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Topics - Aki-San

#1
Ideas / dev option to end parties
October 21, 2018, 06:31:47 AM
Since the update to 1.0 i have the "eternal visitors" and the "eternal party" bug.. the visitors were quite easy to resolve, but the party never ends. i tried downing and healing them, i tried killing them and reviving them and that worked, with all other issues coming with that method..

since it might not be easy to fix (probably caused by mods) can we get an options to forcefully end it?
#2
Support / [Question] How to mod Stoneblock Amount?
October 20, 2018, 03:10:45 PM
Hi, i might just overlooking something but i change the recipe production xml to change the amount each stonechunk gives, but the game (1.0) completely ignores what it should give and the amount of work needed.

Any advice for this?

Thank you!
#3
Ideas / Next Update - Some love for Tribal Plays?
October 06, 2018, 06:59:04 AM
I would love to see some love to the tribal Age of rimworld. I personally like to try to stay in the tribal age a little bit longer. sadly the current available tribal mod is mediocre at best. Overall, i think, it would lower the progression curve a little bit.

Things i would love to see:
-> tribal variants of nearly every "basic" craftingstation

  • smelting pit or "clay smelter", butchering ( i would love to see something like a rock table)
  • cooking (tripod or something like that)
  • butchering ( i would love to see something like a rock table or stone block)
  • smithy - just without the fuel, i think you don't need fuel for making wooden things - maybe a "woodworking table"?
  • crematorium -> Pyre type
  • tailoring -> maybe a big spindle / spinning wheel
-> more tribal type weapons: pointy stick, slingshot, "spear" thrower, makeshift claws, more club/melee weapon/sword variety
-> maybe more tribal wear like: animal heads, animal pelts, tunicas, ponchos and other early age clothing
-> more floors / walls: thatch and logs maybe?
-> more entertainment: decorative weapon stands, altars, more deco plant options (maybe cactus, fern and palm), some (2-3) more game/entertainment options
-> more early game temperature control: windows, large wall cooler (expensive, non fuel passive variant), maybe even "shade => cooling effect"
-> maybe some more crops (yams, roots, sweet potatoes, veggies?)
(spinach or other greenery is actually used in a lot of space-growing, because it grows quite fast with not a lot of resources needed)

i hope others have similar interests and might add some more "lore" friendly suggestions! :)
#4
General Discussion / IMHO about B19 Ranged Combat
September 21, 2018, 05:15:16 PM
I wanted to share some of my humble opinion about the ranged combat in B19.
Edit: i am mostly talking about offensive combat, where i am attacking a pirate outpost.

I think the new combat system is bad. It ignores armor, weapons, skill, positioning and tactics.

You can have fully equipped (ARs), fully decked out (power armor, full bionic), highly skilled colonists (15+ in shooting/melee) and they do nothing. enemy with skill 3 or below gets one hit in and critically damages your "super soldier"..

When hunting, the shots hitting are insane, far below 5% misses, if at all. In combat - totally sucking.

IMHO the part damage is very flawed. you can shoot like every organ in the enemy and they are still running around at full speed and are capable of critically hitting your colonists, while you take a bullet to the knee and die in 10 hours. (through power armor and bionic bones..)
And the movement penalty is insane on colonists. they get hit once and are permanently slowed by like 50%, while you can put 20 bullets in an enemy and he goes back to full speed right after the "stun".

And i think the "increased" hit chance (if it actually is this way) for "critical" bodyparts is very strange. like every second hit from an elephant or scyther goes to the head. enemies with like shooting 0-1 hit in my right eye more often than in arms+legs combined. maybe i am just unlucky but that how my fights are going..

I think either there should be an option to switch between enemy style (zerg/hordes vs hard hitting/less enemies) or it should be rebalanced overall and actually make armor, weapons and skill level usefull. Why is there a shooting skill if it does not change the tide of battle?

In B18 i really liked the curve in the shooting skill, especially in hunting. they missed like 90% of the shots at below 5, around 50% at 10, and hit 90% at 15. now they are like 99% on level 10 while hunting and at 20% while fighting... i hope this is not like there might be "adrenaline".

there is a little bit more about different occasions here (from me and others):
https://steamcommunity.com/app/294100/discussions/0/1735465524703065900/

Don't get me wrong, i would love them to be this hard, IF the enemies actually have the correct weapons, armor and skill.

If they have sucky armor ("fur loin cloth"), lead slingshots and are barely able to hold the weapons the right way around, they should not hit fully power armored super soldiers insanely hard.

Info:
B19, savage, cassandra
Steam, many ease of life mods, no mod that impacts storyteller or combat balance.
#5
Bugs / [019.2009 x64] Staccato / laggy gamplay
September 16, 2018, 06:04:16 AM
Elephant842313 pathing from (12, 0, 17) to (167, 0, 273) hit search limit of 160000 cells.
Verse.Log:Warning(String, Boolean)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

First time this happened to me. On my map, the elephant in question had free access from his place to my colony. the map size is i think large 1 or 2.
this is the first colony i played in B19, so maybe something changed but even on ludicrous 2 in B18 i never had this happen.