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Messages - delor

#1
General Discussion / Re: "Beavers!"
September 15, 2016, 09:10:46 PM
  Never had any trouble with beavers, myself, but it's still my most hated event.

  It just happens so frequently, and when it does because the hunting AI is so dumb I've got go out and micro killing each of them one-by-one to stop the tree blight.  Frequently having to walk all the way across the map to do it, too.

  The first time it happened, it was cute.  The fourth and fifth times it happened I was ready to just stop playing the campaign.  It was never challenging or threatening, just extremely tedious.

  Hunting AI ought to be fixed to have it close to a distance that offers reasonable accuracy, if nothing else.  A prioritization system that let you say "prioritize all of these similar tasks" would also be a big improvement, so that I could just say "kill beavers and keep killing until they're all gone before you do anything else."  (both of these, of course, help way more than just the beavers event)
#2
Ideas / Re: Your Cheapest Ideas
September 15, 2016, 02:31:05 PM
Quote from: Boba Phat on September 14, 2016, 08:09:30 PM
Quote from: delor on September 14, 2016, 03:44:02 PM
a "crude prosthetic arm" at the blacksmithing table

Groovy.

  Heh, yeah.  After I posted I thought of that and considered going back in and inserting an Ash reference.

  Looks like prosthetic arms date all the way back to 200 BC, and definitely in the dark ages.  Hooks and fake hands so that a person could equip a shield.  I'm totally down with Rimworld's decision to limit the colonies from producing stuff they clearly have the tech level to build to incorporate a reliance on trade, but if the crude prosthetic arm was noticeably worse than the simple one I'd still want to trade for something better when it became available.

  It also seems weird that prosthetic are featured so prominently in the game, yet the only piece you can really reliably get is a peg leg.  All those prosthetophiles and prosthetophobes have little to love and fear!  Personally, I'd like to see the blacksmithing station to offer you not only a crude arm, but also hand/legs for people with lesser amputations, as much to exercise the prosthetics systems and for flavor reasons as because it's mechanically a big deal.
(plus, hook hands with a stabbing bonus! ... OK, stopping now before I start suggesting eyepatches and the matching relationship bonuses/penalties...)
#3
Ideas / Re: Your Cheapest Ideas
September 14, 2016, 03:44:02 PM
  How about a "crude prosthetic arm" at the blacksmithing table?  That seems like it'd be a simple def file mod, so super cheap.

  Have it consume a little bit of steel and slightly more wood, and return 12% manipulation.  It doesn't obsolete the dependency on outside sources to get good prosthetics- even the simple prosthetic arm returns more- but it does at least give you a tiny sop to throw armless colonists once you reach blacksmithing levels of technology.
#4
Quote from: Meziljin on September 12, 2016, 01:58:03 AM
It's really non-sense this debuff because our colonist while drafted to fight usually kill a lot of enemies, because are "enemies", why they should show mercy after they got prisoned?

  Because murdering someone who isn't fighting back is generally considered worse in human society than killing someone who is actively trying to kill you?

  At best, that seems like a buff for psychopaths and some small portion of colonists who directly lost a friend or family member in the attack.

  That said, given the rough-and-tumble nature of Rimworld and the fact that keeping prisoners alive consumes resources, I think there's a pretty good argument for not applying a penalty for executing a prisoner.  Or, possibly, at least not applying the penalty to colonies that are in some sort of detectable condition where you couldn't always expect them to care for a prisoner- colonies that are low on food or have fewer than five colony members without serious injuries, for example.
#5
Ideas / Re: Your Cheapest Ideas
August 30, 2016, 03:30:51 PM
  Here's a cheap idea: Let wardens arrest berserk people.  It seems silly that, at the moment, you can't really arrest misbehaving people.

  It could be a social skill check that requires an empty jail cell.  Possibly, a skill that factors in the average of social + (melee or ranged, depending on what weapon the warden has equipped). 

  Succeed, and the target gets sent to jail and spends a few days cooling off as a prisoner.  Fail, and the target can't be talked down for the remainder of the berserk spell.

  This would let capable wardens end berserk incidents without risk of injury, while still making berserk a bad thing.  You lose the berserker for the duration of the spell, still, and also have to waste manpower arresting and then feeding the berserker.
#6
Bugs / Re: Leftover siege construction
August 21, 2016, 12:06:50 AM
  Attached is a scenario where you can see some leftover construction- just look NNW of the settlement, which itself is in the center of the east side of the map.  It's well past the actual siege where it happened, time-wise; it was a long time before I noticed the leftovers.

  Not sure what triggered it beside interrupting the construction by attacking the besiegers somehow; if you look in the SW corner of the map you can observe a siege camp that didn't leave stuff behind.

[attachment deleted by admin - too old]
#7
Bugs / Leftover siege construction
August 20, 2016, 11:59:25 PM
  In my current game, a siege began and I attacked it while the sandbags were still constructed.  After the pirates were dead/fled, several sandback construction indicators remain in place indefinitely.

  This is a minor annoyance, but more significantly it breaks future sieges- some of the siege crew will walk across the entire map to try to construct the previous siege's sandbacks.
#8
Ideas / Re: Manual orders override everything
August 11, 2016, 08:27:08 AM
  I was about to suggest something similar.  The workflow for having someone do something they can do but aren't assigned to do in the work menu is a pain.  It should be right click and select override.  Instead, it's:

1) Right click on target, discover the job's not enabled.
2) Go to work.  If you discover the person is incapable, go to step 0 of "find someone else" and start again.
3) Enable the job.
4) Assign the task a priority.
5) Wait for the task to complete.
6) Unassign the task a priority so the person doesn't start doing a job you don't generally want them to do.

  This is particularly a pain when my doctor gets hurt and I need to have someone else temp-doctor her.

  The other thing I'd add is the ability to SHIFT-queue stuff.  Sometimes I've got a small set of things I want done pronto, and having to babysit wait for each item to complete and then order the next one is a huge micro pain.
#9
Ideas / Re: Your Cheapest Ideas
August 11, 2016, 01:46:28 AM
One more cheap idea: Show weapon DPS.

Next to each accuracy column, show a number that's (damage * acc /  cooldown time).  As it is, figuring out which weapons are more damaging than others is a big pain.  This number won't fully capture what a weapon is, but it'll be much more useful than what you're presenting now.
#10
Ideas / Re: Your Cheapest Ideas
August 10, 2016, 05:55:25 PM
  My cheapest idea?  Scale recruitment difficulty with the size of your colony.

  As a quick and dirty example: Say the AI profile says the soft min is 3 and the soft max is 15.  Modify the recruitment difficulty by +(5*population)-45.  At 3 people you'll get a -30 modifier, enough to render a moderate difficulty prisoner into an easy one to convert.  At 15, you'll get +30, enough to render a moderate difficult prisoner into a very hard one.

  This will help keep colony populations somewhere in the desired range, even when bad luck and unfortunate narrator combinations otherwise might hose a player and end a game prematurely.