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Topics - pdxsean

#1
In another threat, Tynan said he had seen no suggestions regarding mood issues, so I wanted to raise this one. Mental breaks really go on for a long time, and it makes things pretty difficult, especially in the very early game when there's not a lot you can do to prevent them. 

It feels like most mental breaks go on for 24 hours or so, which means a pawn will drain most/all food, rest, and joy needs. Then they will come out of the break with a catharsis, which is nice, but they will still have a number of strong negatives that they can't just clear away quickly. If they have food on them, great, they can eat and then sleep immediately. Otherwise there is a race between the pawn and exhaustion to get some food in before bed time. Anyway there's usually another 24 hours after the mental break spent trying to normalize the mood and eliminate the many additional negatives accumulated during the break.

This is one of the few areas I feel has declined in the last few alphas. Perhaps it's because I'm on Extreme difficulty, maybe the mental breaks scale. If that is the case I am a little more sympathetic but I have not seen anything to indicate that. Other than the just lower mood thresholds.

So I guess my suggestion is make mental breaks a bit shorter? Something so they don't end in exhaustion/starvation or both.
#2
Hey guys while making my more recent LP videos I ran across a bug where a pawn trying to shear an alpaca who was missing multiple legs and couldn't walk. Basically this would freeze my handling pawn who would just stand there indefinitely. Unfortunately I don't have a save file for it, but you can see how I discovered the problem and talked through the logic to solve it in this link. Basically I had to kill the poor immobile alpaca.

https://youtu.be/FQaSYdN7iCY?t=3m15s

#3
In this enclosed save, I have set up specific weapon and clothing storage. By specific type, with 66% HP minimum, no quality minimum, normal-priority stockpile. However no weapons/clothing fitting the parameters will be stored in those zones. Nothing will be stored there. In the save, just below the trade beacon (upper right part of the colony) you will see six zones set up while the game was paused immediately before saving. You can see a normal plasteel longsword sitting in one of these zones. Start the game and without prompting a pawn will quickly come and move that longsword to the low-priority junk stockpile. Eventually all of those new zones will be cleared out but the junk pile will have plenty of items that should fit in.

https://drive.google.com/file/d/0B0eaARYcJtW6WXdJN05QT2l0RzQ/view?usp=sharing

In a similar note on the left side of the colony near the workshop there are a bunch of more specific zones that I set up some time ago. They are also sitting empty. Weapons racks with similar settings were also used at one point, but they've been uninstalled.

This has not been a problem prior to a16, this sort of organization is pretty normal for me.
#4
Hey everyone, I've made a short tutorial recently that will help you avoid surgery failure in Alpha 16. If you've been frustrated by seemingly arbitrary surgery death, or just want to learn more about A16 medicine, give it a look!

https://www.youtube.com/watch?v=2q4td8g5dQE

Hope you guys enjoy and let me know what you think!
#5
Bugs / Back to Back Mental Breaks
October 08, 2016, 07:14:57 PM
I'm running into several of these back to back mental breaks as my colony struggles to deal with some deaths.

In this save, Schu has just recovered from a mental break (daze). She was heading to the kitchen - her first action upon recovery - and suffered a mental break because she is starving. She still has the catharsis modifier. Is this intended behavior? It's particularly frustrating because she wouldn't be starving (as badly anyway) if it weren't for the lengthy break she had just endured.

Considering catharsis does tend to prevent other breaks for 24 hours, it would be nice if that could be extended in some way to starvation. At least a few hours to grab some food.

https://drive.google.com/open?id=0B0eaARYcJtW6WWM1S0p4TmNEM2s

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#6
Bugs / More Explicit Manhunter v Doors File
September 13, 2016, 09:12:13 PM
So this manhunter pack of boomrats had been on my map for a while, maybe half a day of game time? They'd been loitering toward the southeast. I noticed that about half were moving as a group around the top of my colony, and saved in case they decided to attack my doors in my northern wall. This is typically the wall where manhunters attack my doors. 

Now, for the last half a (game) day or whatever - since the manhunters popped - all of my pawns have been in the safe zone. Which is to say, not one of them has used any of those doors. There is only one open entryway to my base, through the swamp on the northwest corner.

So after I saved this and reloaded, after about five seconds - with no action on my part other than changing to speed 3 - a large chunk of the manhunter pack turns and attacks the two easternmost doors on my northern wall. Again, no pawns are using these doors and have not used them - or been on the other side of that wall - at any time since the pack spawned.

https://drive.google.com/open?id=0B0eaARYcJtW6ZFNtd0lNaXpxdnM

Hopefully this will be a suitable save, if there are additional questions or details needed please let me know. This is a very frustrating bug - either that or the documentation is incorrect about manhunters not attacking doors which probably is brutal on noobs.

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#7
Bugs / Manhunters v Doors
September 11, 2016, 01:31:37 PM
Manhunter packs continue to attack doors, even when there are human targets available. In this save, a rhino has just smashed through a door to the workshop, having smashed through the door in the wall to the north. The manhunter pack had just hit, some beelined for that first door while another took the traditional open route to the entrance of the base. 

Perhaps this action is intentional, but the tooltip as well as the learning helper both clearly state that manhunters will not attack doors. So there's an error somewhere, whether it's in the programming or the documentation.

https://drive.google.com/open?id=0B0eaARYcJtW6X2dKZWdMWEVDVG8

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#8
While I enjoyed the challenge of early game on Intense difficulty, I've found that the late game doesn't seem to be keeping up with the growth of my colony. For example, I have 21 colonists and am fairly wealthy with deep mining and plenty of installed artwork. Yet my latest raid - a group of melee pirates who will wait a bit - has only 17 raiders. Does this sound right for a Year 5 game? The attached save is just after it spawned.

I've had as many as 24 colonists, and for a couple of years now the raids have seemed easier than in Cassandra Challenge. This is the first time I've moved up to Intense since like A10 but I was expecting some monster raids like the old days. It seems like my colony should be getting like 32 or so raiders at this point.

Manhunter packs do seem to be appropriately difficult. The last ship that landed had seven centipedes in it, and I think I had 22 colonists at the time so it seemed a little weak... I definitely cleaned it up easily.

Sorry if it sounds like I am humblebragging, I definitely feel like maybe there was a mixup in the balance.

https://drive.google.com/open?id=0B0eaARYcJtW6S2NRaFVfN1pEUVU

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#9
Bugs / A15c - Bed Rest Priority ignored
September 04, 2016, 03:48:19 PM
Patients are not staying in hospital/medical beds when injured even with the bedrest priority set to 1. For instance, in the save I uploaded, Carys is leaving the hospital injured (he just got out of bed) to do some building. This is something I keep seeing, hopefully this is the appropriate point to save, but if there's another time (like, when they're in bed I guess?) please let me know.

Well unfortunately the .zip file is too large to upload so I this this should link to it.
https://drive.google.com/file/d/0B0eaARYcJtW6Ykk1UDlKZ18zdWM/view?usp=sharing

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#10
My A15 colony I'd been working on cannot save. It gave me a big error log when the autosave came up, and again when I tried to exit out. Playing on permadeath.

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#11
I earlier uploaded a colony here for Tynan to use as a sample in his new A15 drug run. It was a permadeath colony, I believe I played for another minute or two after uploading (20 minutes later) and then saved/quit. The upload here is that later save, but the earlier save (if it helps somehow) should be available over on the general forum in the appropriate A15 test thread.

I've also included the output log. I was neither able to load the most recent save nor the uncompressed zip save from earlier. It would get to like 95% in unpacking assets and then give me "Error While Loading a Map" with the flavor text "An error occurred while loading a map. See error log for more information." I couldn't find anything related. Bummer, too, this colony was specifically for Tynan's drug demo. Probably shouldn't have done permadeath with the development version I guess.

Let me know if there's anything else I can do to help. I hadn't touched the game since this afternoon when I created the original zip, other than to poke in and look something up in relation to a discussion on the forum.

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#12
General Discussion / How To Roll Joints?
August 18, 2016, 02:05:22 PM
I've finally built a drug lab in my colony but with only Drug Production researched I am not given any options for bills. So I checked all of the other research, and nothing I can see intuitively (or explicitely) allows the production of joints. Is it hidden in something like Brewing? I basically beelined drugs to make a colony for the preview video, but definitely would like to start using all the marijuana I've been growing now that I have a chance. Is there maybe a record album I need to build in order to roll joints? :)
#13
The detail text for manhunter packs suggests that animals won't attack doors, yet every time one of them drops on me the pack immediately starts knocking doors down in my exterior walls. Am I mistaken here, do they only resist attacking doors that lead directly to an interior? I haven't been able to test this because inevitable they break through the doors in my walls and I have to fight them off manually. 

On a related note, the animals in these manhunter attacks pile up on one another - a dozen or more in one cell - and smash doors down. I thought the whole concept of multiple enemies attacking from one cell was forbidden in v14? 

Anyway I wanted to point out these potential bugs... either their behavior is wrong, or the flavor text is wrong. Either way, manuhunter packs are absolutely the most lethal attack force and when combined with a solar flare (as I'm currently dealing with) can devastate basically any colony.
#14
I've been playing for a while, since before clothes had qualities and deteriorated. I play lots of other games, but always come back to RW when a new alpha is released. I'm not the best player but I'm OK and avoid save scumming for the most part, and try to avoid underground bases. I've always played alpha and Cassandra, but my difficulty level goes up and down. On A13 I am playing Cassandra Rough, mostly because I was concerned about bugs and components. 

Five years in my colony is doing pretty well as expected, but the real shortage I am noticing is bionics. I have nine bionic limbs among my 23 colonists, and I think one was lost at some point in a surgery mishap. I think it took like six seasons to get enough money to start buying every bionic limb that traders had to offer. This does not include power claws, which I don't use, or things like joywires or painstoppers. I'm taking purely arms, legs, and eyes.

Currently I have need for 15 bionic replacement parts and of course I can't even come close to giving people free bionics to make them better.  This does not include power claws, which I don't use, or things like joywires or painstoppers. I'm taking purely arms, legs, and eyes. I have guys walking around on peg legs for crying out loud.

I don't know if this is related to the trader scarcity, although I do find the frequency of land and ship traders combined is pretty great. Maybe the land traders need to bring more bionics? Or is the balance supposed to be that where a player who puts his pawns at moderate risk won't be able to keep up with bionics? Most of my casualties are from sapper raids and infestations. 

It's great that we can make everything else, weapons and power armor especially. I am really enjoying that as my colony grows more advanced. I feel like the raiders tend to have lower quality weapons than in the past which definitely makes it valuable to have good crafters working away. 

Now that I am into my sixth year I do feel like the danger is coming much faster. I just had a string of incidents - a sapper raid, 10 (of 23) pawns struck with Malaria, and then an infestation. Maybe it's just a coincidence or bad roll on the RNG but it feels like Cassandra is out to get me and honestly that makes me want to keep playing more. I don't think I've ever gotten past five years with any of my colonies, so great job there. 

I'm glad I'm only playing on Rough. Sure, seiges and alien ships and raids are pretty easy to deal with, but sappers seem stronger than before and the infestations are brutal even on a low difficulty with a good strategy. I can't imagine how I would fare at Classic or Challenge. Anyway great job, absolutely worth the wait, and I am really looking forward to a little balancing to make my next playthrough that much more enjoyable. Thanks Tynan!