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Topics - zenfur

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1
Ideas / Motivation boost when in extremely good mood
« on: September 19, 2015, 03:51:30 PM »
I think that keeping colonists in very high mood should make them work more efficiently with more motivation opposed to mental breakdown. Like + 30-50% global work speed, -15% aiming time, +20% movement speed

2
Bugs / Artilery target locking
« on: September 09, 2015, 03:53:25 PM »
There's a problem when an artilerist auto-acquires target. Aka when enemies are on the map and you just order a colonist to man a turret. Then "Force target" does not work and turret will proceed to shoot whoever it marked and even drafting/undrafting the man from the turret prevents from changing a target.

The story is different if you force the target you want before ordering to man the turret. However that first behaviour shouldn't be here in the first place and is a bug.

3
Help / Tools for modding
« on: September 07, 2015, 11:54:19 AM »
Hey!

I'm about to start my journey with modding, and I was wondering... What tools do you people use not to get lost in this XML files labirynth. Also what IDE do you use for C#? I'm very familiar with C++, but I haven't tried C# yet. I know they are quite vastly different, but I'm optimistic about that.

I am both linux and windows user.

I also think how can I automise updating mods for modpacks. Some XML understanding tool would be great in order to make adjustments I made to make mod fit the pack. Re-doing it everytime I want to update the work seems like bad idea and bad spent time. I wonder whether writing python scripts understanding XMLs and changing the fields I want into the shape I want for each file is a good idea. In a long run I'd like my modpack to be updated frequently, with always up to date components.

Also I wonder which tool could I use to edit XML files comfortably and quickly without having to look for everything for too long. I think that Kdevelop on linux should be nice with understanding XML tags and making searches easy. Maybe you have better suggestions?

Do you, fellow experienced modders and developpers have any suggestions or just general tips? I'm aware about modding tutorials on the wiki. Share your precious modding knowledge for even more and greater mods to appear!

Cheers,
zenfur

4
General Discussion / Tamed thrumbos left my colony
« on: September 04, 2015, 04:21:14 PM »
At some point I noticed my 3 tamed thrumbos gone missing. Later after I tamed another one I noticed that he just went straight away from my colony. Is this because I was lacking food and he was starving?

I am so confused, no other animal does that. Did anyone else experience that?

5
Ideas / Old people, scarred people
« on: September 02, 2015, 01:24:20 PM »
I like that being old brings more health related issues. Also as you live in colony your older colonists get more and more scars and other war related commendations.

Although I miss the fact that old people who wander around and join your colony, as well raiders and old animals are completely scar-free as they were born yesterday. I think pawns generator should be more generous in scars and scary life experiences.

6
Bugs / Animals die with non-lethal damage
« on: September 02, 2015, 01:11:40 PM »
Visible at especially large animals such as thrumbos/elephants. I understand that such mechanic is good for raiders, especially from tribes when there's a lot of them, that even non-lethal damage kills the moment your colonists would be incapacited.

It just does not feel right when it's the same mechanism for animals. Thrumbos and elephants are rare and I often beat them down with army of my colonists armed in bare fists and bruise causing animals to convince them to join my safe and food rich stable where I can attempt to tame them. To my disgust even though I risk lives of my fellow colonists doing that, they often drop dead without any lethal wounds.

7
Bugs / [W|0.12.911] Sleeping spots can be uninstalled
« on: September 01, 2015, 01:49:31 PM »
This certainly should not happen. Yet sleeping spot is treated like furniture and can be uninstalled.

8
Ideas / Dodges in melee fight & misses
« on: August 23, 2015, 11:11:28 AM »
I bet it was suggested few times, but probably with bigger changes around. I'd suggest two separate simple things:

1) show MISS when melee attack misses similar to HEADSHOT indication
2) add dodge chance which is calculated when attack didn't miss (enough accuracy). Dodge chance should depend on:
  • non-linear function (for example square root) of someone's movement speed, which would be very significant if someone is impaired (for example because he has injured legs), and exceedingly less significant the faster someone moves - to avoid dodging gods
  • melee skill of both fighters - when enemy's skill is much higher chance to dodge should be close to 0.

Do not allow dodging more than 2 attacks per your melee attack cooldown.

And of course, display DODGED when this happens.
These changes should make melee fighters more engaging and should reward skilled melee fighters with avoiding (currently unavoidable) return damage.

Uh, and probably berserking pawns shouldn't be able to dodge at all.

What do you think? Numbers, functions and chances should be carefully tweaked. I don't want to do this before I know that you like the idea :)

9
Ideas / Item pickup/put down inconsistency
« on: August 23, 2015, 08:49:15 AM »
I wonder why pawns can place something with range 1, equip things with range 1, but when they have to craft/haul they have range 0 (they have to step on the resource).

I think it should be consistent and have range 1 for every situation?

10
Bugs / Too fast colonists become invisible and break
« on: August 22, 2015, 08:59:21 PM »
At around 12 c/s and higher (I have someone with 25 c/s) pawns become invisible and all particles they generate (via shooting) vanish and have no effect. During that console errors are generated. He can work and operate normally though. I use hardcore modpack, but I don't think it matters in this case.

Some screenshots:
Circumstances:

Effect:

Console:

11
Ideas / Raiders using animals for combat
« on: August 22, 2015, 04:56:32 PM »
Now that we can do this... maybe also raiders could do this? Add some raiders or raid types which have dog owners (about 2-3 dogs per person) and use them.
Melee users signal them to attack when raid attack starts and ranged users use them for defense. Animals will rush to avenge their owner if he is killed.
Possibly not every raid should have this aspect. Probably distinct faction could be created and only that faction uses animals for combat.

Also lone strangers passing by could have some animal accompanies :)

12
Support / Performance issues at bigger colonies
« on: August 16, 2015, 02:58:14 PM »
I face third time a problem when in bigger colonies (44 colonists atm) at some point game becomes unplayable because of freezes for 3-4 seconds every 2 seconds. It ruined my another great play. The game didn't gradually slow down, it just at some point started to behave like that. I wonder what could be the cause.
Running out of memory could be the reason, but I checked that it uses around 1.4 GB, while I have 8 GB available. It's possible that my OS (windows 7) doesn't allow it use as much memory as it wants, yet I don't know if that is the case.
Once I suspected path finding algorithm as once similar thing appeared when manhunter pack consisting of 100+ wargs had to find a way to my colonists around whole map, and it stopped when I closed the only gap for my colony.

I'd be happy if you could suggest something how I could improve game performance, as I cannot finish the game as it always becomes unplayable when its the most entertaining.

I'd note that while I use some mods (hardcore pack), but I did have this problem even with vanilla game.

Here is part of MSinfo32, if needed I can provide more.

Code: [Select]
Item Value
OS Name Microsoft Windows 7 Professional N
Version 6.1.7601 Service Pack 1 Build 7601
Other OS Description Not Available
OS Manufacturer Microsoft Corporation
System Name SONICBOOM
System Manufacturer ASUSTeK COMPUTER INC.
System Model X555LD
System Type x64-based PC
Processor Intel(R) Core(TM) i3-4030U CPU @ 1.90GHz, 1900 Mhz, 2 Core(s), 4 Logical Processor(s)
BIOS Version/Date American Megatrends Inc. X555LD.310, 2014-08-14
SMBIOS Version 2.7
Windows Directory C:\Windows
System Directory C:\Windows\system32
Boot Device \Device\HarddiskVolume1
Locale Polska
Hardware Abstraction Layer Version = "6.1.7601.17514"
User Name SONICBOOM\User
Time Zone Central European Daylight Time
Installed Physical Memory (RAM) 8,00 GB
Total Physical Memory 7,89 GB
Available Physical Memory 5,45 GB
Total Virtual Memory 15,8 GB
Available Virtual Memory 13,3 GB
Page File Space 7,89 GB
Page File C:\pagefile.sys


Overall I hope rimworld will get some performance upgrade like prison architect did. Factorio while still in its alpha state doesn't have such issues even at extremely big maps.

Forgot to add, it's probably important. Usually it becomes after the game accumulates some minor bugs through gameplay, usually they don't interrupt and are only shown after game load. These are usually about multiple definitions of things in memory or missing objects/jobs. Once I had a situation when there was a reference to non existing thing and game was spewing out exceptions and thus was very slow, but I removed in save file this reference and it got fixed.

Also I suspect job giver, because now when while paused I draft/undraft everyone in my colony it takes ages and it was normal before this performance issue happened.

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