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Messages - MarvinKosh

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1
General Discussion / Re: Unstable build of 1.0 available
« on: July 15, 2018, 09:01:15 AM »
Hey add a stealth system which manipulates a pawn’s field of vision drastically, especially in dark areas.

And of course, simulating when pawns blink means we'll be able to do a Weeping Angels mod.


2
Releases / Re: [B18] Marvin's Stuff
« on: July 15, 2018, 03:13:21 AM »
Combat Readiness Check (1.0 unstable)

v1.1.7 "Release the Yorkies" test version

- Uses post process curve similar to 1.0's threat points calculation, with a much more forgiving curve than vanilla.
- There is a setting for the percentage of animal combat power used in the calculation (vanilla is 9%)
- Only animals which have been trained in Release are counted in the points calculation.
- Like the 1.0 vanilla calculation, points are halved for caravan ambushes.
- Like B18 and before, only wealth from armour, weapons and buildings count.
- The criteria to decide whether armour is counted has changed, it is counted now if it has a high enough armour value vs sharp.
- Weapons stored in a colonist's inventory will be counted (they were ignored in B18 and earlier).

Download from Dropbox: https://www.dropbox.com/s/u3yicb1wtko2qg1/MarvsCombatReadinessCheck117_TEST.zip?dl=0

This version will be updated on the same link when things break, so re-download if you have problems with the mod during 1.0 unstable. Please report errors or unintended behaviour.

3
General Discussion / Re: Unstable build of 1.0 available
« on: July 14, 2018, 02:04:49 PM »
Tynan please for the love of the environment and the planet lower the time it costs to sow trees. lol.

I have pawns getting entire nights of sleep done before the guy who ran out to plant a last minute tree gets finished.  It's silly as as fook.

Maybe break tree sowing into phases so that a pawn can do a bit and then go for a break. Low-skill pawns are quite slow at doing things. Remember I told you about Lips, the guy who learned Construction from zero skill? Smoothing just one bit of wall or floor would take him ages.

4
General Discussion / Re: Unstable build of 1.0 available
« on: July 14, 2018, 09:29:42 AM »
Here are a few insights from my PTF (Permanent Toxic Fallout) 1.0 colony.

I started with four colonists, I still have only those four colonists because my one and only prisoner died of heatstroke. However, there was one colonist (called Lips) which seemed useless because he didn't have any skill at or passion for construction or mining. When there was nothing left to haul or clean, he would frequently be found wandering around idly.

So what I did was train him up by smoothing walls and floors. Yeah, he sucked at it for a while, but guess what? He's now skill level 4, and has a reasonable chance of success at succeeding at simple construction jobs like putting walls up, constructing batteries and conduits. There are still quite a few buildings that he can't build, but he can still deliver resources to frames.

Now you see, I like this story. Lips starts doing a job that he had never done before. He isn't good at it, and he doesn't particularly like it, but he helps out when needed. Over time he gets better, not great, but he's no longer so awful that furniture and walls fall apart moments after he starts putting them together.

Maybe he ends up recruiting someone who is far better than him at constructing, but if the colony is ever short-handed he's got those 4 points of construction skill.

So my point is, don't get too hung up on what a new recruit can't do or can't do well.

5
If you gave an artillery shell a good solid smack with your fist, you're more likely to break your hand than set it off. They're designed to go off after a high-velocity impact.

6
General Discussion / Re: Unstable build of 1.0 available
« on: July 13, 2018, 12:50:31 PM »
I'll be honest, so long as the save operation is reliable (unlike some OTHER ironman games out there) I don't mind permadeath being the default.

Is there any chance though that instead of having to back out to the main menu and go through all the initial new game dialogues we can get a 'try again with the same world settings' option? Eh, I'm sure someone will come up with a mod for that, but I feel like it's one of those things which would be nice to have in the game, even if it isn't a top priority right now.

7
General Discussion / Re: Unstable build of 1.0 available
« on: July 10, 2018, 02:05:04 PM »
FYI, for those that can't find the Ramp Up tab:
To use the Ramp-Up tab in history, you need to first activate it in the view selections at the top of the screen while dev mode is on.

Dev Mode > Open the View Settings > 4th from last

No, it just doesn't work with existing saves for some reason. Turning on logging just logs the ramp-up to the output_log. :)

8
General Discussion / Re: Unstable build of 1.0 available
« on: July 10, 2018, 11:22:00 AM »
Hey guys,

The ramp-up graph doesn't work for existing saved games for some reason. It should normally plot a point every day. It does work with a new game.

9
General Discussion / Re: Unstable build of 1.0 available
« on: July 10, 2018, 10:23:09 AM »
@Madman666: Like Tynan said in the change log, there's a new dev-only mode history graph which shows how the Storyteller ramp-up changes over time. Ramp-up is a factor which usually increases with time, but decreases when colonists are injured enough to be downed - in other words, when they're in a tough fight.

This basically means that when threats are too easy, future threats will be a little bit harder.

I don't know what exactly Tynan changed but you know, take a look at the new graph and see what happens if colonists get downed in a fight.

10
General Discussion / Re: Unstable build of 1.0 available
« on: July 06, 2018, 02:51:19 PM »
If we hold that tactics like "path abuse thrumbo over long time" and "door peek vs manhunter events" are degenerate/uninteresting due to the time it takes to do these things, manually hunting for predators is in the same boat.  Even with wildlife tab, you can't safely hunt them solo. 

I've found that the best time to send a hunter to take down a predator is after the predator has finished fighting a particularly difficult prey. They're wounded, and therefore take fewer hits to down, and potentially can't retaliate as quickly or as effectively.

So the Wildlife tab is useful in that regard, just keep an eye out for wounded wargs, for example, and then jump to them and mark for hunting.

11
General Discussion / Re: 1.0
« on: July 06, 2018, 02:42:34 PM »
RimWorld is about making stories. The storytelling part doesn't suffer because of nerfs, but it does mean that the stories will now tend to be a bit more grim and dark, occasionally with moments of pure awesome sprinkled in there. :D

Seriously, just play it and figure out some new strategies. Mine, in Naked Brutality, is to be completely unashamed in throwing down wooden deadfall traps. Which is what a lone person trying to survive with limited resources would do, I think.

12
General Discussion / Re: Unstable build of 1.0 available
« on: July 06, 2018, 01:27:27 AM »
Predators can, obviously, still hunt your animals. So it's still going to make some interesting stories.

13
General Discussion / Re: Unstable build of 1.0 available
« on: July 05, 2018, 08:40:37 AM »
I had a go at the Naked Brutality scenario yesterday (Phoebe Chillax, Basebuilder difficulty, cold&wet world).

First of all I had Engie chop some wood and cut some berries, and fix up the ruin nearby. It's pretty cold, so having somewhere warm for her to sleep seemed like a good idea.

There are some caves nearby with insect hives. A manhunting squirrel takes a shortcut through the caves and gets instantly annihilated by the insects.

While Engie works on extending the initial building (lots of tree chopping) I get her to cut some more berries to keep hunger at bay, and haul some of those back home. I also add a couple of passive coolers so that she doesn't get too warm inside the steam hut.

Engie is fairly skilled at crafting so she crafts herself a good quality short bow.

A lucky cargo pod contains almost three stacks of corn, which also gets dragged back home.

The first raider arrives just as I finish building some cheap wooden deadfall traps. They give him some injuries, but he still manages to get some hits on Engie before she escapes into the steam hut.

However, because there is an insect hive nearby, the raider decides to suicide into the insects since he can't get at Engie any more.

Engie sneaks over to the insect hive later on, steals some insect jelly for herself, and then also drags the raider's body out of the cave and strips him down for clothes. Hey, they're tainted and tattered, but it's better than going outside wearing nothing.

So far I've found it to be a fun scenario, and a bit difficult in the beginning. But well worth playing.

14
General Discussion / Re: Unstable build of 1.0 available
« on: July 04, 2018, 12:38:34 PM »
With regard to making raids less of a focal point, I agree. In 1.0 I had so much more fun going out and rescuing incapacitated refugees from who knows what. :)

15
General Discussion / Re: Unstable build of 1.0 available
« on: July 03, 2018, 01:09:36 PM »
Getting a weird bug now where all my plants are dying because of poison.

Sounds like poison ship. That wouldn't be a bug, unless it's a cloaked poison ship, which would just be Tynan being evil. ;)

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