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Messages - DariusWolfe

#1
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
September 20, 2018, 11:51:55 AM
Not lazy at all, but just above there was someone asking for an update that had already happened. When I come back to the forums after a break, I quickly go through and "mark read" all boards that I really don't care about (bugs, stories, off-topic, etc) and then skim through the rest; Doing a quick peek at the linked topic, it hasn't updated in weeks, so that's why I probably missed it. This thread, on the other hand, I see every time I come back, with new comments, both from users and from Syrchalis discussing his updates.

And no, as a rule I like the mods grouped into a single thread; Then I can go looking for mod authors I like and find new stuff; If I'm looking for a specific mod and I don't recall the modder, I am quite capable of using the forum search. It might be a good idea for the mods to move this thread to outdated mods, since Syrchalis now has his own threads; That's one of the folders I tend to mark read.
#2
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
September 20, 2018, 10:40:25 AM
Syrchalis,

Are you taking over this mod fully? It might be worthwhile to create a new thread, since you have no ability to edit the title/top-level post, and it seems like folks are getting confused by that. Plus, you've been doing a solid lot of work updating this, so while I appreciate the hell out of Nandonalt creating the mods in the first place, I figure it's fair for you to get some credit, too.
#3
Releases / Re: [A18] SimpleSidearms (1.2.5)
September 20, 2018, 10:36:17 AM
Glad to hear that this is getting an update. I fell off of playing back when the Unstable build was still cooking along, but I've been missing this mod a LOT, especially after the 1.0 Unstable/B19 changes with melee/ranged combat.
#4
Releases / Re: [1.0] Set Up Camp - once again
August 09, 2018, 05:09:33 AM
QuoteRe-coded and improved by Syrchalis

What were the improvements?
#5
I've definitely had my share of miserable meals in the dirt... And it really wasn't the table or lack of table that really mattered. It was the quality of the meal (MREs or heated from a tin) the conditions (hadn't bathed in a week, barely sleeping) or comfort (sitting on your own helmet or doing the Forrest-and-Bubba thing) that made those meals miserable.

I think speed, comfort and cleanliness are good reasons to eat with a table. The chairs already handle comfort, but having the table buff eating speed a bit, plus having it negate penalties for food poisoning chance and dirt-generation would be plenty good reasons to use a table without a mood buff/debuff.
#6
Have you ever tried to calm a nervous or wild animal? Sitting quietly, talking calmly, about pretty much anything, is a good way to do things. The talking doesn't have meaning to the animal, but it helps acclimate the animal to the sound of human voices; We vocalize all the time whereas most animals are reasonably quiet unless they have a specific need to be, so it's a good first step.

I once had to get close to a half-wild dog (a husky) that my wife nearly hit with her car. I sat down and talked quietly to him, every minute or two shifting a little closer, an inch or two. I just kept talking, and inching a little closer, until eventually I let him smell my hand, and eventually touched him. I just kept at it until I was eventually able to toss the collar over his head. The whole process took me over an hour from start to collar; If he had been genuinely wild, I would probably have done the same sort of deal over several days, at least.

That idiotic dog wasn't ever supposed to be a permanent resident, but we've had him for nearly 5 years now.
#7
Ideas / Re: Your Cheapest Ideas
July 28, 2018, 07:47:18 PM
Quote from: bobucles on July 28, 2018, 07:03:47 AM
Make pawns gain recreation for the full duration of playing billiards. Currently walking around the pool table doesn't count as "fun", so the pool table only ends up being half as good as the description says. And if a pawn has slow walking, they'll get even less benefit.

This sounds like it might be worthy of a bug report, because that doesn't sound like intended behavior.
#8
Ideas / Re: New Trait: Anti-Gourmand
July 26, 2018, 06:21:48 AM
Nutrient paste I'm fairly sure it does, as well as raw foods; Not sure about insect meat.
#9
Ideas / Re: New Trait: Anti-Gourmand
July 25, 2018, 02:20:25 PM
Doesn't ascetic already kind of cover this ground, though? What you're suggesting is basically a watered-down version.
#10
Go try it before you get worried. Your tamers will continually work to keep your animals tame. Unless you have a massive herd where the tamers aren't capable of keeping on top of it, you'll be fine. Even massive herds are still viable, you're just going to have to dedicate a lot more of your tamers time to upkeep.
#11
Quote from: Ilya on July 24, 2018, 12:24:12 PM
Quote from: Tynan on July 24, 2018, 11:44:02 AM
Still love to hear more suggestions about how to make tactical pawn vs pawn combat more attractive.
I find pawn vs pawn combat fun, and I tend to go for it, but I have one major problem with it: it's too unpredictable. The reason why it's unpredictable is that the gap in shooting skill between pawns that are supposedly good at shooting and pawns that are bad at shooting is way too small, in that everyone is too inaccurate, especially at short range. Just think about it; in Rimworld, it's perfectly possible for a pawn who is supposedly a planet-class shooter to miss several shots in a row on a downed elephant that is only a few meters away. This exact thing happened to me many times, but it shouldn't. In real life, not even a beginner would miss like that.

If the gap were wider, it would become more reasonable to specialize pawns into soldiers and workers rather than just draft everyone every time, because professional soldier pawns will have more chances to beat by a raid by themselves, unless the raiders also have very good soldiers. Another problem that inaccuracies cause is that it makes banzai charges from raiders too good, especially early on in the game. A few guys with knives and clubs charge at your pawns across an open field, your pawns miss every single shots at them, and then you either stand your ground and lose, or you do the door strategy and just wait until they turn their back and walk away before you go out and try again. It's lame, but it's necessary. And even if your pawn does manage to hit something, it most likely wont incapacitate the raiders, who can receive a direct shotgun blast and still go on to fight in melee.

On the other hand, you don't want everyone to be too accurate, otherwise all fights will be over in seconds. Maybe that aside from widening the gap in combat skills, all pawns should also be much more accurate at close range and less accurate at longer range. And while we're at it, the chances of suffering permanent injuries and especially of dying are way too high. In actual wars, most of the participants survive and come out without being crippled. They should have less permanent injuries, but also take longer to recover from their wounds, and maybe bleed out a bit faster to make battlefield medicine more important.

Ilya makes a very solid argument, and all I can really do is signal boost it.
#12
Quote from: Tynan on July 24, 2018, 02:01:20 AM
I think the first thought here is to make the raiders smarter in a human-like way so that they're not trivially defeated by such tactics. E.g. if it was a human controlling them, he'd not have them leave the door and attack the wall over and over, he'd probably have them attack the door specifically, right?

Or do players like this strategy? Should it be left alone? After all, consider the topic of this thread... All opinions welcome.

I think, regarding Firestonezz door peeking, the problem is definitely in how the raider reacts. If shooting the door is an option, that's absolutely what I'd have them do; increased "hold" time (i.e. waiting with their weapons 'charged' for the colonists to reopen the doors) would also do a bit to make this a less vital strategy; The longer the battle, the more such other problems rise, such as hunger, sleep deprivation, injured pawns, etc. So increasing the tactical patience of the raiders will do some of the work for you. Especially if the raiders come on to the map well-rested and well-fed.

Regarding an earlier comment, about buffing using colonists in combat/defense: For me, it all comes down to long-term risk. Raiders don't play by the same rules, because they've got an effectively infinite pool of pawns to throw at you. maimed or killed pawns don't hurt them in any fashion, so they can zerg rush you all day long; they'll always have more; I think literally the only way a bad raid can go against them is if the player fucks up a captured pawn (peg legs, removed eyes, etc.) and sends them back, because then they have the potential to be in a future raid. I want to use my pawns in combat, because then it's a matter of my tactics versus theirs; it's just rarely a good idea because any loss or permanent injury I suffer lingers, and can cascade into a total colony loss.
#13
Not a bug. Read the latest patch notes.
#14
That definitely seems like a bug, considering corn does in fact rot. I've also usually seen the rot time default to the slowest rot, which can be weird for planning, so maybe a change was made there that had an unintended consequence?
#15
Not the alpha launch, but the 1.0 Unstable build, I think. There are still a few features of the Better Workbench Management I'd like to see made vanilla, but that's one of the ones that was.