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Messages - huyderman

#1
Outdated / Re: [A15] Better Pathfinding
October 03, 2016, 07:09:10 AM
Quote from: BetaSpectre on October 02, 2016, 10:55:22 PM
+1 This mod looks really nice. I'm sticking to vanilla cause I think it's more realistic that people IRL might not know the optimal paths.

Sure, people might not know the optimal path. But unlike vanilla, people IRL can spot an obstacle ahead before they're standing right in front of it... Or would stick to the road or walk around a march... We do a lot of micro-optimizations to how we walk without thinking about it, and IMHO the results of the optimized pathfinding here is closer to how people actually plan a route than vanilla.
#2
I had some problems with colonists hauling stuff in and out of my stockpile when setting filters, but I'm a bit unsure what triggered it and what resolved it.
#3
Pawns having so little sense of self-preservation, i.e. they'll run recklessly into to line of fire and get mowed down. This means I have to baby-sit my colonists, and most assaults on the colony are just unsophisticated zerg-rushes.
#4
General Discussion / Re: So... Tynan; Emergence?
March 19, 2015, 04:12:56 AM
AI stands for Artificial Intelligence, not Advanced Intelligence. And the storytellers are definitely a sort of simple AI. With the possible exception of Randy Random, they make decisions (e.g. which kind of events to fire) based on "observations"/inputs (e.g. things like the worth of the colony and how long you've been playing). And there are many similarity with L4Ds AI director which decides when to spawn zombies based on the state of the party to create lulls and peaks of intensity.

Sure, neither are Skynet, but it's definitely AI, as the term is used in games.
#5
I'm leaning towards merging them as well, I can't really remember having any colonists that are just one or the other. That said, an "advanced" mode or something for those who enjoy micromanaging might be nice.
#6
General Discussion / Re: Colonists AI
January 29, 2015, 04:22:11 AM
Yeah, it really bugs me pawns aren't smart enough to haul things while heading home. "I'll head across the entire map for this thing, but I won't bring any of many others scattered around I could easily carry with me as well…"
Also, pawns need to get a better sense of self-preservation so they'll stop running into the line of fire all the time…
#7
I'll join the choir here as well. The simple stylized look works well, but I'd like to have my pawns be more distinctive. They always end up all dressed in the same climate-appropriate clothing, and eventually power-armour. As pawns get killed and new ones join, it gets hard to tell them apart.
#8
Drinking, because I've been wanting more ways to deal with bad moods among the colonists. I've had too many colonies caught in a bad-mood death spiral; getting them hammered might give me a window to fix things. :)

Engravings sound really cool too, and being able to rescue visitors will help my bad conciousness for just leaving them there to die...
#9
Quote from: JonoRig on January 22, 2015, 05:29:37 PM
http://youtu.be/z570J471aSI

I don't know how to embed, but this is what you made me think of, when saying other, non-beer, alternatives

Seems like a good enough reason to bring in orchards. Give me a cold cider over beer any day. :)