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Topics - ttgg

#1
Quote from: Taoky on May 15, 2017, 12:26:34 AM
I'm playing A17.1536 right now and 2 pawns got Malaria. So... bed rest, medicine, and all that. Everything was normal, 61% infection / 71% immunity, they got the medicine, so i start to focus on others things. Then one of them get out of the bed, and when i look the disease wasnt there anymore. He did not developed immunity, just puft... nothing.

So i reloaded an autosave, and tryed again. Same thing, both "lost" Malaria when immunity was 73%.
Normal Medicine, one in a hospital bed, but the other on a medical bed.

Edit... i played a little more, and they are still sick, but the disease is hidden.

Can confirm this. Had 2 colonists get malaria at the same time. One was treated with no medicine, and the other with regular medicine. The one treated with regular medicine got Malaria hidden almost instantly, while the other one retains it at 66% immunity.

This also means that I'm unable to force the colonist with hidden Malaria to rest in bed, since game doesn't acknowledge that the colonist has malaria.

Edit: a few minutes later, Malaria popped up anew on the colonist that was treated with regular medicine, apparently starting from 63% malaria and immunity progress
Edit 2: Aaand, it's gone again, from the same colonist, treated with herbal medicine.
Edit 3: back again, however immunity has been raised to 72% while Malaria progress remains at 63%, indicating it is indeed progressing while hidden. When it re-appears, it seems to be tied with when the colonists needs a new treatment.

The really odd thing, is that the other colonists has retained his Malaria throughout the whole process.

Added savefile.

[attachment deleted by admin due to age]
#2
Ideas / Focus on Performance
October 13, 2016, 07:24:12 PM
My only real suggestion is to take time-off from adding features, and focus solely on improving performance.

The performance problems applies mostly to big colonies and big maps. I honestly don't see the appeal of playing on anything other than the biggest size maps, as you run into resource problems extremely fast, but performance is also a problem on smaller maps when you start having 10+ colonists.

If I'm wrong in assuming that a game of this technical caliber should run better, then please explain how.
#3
Bugs / [w|0.12.914] Warg forgets to eat and miscarriages
September 13, 2015, 09:18:21 AM
1. What the circumstances were.
Pregnant warg has unrestricted access to food, but does not eat. It gets malnutrition debuff and has a miscarriage.

2. What happened.
Pregnant Warg forgets to eat, goes into malnutrition and miscarriages. It has unrestricted access to 1000+ different types of meat. This has happened like 6+ times now, during the same playthrough.

3. What you expected to happen.
I expected the Warg to eat when hungry. Often it goes to bed while hungry and wakes up with malnutrition.

4. How we can reproduce the bug.
I expect that you can easily reproduce the bug by getting a warg pregnant, and given it access to food, and then seeing it miscarriage over and over again. If I had to theorize, I would guess that the pregnant buff was somehow overriding the Wargs desire to eat.

I'll include my savegame for convenience. The warg in question is the female Warg named "Barney"

https://mega.nz/#!vh5wWCJR!FuyNaZ4xzKJzQGqPGWQ4B5jCGDkCCImYABWxXp7zRzQ
#4
1. What the circumstances were:
Suddenly "unroofed" effect, despite being under mountain and all exits to outside blocked by doors.

2. What happened.
I was digging through a large mountain which contains my base, when suddenly my base got the "unroofed" effect, meaning temperature dropped. I closed off my digging paths with doors and the effect disappeared from my base, but is still present in the digging zone.

3. What you expected to happen.
I expected the mountain to count as a roof :)

4. How we can reproduce the bug.
See savefile. Perhaps you can narrow down where exactly the glitched mountain-roof is by closing the passages off with doors one by one.


Savefile and world: https://mega.nz/#!25hTWLAY!FOLR7FfHR5j1A75_SYeQDjeYogVNyB8Mo2pTZB5NuAs
#5
General Discussion / Slave trader?
August 24, 2015, 04:22:21 AM
I was about to make a post asking where Slave Traders went (haven't played for a few versions), but then I dug into TraderKinds.xml and saw their functionality was replaced by Pirate Merchants.

Thing is, they never offer any slaves? I even tried increasing my desiredPopulationMin and Max in Storytellers.xml, but to no effect. Is there someplace else I can tweak to make slaves show up/make it possible to sell slaves?
#6
General Discussion / Concerned about endgame
January 17, 2015, 03:26:24 AM
Hi. I'm a pretty new player so apologies if I missed something.

Basically I have a colony running with around 15-20 colonists. Doing fine. However the pirate raiding parties are getting absurdly large and I'm wondering if it's just going to continue that way, snowballing into some crazy invasion?

Are there plans to make the endgame a bit more varied or is the objective just to rush a Spaceship before getting overrun by the endless pirate horde?