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Messages - Technical Ben

#1
Quote from: whoishigh on March 27, 2017, 09:39:31 PM
I'm sure you have your reasons. Maybe the mod isn't needed anymore or made obsolete by a similar mod, maybe you don't feel it's appreciated enough, maybe you just don't care about it anymore.

The problem is as soon as you remove the mod, it's also automatically removed from the library of everyone who happened to use your mod as soon as they open Steam. There's no notification on Steam's end to let your users know that the mod was removed, no message to point to your new replacement mod, nothing. The only indication that anything has changed is Rimworld's atrocious Mod Mismatch popup when your users try to load the same save they played yesterday. I personally have 100+ active mods in my game right now so maybe it's more of a problem for me than people who only use a handful of mods, but let me tell you - it's fucking obnoxious to try to compare the two walls of text that awful popup presents me with. Maybe that's something someone could enhance through a mod.

So if you want to abandon or remove your mod for whatever reason, please, just leave it on the workshop. It costs you nothing, and saves your users a lot of frustration and headache!

This. I've now got 3 broken saves, and a broken (IMO as was using mods) install. I'm probably going to revert to the Non Steam version now. I'm royally miffed.
#2
An example. The threats the game throws at you seem to be unbalanced... well, as a story not as a challenge.

So, the game looks at your value/tech level and sends in an army of size corresponding. This is somewhat a problem. As if you scale it up, it will just throw 100 boomrats at you. Yeah, it's not "fun" to face that. It is an instant death if you don't always play to max turrets/burrow in.

It is equivalent to the "doomsday" event. A game that decides on day 15 to blow up the galaxy, is not really a story or challenge, is it?

So yes, facing 10 or 15 boomrats is a challenge, something to worry about, something to be fun. Facing a flood, just destroys everything. It is not interesting, it is just a fixed requirement.
#3
Adding to my game. If we get desperate, we will raid the caravan. But before then, these will be intimidating. :P
#4
Needs punching bag? With optional photocards. ;)
#5
Stories / Re: Chickpocalypse Now
August 31, 2015, 08:11:38 AM
My actual idea did not work first attempt, as those inside set fires... so I'll have to make sure nothing flammable is around next time... or turn up the heat.
#6
Ideas / Re: Your Cheapest Ideas
August 31, 2015, 08:10:20 AM
(Not necessarily the "cheapest" but close to).
Sand buckets. Take up 1 tile. One use item. Made of wood or steel. If a fire breaks out, allows quicker fire extinguishing.
Units would path to sand bucket, and then have a bonus to fire fighting for one tile/use. The graphics would be the most expensive part of making this I guess.
#7
General Discussion / Re: Can you tame a Thrumbo?
August 30, 2015, 01:51:53 PM
One self tamed. However, as soon as it's "migration" event seems to end, it leaves. :(
#8
Stories / Re: Chickpocalypse Now
August 30, 2015, 09:27:51 AM
Quote from: Pezz on August 26, 2015, 10:20:58 AM
Quote from: Mihsan on August 26, 2015, 02:23:41 AM
You are lucky that they did not eat your whole food storage and plants in farming area. Those chickens are wormhole for food.

Thankfully, I caught the explosive boom in the chicken population as they were literally flooding out the freezer doors. As of writing this, all the offspring have been culled (and I now have a decent supply of frozen chicken > 3>). Separated the males from the females, but darn, I don't think I was even nearly ready to be taking care of animals like this. I just don't have the space for them, and what with it being Winter, in a Boreal Forest, while under the effects of a volcanic winter to boot, I can't even let them outside D:

This has given me an idea... I had a "flash frozen" chicken incident when the chickens went outside during winter... but if I could cause such and event when required... hmmm...
#9
Ideas / Re: Your Cheapest Ideas
June 04, 2015, 03:53:43 PM
Animal Husbandry. I assume an area check if another is close by. Would spawn a new animal of the same kind, but with random or mixed variety of the parents. To reduce CPU load, could also have breeding seasons so only checks certain times. That and limit the search to when there is another creature in the same zone perhaps? Or just have a timer where it searches out a mate after a specific time (least CPU intensive of the ideas).

To aid to a colonists exploit of this, a taser type weapon. The game already has "unconscious" and "emp". The taser would be slow to use, so no good against other combatants, except possibly one. Also could have limited power so only work on smaller creatures. After colonists could then carry animals to zones designated for tame/farmed animals. They would then wake up and start being milked used by the colony.
#10
Stories / Re: Turtles from Hell!
June 04, 2015, 03:37:51 PM
I have a pet tortoise. It's rather safe. Did loose it's nose and tail to frostbite the first year as I did not know about the temp mechanics... so had to build heaters quick.

Oh, I tend to do better IRL with pets!  ;D
#11
I may have given a rocket launcher to my soldier... who is also a hunter... after I designated a pack of deer to hunt.

I was NOT expecting that. Whooops.
#12
General Discussion / Re: Enough Is Enough
November 06, 2013, 07:26:43 AM
You guys should never play DF. Defending a fort with a single Dwarf branding his own legs as weapons, now that's a difficult one to bounce back from!
#13
Quote from: Kevlar on November 02, 2013, 09:29:02 PM
I've recently started a new game on Randy Random with the self imposed challenge of no turrets in the colony. So far I've annihilated a raider force of 15 with only 5 shooters (2 shotguns, 1 M16, 2 Lee-Enfields). It isn't difficult once you start thinking about your colony design in terms of ease of defense, even without turrets.

Here's how I did it. I built my colony underground and with a defensive gauntlet. Like so,
http://tinyurl.com/mg7o83k

Granted, this exploits the Enemies' combat AI. (When enemies attack, they go into 3 types of behavior when engaged with your colonists. They try to melee rush, range from the best cover or try to flank your position.)

This defensive hall puts your colonists behind maximum cover while providing the invaders with absolutely none, forcing their ranged units into the flanking behavior which in this case defaults to standing uselessly in full sight banging on doors. You then proceed to shoot down the melee rushers and then picking them off at your leisure.

Once you kill most of them it will trigger a rout, where upon your two colonists (with the highest melee) waiting in the furthest alcove pops out from their hiding spots and trap the remaining raiders.

Should you ever need to move your colonists up and down the hall while the combat is going on, the loopholes should assist in them doing so out of sight.

And should the unthinkable happen and the invaders manage to break through into the loopholes, strategically placed walls and mines should make short work of them.


Having said all this, I've a feeling come the official alpha release, most of this isn't going to work as well. =P Keep that in mind
If I'm not mistaken, you appear to be replicating Prisoner Cell block H there. Else you have subconscious decisions playing out you did not realize. ;)
Giving the raiders a method for pushing colonists out of defensive positions would be one method of preventing defenses abuse.

A really easy (hopefully) way to achieve this would be to have raiders set fires. Alternatively you could add gas/smoke.

Another dynamic response from the raiders could be to send in dogs/boom rats for close quarters attacks (which require a retreat to successfully repel currently).
#14
General Discussion / Re: Emergent Gameplay, what's yours?
November 03, 2013, 11:51:19 AM
Quote from: Tynan on November 02, 2013, 08:32:17 PM
I never even thought of how the animals would eat your potted plants. Awesome.

It would be even better if that boomrat went insane one day.
He did. Took like over 7 cycles. Technically killed his owner, but I savescummed cos I did not realize you could feed patients (doctor tag).
But as you mention in your "easy ideas" submission thread. These simple flags/actions that you can put on items do have interesting and relevant emergent results. For instance, in DF, a moody or insane unit is lost. :( But in your game, the "arrest " flag means you can constrain them. The "feed" flag means they get looked after (when I remember the doctor flag is the one that activates it). Then the "heal in bed" flag and the "talk to" flag means they can get better. Finally, you can "recruit" them again. This is so much more gameplay than even DF (though DF offers more story/notation/narration currently).

Oh, and the "all squirrels go insane" event almost took out the entire colony. :D

Scott Manley posted an interesting video. His own defenses exploded on him, it was the mines that caught fire! :O
http://youtu.be/xtMMBDXwBnw?t=4m41s
#15
General Discussion / Re: Emergent Gameplay, what's yours?
November 02, 2013, 07:56:53 PM
Oh, I have some full time cleaners there now. All tidy. Raiders come less often it seems, else my defenses just make it seem like it.