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Topics - nnubnubnub

#1
In the below save, my colony's moral leader, Herring, is standing near some alpacas (I drafted her and made her walk there), and currently has the work queue of "Hauling chemfuel x11 ..." followed by "Making large sculpture".

I go to the altar and activate the "Begin Supreme Sacrifice" (animal sacrifice) ritual.  The default of Alpaca 15 works for this; it doesn't seem to matter which animal.

Most colonists drop what they're doing and go to the ritual.  But Herring persists with hauling the chemfuel, then works at the art bench indefinitely, while everyone else sits in the ritual room waiting—note the 3-hour counter doesn't start until the animal is brought in.  I can't tell Herring to snap out of it by drafting and undrafting her, because it's during a ritual.  As a player, I assume all my colonists are stuck until she finishes the statue or I cancel the ritual (which I've never done before, and assume has negative consequences given the confirmation popup), and prepare to file a bug report.

As it turns out, Herring "only" works at the art bench for roughly 1 in-game hour before dropping it and walking back to the alpacas to bring in the sacrifice.  Also, it seems there are no negative consequences (other than any already-wasted time) to cancelling the event, and one can restart it immediately.  (Also I could have stopped the art work by forbidding the sculpture; the hauling I could have made her drop by temporarily deleting the target square of the stockpile; but a player shouldn't have to invent these workarounds.)  So it's not as bad for a sophisticated player as it naively seemed; still, it seems illogical and a bad experience.

I've tried some variations on this.  I used shift-click to add a third item to Herring's queue: butchering, and that remained in the work queue after I started the ritual, although I did have the ability to cancel it with the C key (it cancels the butchering but not the rest).  I also tried giving a random participant colonist a sequence of orders (cleaning, hauling far-away objects, stripping a corpse); it seems that activating the ritual cancels some but not all of the orders, and the remaining ones can be canceled with the C key (after which he goes to spectate).  I've also managed to get a spectator colonist to instead haul the items off of a stove (he's a cook), in a non-cancelable way, when he should be spectating.

Also, if I do e.g. a public execution instead of an animal sacrifice (with Ito as executioner), Herring is still going to haul the chemfuel and then sit at the art bench.  Probably this happens with all rituals.

I'm not sure exactly how the existing rules behave, or what would be ideal.  But I think the intent is supposed to be "during a ritual, colonists shouldn't be doing anything non-ritual"; the fact that you can't give them new orders during a ritual strongly implies that.  In that case, it should be that colonists always drop everything they're doing (maybe with a small list of exceptions, like eating food? maybe no exceptions) to attend the ritual.  It seems that that's usually what happens, but sometimes it's not, and this seems like a bug.

https://www92.zippyshare.com/v/NLsxLt9X/file.html
#2
In the save linked at the bottom, I have an ideoligion with the memes Supremacist and Human Primacy, and have enough points to reform it.  I click the lightbulb icon and the "Reform..." button, then click either of the Supremacist or Human Primacy buttons, then choose to add the Transhumanist meme.  When I click "Done" from that screen, it says:

"The following precepts are incompatible with this new meme selection and will be removed: Duel of Humanity [a gladiator duel event], Corpses [i.e. "don't care" about corpses], Sniper [shooting specialist]"

And it automatically removes them from the ideoligion I'm reforming.  The thing is, none of those precepts are incompatible with Transhumanist, and I can add them right back on the next screen.  So it's nonsensical for the interface to tell me they're incompatible and to auto-remove them.

The same thing happens if I try to add pretty much any other meme: flesh purity, collectivist, proselytizer, male supremacy, etc.  (Raider, interestingly, only says that Duel of Humanity and Corpses (not Sniper) will be removed.)  (Also, I think something similar happened when I added the Human Primacy meme to Supremacy.)

This creates an additional problem, even if the player remembers to put all the precepts back: For the shooting specialist role, any current shooting specialists lose their role (because the role was deleted and replaced with a new one), and this occurs silently.  The player then has to do role change ceremonies to turn the colonists back into specialists.

Actually, Youtuber Francis John ran into the same thing here: https://www.youtube.com/watch?v=APFdHNRZ8Rc&t=1000s

You can see how he adds Human Primacy to a Raider ideoligion around 16:52, and it automatically drops his MaxDakka (shooting specialist) role, and, although he puts back a replacement (called "Dakka"), his colonist KarlWallace is no longer a shooting specialist (the pink icon disappears, as you see at 18:51); he doesn't notice this until later, when a caravan with KarlWallace gets ambushed.

To sum up, there are a few issues during the "Reform ideoligion" step:

1. Incorrect detection of incompatible memes and precepts, specifically for the shooting specialist, gladiator duel event, and corpse-seeing preferences, when Human Primacy is used with either Supremacist or Raider.  (I haven't checked for other combinations that lead to similar problems.)

2. If the player has to recreate a specialist role (because the old one was autodeleted, but I'm guessing—yes, I just tested it, with production and research specialist roles—the same would happen if the player deleted and then recreated it), existing specialists lose their role rather than being migrated to the new one.  I think that, generally, no matter what editing steps you take during your "Reform ideoligion", if you have an X specialist role beforehand and an X specialist role afterwards, then any colonists in your ideoligion that had the old X role should end up with the new X role.

3. Existing specialist colonists losing their role, through an ideology reform, is silent.  (And has other bugs: see https://ludeon.com/forums/index.php?topic=55960.0 .)  I would recommend a warning like "The colonists X, Y, and Z will lose their Sniper role", or at least a notification on the top of the screen that it has happened.

(Edit: I see someone reported problem 1 here with a different set of memes and precepts: https://ludeon.com/forums/index.php?topic=55940.0 )

My save: https://www44.zippyshare.com/v/zJs4bU34/file.html
#3
In the savefile linked at the bottom, I have a fluid ideology and enough points to make a change; the ideology currently allows the research specialist role (I'll just call it the "researcher role"), and I have two colonists with that role.

Using the ideology lightbulb icon in the lower right, I edit the ideology to give it a new meme.  One of the changes I make is to delete the researcher role.  After that, weirdness ensues:

The two colonists that were researchers, Crab and Pansy, are now marked as having no role assigned.  Indeed, they did lose the +70% research bonus that the researcher role gives.  However, in several ways they seem to still have the properties of the researcher role:

  • They still have the "Research command" ability.  Pansy's ability is still going since the last activation.  Crab's is ready to go; I activate Crab's ability, and it appears to work normally—I check the "Research speed" stat of another colonist within the radius, and it is indeed boosted.  And the ability starts recharging; it seems I could keep having them run that command every few days, indefinitely.
  • Crab and Pansy are still forbidden from doing lots of work.  Their Bio tabs both say they're incapable of none, but their skills in mining/cooking/plants are shown as "-" and, if I try to order them, it says they will never do that kind of work (same for cleaning, presumably hauling too).
  • They don't have the "-15 Lost xyz role" mood malus.
I'm not exactly sure what should happen here; it's a bit of a design question.  Maybe it should forbid you from deleting a role while colonists are still assigned to the role; though since you can't remove roles from downed colonists, this would suck if you had a researcher who was incapacitated long-term.  But, if deleting an active role is permitted, (a) I suspect it should still cause the "-15 Lost xyz role" malus, and (b) it should most definitely get rid of the commands and the forbidden work types; generally it should do everything that removing the role normally does.

Savefile from before changing the ideology: https://www10.zippyshare.com/v/YsLmoGoA/file.html
#4
In the current game, I have several prisoners.  One is a wild man named Green.  Another is a crash-landed guy without a faction, named Joker.  A third and fourth are captured raiders named Chesa and Walrus.

Chesa went berserk and hit Green.  The game generated a red "Human revenge" event: "Green is attacking after being harmed! ... Other wild men nearby have also become enraged!"  Green became manhunter, which makes sense... and Joker also became manhunter, which does not, since he's not a wild man—and you can see in his prisoner tab that I can still select "Recruit" / "Reduce Resistance", which I can't for the actual wild man Green.  Walrus did not go manhunter.

I suspect the game's check for wildness, during the "Other ... nearby have also become enraged" manhunter events, actually checks whether the pawn belongs to a faction, not whether it's wild.  (The two would be identical for non-human pawns, I believe.)

I tried uploading the save via Zippyshare here: https://www115.zippyshare.com/v/2xOwysZd/file.html