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Topics - MoronicCinamun

#1
This is a weird one, and I'm not sure if it's a bug, but it feels like one.

I have a refugee, whose ideology forbids non-medical drug use.
They also have no overriding traits (i.e. chemical interest/fascination).

They went on a food binge, and for some reason as part of that binge smoked some smoke leaf? They now have a -15 mood from that, as the ideology says. Not sure why they would even smoke it, as far as I can tell the joints don't provide nutrition unlike booze.

Moderator Note:

Thanks for the bug report.  This is intended behavior.  It's not uncommon in real life for someone to do something they would never countenance during a time of emotional stress, and feel guilty for it afterwords.
#2
This is a very strange one, and I apologize that my reporting will be very bad because I slept on it (literally) for so long.

Here is what I think happened:
Independent factions with little bases for me to raid generate, as normal.

Somehow, I got offered quests from one of these factions, other quests like hospitality type. I ended up being unable to take one (failed before starting) once I actually went and raided one of these camps.

Somehow, one of these factions ended up being the source of the relic-hacking quest where the faction provides a shuttle, which created this jumbled mess.

I "completed it", went in and hacked both terminals and came back, but for some reason it doesn't say it's done, appears to be incomplete-able.

(first screenshot is before, second is after).

I can provide a save if requested, although not sure how much it will help being a commitment-mode type
#3
I am trying to do an analysis of the new melee weapons, although my methods are nowhere near as robust as others, so I hope someone can fill in.

I'm also not entirely sure how melee combat works; I notice at times that cutting strokes (e.g. with sword) will sometimes cause reduced damage to multiple body parts across a layer, i.e. cut the torso and arm, and melee damage seems to vary a lot to be random, in a way that does not include armor (will see it happen against unarmored targets).

First, the Warhammer:
I like it overall, had always wanted a stronger blunt option at the long blade tier (side note: maybe "long blades" research should get a name change? ;)
Like the longsword, the Warhammer is stronger per hit and slower to swing than its next small equivalent (mace); Unlike the longsword, which has a straight on-paper DPS higher than a gladius, but a slower attack speed that can limit it in less skilled hands, the Warhammer actually has less DPS than a mace, despite the higher damage on the initial hit. The armor pen is still higher though, and while my testing is not rigorous a uranium one seems to very often fell a pawn on a single hit, so that lower dps may still not be a problem if it kills/downs on the first hit. So conclusion= Warhammer might be a bit suboptimal, but seems good nonethless? Will probably really need to face serious armor (Marine/Cataphract) to reach a more definitive conclusion.

The Axe though is a real piece of work. It needs regular smithing tech to make, like the Ikwa and Gladius. It has 2 attacks, a cut and a handle poke, with identical stats to the cut and poke of the ikwa (damage, speed, and DPS).

Thus, the Axe has the same on-paper total DPS and AP of the Ikwa. It requires the same tech as the Ikwa, same skill, same amount of materials, but is also slower to make; 117 Work vs. the Ikwa's 80.
So it really seems like it's just another Ikwa, and may be even worse if my understanding of "damage types" is correct, because the axe's lack of stabbing means it doesn't often strike interior organs, unlike a good shank.

So maybe the axe needs some love? I don't know, it currently just seems its only purpose is "it looks cool"; we already have the ikwa as "basically a worse gladius for flavor reasons", as the gladius' only downside is it having a work to make of 200, same material and skill needs. Again, someone more knowledgeable please correct me anywhere I'm wrong.
#4
Bugs / Empire reinforcments have janky AI [1.1.2579]
March 26, 2020, 12:58:20 PM
(Bad picture for reference)
I'm afraid I can't provide a save as I'm on hardcore mode and this happened awhile ago. It might not actually be a bug per se, but I think so (tl;dr ignoring getting shot)
For context:
I called down a trooper squad because I have lots of mechanoid turrets lingering around from multiple clusters. As expected, the Troopers start to beeline to the turret zone, take cover, start shooting and getting shot at. There were 2 turrets in their range: an inferno cannon, and a heavy charge blaster, as well as numerous (I think 3) mini-sluggers further away.

The troopers do a great job taking out the Inferno. Then they stop shooting, most just start tending their wounds on the spot, still getting shot at by the blaster and sluggers. When they stopped tending their wounds they just stood there, not shooting, until half their numbers were wiped and they fled. There were 4 to start with, 1 went down when dealing with the inferno.

Something clearly seems wrong here. I have some mods but I don't think they'd interfere, mostly UI stuff.
#5
So I had a quest that was basically "should you accept, you'll gain favor and some stuff and a smoke spewer will spawn, you serving as a distraction".

I accept it, immediately get favor and rewards, and the smoke spewer spawns on world map. But that spewer appears to not actually do anything? I've never encountered one before, and wiki suggests it does indeed block out the sun, but I'm guessing it won't even "activate" until I visit it at least once?

Because right now it has just been sitting there on the world map for about a season, and there is no reason to bother since it has appeared to do nothing.
#6
In stable branch of the game, smoke pop belts have one and only one "advantage" over the shield, the fact they're easier to produce + "cheaper" (but the cheaper is arguably false if you're buying them, because they'll be gone forever once used and thus cost more in the long run).

In 0.19, it's even worse: since shield belts can be made earlier and cheaper (no more uranium, just  steel, plasteel, and components), smoke pop belts are even more useless.

I have some ideas on how to maybe make the smokes more use-full, but I'm not sure how good they are:
- remove the component cost. This is pretty much the biggest problem as components aren't as common as steel. Steel is pretty commonplace and chemfuel is 100% renewable even with tribal "tech" (farming!)
-remove the research: if you could just straight up make them with machining straight out the box, that'll remove a lot of the opportunity cost. Besides, if you can make hand grenades, including emps, without issue then surely a smoke is easy.

-(the more complex solution): make the belts "reusable" somehow... Not sure how practical this is (I don't know jack about coding), but if a spent smokepop belt somehow became a "broken smokepop belt" or some such that can be combined with x amount of steel and/or chemfuel at the machining bench for a new belt, thus removing the long-term component cost.

I guess it's time for some disclaimers: I guess the smokes are supposed to be more for tribals; since it it'll take them much longer to reach shield tech, smokes can be a possible hold over until then, but still the cost seems high to build them yourself. Of course, I recognize components can be made but come on, by the time you can do that your smokes will be obsolete.
#7
(Apologies for screenshot quality, attachments section was giving trouble)

Julio courted Rachel, and the same message appears on Julio's social tab. However, when going to Rachel's social tab (second part of screenshot), in an attempt to shift the perspective (which might not even be needed in this case), the message gets all botched up.



[attachment deleted due to age]
#8
Let me start by saying apologies if this is working as intended. Also I'm posting here because Callahan said so since I have mods, so we can't rule out it's an interaction (although I have nothing that changes the combat/body parts/etc.).

I notice some behavior related to combat which seems strange. The first is destroying lungs apparently don't bleed. I seem to recall it happening to other organs too, but I don't have proof so I may be wrong there. It sure seems odd though, unless lungs are supposed to not bleed? (not sure why). Clearly a destroyed eye bleeds, as pictured.



Second thing which is unrelated to the above screenshot is I see times when an internal organ gets damaged or destroyed without damaging the "surrounding" tissue, e.g. a shot damages the heart but somehow causes no damage to the torso, or damage to the brain with nothing to the head or skull. Again seems really odd to be working as intended.
#9
Bugs / I can't get hydropnics to work [solved]
January 29, 2018, 10:18:53 PM
So I'm really not sure what is going on here. I have hydroponics powered, in light, turned on, right temp in a sealed environment, everything seems peachy.

But for some reason I can't actually plant anything in them. I get nothing when right clicking them, I disable all other priorities but planting and they still don't do it. Tested with multiple crops, so it's not an issue with skill levels either, it just plain isn't working and I can't for the life of me figure out why.

edit: so it looks like the issue is I built the basin inside a larger growing zone, deleting the adjacent parts of the outside zone allows it to grow.
#10
So I come with another feedback/question comment:

I notice that the descriptions of every mortar round says "it can be fired or made into a trap", yet the research tree still has the same old Explosive and Incendiary IED researches. Shouldn't something here be updated? What does an antigrain warhead fall under? What about the firefoam round, does that require the firefoam research, or what?

As a Tribal population it would be helpful if the descriptions gave more info due to the sheer amount of time it'll take and thus planning is more important.


Moderator's edit (Calahan) - Moved from the A18 feedback thread.
#11
General Discussion / Question about A18
November 02, 2017, 07:17:46 PM
I figured this would get more traffic than the main thread and clog stuff up more:

My first question is how the bloody h*ck do I pull up the combat log? I don't see a button anywhere, nor is their an option for a hotkey in the options menu.

Secondly, what exactly does this "melee bulk" stat do? I've noticed that smaller items are 50%, the other are 100%, what does this mean? Especially on a melee weapon, since it hints about ranged weapons shooting in melee.
#12
General Discussion / [A17] Feedback on Ambrosia
May 22, 2017, 09:12:26 PM
Hello, let me start with saying I hope this hasn't been mentioned before. It's not really a bug report per se, but something that to me seems kind of odd.

Ambrosia is classified as drug as far as storage space goes, which makes a good deal of sense, although the fact it is under "manufactured" is a bit unclear. However, my main point is that it doesn't appear in the drug policy list, and thus setting people to "no drugs" does not stop them from eating it.

Forbidding it works, but of course that's pretty tedious/extremely difficult to do effectively when trying to do an actual harvest operation, else you're constantly telling people to drop it once they decided to take a bite after the haul, etc. etc.

Much more minor feedback, they don't seem to be very filling as far as hunger goes, which I guess makes sense seeing as how it is a single fruit rather than double-digits of berries, so if that's intended I'm cool with it, makes sense otherwise the addiction would be less meaningful.

So tl;dr version because I know I drone on: ambrosia is cool, but it doesn't appear on drug policy despite being classed as a drug for storage, so you can't conveniently have people harvest without eating it.

Loving A17 thus far, looking forward to seeing more.