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Messages - RadGH

#1
Yeah it is still a good idea and I hope my message wasn't discouraging! I think at the very least it needs some time to learn what the player's normal play style is before it can decide if you are "bored". It also seems that unlike other storytellers, it doesn't care if you are currently facing a challenge or not. I think that is still a necessary piece, even if the storyteller is based on player behavior.
#2
I thought the storyteller would be a good idea, more adaptive than the existing storytellers which have just way too much space in between. But after installing and activating the storyteller I've had four raids in the first day. Each one an equal amount of raiders to match my colonists, but most are equipped with firearms.

It's not a matter of boredom, I can't fight one of these groups let alone back to back. I had to quickload and hope they weren't armed with guns. I wasn't even able to carry a prisoner back before the next raid of another 5 soldiers appeared.

Sorry, this storyteller just isn't usable. Maybe it's just not designed for someone who uses hotkeys for everything, I don't know.

Maybe it's more fun late game if you have an automated killbox, but it's absolutely not viable if you play without killboxes or turrets. I don't know what people are saying that it's difficult "if you go afk", it's difficult if you are actively playing and building/microing in 1x speed.

EDIT: FYI this is a colony which has only researched batteries, very low tech with only a few of the starting medicine available. It was not even winter yet.
#3
Hi, I've had my name in game for awhile and just want to remove the nickname if possible.

Name is: Radley "Rad" Sustaire

Desired name: Radley Sustaire

I don't have the option to edit my submission (https://rimworldgame.com/creative/index.php/creation) or see any rules/instructions in the guidelines (https://docs.google.com/document/d/1HmLwOYk8e_kyQ4nEEfHtLr-vvPb03vkaOntnrVlPKM0/pub). I emailed Tynan directly first, but figured it was better to post here because I'm sure Tynan's a busy guy :)

Thanks!
#4
Hey there, looks like it's working but I get an error when activating the mod and restarting the game (and starting the game afterwards). This is with the separate storytellers. Going to give it a try anyway and see how it goes.

C:\Users\...\RimWorld1722Win\Mods\DoublePopulation_storytellers\Defs\StorytellerDefs/DoublePopulation_storytellers.xml: root element named StorytellerDefs; should be named Defs
Verse.Log:Error(String)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#5
My girlfriend had this issue on her computer, so I can't provide a save game or log file. It should be easy to reproduce though.

Steps to reproduce:
1. Have a wild elephant on the map
2. Have 1 or 2 harvested Agave fruit on the map, and nothing else the elephant will eat.
3. Have a pawn who has a meal in his inventory (just so we don't confuse this bug with the pawn's carried meal)
4. Leave the agave fruit on the ground, then right-click the elephant while the pawn is selected.
5. Option to tame elephant appears, click it.
6. Pawn gathers agave fruit
7. Pawn cancels tame order, keeps agave fruit on his person, then proceeds with his next task.
8. Attempt to right-click the elephant again, it doesn't work. No options appear, you can't right click the elphant.

Solution:
Elephants, in this example, require more than just a couple pieces of agave fruit to tame. The option to tame is given even if you don't have enough food. The option to tame the creature should instead be grayed out with an error message (Not enough food in storage). Also, if you don't have any food you can't interact with the creature. Instead, it should say (No food in storage) like above.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 06, 2015, 11:53:46 PM
The recent updates are looking great. A couple more suggestions:

1) The norbal throwing hammers are massively imba, especially early on. Got attacked by a pretty decent group of norbals and most of them had a throwing hammer. It's like an instant KO if they hit a colonist. I don't understand why they need to explode, or why they have such pin-point accuracy.

2) The techtree needs a bit of work at the very beginning. Trying to get an AC requires several different researches, even though you could unlock them immediately. You need construction, crafting, and power research to get an AC. Which early on, is a very large amount of research for 3 colonists. I think the amount of points for these tier 1 researches should be lowered or simply start with a furnace unlocked. Pretty sure spacefaring people understand how to melt metal.

--

Q: Is there a way to disable the norbal faction from appearing in world gen? I tried a completely new install and deleting the norbals mod folder and removing it from modconfig.xml. Gives me a ton of errors when I open the game, and I can't create a world.

EDIT: Got it to work by removing some code from a few xml files in the modvarietypack addon. Seems to be working fine now.
#7
I was struggling to get a cleaning area to work in my existing save game like some others. I have edb interface.

Here's some info:

1) Existing colonies don't start with a cleaning zone.
2) In a new colony/world, the cleaning buttons do NOT look like this anymore: http://i.imgur.com/P0aaczk.png but instead look like this: https://dl.dropboxusercontent.com/s/3xaafba5m6jk5gk/2015-12-04_01-08-32.jpg?dl=0

Here's how to add a cleaning zone to your existing world:

1) Create a new zone in your game with named "CLEANME". Name doesn't matter and will be overwritten later.
2) Save your game. Make it a separate save than your original in case you break it by modifying it.
3) Go to your save folder. Default is: %appdata%\..\LocalLow\Ludeon Studios\RimWorld\Saves
4) Open your new save file in a text editor (notepad might work, but I use Notepad++)
5) Ctrl+F and locate this bit of text: <label>CLEANFIX</label>
6) Scroll up from that line, Locate this line: <li Class="Area_Allowed">
7) Replace the class, REMOVE Area_Allowed and INSERT NoCleaningPlease.Area_Cleaning
8. Should look like, https://dl.dropboxusercontent.com/s/56viam8f3k111wg/2015-12-04_01-15-10.jpg?dl=0
9) Load your game. You should now see the zone has been renamed "Cleaning"
10) Place the cleaning zone. Unpause the game briefly, as it won't update the tiles are cleanable immediately
11) After a few seconds, your cleaners should be able to right-click to clean within the zone. But you don't get the popup outside of the zone.

Hope this helps. The same instructions might be in the other 11 pages but I didn't bother to look.

--

Latta, can you please link the instructions in the mod's post for people trying to add the mod to their existing world? Or advise for a better solution. I had thoroughly read this post but it didn't have much information:

https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 30, 2015, 03:03:17 AM
Double posting because this is completely unrelated to my rant about miniguns & mechanoids.

I was attacked by a single raider carrying an item with an odd red and purple square weapon. It was called a "Skywrath controller fake turret". When he was on the screen, the game would pause every time you unpaused it. Found out that happens when there are script errors going on. I held down spacebar and slow-motionly killed him, but it didn't fix. So I used debug console to destroy the ground around him until it was fixed.

Not sure what that was about.

10 minutes later, I got attacked by these guys: https://dl.dropboxusercontent.com/s/vr3pfyaeelwj1w7/2015-11-29_23-28-42.jpg?dl=0

I don't know what is wrong with these guns. They shoot very slow moving arrows that don't seem to do anything. They are from the "Federation Peacekeeper Corp" faction. Which normally sends weird mech things with crazy plasma guns. This is in MVP 1.15.
#9
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 30, 2015, 02:54:09 AM
Quote from: simon-82 on November 28, 2015, 05:06:45 AM
Quote from: RadGH on November 28, 2015, 12:14:12 AM
Also, after probably 20 quickloads I've determined it is ABSOLUTELY IMPOSSIBLE to kill whatever this is (without turrets). If I leave it any longer, I get invaded by them anyway. So I'm forced to cheat, or start over.

https://dl.dropboxusercontent.com/s/l3txqpiw4h7acgc/2015-11-27_23-58-59.mp4?dl=0

... the thing you encountered is the Mechanoid Terraformer.
Looking at your video, I have to say what you are doing is quite silly tbh.
First of all, there are several ways to deal with this thing. Not all involve combat.
Secondly, you are trying to brute force it without any tactics. These mechs are powerful and will kill you easy when attacked like that. Imagine a group of soldiers standing in front of a tank trying to shoot it with guns. In your case it's even two tanks.
Here is a possible tactic you can use:
Build an EMP mortar, send one or two colonists out to destroy the building. As soon as the mechs appear, pull them back and let the EMP mortar target them. When they are stunned, you can get in and shoot them. You can bring a colonist with EMP grenades to stun them further. Again, the mechs are meant to be that powerful. Going head to head with them is never a good idea, you need to be a little bit more clever :)

The Mechanoid Terraformer landed within the first couple of months (Cassandra Challenging). The techtree takes too long to get EMP cannons that soon, unless maybe you rush it directly. My area was frozen half of the year and I did fine without turrets, so I did not intend on researching them any time soon. Requiring turrets for one specific scenario is completely idiotic and badly designed. Any other event can be fought by colonists with good strategy, but not this one.

One idea I had later was to build walled sections around the thing, so they hopefully drop in to an enclosed section. But this is very much exploiting.

Anyway, the video was the only thing I bothered to record. I tried a few things. I "scouted" the thing early on, they drop down and destroy you. Also, you can't run away before they land and attack you. Not in a large open map like mine. So I figured I would leave it alone until later. Eventually they start a "mechanoid invasion" if you don't deal with it. This sent 4-6 centipedes, and 20+ scythers. I'm not even sure if they stop coming, that's how many it ended with when all my colonists were dead.

So I rolled back to my earliest autosave, which didn't give me enough time to research and build turrets. So I tried rushing it to avoid the invasion.

The thing is, these things are just absolutely retarded in this mod. The minigun has perfect accuracy and shoots 200 times with a 1.5s reload speed. Anyone it looks at is dead. Instantly. Irregardless of distance.

Compare it to what they were intended to do in the original game: https://youtu.be/wusy3Z8JKkY?t=285

Anyway, in the end I cheated and destroyed the thing. I had one land later and build 3 minigun turrets surrounding it. It was cake.

Final opinion: Miniguns are COMPLETELY and UTTERLY overpowered. They do high damage, shoot many bullets, have amazing accuracy. The reload speed, which you would think is their main down side, is only twice that of M2 Browning Machine Gun. Attacking them with anything but mortars is suicide. boooooooo, etc
#10
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 28, 2015, 12:14:12 AM
I've been playing this modpack a whole lot recently and it's really fun. A couple things need fixed though.

Why on earth does the "hunt" action make the colonists sit at maximum range? They have a 1% chance to hit. The hunt command is completely useless with a ranged weapon. They'll use a shotgun to the point where they might graze the fur of a rabbit. It's much better to recruit and hunt manually, but this is very tedious. The best weapon to use hunting that I've found to use so far is the RPG-7 since you'll miss, but you might kill something else. And my hunters I've ensured all have over 98% ranged accuracy, and over 10 ranged skill. I also check the weapon stats themselves and go for the best accuracy. Doesn't help at all, pretty sure it just makes them stand farther away! Even the sniper rifle is useless, they'll open the door and start shooting. Very likely to hit an ally that way too, so I had to give a closer ranged weapon.

Anyway, Is there any way to fix this? I can use a melee weapon, duh, but after every hunt they go rest in the medical bed because of a minor bruise on their pinky toe and then I have to micro manage the medicine!

--

Also, after probably 20 quickloads I've determined it is ABSOLUTELY IMPOSSIBLE to kill whatever this is (without turrets). If I leave it any longer, I get invaded by them anyway. So I'm forced to cheat, or start over.

https://dl.dropboxusercontent.com/s/l3txqpiw4h7acgc/2015-11-27_23-58-59.mp4?dl=0

What's with the minigun the fat ones get? 300 shots, crazy damage and accuracy and reload speed? It's like the stats were designed by a child. They can snipe you from across the map, and it's impossible to dodge mechanoids. Extremely imbalanced with this gun mod...
#11
I was in search of a mod to add children and stumbled on this thread. Very disappointing by the close-mindedness of this community, sticking to realism over gameplay. It's absurd.

This guy gets it:

Quote from: Fluffy (l2032) on November 22, 2015, 04:03:36 AM
we should probably not use 'this timescale makes no sense' as an argument for any timescale - in the end they're all abstractions for gameplay's sake.

Most of Rimworld is fundamentally based on Dwarf Fortress. So why not children? Dwarf Fortress has children. A year in Dwarf Fortress is around 1 hour. It takes 12 years to be considered an adult.

Now forget years, because that's really unimportant.

Pregnant -> Baby: 45 Minutes
Baby -> Child: 1 Hour (Able to clean and haul)
Child -> Adult: 11 Hours

Rimworld has a different concept of roles and restrictions so it would be interesting to implement that with the aging process. Something like this:

Age 0: No skills avilable
Age 1: Hauling, Cleaning
Age 2: Artistic
Age 3: Animal Training
Age 4: Growing (Child labor? Damn right, you are trying to survive and everyone must chip in)
...
Age 12: Adult (finally unlocks Melee, Ranged)

"But a year takes 16 hours in Rimworld, so shouldn't it take 16*12 hour-" NO!!!

This isn't Earth. 1 Earth year does not equal 1 Rimworld year. It is perfectly valid that you grow from baby to adult within one game year. If you were on Neptune you would die of old age twice before you were 1 Neptune Year old.

--

Ugh, anyway. I think children should be in the game.
#12
I've been a pretty avid dwarf fortress / city builder / RTS type of gamer, so I've probably had a lot less trouble than most people have when starting out in this game.

However, I still did have trouble on a few things. Most of these have probably been covered or are already known, but I'm going to go through them in full anyway.

1) Graves should not bury animals by default.

2) Maximum range of workstations should start much higher, if not maxed. From Dwarf Fortress, I understand the benefit of limiting search range for performance reasons, but it only makes sense when you are a well-established town.

3) I didn't figure out how to interact with travellers/passersby until my third game. Would be nice to have a right-click option when in citizen mode that is grayed out that says "Arrest BillyBob (Required Military)". It would also be nice to have some diplomacy options and avoid arresting them; or even trade/chat with these people, but I know that is a lot more implementation than just a quick usability fix.

4) There's a bit of a problem with roofs when building in caves (again, dwarf style). I have un-removable regions that cannot be cleared by the no-roof zone (or even by adding roofs again, then removing). It would be nice to have an order to "Remove Roof".

See the solar panels on the left, and the empty room on the top right:
http://radleygh.com/images/RimWorld363Win_2014-069-19-56-16-48.png

It seems to work fine until you have part of the roof collapse. From there, I can't find any workaround to get rid of them. The roof tiles that aren't being removed are "Rock Roof (Thin)"

5) Some of the descriptions for furniture/buildings are not very helpful.

Example A: The grave - What does burying people actually do outside of roleplay?I assume it gives a happy thought for burying people, or at least gets rid of the negative thought of seeing a corpse. That should be explained in the description

Example B: The sandbags - It's great that they provide cover, but how does that work? From Reddit it appears you can shoot over them if you are adjacent. I am not sure if there is any accuracy falloff over distance, or if they even stop grenades.

Example C: Flowers - It's hard to find out what they are for. I've got roses. I can't figure out what to do with them. I can't find any tooltip that explains them. Maybe they just aren't finished yet. I noticed the flower pots grow daylily on their own, so that's not what they are for.

6) I still do not understand what a nutrient paste generator is for. Nobody seems to be able to use it. My people seem to be quite content with a kitchen and even eating raw food, as long as they have a prepared meal once in awhile.

7) The hoppers and equipment benches do not seem to have any benefit. Maybe they do, or maybe they are just cosmetic mini-stockpiles. If they do anything aside from providing a mini-stockpile, they should explain it (I'd imagine the hopper lets you stack more items on one tile, but it doesn't seem to be the case).

eight) Does slag debris do anything? I would assume this can (or in the future will be able to) melt down into metal, and the tooltip should explain that.

9) The launch pad needs a different name, like "Cargo Area", "Landing Zone", or "Loading Zone". It's quite misleading, I didn't bother reading the description for awhile since I had no plans on building rockets until I had a flourishing base. Then I realized what it was really for, and was just like, "what?". I assume that's what the double quotes are for, though.

10) If you give someone an order to dig an area, they immediately lose interest when they are done and go to do something else. It would be nice to give them a "Mine Minerals in the area" command, which could either requeue the job until they are bored/hungry/angry, or they finish the area.

---

I would like to point out that most of the other features in the game were very well done. I didn't expect the turrets to be so simple to set up, and I love that I can directly control people to do specific tasks. I was incredibly surprised at how well this has already turned out.