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Messages - zandadoum

#1
Quote from: Canute on September 08, 2020, 05:45:26 AM
A fast search at the General Discussion about meditate and you would found
https://ludeon.com/forums/index.php?topic=52921.0
some other forum users (with even less post count than i do) wondering "why this is happening" and then directly assuming this is a bug, does hardly answer my question
Quote
so my question is: is this normal, is this intended or a bug?
i'd like a definitive answer, not speculation. thank you very much.
#2
Hello,

I have had this thing ocurring for the past ingame days where my most important psycasters don't seem to go meditate, even when i set their whole schedule to meditating...

apparently all those psycasters have fibrous mechanites right now.

so my question is: is this normal, is this intended or a bug?
#3
Hello,

I completed a refugee mission... or so I thought, because everyone left the map after N days
Except two:
one who I already had been able to recruit during the quest itself
another one, who was in my hospital recovering from a wake-up addiction

so everyone else leaves and i start getting these messages one by one, that the ones that had already left, wanted to join my colony...

however... the JOIN button was greyed out! because they were not on my map anymore

after a while, the addict recovered and left the map. it was then, when i got the actual "quest completed" message that i realized why i wasn't able to recruit those others.
#4
Hello,

I am at a point in the game, where everything that happens, happens on a big scale.
massive raids, massive infestations, you know the drill... year 5515

so, whenever I let some nomads join for a while, it's not just 1 or two... it's 20!
and they have their needs and problems of course.

on of those needs is proper summer or winter clothing and please, not tattered...

as i can't assign them the same outfits than the rest of my colony, i have to go ONE BY ONE (all 20) and search clothing and force equip it manually

@Tynan, could we please get the ability to assign outfits to temporary joined people? thank you.
#5
Bugs / [bug] immortal animal breaks game
July 13, 2018, 07:43:57 AM
Hello,

Here is what happened:

- I had 2 colonies, I left one of them when a psychic ship dropped, which I was unprepared to fight.
- After a while, 3 labrador dogs joined that colony. I decided to abandon that colony then. I got the classical popup telling me I left people behind
- small break from the game. when I came back, there was an update
- After a few game month, those same 3 labrador dogs joined my main colony. but as it's a too cold biome for labradors I decided to sacrifice them.

BOOM! glitch! 3 tamers stand infinitely at those labradors, killing them... but they would keep healing themselves.
I tried attacking them instead of slaughter and this was the result: https://imgur.com/a/tMK7PUW

maybe it was the game update from today that broke something, because i tried some chickens and i can't butcher them either...

the biggest problem is that the game runs at 0,000001% speed now because of this. it renders my current colony unplayable. FPS went down to 2 (was 144 before) but CPU usage is still the same.
#6
Bugs / Re: [A17.1539] extremely laggy
May 18, 2017, 05:57:37 AM
Quote from: ison on May 18, 2017, 04:16:38 AM
Does it still happen for you? I've loaded the attached savefile and it was fine.
no, not to the extreme i explained in my OP

it does get extremely laggy when i am at x3 speed and try to use the cam with WASD which is extremely annoying, but it has been like that since i know rimworld. it just annoys me because i have a quite good PC and would not expect it from this game to lag so much.
but as said, i have played a looooong time (1500h before steam release) like this and i grew used to pressing "1" before moving the cam and after moving the cam pressing "3" again.

#7
Quote from: Bellicosity on May 17, 2017, 08:38:54 PM
Quote from: Tynan on May 17, 2017, 05:27:22 PM
It's not global, it's specific to specific situations, which you may not have encountered. E.g. target selection, dropping items on fleeing, getting sniped while in defense mode (cheesily), getting sniped while sapping into the base, losing a sapper and adapting, etc etc.

I will say that the bug infestations are much more dangerous imho. My previous method of dealing with them is no longer effective. Time for new strategies...
i am not 100% digged into the mountain and so I found it quite easy to deal with them...
my base has a few strategically placed turrets and defense positions.
when a bug infestation spawns, i just hold the doors open and lure them into the open... my tamed animals and defenses deal with them easily.


Quote from: Tynan on May 17, 2017, 05:27:22 PM
It's not global, it's specific to specific situations, which you may not have encountered. E.g. target selection, dropping items on fleeing, getting sniped while in defense mode (cheesily), getting sniped while sapping into the base, losing a sapper and adapting, etc etc.
honestly, I think sapper raids need A LOT of adjustement.
- i have had sapper raids that waited before attacking so i could do a premptive strike. as soon as you have mortars, ANY raid that does this is just dead. they start getting losses from mortars and don't react whatsoever
- to complement above point, i have had the weird glitch that enemies would NEVER move after taking mortar losses. i had a sapper raid killim themsevles after approx 3 weeks of not doing anything after getting half their guys killed by mortars
- other than that, sappers are so easy to deal with... just rush out your base, and kill them from behind (snipers and animals makes it safer) while they tunnelview focusing on grenading your walls...
#8
i am undecided about this...

it's a harsh mecanic, but...
IRL if you leave your dog home alone for too long... he might trash the house. why shouldnt an angry insect.
#9
Bugs / Re: [A17.1539] extremely laggy
May 17, 2017, 10:35:31 AM
7z could get my save under 1MB (saving as .zip as i wanted to make sure every1 could open it)
#10
haven't read the comments, but here's what I do. in no particular order:

- kill predators specifically and drafted with 2-3 guys. only necesary when animals are scarce on your map, coz if predators have plenty to eat, they won't attack you unless you attack them first
- have your hunters 2-3 backup animals with them at all times. the stupidest tamed animal can save your hunter from being killed
- this is my new favourite: train up timber wolves and STOP hunting. my colonists never leave the base anymore. my wolves go hunting (assign proper zones) and they or any other trained animal will haul the corpses back to base.
#11
Heya,

so, I could swear that I read somewhere that in A17 the enemy AI was improved... but I have failed to notice any improvement whatsoever. my enemies still die in the same stupid ways they have been for the last few alphas...

did I dream that announcement about better AI?
#12
yar 5505

10 colonists
50+ animals

i get an infestation in middle of a huge caravan visiting me. you can guess where this is going...

my guys tarts fighting the infestation and a visitor gets 1 shotted. inmediate revenge from the 20+ man caravan,

end result? 5 dead animals on my side and the timber wolf freezer full of juicy visitor corpses. and a pissed off faction that has failed for the next years to get their revenge.
#13
i reported this almost a year ago in the following post (link)
it was said as being looked at and i kinda forgot about that post but never noticed it actually working as i expected and shove it into "meh, just bad AI" closet...


https://ludeon.com/forums/index.php?topic=22542.msg242381#msg242381
#14
uploaded a save to this other post, but that was long ago. i kept playing so i don't know if you'll be able to reproduce.

https://ludeon.com/forums/index.php?topic=32492.0
#15
Bugs / Re: [A17.1539] extremely laggy
May 17, 2017, 10:14:26 AM
3rd and last attempt to UL the save through forum software...

... no

here's a dropbox link

https://www.dropbox.com/s/nd11naeoolk00g1/Colome%20%28Permadeath%29.rws?dl=0