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Messages - iamomnivore

#1
Smokepop Belts activated by MELEE attacks, if the melee weapon is a GUN of any type. Had multiple occurrences since I began using them (haven't really purposed the things in a play-through, before.)

To add, I did watch an arrest situation in which my melee, longsword-wielding pawn struck (and hit, nearly killing D:) several times and then was pulled back. A subsequent pawn, with bolt-action rifle, was sent in with melee attack orders and on first hit -- Smokepop burst. Can reproduce this.

This can't be right, reduces the actual efficacy of Smokepop Belts (meant to be a vs. ranged measure, not to be expended every time pawns fight I'd hope) and should be considered a bug. Thank you.
#2
Quote from: alxddd on July 30, 2018, 09:40:21 PM
Quote from: Nynzal on July 30, 2018, 01:50:05 PM
Quote from: Orionreach on July 30, 2018, 12:55:59 PM
I see that you've returned to the original component / advanced component models! Personally I'm really happy about that.  Speaking of, after playing the game a bit with the new meat models, something just feels off about them still.  I honestly think they should return to their original design and colors.. Don't fix what isn't broken right?
I strongly disagree, the overall direction of the art changes are great: Stronger colors, much clearer what that stuff is supposed to be. The old components are not as good, the new ones were my favorite art change so far. Although the meat is not as great as the components, it goes in the same direction, only the color is not as strong.

I agree with this guy on the new art direction. Extremely disappointed to see the devs change it back. Loved the new components, silver and meat. #bringbackredcubes

The new graphics are exciting and make more sense, to me (especially, the components!) Perhaps, some players are simply resisting change? Please, consider following through with new art. :)
#3
Storyteller: Cassandra
Difficulty:Merciless Struggle
Biome/hilliness: Temperate Forest / Mountain
Commitment mode: (yes/no) Yes
Current colony age (days): 60
Hours played in the last 2 days: 10 hours?
Complete mod list: None

Quests are still not properly representing the challenge. Refugee Rescue quest: "Three turrets" was three turrets, 2 enemy pawns, and a mortar ... There was no shooting wires, even while dodging the turret, with one of the pawns attacking to flush my lonesome pawn out. I sent one pawn (out of only 3, due to a streak of bad luck,) with a bolt-action rifle ... not happening.

Also, I had the same three colonists, no prisoners, no animals -- Escaped refugee event has 12-13? enemies. Can't do that, even with my traps and such.

#4
Re: Pawns dropping items in doorways when drafted or redirected.

Please, can we just forbid dropping items in doors, before 1.0 official? As in, they always fall outside of a door. This is so frustrating and easy to miss and then all of your food is rotten or every prisoner is running away ...

Also, I love the wet debuffs. They make sense and really impress a need for strategic roofs and actually contemplating pawn movement, in rain, especially during bad moods. Really cool. Might I suggest a "resistance" to the debuff, for rain only, when wearing items like Dusters and Cowboy Hats, maybe Power Armor and any other armors you would imagine having a sealed environment. Leathers could be more effective at this, than cloth.
#5
Quote from: spyderwebsc on July 26, 2018, 03:52:23 PM
Pirate merchant has a slave for sale that is the same person I have locked up in the jailhouse.

Hah! Well I'll be darned -- That is one gutsy Pirate to sell you your own slave  ;D

Colonist: "Well, I do need some additional strong backs around here."
Pirate: [Points to your prison] "I can cut you a real deal on one of my slaves temporarily housed in your prison.
Colonist: "What? Say again."
Pirate: "Yep, snuck him in there this morning. You're welcome."
#6
It finally hit me that I've not been seeing the Global Work Speed bonus from Mood. Is this intended? I have colonists at very high moods, gaining no benefit. I remember a very real GWS benefit to having very good mood. Mood is not an easy thing to keep up, beyond moderate to pretty good. Getting it up that last 25% usually takes quite a bit of effort. Would it be possible to evaluate the pros/cons, on the development side, of returning this feature? As it is, I feel like getting everyone to a middle ground and keeping them above breaking points is "good enough." There's no incentive to go beyond, for me at least. Others may have a different take.

With the Lavish Meal changes and other changes to the recreation system, this might be a fine addition back into mood management. Why work hard for full mood (excepting the gourmands and drug bingers) when they're just fine at 50-75%, in just about every case in 1.0? Any thoughts, on this, from other users?
#7
Quote from: AFGHANPSYCHO on July 24, 2018, 02:04:51 PM
Could you please give us an estimate of when maybe 1.0 will be released. I've tried to play the game with the constant updates, but I end up spending 1-2 hours everyday before playing updating mods, figuring out what mods are broken, what mods are breaking the game, etc. I get to play for an hour, sometimes 3 if I have the time, then have to do it all over again the next day. Would rather just wait at this point.

This is a heavy development period. Don't expect your mods to play nice. Disable them or wait. Disabling them and providing clean feedback would be best. Sorry, man.
#8
Quote from: Menace312 on July 24, 2018, 10:12:46 AM
Hi all, new player here...

I picked this game up last month, because i thought i was ready for it. Been playing 7days and games like that...

A18 is really cool! Im having so much fun. The AI is a little dumb, but atleast its very unpredictable...

Ive now been playing 1.0 exp for awhile, and is it just me, or does the game feel much much worse now?

Its hard to give precise points, because its all over the game... Gameplay, graphics, AI, difficulty scaling, you name it! It all sucks now...

Maybe im just to new to this game, but Im really really really crossing my fingers, that 1.0 will be much different than 1.0 exp... It usually is not, so hence my worrie...

Would you be so kind as to include experience-related examples, without abstract blanket-statements? Prove your point. I for one love 1.0 as a person with 2300+ hours, since A14 and up. ;)
#9
Quote from: Tynan on July 22, 2018, 05:11:01 AM
Hunting stealth: Made a new stat called "Hunting stealth" based on Animals and Shooting skills. It affects the chance of a hunted animal going manhunter. Added Animals as a relevant skill to Hunting.

This is amazing. The animal handler skill I was barely putting to use, in this run, just gained so much value. And, I'll take any way to reduce that revenge chance, now! D: Have to say, I love this kind of skill-blending and adding subtle complexity. Yum.

Quote from: Tynan on July 22, 2018, 05:11:01 AM
-Debuff devilstrand so it's in line with good leathers. -Wood does not deteriorate. -Reduce ship part health. -Reduce tree sow time. -Remove wild megascarabs since they can't eat plants anyway.

Not sure I understand this move. Nearly all of my colonies skip Devilstrand, as it is. The growing effort is immense and hunting down some high-revenge animals is actually not that bad, once a colony has few decent shooters. Sure, the leather can take a while to build up (especially bear) but, not nearly so long as it takes to produce Devilstrand, IMHO. Just my two cents, from recent experiences. I'll give more feedback after seeing more of the hunting stealth impact.

Quote from: NeverPire on July 21, 2018, 04:48:10 PM
Quote from: Zombull on July 21, 2018, 04:13:49 PM
Tynan please reconsider the "rotting because outdoors" thing even when the items are safely protected by a roof. I don't know what problem you were trying to solve by going that route but it's silly and just damned annoying.
I agree. In the real life, a porch roof or even any roof is enough to protect items from the weather.
The lack of walls don't affect the quality of items stored.
Only extremes temperatures could damaged outdoors items, and only the most temperature sensitive.

I guess you have designed this to prevent a too simple kind of storage. But don't forget that this unclosed storage is already really weak against stealing and wild animals foraging and so doesn't need to be nerfed, at least in my opinion. I was using it extensively until the 1.0 and it was really usefull to store wood, hay and other ressources coming in large quantities.

This is not at all true. I left some garden shears out on my back (covered) porch. A while later, they're rusted, faded, and quite unhappy with me. Had to oil those suckers.

This element has actually forced me to consider shelves and better storage options, since it became a thing. This kind of consideration feels good. Shelves were too easily neglected (and mitigated in their purpose) already. Perhaps, the levels of degradation from "outdoors" could be specific to biome and the impact it could have (more humid, blowing sands, etc.)
#10
Quote from: Kalre on July 19, 2018, 04:33:53 PM
Game is not enjoyable at all on Extreme now, recruitment is super hard, eye scars anyone ? brain damage anyone ?, run wild cause of darkness ?, slaughter ?, food poisoning simulator ? :(

I can somewhat agree. Last several runs have been ... interesting. Slaughterer mental break is way too common. Lost all my animals, multiple times. I finally started beating the breakee down (chancing permanent damage and death, each time.) Eye scars have been common. Recruitment is a joke -- 99%, anyone? Does another percentage even exist? ::) Run wild is very difficult to manage, in some games. Didn't grab a real Handler? Well, you may have just permanently lost a colonist (probably to a minor break :o )

Food poisoning can get out of hand but, I do find that keeping the kitchen very clean prevents much of this. The slaughterer and Murder mental breaks are very different with this not-so-interesting thing where they ignore anyone attacking them -- to get to their target. Lost an animal while beating the pawn down. Had a pawn nearly beat his Murder target to death ... while getting pummeled by the rest of the pawns.

It's just ... I love Extreme. Love it. Love the challenge and the brutality. However, there are several factors that I no longer feel I have control over or simply cannot withstand (with every bit of planning and shoring up weaknesses.) These don't tend to create stories but, slaughter my colonies outright.

I don't know what should change, though ... it's a delicate balance. I do feel that 'Extreme' is as close to perfect as it's ever been. Only minor adjustments would be necessary (if at all -- maybe I just need to 'git good' :D ) The best feedback I can give is: The early difficulty is where much of this seems to kick in. Seems like the beginning phase is taking notes from the mid-game.

A final thought: Is it normal for a 14 skill Handler to break into Slaughterer over and over? It was like this guy went Slaughterer every time he broke (multiple times) and every time he went for the animals -- his furry buddies!
#11
The reactive slow-down speed changes are making me want to punch a baby. Sitting and watching any events that cause this, go on long-term, is painful. Please, give us an "override" option to speed up combat and negative events if we so choose.

Or, just allow the speed to go to whichever we manually choose (I mean, we chose it right? Can't get upset if something bad happens.) We used to be able to speed it back up after a short, set period -- regardless of dangers. This is missed.
#12
Tribal Start -- Cass Extreme "Commitment Mode"
Started in .1968

Images included. This has felt a bit ridiculous. Raid, Disease, Raid, Raid before the first season passes. I love getting my face caved in but, damn.

To frame it a bit better, the last raid (only 2 days before,) was nothing but grenades and molotovs, to add insult to injury. -_-' Btw, this type of raid has been much too common, for the last 2-3 versions. And, very early in games ... Is that intended??

Also, it's of note that the previous raid _does not show up on the adaptation graph_. Unless I'm missing something, a message exists showing the raid but, the graph does not seem to recognize that the raid occurred.  ???

Addendum: I loaded the game back up and actually started to handle the new raid, only to notice that the MOTHER of one of my colonists is in it. Now, wouldn't a _mother_ of all people just say, "Screw it, that's my child. No loyalties stronger." If not -- ye gods! these moms on the Rimworlds D:

Btw, this raid killed me. It seems like the adaptation graph may, indeed, be missing data points. I'd expect this last raid to be an entirely normal occurrence if not for the prior "rush & burn" raid ...

[attachment deleted due to age]
#13
I've posted this to the Suggestions forums, before but, this never gets implemented. Something missing from Rimworld that absolutely must make it into 1.0: Let us map a darned key to the "Randomize" character select screen button. It's simple and would save some sanity for those of us playing higher difficulties, in which it's been admitted that some level of "no room for error" exists.

Also, a hotkey to bring up the 'I' informational panels. Thanks.
#14
Quote from: SpaceDorf on July 17, 2018, 03:11:07 PM
*LOL*

A desperate Alpaca just self tamed after my Hunter nearly killed it with his first shot.

HAH! Amazing. Thank you for sharing -- made my day :D
#15
I noticed the Sun Lamps have had their power requirements almost doubled ... Is this going to be final, in 1.0? That kind of requirement seems a bit exorbitant.

Any chance this value will be reviewed before making it final?