nerfed.
#6
Construct before repair is better because you can easily just forbid blueprints of new structures until the repairs are done.

Forbidding repairs requires changing the home zone, which would impact other things such as cleaning zones and allowed areas. It's also easier to forget about when you want to re-allow repairs later, whereas the forbid icon on blueprints is very noticeable.
#7
Quick question: is it intended for social fights to be possible while pawns are drafted and actively in combat? Had one while fighting a manhunting group of polar bears due to one pawn slighting the other.
#8
Quote from: Canute on August 12, 2018, 09:53:20 AM
But don't forget corrupted savegames with mod's don't count.
It is mosttimes the mod vault.

This. I haven't had a single corrupted save while playing vanilla. The vast majority of "bug reports" I read (usually on other websites) are modded games.
#9
Quote from: Madman666 on August 09, 2018, 10:33:11 AM
Was interested to see the deep drilling changes people mentioned, only to find out that a half+ a day nets you 30 steel now or 10 uranium (and 7 plasteel. I wonder why not 1? it would be heaps more interesting to see the plasteel mountain slowly grow over years of play). A guy's full day of work hardly bringing over 10 uranium is ridiculous.

Also ai cores now really are quest only and those nasty psychic ships give you 1 advanced component, 100 steel and 30 plasteel instead of a core. Well done, those are now as unrewarding as other threats. I guess next step would really be making manhunters somehow not giving the meat.

A nitpick, but psychic ships didn't drop cores in B18 either.
#10
Quote from: Teleblaster18 on August 02, 2018, 06:24:46 AM
Storyteller: Cassandra Classic
Difficulty: Rough
Biome/hilliness:  Temperate Forest (Permanent Summer) - Flat
Commitment mode: No
Current colony age: 432 days
Hours played in the last 2 days: 20+
Complete mod list: None
v.1982

Game Notes/Graphs:

-I hope I didn't vent too hard about the Infestations earlier;  that one genuinely threw me for a loop, though.  I'm doing my best to report gameplay experiences, the good and the bad, and that one was...really, really bad. :)

-Had Friendlies intervene in a Siege for the first time; they wiped out the Pirates completely.  It was very enjoyable to watch, and it was a big help.  I remember seeing something similar in B18 on one legendary occasion (which I'll have to relate somewhere else, but it was one of the most memorable moments I've ever seen in the game).  The Friendlies are a lot stronger in 1.0, and I hope they show up for some Mech Raids.

-As others have already reported, I got a cryptic message that a non-colonist had come down with Gutworms.  There were no other pawns on the map at the time. 

-I completed a Trade Request for 6 Mech Healer Serums (for 44 Pants), and just got another Trade Request for another 6 Mech Healer Serums (for 7,400 Hay, which cleaned me out);  I'm extremely happy that there's a good deal of items that fix the irretrievable in 1.0...it feels like a nice give-back, and I hope it continues.   

-Had an inexplicable mood problem tonight with a colonist.  I can't figure out what could possibly be causing this pawn to almost break, after looking at her stats.  Keep in mind, she's also a Night Owl, who is asleep during the proper hours, and had been since 11:00, in-game time (this screen shot was taken at 15:00, game-time):






The graphs for tonight's play (Debug and Wealth):


-

Regarding the first screenshot, moods don't change when pawns are asleep. The white arrow indicates where the mood will slowly rise/fall to when the pawn is awake.

The night owl trait only gives a mood boost when the pawn is awake at night, not when sleeping during the day. The mood boost would be useless when a pawn is sleeping anyway.
#11
"Ate with table" already exists in the form of "Slightly/Very/Extremely/etc impressive dining room."

That being said, I wish we could manually adjust the table search radius, similarly to how you can adjust the material search range for workbenches.
#12
During a mech raid, I zoned all my colonists inside my base as a precaution so they wouldn't run outside and get hit.

When I undrafted a colonist near the edge of the battlefield, he went to perform work, but first decided to haul a mech corpse nearby due to the "haul while you're there" feature added early on in 1.0. This mech corpse was not in his allowed zone.
#13
I feel like one culprit responsible for some of this negative feedback (not in this thread specifically) regarding "1.0 is too hard" is mods.

Some of the mods in B18 make the game significantly easier, such as fertile soil editing, embrasures, shoot-while-moving, craft-your-own x, labor robots, mending/repairing, stack capacity increase, etc. Now that people tend not to use them in the 1.0 version due to instability, their perception of difficulty is biased because they aren't comparing it to vanilla B18.

Not trying to hate on mod creators or users here, just stating a concern with some of the feedback.
#14
Quote from: Tynan on July 24, 2018, 02:01:20 AM
Quote from: Firestonezz on July 24, 2018, 01:47:26 AM
My current colony - tribal start Casssandra extreme. I've been abusing door peeking against raiders. My defense is literally just 4 11x11 rooms on 4 corners of my rectangular base. Each of these rooms alternates door-wall-door-wall, with a layer of sandbags in front.

Step 1: Place colonists at the doors to shoot once using weapons with low charge time.
Step 2: Immediately back off so the door shuts - most raiders won't be able to fire back.
Step 3: Wait for the raiders' status to go from "Searching for targets" to "Attacking random door/wall."
Step 4: Repeat Steps 1-3.

Step 3 is what completely breaks the AI. Normally, if you go to door peek when their status is still "Searching for targets," they will charge their ranged attack the moment your colonists re-open the door. This means they will start attacking before your colonists do. However, by waiting until they "reset" and try to attack a structure, you can get shots off without them being able to fire back because they don't change back to "firing" status until they get hit. In addition, enemies will try to run to cover first before shooting, giving you even more time to hide.

Mechs become trivial with this strategy due to their weapon's long charge time. I've also literally just 5v18ed a pirate raid with no injuries by having 4 colonists fight and 1 run around to repair walls/doors. Surely door peeking needs to be nerfed (it was even more broken in B18).

The only threat so far has come from a mechanoid drop - 1 colonist and a handful of huskies died.

Now that's a quality report right there. Step-by-step, clear, awesome.

I think the first thought here is to make the raiders smarter in a human-like way so that they're not trivially defeated by such tactics. E.g. if it was a human controlling them, he'd not have them leave the door and attack the wall over and over, he'd probably have them attack the door specifically, right?

I'd love to see a video of this in action BTW. I've seen it before but not in the 1.0 build.

Or do players like this strategy? Should it be left alone? After all, consider the topic of this thread... All opinions welcome.

I think that would be a great AI improvement. Even manhunting animals have the sense to attack the doors! But raiders just lose interest and split apart to attack random structures. A group of raiders focus-firing a door to out-DPS the repair speed would be a solid way to counter this cheese.

Keep it or nerf it - I wouldn't really mind either way as I usually don't use this strategy in my other playthroughs due to its cheesiness and the heavy amount of repetitive micromanagement. It is definitely overpowered though.
#15
Quote from: Tynan on July 24, 2018, 01:09:33 AM
Quote from: EvadableMoxie on July 23, 2018, 11:24:52 PM
While the goal is probably to make the fun strategies actually viable, I don't think the current design is reaching that goal.  The only way to survive on extreme is to use some type of cheese, be it aggressively reducing wealth to the point where you never develop, or other manners of cheese defenses.  It's just as punishing to actually try to fight with your pawns as it ever was, which seems to be what we should want.  But armor is weaker and RNG based, pawns still lose body parts left and right, and it's even more punishing to actually progress your colony into higher wealth levels.

Maybe it's different on lower difficulties but on higher ones the only thing the changes have done is force you to cheese even harder. I think the solution to this isn't to keep nerfing turrets and traps.  It's to buff actually fighting with your pawns so you aren't so aggressively punished for doing so.

I'd be interested in hearing what strategies people are actually using in up-to-date high-difficulty 1.0 games (in up-to-date games from the last 2 days). I've only seen one report recently, someone on Phoebe Survival Struggle had a big symmetrical base with outer wall and inner turret lanes.

Turrets and traps are pretty buffed recently (based on feedback), I'm waiting to see how they play out as the conversation catches up to the reality of how the game actually plays.

I agree about "buff fighting with your pawns" - this is a major goal. But it's hard to say how to do that. I'm very open to suggestions here. There are challenges with this given that your pawns play by the same rules as enemy pawns; it's hard to say how to buff one side but not the other.

My current colony - tribal start Casssandra extreme. I've been abusing door peeking against raiders. My defense is literally just 4 11x11 rooms on 4 corners of my rectangular base. Each of these rooms alternates door-wall-door-wall, with a layer of sandbags in front.

Step 1: Place colonists at the doors to shoot once using weapons with low charge time.
Step 2: Immediately back off so the door shuts - most raiders won't be able to fire back.
Step 3: Wait for the raiders' status to go from "Searching for targets" to "Attacking random door/wall."
Step 4: Repeat Steps 1-3.

Step 3 is what completely breaks the AI. Normally, if you go to door peek when their status is still "Searching for targets," they will charge their ranged attack the moment your colonists re-open the door. This means they will start attacking before your colonists do. However, by waiting until they "reset" and try to attack a structure, you can get shots off without them being able to fire back because they don't change back to "firing" status until they get hit. In addition, enemies will try to run to cover first before shooting, giving you even more time to hide.

Mechs become trivial with this strategy due to their weapon's long charge time. I've also literally just 5v18ed a pirate raid with no injuries by having 4 colonists fight and 1 run around to repair walls/doors. Surely door peeking needs to be nerfed (it was even more broken in B18).

The only threat so far has come from a mechanoid drop - 1 colonist and a handful of huskies died.