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Topics - Anan

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Bugs / Animal Husbandry
« on: December 07, 2020, 04:41:50 PM »
I would suggest more attention to animal behavior in your AI. Having grown up on a farm, I'm very familiar with how barnyard animals behave. They do NOT sleep through being burned up in a prairie fire, nor will they ignore a nearby exchange of artillery and mortar fire. Today I've observed both of these interesting, irrational behaviors in RimWorld animals. I suggest they be made just smart enough to run away from obvious danger and loud noises. It's actually rather difficult to train any animal to stay put during gunfire, and there's no way to get one close to a wild-fire.

Bugs / Caravan Formation Bug
« on: December 04, 2020, 06:54:58 AM »
One other player reported this issue, a couple of years ago; there has been no response so I don't know if it was noticed:

I sent a caravan on the mission "Caravan to Orange Chonocroudue". At the destination, I completed the quest. Then I had the message "Caravan idle" and couldn't find a way to get my folks back to their base with the goods. The available options were "Settle" (greyed out), "Split", "Trade" (I did that), and "Attack" (thanks but no thanks). There was no option I could find for forming a new caravan. I tried selecting the caravan and then selecting a route, but the "Accept" button was missing and my only other options were to add more way-points or Esc, which left me back where I started: STUCK!

Ideas / AI Persona Core Playing Hard-to-Get
« on: November 26, 2020, 03:17:42 PM »
This is the first time I've made a starship. Previously, I journeyed to the crashed one and used it. This time, the crashed one is on the polar ice-cap, so I decided to roll my own.

A couple of years ago, I was offered the location of an AI Persona Core for 1500 Silver. I didn't have that much on hand, so I lost my chance. I understand the opportunity comes around every two to four years (does this depend on difficulty settings?). That seems like a long time to wait with my starship finished except for that component. Is there no way to speed things up?

Bugs / Starship Construction Bug
« on: November 26, 2020, 07:34:51 AM »
You may wish to rethink the business about not being able to build a starship under a roof. In fact, one can build a starship under a roof and launch it through the roof with no problem except that one can't lay down the blueprint for a starship part under a roof. So one can build a handy enclosure that doubles for starship construction and dry storage, as long as you remember to unroof it temporarily while placing starship blueprints. Supporting pillars are an additional complication but make sense withal.  Being unable to build a starship under a tin roof or launch it through a tin roof doesn't make sense anyhow, so I recommend you scrap that requirement (except for the case of a rock roof). RimWorld is hard and fussy enough without arbitrary rules!

Support / Cryptosleep Caskets Won't Build: Help! :'(
« on: November 25, 2020, 06:03:48 PM »
This is my first time building a starship. I've played several previous games in which I used the provided starship, but this time it's on the polar ice cap and I wasn't confident of surviving that environment for the requisite time. I have all the components finished except I'm missing the AI Core, but I can't get any cryptosleep caskets built. I've tried orienting them every which way, mostly up against the structural beams, but she's a no go. Note that I have removed the roof, which was in place while I was building the rest of the vessel (I put it up after laying down the blueprints, which seemed to work fine... until now). Am I screwed?

Bugs / More About Malaria
« on: November 23, 2020, 02:23:03 PM »
While Anopheles species are widespread, they breed only in warm weather, and they infect people with the malaria parasite only when breeding. Therefore it seems irrational for three of my colonists to come down with malaria on 1 Aprimay with an outside high temp of 56 degrees F. See also:

"However, malaria as a mosquito-borne disease is strongly influenced by climate variables (temperature, rainfall and humidity). It is well established that weather fluctuations significantly affect not only the life expectancy or completion of the life-cycle of the mosquito, but also the development of sporogonic stages of the malarial parasite within the mosquito’s body [8, 10]. The biting rate and gonotrophic processes are also temperature dependent [7, 8, 11]. For these reasons, a qualitative relationship between the vector abundance and the climate variables can help to identify the peaks of the vector population through meteorological monitoring and forecast [8, 12]."

Bugs / 1.2.2753 MALARIA issues
« on: November 15, 2020, 05:58:50 AM »
Being an MD, I was flabbergasted when two of my colonists came down with malaria on the same day: Decembary 3, after a severe cold snap in autumn and several nights of sub-freezing temperatures since then. Malaria is mosquito-borne and those critters do not do well during wintry conditions. OK, it's a fantasy game, but let's not get TOO fantastic with a well-understood condition like malaria. There's enough ignorance about infections circulating already!

Bugs / Ravenously Hungry Colonists Disdain Food
« on: January 02, 2020, 07:04:42 AM »
This is the first time I've encountered this annoying bug, but there have been many similar reports over the years. There are a dozen basic meals in the cooler, but my hungry colonists ignore them until I individually command them to eat something. Is there still no fix for this problem?

Support / Picture Flickers When Zoomed In
« on: April 15, 2019, 09:31:06 PM »
I know there's an easy cure for this but I can't recall it. Please tell me again and I'll be sure to write it down for future reference!  :-[

General Discussion / Haste Makes Waste?
« on: December 31, 2018, 04:01:28 PM »
We're 1.2 days from launch and relying on a system of 8 traps to protect our entry-way. That really saves ammo but there are a lot of chores to get through before the next raid shows up (averaging about one daily): rebuild traps, haul bodies, retrieve dropped items, repair damage to surroundings. We've also needed to cut trees, haul wood, put out fires, hunt & prepare food, eat and sleep. My habit has been to use double-time between attacks (and triple-time when everybody's sleeping) to avoid boredom... but then we started to get a lot of colonists trapping themselves by accident.  This became a real threat to our small colony's survival! Recently, I tried dialing back to single time for the hazardous parts of the job; although I have a small sample of three colonists working in the traps for several hours each, we've had no casualties so far. That made me wonder if running the game faster was causing the trap-avoidance algorithms to overload, leading to more accidents. Anybody have an opinion?

Ideas / Steel Walls Burning?
« on: December 30, 2018, 10:58:18 AM »
We surrounded our spaceship with a steel wall to keep the barbarian raiders from beating on it. Why they want to kill a star-ship is a bit of a mystery, but even more strange is that a small group of savages armed only with short-bows from the Stone Age are able to ignite our steel walls. Some reworking of this detail would help immersion, I think.

Ideas / The Epic Caravan -- Routing Difficulties
« on: December 27, 2018, 09:54:55 PM »
I'm finding Rimworld immersive and challenging as a beginner, but I'm having some difficulty that may be related to my inexperience or to a design flaw. Perhaps you can tell me which.

At the beginning of our third spring in-game, we wish to make a try for the AI Spaceship that is apparently waiting for us about 20 days travel from our base. We are a small, cohesive band that has worked hard to build our assets for this journey. We don't see surviving the growing bands of raiders long enough to build a spaceship, so we want to try a mad dash for safety. We think we have ample supplies and a nice stash of silver plus some trade goods. We don't expect to ever see our base again. We know we'll likely face raids along the way and at our destination. We hope to be fast learners in this challenging environment.

Problem: only 25 way-points are allowed. This makes it difficult to choose our preferred route, avoiding enemy bases, impassable tiles, and hostile climates. When our way-points are very far apart, the route wants to go to the nearest highway, often leading us too close to enemy bases for our comfort, given our minimal numbers. Too many way-points and it's all to do over :-(

We tried mapping a partial route, but found our caravan halted indefinitely at the end and we couldn't find a way to quickly gather up our stuff and reform it. We are now demoralized and wish there were a helpful deity available... a god of travel, as it were.

Is anybody out there?

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