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Messages - MoronicCinamun

#1
This is a weird one, and I'm not sure if it's a bug, but it feels like one.

I have a refugee, whose ideology forbids non-medical drug use.
They also have no overriding traits (i.e. chemical interest/fascination).

They went on a food binge, and for some reason as part of that binge smoked some smoke leaf? They now have a -15 mood from that, as the ideology says. Not sure why they would even smoke it, as far as I can tell the joints don't provide nutrition unlike booze.

Moderator Note:

Thanks for the bug report.  This is intended behavior.  It's not uncommon in real life for someone to do something they would never countenance during a time of emotional stress, and feel guilty for it afterwords.
#2
This is a very strange one, and I apologize that my reporting will be very bad because I slept on it (literally) for so long.

Here is what I think happened:
Independent factions with little bases for me to raid generate, as normal.

Somehow, I got offered quests from one of these factions, other quests like hospitality type. I ended up being unable to take one (failed before starting) once I actually went and raided one of these camps.

Somehow, one of these factions ended up being the source of the relic-hacking quest where the faction provides a shuttle, which created this jumbled mess.

I "completed it", went in and hacked both terminals and came back, but for some reason it doesn't say it's done, appears to be incomplete-able.

(first screenshot is before, second is after).

I can provide a save if requested, although not sure how much it will help being a commitment-mode type
#3
I am trying to do an analysis of the new melee weapons, although my methods are nowhere near as robust as others, so I hope someone can fill in.

I'm also not entirely sure how melee combat works; I notice at times that cutting strokes (e.g. with sword) will sometimes cause reduced damage to multiple body parts across a layer, i.e. cut the torso and arm, and melee damage seems to vary a lot to be random, in a way that does not include armor (will see it happen against unarmored targets).

First, the Warhammer:
I like it overall, had always wanted a stronger blunt option at the long blade tier (side note: maybe "long blades" research should get a name change? ;)
Like the longsword, the Warhammer is stronger per hit and slower to swing than its next small equivalent (mace); Unlike the longsword, which has a straight on-paper DPS higher than a gladius, but a slower attack speed that can limit it in less skilled hands, the Warhammer actually has less DPS than a mace, despite the higher damage on the initial hit. The armor pen is still higher though, and while my testing is not rigorous a uranium one seems to very often fell a pawn on a single hit, so that lower dps may still not be a problem if it kills/downs on the first hit. So conclusion= Warhammer might be a bit suboptimal, but seems good nonethless? Will probably really need to face serious armor (Marine/Cataphract) to reach a more definitive conclusion.

The Axe though is a real piece of work. It needs regular smithing tech to make, like the Ikwa and Gladius. It has 2 attacks, a cut and a handle poke, with identical stats to the cut and poke of the ikwa (damage, speed, and DPS).

Thus, the Axe has the same on-paper total DPS and AP of the Ikwa. It requires the same tech as the Ikwa, same skill, same amount of materials, but is also slower to make; 117 Work vs. the Ikwa's 80.
So it really seems like it's just another Ikwa, and may be even worse if my understanding of "damage types" is correct, because the axe's lack of stabbing means it doesn't often strike interior organs, unlike a good shank.

So maybe the axe needs some love? I don't know, it currently just seems its only purpose is "it looks cool"; we already have the ikwa as "basically a worse gladius for flavor reasons", as the gladius' only downside is it having a work to make of 200, same material and skill needs. Again, someone more knowledgeable please correct me anywhere I'm wrong.
#4
Those values do look pretty damn weak, yes.

But there is also the fact this is a new layer, beneath the rest.
So if you have proper armor (which you should) on top, it's more chances to stop that round from tearing out your heart.
I'm also not entirely 100% sure about this next part, but since the game says apparel armor checks are from "outside layer in", it should be possible to blunt and already blunted hit, thus reducing it to 1/4th.

But yea, that gland seems weak but the others don't look anywhere near as bad.
#5
Whoops guess I was late, somehow never saw this response and forgot about it.

I decided now that I have drop pods to drop in, and then it occurred to me to check this thread!
As I suspected in OP, the smoke spewer didn't start up until I landed. It had a lone sleeping lancer, easily killed with a single blow of my warhammer, God Splitter.

So I don't know if these saves will help you at all, now that I triggered the event. I'm hoping the .old one is the autosave which would have the event before I visited, never done this before. Let me know if this link works, even when compressed Forum wouldn't let them in, everything seems legit from my end. https://drive.google.com/file/d/1In3li5ceJNziT8cXm6e1rHAZ45yt0RdM/view?usp=sharing
#6
Bugs / Empire reinforcments have janky AI [1.1.2579]
March 26, 2020, 12:58:20 PM
(Bad picture for reference)
I'm afraid I can't provide a save as I'm on hardcore mode and this happened awhile ago. It might not actually be a bug per se, but I think so (tl;dr ignoring getting shot)
For context:
I called down a trooper squad because I have lots of mechanoid turrets lingering around from multiple clusters. As expected, the Troopers start to beeline to the turret zone, take cover, start shooting and getting shot at. There were 2 turrets in their range: an inferno cannon, and a heavy charge blaster, as well as numerous (I think 3) mini-sluggers further away.

The troopers do a great job taking out the Inferno. Then they stop shooting, most just start tending their wounds on the spot, still getting shot at by the blaster and sluggers. When they stopped tending their wounds they just stood there, not shooting, until half their numbers were wiped and they fled. There were 4 to start with, 1 went down when dealing with the inferno.

Something clearly seems wrong here. I have some mods but I don't think they'd interfere, mostly UI stuff.
#7
So I had a quest that was basically "should you accept, you'll gain favor and some stuff and a smoke spewer will spawn, you serving as a distraction".

I accept it, immediately get favor and rewards, and the smoke spewer spawns on world map. But that spewer appears to not actually do anything? I've never encountered one before, and wiki suggests it does indeed block out the sun, but I'm guessing it won't even "activate" until I visit it at least once?

Because right now it has just been sitting there on the world map for about a season, and there is no reason to bother since it has appeared to do nothing.
#8
I am 99% certain that lighting no longer affects accuracy in current versions, was scrapped some version ago because of the exploit of just "haha let's just make a roof and have no lights in our bunker".
It certainly doesn't show up on the shot-percentage tooltip anymore.
#9
In stable branch of the game, smoke pop belts have one and only one "advantage" over the shield, the fact they're easier to produce + "cheaper" (but the cheaper is arguably false if you're buying them, because they'll be gone forever once used and thus cost more in the long run).

In 0.19, it's even worse: since shield belts can be made earlier and cheaper (no more uranium, just  steel, plasteel, and components), smoke pop belts are even more useless.

I have some ideas on how to maybe make the smokes more use-full, but I'm not sure how good they are:
- remove the component cost. This is pretty much the biggest problem as components aren't as common as steel. Steel is pretty commonplace and chemfuel is 100% renewable even with tribal "tech" (farming!)
-remove the research: if you could just straight up make them with machining straight out the box, that'll remove a lot of the opportunity cost. Besides, if you can make hand grenades, including emps, without issue then surely a smoke is easy.

-(the more complex solution): make the belts "reusable" somehow... Not sure how practical this is (I don't know jack about coding), but if a spent smokepop belt somehow became a "broken smokepop belt" or some such that can be combined with x amount of steel and/or chemfuel at the machining bench for a new belt, thus removing the long-term component cost.

I guess it's time for some disclaimers: I guess the smokes are supposed to be more for tribals; since it it'll take them much longer to reach shield tech, smokes can be a possible hold over until then, but still the cost seems high to build them yourself. Of course, I recognize components can be made but come on, by the time you can do that your smokes will be obsolete.
#10
Quote from: Broken Reality on August 21, 2018, 11:18:24 AM
Quote from: Golden on August 21, 2018, 09:45:51 AM
I do understand that.  However, why then is there a "claim" tool in the game if it has no use.  That should be what tells the AI about the floors and walls, that "I" own them, or maybe additionally if they are included in home areas that should inform the AI.  If I pave my colony in gold or silver, then those walls and floors are INSIDE my colony and "I" created them and of course the AI should count that.

Also, if they have never been discovered and are still covered by fog-of-war then they shouldn't be counted, as happens with the ancient dangers and places buried in mountains and large hills, or even out in the open if they don't have a break in the walls.

The only use the claim tool has now is claiming turrets and doors etc on event maps. Otherwise yeah it is pretty useless.

Well there is one other use: your colonists don't repair stuff that isn't owned by you. Say you build your starting room in one of the little ruins that litter the place: you fill in the gaps in the walls, door included, and throw a roof on it.
If you don't drag over it with the claim tool (or ya know, click each block individually and hit "claim", but that's much more a pain), then your colonists won't repair it, minus the stuff you built yourself.
#11
I learned today the hard way I should be shelling out for armor: skimped on flak pants figuring vests were enough, guy lost his leg to a single shot from a charge lance (which honestly probably would have gone through the flak pants ~80% of the time anyway but yea...).

So, some things as I get antiquated with prosthesis and new stuff:
- The description for prosthetic leg has a typo: says it lacks a "neutral interface", not neural.

- I'm guessing this is an oversight on the descriptions: body purist says they don't like "artificial body parts", yet this guy who is a purist is okay with his simple prosthetic, so maybe the description should be changed to better reflect that it's high-tech/upgraded body parts they dislike (looks to me like it was changed from bionic because of the archotech).
    - I haven't seen it in awhile so I can't confirm but I'm guessing Transhumanists aren't into wooden legs and such, on the same vein; old prostophile trait said they "dream of going bionic" and I don't recall seeing that part, probably for same reason of the archotechs.

- While it's cool how the bionics and archotechs explain why the body parts can heal, simple prosthetic (and I presume even the wooden stuff) also heal; over sight or what? Doesn't make much sense to explain how bionics can heal only to have it not matter other than pure flavor; do the bionics+ heal faster or something?
    - Maybe it would be a good idea to have the simpler prosthesis not heal, but rather require you attach an entire new one? It's certainly doable now that we can build them, but it's probably the kind of change that adds nothing fun, just more work, resource costs, and frustration. Figured I'd throw it out there at least.

-I'm guessing having a bionic stomach will actually make the pawn eat faster, have yet to install one (I think I have one lying around). It's description seems to suggest it allows the human to eat things normally can't (hay grass?), does it? It would be cool if it did something like that, or maybe reduced food poisoning chance, but that might be unbalanced.
     -Have stomach's been changed to be vital organs now? I extracted a bionic from a prisoner and he died, and I also just witnessed someone die from a shredded stomach but not-completely-destroyed torso (and no other harm) from an HE mortar, so it appears so. Kind of weird, I mean you *can* live without a stomach, but I suppose balance it wise it works because we can replace it now. (p.s., do we have bionic kidneys or livers yet? :p)

-Similar question: as far as I can tell, all the aspects that involve hearing are capped at 100%, so a bionic ear's greater than 100% effectiveness doesn't seem as helpful as other bionics. Suppose it's good if both ears are damaged, it would make up for more. Maybe hearing *shouldn't* be capped for social interaction, with enhanced hearing they can make out subtle tone differences and such an augmented human couldn't XD. Maybe hearing could also factor into hunter stealth stat (I really like the stealth stat btw, adds some nice flavor and risk reduction for high skill), as they can better mask their own sounds and/or track without having to expose themselves to see or something (I do recall the bionic ear's description saying something about being able to hear a crouching cat :p).
#12
Obligatory commentary on the new art:
I for the most part either like it or don't mind it. The meat's a little odd but I'm getting used to it. Biggest complaint though is some meats (I noticed it with tortoise meat) looks way too much like pemmican, hard to tell them apart side by side. Similarly, the incendairy shells look a little too much like logs to me, but I'm colorblind so that doesn't help.

I actually like most the new silver, looks like crude coins, which is what I would expect from such a currency on a such a world.

I am so bloody glad that the heavy smg actually LOOKS like a heavy smg now, but I have no clue what it is; is it based off any real gun? I get sort of a Thompson + UMP vibe from it (I would actually think it would be really cool if all the guns were made more original as such). Ditto on the "chain shotgun" (that name is still problematic as it's clearly stated to be gas-op, but I'm probably being overly pedantic there): I like the look, but is it based off anything real? just out of curiosity.

Also the minor nitpick I'm surprised is till here: reusing the pump-shotgun's sound for the chainshotgun means you still hear rapid pumping, which is hilarious but not very sensible.
#13
Quote from: bbqftw on July 29, 2018, 08:35:24 PM
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush or other encounter I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

"But its not 10 pm yet! Of course we cannot rest!"



In a game where resources were tight, this can straight up cost you days worth of meals. In early game caravan scenarios where I commit a far higher % of my pawns onto caravan, this is very significant.



Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?



By the way, I loaded bedrolls too. Of course they are not used. Maybe this has to do with me manually loading them after starting up the caravan?

Combination of uncomfortable, lack of consistent recreation control measure, people randomly not resting - instead of calling it caravan you can call it "mental break storytelling generator"

I had an issue before with colonists on caravan's saying they're using bedrolls but still at zero comfort, that seems to be fixed.
But yea, the "add to caravan" and "remove from caravan" buttons seem completely broken: when I try to add something, it results in them unloading everything else, and when I try to remove a person from a caravan it just cancels the entire bloody thing.
#14
Quote from: A RANG MA on July 28, 2018, 05:39:01 PM
Quote from: selmephren on July 28, 2018, 04:42:46 PM
I have yet to see a trader come walking around with advanced components.

Call an exotic goods trader, I think they're supposed to always carry some in the current unstable version
Upon further review I think I made a mistake, exotic goods traders do carry advanced components but I don't know if they always do; it's actually orbital bulk goods traders that always carry advanced components now.

Yea, I see them very often in orbital traders, and I have to assume if you're at that tech level you've got at least a comms system and 1 beacon with your silver in it, that hardly seems rng.
#15
The cost of the spike traps still feels pretty prohibitive. It's not just the silver equivilant, once you have the tech to produce them IEDs (at least HE and Incendiaries) are easy to make because the chemfuel is a very renewable resource: I only have 2 boomalopes and occasionally refine some corn when I need a quick surplus, if I had an infinite chem reactor I would be golden.

I like an idea that someone suggested about the spikes, if instead of rebuilding the whole trap you just replace a spring, costing a small amount of steel (maybe that should mean that all of them also require some steel, maybe something like 5 or 10 steel + the Stuff cost, maybe reduce the stuff cost?).

At the very least though the fact you can uninstall/install them like furniture is a massive improvement, if you do find your traps are uselessly placed it's no problem, just move it!