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Messages - zxxzzxxz

#1
[Everything is translated using Google Translator, so many things can be very poorly translated]

Alas, unfortunately I can't post it anymore, since I completely deleted the game, along with the saves.

It became unbearable to play with 20 pawns and 30 pets, playing already 3/4 of normal speed, and as raids come with 150+ pawns, it gets even worse - already less than 1/3 of normal speed. (1.1M colony value)

I will add here some comments on the logic of the game, since there is no desire to start a new topic. = (

* Pawns during the attack go on the assault on a free path, if any. But at the same time, if they take to flight, then they go the shortest way, even if they have to break five doors that they previously ignored.

* Pawns that have received the "Insult everyone in a row" stall junk with beds. As I understand it, in order for a pawn to be able to scold someone, it must stand close to it from the sides and is on an empty square. And when a pawn sleeps and they try to insult it, often the target switches to insult many times. Since the sleeping pawn is surrounded on the sides (example: on the left and front there is a part of a double bed, on the back is a wall, and on the right is a nightstand).

* Pawns that have received the "Arrange Escape" / "Desire to Kill" disruption can be quickly bypassed by locking him or his target in the room by building a wall. And if a pawn cannot find a new goal, a nervous breakdown immediately subsides. I propose a solution: a) The pawn does not frustrate its disruption until it succeeds or time runs out. b) The pawn will break the barriers on the already paved path, if the former only path to the goal has become unavailable, and there are no other goals. c) I have a breakdown on another, for example on "Rage"

* I think it is worth combining snow removal and dirt cleaning into one task, so that what is closer is removed. And prohibit snow removal during snowfall (or just shallow). Since these problems usually lead to the fact that the pawn during the snowfall, generally ceases to remove something, trying to forever clean its yard. Thus, the pawn makes an absolutely useless task.

* Mode of construction on top of rocks / trees, prohibit their extraction to builders who do not have these types of work assigned. For the function is useless when all the struts wait until one of the digs with a digging skill of 0 digs something to build a wall.

* The mode of setting drawings to the place of the destroyed, should be done differently. Drawings are always better put, but a switchable setting is better to be responsible for whether they are enabled or disabled by default.

* Prohibit pawns from performing the task far away with the "Anything" schedule, if by the time she starts to execute it, her lines will fall below the threshold, which immediately sets the task of "eat / sleep / play." Since when you try to build / get / collect something in the distance, it is often for several days, watching the pawn come running, does 1 of the same task of 100 and immediately runs back to the base "recharge".

* Change the priority for builders to "first bring" / "then build", so that there are no situations when 1 builder brings resources 10 far away, and after 9 builders run to build one at a time over a long period of time.

* I think something needs to be done with clusters to protect against psionics. For example, a psi-suppression field generator, like a field generator from bullets and mortars. Since one psionic with invisibility and grenades can destroy any cluster, with minimal risks, be punished.

* Also, the wave of rage is too strong ability, as it makes it easy to deal with large waves. I think that it is necessary to slightly change the principle of rage, for example, to prohibit the allied units, start attacking those who are in a state of rage, until he attacked him. There is also sometimes the consequence that even though the rage subsided, but the unit was not affected by this ability, continue to attack the allied unit unilaterally. Usually this is often manifested with mechoidoids.

* Energy spear has a very short range, less than a machine gun. Making it thereby for a developed player, almost useless. It is not possible to shoot normally from it when this pawn begins to be fired from many other more long-range guns.

* Quests with rewards in the form of resources require adjustment, they are given too much. The award of 3000 mash, too well covers the needs of almost a year in advance. I think this is completely wrong.

* Rewards between different types of quests should be made adaptive, that is: if a certain type of quests is constantly taken and executed (or very quickly, if there are any internal metrics), then for future similar quests, it is worth reducing the reward. And vice versa, if a certain type of quests is often not taken, then it is worth offering more in the future as a reward.

* There is still a bug with jelly insects, when a pawn gets a nervous breakdown "gluttony", then if there is jelly on the map and the path to it, then it doesn't matter if there are bugs or other danger there or not.
This leads to the fact that starting a game on a map with caves means that if you do not resort to an urgent blocking of all passes to this jelly, the pawn having received this stall goes stupidly to die. And the second problem is that a pawn in the disruption "gluttony" forcedly removes the ban on eating goals, although there is no point in doing this, and this also leads to the fact that other pawns also go without the player's knowledge to interact with jelly or other food (transfer / eating), leading to sad consequences and to accusations against the game, especially among novice players.

* Pawns who have come to the aid of the quest, at death, are sometimes credited to full members of the player's faction, marking them as dead settlers and corresponding further interaction with them.

* Large raids from transport capsules - 50+ pawns, they give out too much scrap metal in the sediment, sometimes it reached 2k steel from the raid, which I think is somehow not right. This is no longer a problem for the faction, but some gifts.
#2
Quote from: Canute on May 15, 2020, 02:00:39 AM
If iam not wrong, the value get multiplied with the bodysize.
So a bear with his bodysize of 2.15  would need more then the small husky.

No, Example: Trumbo need eat = 5.6 (stats) and his size = 4 (stats)

And if you observe directly, then these numbers are absolute, and other factors are not applied.
#3
[Used Google Translate]

It seems to me that the figures on food consumption among animals are incorrect.

Example:
Huskies require 0.8 per day.
The bear requires 0.56 per day. It is larger. He's fighting capacity. He is also teaching. But eats less than a husky.
Guinea pig requires 0.56 per day. She is very small, can not nothing but eats like a bear. WTF!?
#4
Bugs / [1.1.2624] Visual offset in texture join
May 12, 2020, 08:21:22 PM
[Used Google Translate]

The joint in the wall textures among the rocks, the texture with the front of the wall is offset relative to the texture of the completely closed wall.
#5
[Used Google Traslate]

The climate cycle is a very cool thing, which adds to the problems for the colony. But unfortunately, it does not affect the temperature on the world map in any way, although the constant condition itself is global for all maps.

And a silly situation turns out: summer is outside at -20 ° C, and on the world map at the same point it's conditional +2 and you can graze for 10 days.
And when on the street -55 and donkeys die from hypothermia, then you can safely send them for a walk in the caravan, where again it's only -25 degrees and there they no longer mysteriously cool.
#6
Any objects cast a light shadow over an ordinary shadow from something.
#7
[Used Google Translate]

When a pawn wants to have fun, it goes and has fun, but with the statues it happens very quickly. the scale is filled from 0% to 100% in just 0.2 hours.
#8
[Used Google Translate]

Deconstruction sounds are partially swallowed when the game is running at low fps (for example, 2x / 3x game speed), that is, deconstruction sounds do not start to play from the very beginning, but with a small skip to the beginning of the sound (the click sound in the sound is almost completely swallowed, only sound echo that comes after a click).

This is clearly audible when the game is accelerated and the FPS is low, and at this time the pawn deconstructs the long wall evenly.
#9
Bugs / [1.1.2624] Prohibition of use
May 08, 2020, 03:58:43 PM
[Used Google Translate]

The ban on the use of turrets combines functions that are worth sharing.
1. Reload ammunition (steel / uranium)
2. Repair / Transfer

Now, if I don't want the turrets to be reloaded, trying to save resources, I will not let them repair, which is not convenient, forcing the player to manual control and careful monitoring of the process.


Also, for example, a drill: Prohibiting its use, it also can not be transferred if I issued an order to transfer to a new place. What the loop begins with: If the drill is not prohibited, it will be used, and the transfer wait for the moment when it is released (and this can be very long), and if it is forbidden, then although they cannot use it, they cannot transfer it .

I'll also insert the problem of manual orders here, if the drill is in use or expects to be used, you cannot order the pawn to transfer it, because it is used.
#10
[Used Google Translate]

Using the ability "Fury" on your pawns makes it easy to fold any negative state without any consequences.
In my opinion, this completely eliminates the whole mechanics of nervous breakdowns.

I propose banning the use "Fury" of pawns in a state of nervous breakdown, or making sure that the stall is not reset in this way.
#11
[Used Google Translate]

I also confirm this. In the current save, after switching from version 18 to version 24 of the game, my base suddenly changed the virtual type of landscape on the world map, there was Sandstone and Marble, and now Sandstone and Granite. Now new quests for the construction of monuments require granite, which is not on my map at all. The quest becomes impossible.


I will also add a similar problem to quests with monuments: mods that add new ores and materials are also often required to build monuments, but at the same time they require inadequately large amounts of new resources, without checking the availability of these resources on the map in the form of deposits and other sources, and their availability in stock.

Example:
(without mods) any stone 1500, any something 700, steel 1200.
(with mods (copper added)) any stone 1500, any 700, copper 1200. (there are 200 in the warehouse and you can still get 500 from the mountains (total: the quest is impossible)