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Topics - SpazMan777

#1
Dear team,
If the sappers choose to dig into your base, they will favour the shortest route in - this includes area not yet "opened" to have been discovered.  Sappers will effectively discover this area for you, since they somehow know its there, and save time getting into your base because it was the shortest route.  I guess you could argue this isn't entirely unexpected because they also "know" where your base is... but it breaks immersion at the very least when the sappers know about an area you do not.

Two other issues that I experienced but already reported:
- A mining sapper may dig diagonally and believe they have entered the base, and will attempt to route to their target unsuccessfully.  They'll in essence just stand still:
Sissy started 10 jobs in one tick. thinkResult=(job=UseVerbOnThing A=Autodoor328832 sourceNode=RimWorld.JobGiver_AISapper) lastJobGiver=RimWorld.JobGiver_AISapper
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition)
Verse.AI.<GotoCastPosition>c__AnonStorey291:<>m__35F()
Verse.AI.JobDriver.TryActuallyStartNextToil()
Verse.AI.JobDriver.ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean)


- The remaining Sappers will not defend themselves and are in a state of "Wandering," because the leader is still routing above, but not actually doing anything.  So the entire gang of sappers kind of just sit there, or wander aimlessly, until they leave or crack.

[attachment deleted due to age]
#2
Bugs / [W|0.7.583] Shooting & Rescuing Without Arms
October 11, 2014, 10:08:25 AM
The title isn't entirely accurate because it was one arm and a hand... haha.  Let me run through what happened.

A colonist is wielding a sniper rifle and is in the process of aiming.  He is shot, and loses his left hand and entire right arm.  He is now disabled: his manipulation becomes 0% (None) and drops his gun - however, STILL ends up taking a shot after the fact (There's a good two seconds after he drops the gun and still fires).

As a follow up, now without a left hand and right arm, for funzies I asked him to rescue a fellow incapacitated colonist... which he did successfully.  Well, until his head got shot off, but he died trying!

I have video of this occurring.  http://www.twitch.tv/spazman777/c/5275570
I do not typically submit bug reports because I heavily modify my game, so I know mods can "taint" the real picture - however in this case, I felt I needed to submit, as I have no mods that revolve around colonists, their appendages, or their ability to use their arms and hands (I only change the UI and add new buildings).
#3
Ideas / Highlight/Call-Out Enraged Wildlife
October 11, 2014, 09:13:15 AM
I only have one suggestion and it's a simple one, so I truly hope it's easily accomplished.  When an animal goes into a psychotic rampage (or ultimately becomes hostile), I would like that animal to be called out somehow, much like pawns are.

As you're aware, pawns have their name at their feet.  Their name is white when a colonist, yellow/orange when a prisoner, blue when a visitor and red when hostile.  Although adding a name plate to all animals may be a bit much (and look hideous), at the very least, I believe hostile animals should be called out in this manner (A red nameplate that says HOSTILE for example).

It is often difficult to see which animals are hostile, among their peers.

(Plus, when you get a war band of tortoises coming to your door step, you'll appreciate knowing how many more are left to arrive at your base since they walk so painfully slow.)