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Topics - jacko21297

#1
Seige weapons and barricades left behind by AI factions following a seige will be un-removable or destroyable.

STEPS TO REPRODUCE:
1. Load Rimworld Alpha 16 version
2. Initiate a pirate seige raid.
3. Attack the pirates almost immediately after they initiate building their mortars and sandbags.
4. Attempt to destroy or claim sandbags left behind.

Actual Result:
Note how the user will be unable to interact with the seige weapons or sandbags.

Expected Result:
The user should be able to claim or destroy all assets left behind by AI seige pirates.

Additional Information:
It has also been noted that some of the AI pirates that initate building the seige weapons will prefer to build the defenses when they are being attacked.

Please see the attached screenshot's for further reference.

[attachment deleted by admin due to age]
#2
Bugs / [A16] Physical state summary has clipping issues.
December 18, 2016, 10:22:16 AM
When a colonist is downed due to exceptional pain, the physical state bar that typically states 'Healthy' will have clipping issues on the text that states "In Shock due to..". The remaining portion of text from this string is not visible to the user.

Reproduction steps omitted.

[attachment deleted by admin due to age]
#3
It can be noted that selecting a different language from within the options menu will cause the application to display multiple strings that are 'over accented' and incorrect.

Steps to reproduce:
1. Load RimWorld version '0.16.1390'
2. Press the 'Options' button.
3. Left click the 'Choose language' button.
4. Select 'Dansk'.
5. Note results and repeat steps 3-4 with different languages.

Actual Result:
Note how the words displayed with have multiple unnecessary accents above letters.

Expected Result:
Localization should be accurate and correct.


[attachment deleted by admin due to age]
#4
Attempting to upscale the resolution whilst in 'Windowed Fullscreen' mode will prevent the 'Revert' or 'Keep' button's from showing functionality.

Steps To Reproduce:
1. Load RimWorld Version '0.16.1390'.
2. Ensure that the 'Fullscreen' option is unticked.
3. Drag the Window to the top of the screen to make it 'partially fullscreen'.
4. With the options menu open, change the resolution to a value greater than the one it currently resides in.

Actual Result:
Note how the 'Revert' or 'Keep' button's will show no functionality.

Expected Result:
Both of the aforementioned buttons should always show functionality.
#5
When attempting to attack with multiple non-drafted colonists, only one name will be stated in the overhead information popup. The provided screenshot shows 3 highlighted colonists that are not drafted, and the result of pressing the attack button thereafter.

Steps To Reproduce:
1. Load Rimworld version '0.16.1390'.
2. Create or load a RimWorld save game.
3. Select multiple colonists.
4. Ensure they are not drafted.
5. Press 'B' or press the attack button.

Actual Result:
The information pop up that appears on the top of the screen will only state that one '(Colonist) is not drafted.'

Expected Result:
The information pop up that appears should state 'Group not drafted'. If some of the group are drafted it should state '(Colonist A) and (Colonist B) not drafted.'

Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#6
At certain zoom levels, block assets will have thin black lines that intersect between each other. The location of these black lines will differ depending on the camera's zoom percentage. A minor, but more noticeable, flicker in these lines will also appear when moving the camera slightly, by tapping the 'W, A, S & D' keys.

Steps to reproduce:
1. Load RimWorld Version: 0.16.1390
2. Create or load a RimWorld save.
3. Locate a portion of block assets that are of the same graphical type.
4. Incrementally adjust the zoom levels using the mouse wheel.

Actual Result:
Note how black lines can appear between assets.

Expected Result:
Adjacent assets of identical graphic types should not have dividing lines between one another.

Additional Information:
Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#7
The extra information graphic will not degrade in opacity like other elements from within the farm's plant selection sub-menu.

Steps to reproduce:
1. Load RimWorld Version: 0.16.1390
2. Create or load a RimWorld save.
3. Open the 'Architect' category.
4. Select the 'Zone' Sub-Category.
5. Select 'Growing Zone'.
6. Create a new growing zone.
7. Left click on the aforementioned zone.
8. Left click the plant type.
9. Slowly move the cursor to the left or right so that the element's opacity decreases.

Actual Result:
Note how the 'i' information graphic will not lower its opacity in correlation to other elements from within the list. This can allow the information graphic to remain present whilst all other elements are not.

Expected Result:
The information graphic should be lowered in opacity in the same manner as other elements.

Additional Information:
Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#8
Survivor with only a Fire tending Childhood backstory will have a trait summary of 'Fire' instead of 'Tender'.

Steps to reproduce:
1. Load RimWorld Version: 0.16.1390
2. Initiate the creation of a new game.
3. On the create characters screen, press randomize until a survivor with just the fire tending backstory appears.

Actual Result:
Note how the character trait summary(next to the name on the micro tab) will simply state 'Fire'.

Expected Result:
The trait summary should appropriately summaries the characters backstory.

Additional Information:
Please see the attached screenshot for further reference.



[attachment deleted by admin due to age]
#9
After a 'Hiding in room' mental break is triggered, a notification will appear informing the user that one of their colonists is now hiding in their room. However, no buildings or structures have been built so there is no room for them to hide in. Instead they are simply wandering around.

Steps to reproduce:
1. Launch RimWorld version: "0.16.1389"
2. Create a new colony.
3. Immediately force a 'WanderOwnRoom' mental break.

Actual Result:
The user is notified that the colonist is hiding in their room, but the colonist is just wandering in the wilderness.

Expected Result:
When the colonist has not yet been assigned a room, the Room wandering mental break should not occur. Instead a "Sad Wander" mental break function should be triggered.

Additional Information:
Please see the attached screenshot's for further reference.

[attachment deleted by admin due to age]
#10
After sending a caravan 1 tile away following a north east direction, the user was unable to instruct the caravan to return to the main base by following a south west exit direction. The option to send the caravan South West is not present.

STEPS TO REPRODUCE:
1. Load RimWorld Dev BuildID: 1522239.
2. Create a new game.
3. Create a caravan from the world map, instruct the caravan to head North East.
4. Once the caravan has reached the adjacent tile, attempt to send the caravan South West.

ACTUAL RESULT:
The 'Exit Direction' menu does not allow the user to head in the direction of an already occupied adjacent base.

EXPECTED RESULT:
The user should be able to send caravans to pre-occupied adjacent tiles.

ADDITIONAL INFORMATION:
Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#11
I have a colonist who is Cloudwatching whilst lying ontop of a chair? fair enough if the animation was sitting down head tilted up looking at the sky or something, but considering she is lying on her back across a dining chair, seems kinda silly :P. potentially not an issue, but thought it was worth mentioning.

[attachment deleted by admin - too old]
#12
surely when your dead your not gonna get treatment regardless, had someone die of a stomach infection but then they were lying in the bed and the time till next treatment was still counting down. was gonna put this in the other bug i wrote but "1 Bug per thread", sorry for how badly they're written, kinda in a rush, but just thought i would at least get the point across to you. if it didnt help, i can explain further :)
#13
Bugs / Better Bug Format?
June 09, 2016, 04:46:39 PM
This would be a bug report for creating a new game and it then crashing.

[Summary] (Summarise the bug in a short but concise manner. You should put the summary within the 'Subject:' Text box, so that the Tynan and Piotr can easily search for, or scan through relevant issues)

[Crash] Windows - The game will crash once a new colony is created.

[Description] (Describe, in detail, what the bug was, where it was located, and what it affected.)

If the user creates a new colony, whilst the colony is being generated The mouse cursor will become unresponsive, the screen will go black and the game will then close.

[Reproduction Rate] (How many times the instance occurred)
3/3 100%


[Steps To Reproduce](How you made the issue occur, including precise steps)
----------------
- Don't write the exact steps I have written, every time you write a bug report. I am simply showing you how precise to be:
1.Load Rimworld Version (Windows - 0.13.1135)
2. Load a colony (This will suffice for the first 2 steps, unless your bug is found somewhere within the main menu.)
-----------------

1. Load Rimworld Version (Windows - 0.13.1135)
2. Left click the 'Create World' button.
3. Left click the 'Generate' button.
4. Left click the 'Save and Finish' button.
5. Left click the 'New Colony' Button.
6. Left click Randy Random's portrait.
7. Highlight the 'Extreme' difficulty option using the left mouse button.
8. Left click the 'Next' button.
9. Left click the 'Select' button next to the previously created world name.
10. Left click the 'Select Random Site' button.
11. Left click the 'Select Site' button.
12. Left click the 'Randomize' button twice.
12. Left click the 'Start' Button.

[Actual Result] (What actually Happened.)
The game becomes unresponsive, and then crashes.

[Expected Result](What you expect to happen.)
The game should generate a new colony correctly and not cause a crash.

[Additional Info]
This issue was known to occur on the following device('s):
Windows - 8.1

Please See attached screenshot/video for more information:
(Attach a screenshot, video and potentially a crash log or log file if necessary.)

Might be a better format for the players to write their bug reports in, it's what I would use at work anyway :)
#14
Ideas / Boxing Training
June 08, 2016, 05:28:58 PM
Implement boxing gloves into the game, so that colonists can spar in a ring and also train their melee skills, This prevents colonists from getting injure majorly whilst training, as well as this boxing bags and other training equipment should be implemented, perhaps a treadmill  to increase movement speed of colonists.
#15
Ideas / Colonising pirates
June 06, 2016, 04:06:16 PM
Pirates or enemies move into your territory where they start colonising and building a base, not attacking immediately but gradually building up stronghold. Attacking the enemy's straight away allows for an easier fight, however the benefits to letting them build up their base is increased resources. because of course they are building stuff which can be destroyed, perhaps they are given reinforcements gradually as well. They will not attack unless provoked, however their aggression will be more defensive. If a lone wander from your colonists strays to close, the pirates will kidnap and hold them hostage. Maybe even asking for a ransom. This would definitely give a good reason to use the feature for the restricted zone area. They can trade with any traders moving into the area, or even hold them prisoner as well, They can recruit these AI characters just like the user would. However characters that were taken hostage from the players colony cannot be recruited, or they can and it is just a really low percentage chance of occurring. Then if fighting this hoard of pirates, an event could potentially trigger if this now recruited, ex colonist, see's a loved one or family member, and then will turn and fight the pirates instead. Of course this should be possible anyway but in reverse. Say you capture a colonist from an enemy faction, if this faction goes to attack you, there is a chance the colonist will turn and fight for the raiders instead. This percentage could be based upon the time and length under which the colonist has been part of the faction. i.e. if a raider is captured and held for a full ingame year the chance of them remembering who  they are and suddenly changing sides is going to be a lot slimmer than if a raider is captured then a week later the same faction comes to attack. This could also be waged dependent on that colonists standing with each faction. For example a raider very much dislikes his fellow raiders, they argue all the time, and their stature among each other is low i.e. 0 to -50, this character would be less likely to change back to his original faction in comparison to a raider who is best buddies with his fellow raiders and has ratings of +70 to +100. any other ideas or anything anyone wants to add to that, i probably have more if i tired of course, but dont wanna overkill this post like I did to my other one:

https://ludeon.com/forums/index.php?topic=20640.0
#16
Ideas / Multiplayer Implementations
June 05, 2016, 06:15:54 PM
Firstly some not so multiplayer based ideas;

Mounts for colonists:

Firstly you could include animals such as horses into the game, these horses can then be ridable, however you must first create a saddle on which to ride it on. Now obviously horses should not be the only mount under which you could ride. For instance if you tame a large animal such as muffilo's, Bears, or even alpacas the user should then be able to ride them with a sufficient saddle. Maybe even ride it bare back and suffer minor groin injury or bruising depending on the gender of said colonist. Another implementation, could be to allow smaller trained animals such as monkeys to ride ontop of other animals including tortoises or wargs.

Explosive Vests.

A feature I feel could be added is an explosive vest, Which can either be remotely or manually detonated. You could attach these explosives to prisoners, Send them toward the enemy and use a separate colonist to activate the explosive detonation. This could also be combined with the animals that you have tamed, perhaps attaching an explosive device to a monkey(Sitting atop a tortoise:/?) and sending them towards enemy raiders. Of course any one of your colonists could easily attach a vest to themselves and manually detonate it once the target is close enough. I do not find this particular feature to be incredibly difficult to program, as Boomalopes and Boomrats already exist and most likely already contain the functions you would need to implement such a feature.

Access to different locations within the world.

Once the user reaches a certain point in gameplay, the map will start to become either overcrowded or resources will have been depleted. Because of this I believe allowing the user to access other area locations to be a vital part to the success of this game. Not only that, but once these kind of features are enabled, moving forward toward a multiplayer game would become more of a reality. Multiplayer is also a feature I would very much like to see, and i'm sure many other users would too. However I will talk about this later in more depth. The user should be able to send out raiding parties of their own to attack other tribes or factions. The users colonists could act in a similar way to which AI colonists do, especially when moving through locations to reach the targeted destination. If you choose to send your colonists to a location to collect resources or start a new colony, On the travel to this location The user could follow his colonists through each map until the chosen destination is found. If this was then ported to multiplayer, You would be able to see other users colony's as you passed through it, perhaps making trades, or initiating an assault. Or of course passing through peacefully, staying for a short while to enjoy the view and catch up on some well earned rest :).

Multiplayer Specific:

I do feel I should move onto speaking more in depth about multiplayer as I have many ideas as to how it could be implemented. Now I understand that if you do not wish to include multiplayer, then that is your decision, it is after all, your game. However I fully believe that introducing multiplayer aspects into this game, could drastically improve user feedback, and also massively increase player popularity and playthrough possibilities. I know that creating a good story is what you're all about, and nothing would be more emotionally tied, or heart throbbing as getting crushed by real players. If anything it would want me to keep playing until I beat that player. Obviously the way in which you could introduce multiplayer is quite broad, and there are many ways in which you could present it. I do however suggest that maybe some of these implementations could suffice. Firstly, Several servers could periodically be introduced, and players can be added to a particular world up until a certain point. This would prevent players from being placed in a world that is already highly dominated, and a victory would seem uncertain if not unlikely for the user to say the least. Users will be randomly selected locations, and randomly selected their survivors. As allowing the user to keep randomizing their initial characters until they find a 'Perfect' setup, does seem disadvantages especially to players who do not use that particular tactic. When a world is loaded there are certain victory conditions that have to be met, before that said world is finished and a victor is declared.

An implementation that actually makes escape pods useful would be that once the victory conditions are met, either the winner or winner's have to eject a certain amount of colonists into space. Which could then enter them into a new world, which would only be filled with users who had won their previous worlds. Of course this could then keep going up until the last planet is created and a final victor is declared. I find that introducing some sort of scoring or leaderboard system into your game, will make it far more competitive. Enticing many more players to play the game.

Each world could also contain varied or specific biome types. Perhaps the first stage of the "tournament" is quite varied in terms of biomes. The second tier world is completely desert, and then maybe a different world that is entirely tundra or ice cap biomes. This would mean all players participating in that world are all under similar conditions. Now of course if the user is playing a world that contains a variety of biomes, and one user spawns in the tundra, the other in the desert, and one in a temperate forest, the odds are going to highly favour the user that colonises in a more relaxing and forgiving climate. So maybe some sort of buffs and debuffs should be included. IE users that spawn in the tundra, all their colonists have parkas, and there are extra little stashes of food or something located around the map. However if something like this happens, perhaps a user can instantly decide they are gonna grab what they can and head south toward warmer climates.

This would also suggest the idea of including some sort of backpack or horses and cart like implementations that would allow the user to carry more than normal. However to prevent anything that would seem overpowered, colonists wearing huge rucksacks to carry resources, cannot carry a weapon etc..

Let's say for example the user decides to leave some of his colonists to continue to survive in a location, and sends some of their other colonists to re colonise a separate location, Should the user still be able to visually switch back and forth between his colonists on the move, and the colonists at the base? Or do they have to stick it out, maintain the camera on the party and hope fate doesn't crush their colony at home whilst they're on the move. If you decided that the user would have to leave his remaining colonists to fate, perhaps when loading multiplayer worlds, you start with only one colonist, of whom you follow everywhere, if they die, Game Over.. This could be a victory condition for a world: Assassinate all opponent's faction leaders. This also creates a difficult decision for the user, 'Do I have to bring my faction leader with me on my conquest so I have the ability to protect him, or do I leave him at the colony, and hope my colonists manage to protect him.

Another issue you may face, is that different users will play on different map sizes, and so for this reason, perhaps per world or server there are certain characteristics listed, IE the world contains all map sizes of 300*300, Or "This server contains map sizes of 400*400, only enter this server if your sure your computer can handle it."

Servers should be able to be played privately by users, For example a world could be loaded up for multiple friends, who have the ability to set their own win conditions, biome specific worlds, starting conditions etc.. Worlds of this making should be allowed to let users access multiple map areas in one go, unlike one of my previous suggestions where I stated, only allowing the user to view the map under which that faction leader resides to be possible.

On Top of this perhaps some sort of CO OP mode, where either 2 players have a faction leader each but are both allied and spawn either in the same location or in near proximity(This could be for the tournaments.) Or the users could play simultaneously on a 'Single Player' world, as if it were only being played by one user. However both the users can spawn in the same colony location, each only being able to control their colonist. Perhaps some sort of hierarchy system on which orders can be carried out, IE as colonists join the colony, they can both vote on who that new colonist be ruled under, Or if they both wish to have the colonist predominantly under their rule, a coin toss, or a virtual rock paper scissors could settle the tie break. Under certain situations the users can allow the user to access their individual colonists to perform tasks. However typically, combat specific tasks should be the only place where a user has overruling control on a colonist over the other user. 

Or a different type of online, where you are both spawned in a very large map, each of you on different ends of said map. There is a grace period let's say that prevents you from attacking each other, or there is a line that your colonists will not go past until a certain time period. Your aim is to kill all opponents colonists. A Fog of war prevents you from seeing what your opponent is doing. and when the time period is up, all hell breaks loose.

For the online play, I believe a character leveling up would be rather entertaining. So when creating your character to be your faction leader, you get a certain amount of points to allocate to skills, you can choose their childhood and adulthood backgrounds, As well as apply buffs or debuffs to the character to allow for more point allocation. IE The user will start with 10 points to allocate to their skills, but to get an extra point if they add a debuff of depressive, and to get a further 2 points they prevent their character from being able to mine(A rather silly decision if you ask me, as how are they going to get resources when playing as a solo character -__-).

If the user's character dies, they should either lose points in someway, suffer no setback at all, or have a perma death, where they need to re-create a character. However depending on that character's level before they died, the user is entitled to a few extra points, so it does not create such a major setback.

I think some sort of overall online character leveling system could also be included. For example; The user starts his online level at 0(obviously) after gaining XP through leveling up the character, this will then add xp to the online level of the user. Some sort of tiered unlocking system could be added:
Level 0 - 1 New Character slot, Certain traits, 10 points to assign, 1 interested passion flame.
Level 1 - access to the beautiful and ugly trait, 1 extra point to assign, 1 extra interested passion flame.
Level 2 - access to careful shooter trait.
Level 5 - 1 New Character slot, Extra traits, 1 extra point to assign, 1 Burning Passion flame.
Level 10 - Childhood backstory Vatgrown soldier unlocked, Certain scars unlocked etc..

Some sort of leveling up system in this manner would suffice, what I wrote was simply to give a mental image of what I am trying to represent. I wrote 'New Character slot' in the above bullet points, This could help the user save particular characters upto a maximum of 5? And then use a separate character to level up the user's online level, which allows them to add extra points to their existing characters.
#17
One of my colonists who is incapable of Violent tasks, somehow gets into a "social" fist fight with another colonist, surely she should have ran away instead?
#18
Bugs / [Bug]0.13.1133 Cougar eats burning squirrel
April 06, 2016, 09:59:44 AM
A cougar attacked a squirrel close to a fire, the squirrel caught on fire, and then the cougar ate the squirrel whilst it was still burning. Toasted meal maybe? :D also completely wrong place I know, but i think you should implement doormats or something so your places get less dirty and instead of cleaners cleaning the entire floor they just clean the door matts, will probably save data as well as dirt will be generated less.