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Topics - Kimoshnikov

#1
1) Circumstances: This has happened to me twice, each time after a female melee-specialist colonist gained the royalty rank of 'Praetor', by giving gold to the Tribute Collector. Via Tribute Collector, the character 'Canto' essentially skipped the 'Dame' Rank and went straight to Praetor. Maybe they're stuck in a ceremony?

2) What Happened: The colonist's buttons, such as draft, what weapon, psychic abilities, have all vanished. I cannot draft them. If I select multiple colonists and this colonist is 1 of them, I cannot draft the group.

3) Expectation: Colonists shouldn't lose command buttons upon rank up.

4) Perhaps create a new colonist, rank them up to praetor via tribute collector and gold? It's a very odd and hard to immediately detect bug. Speaking of Bugs, I didn't notice this issue until the infestation in the save file...

5) Save File: https://drive.google.com/file/d/1ldZhY2tQpE-j3T5lXxNM4YeCDV7GFiWK/view?usp=sharing

6) Log File: Attached

This is a wonderful game, this is the only true 'bug' I've seen in it in a long time.
PS: My last pawn this happened to died in a salvo of triple rocket launchers & doomsday rockets, reducing them to nothing more than a smear of blood on the ground. It was hilarious.
#2
Base + Royalty

This feels more like a design oversight than a bug, but here goes:

What happened: Caravan with animals and 1 (very well) armed colonist ambushed. Colonist is in sad wander and does not defend himself when stabbed. Reinforcements are loaded into cargo pods and launched at the caravan. As those cargo pods are en route, the colonist "dies" instantly without being downed. The rest of the caravan animals voip from existence. The reinforcements land on the site, inches away from the "battle", but caravan is nowhere in sight.

Expected: Caravan defender would be downed, bleeding out, as raider begins to pilfer loot. Reinforcements land nearby, take out the raider, and provide medical aid to the downed colonist.

The way it happened just didn't make a lick of sense. Perhaps  caravans shouldn't immediately vanish into thin air, giving players a chance to rescue them. Maybe just 24 hrs "ambush site" even if your colonists are dead, and their stuff stolen.
#3
Bugs / [1.3.3287] Refugee Betrayal
March 05, 2022, 01:15:55 PM
Base + Royalty

This feels closer to a design oversight than a bug, didn't know a better place to post.

What happens/ed: Refugees invited to colony. 1 or 2 Refugees join Colony permanently. Other refugees commit 'betrayal' with flavor text "they had planned this from the start". The 1 or 2 refugees who joined Colony permanently remain on my side during the betrayal.

Expected: If the refugees who joined me had known about the betrayal that was planned from the start, why would they not inform my colony of the sudden but inevitable betrayal, acting as an informant? It seems silly that they would not. Otherwise, it stand to reason they would join the betrayal regardless (but that is pain)

Irrelevant side note: of the 6 refugee groups I've taken in, 4 have been betrayals. It almost makes more sense to just imprison refugees if you have the infrastructure for it ;)