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Messages - James Swift

#1
QuoteReduced artillery accuracy slightly
Why?! It can't hit an army of 20 in 5 hits, why reduce it even further?!
#2
Quote from: jamaicancastle on February 11, 2018, 09:45:25 PM
IIRC events such as fallout are currently limited to one map, rather than regional, so you can duck them by forming a caravan and settling another map. (I wouldn't get too attached to that, though; making effects like that have a world map presence is exactly the kind of thing Tynan would do.)
Had exactly the same thought, this can possibly save all my herbivores.

TheMeInTeam
It is not lethal for my pawns, it is lethal for my animals, without huge harvesting areas you can't survive winter with 200+ animals. And I hate killing off my animals every year or two.
#3
Thanks for advice, guys. But it's just a rant:)

I have more than 100 animals. Something like 30 wolves, 30 boomrats, 100-200 turkeys and chickens, 10-20 muffalos, some wargs and bears. I already had similar herd ~3 years ago, had to kill most of them to survive toxic fallout + volcanic winter. I know, how to survive it, I just don't want to go through the process of losing and breeding animals again.
#4
I've been playing for 420 days, the winter just ended and today once again I have to slaughter 90% of my animals, 'cause it's toxic fallout time!

In 7 years I had two toxic fallouts, one volcanic winter and a lot of coldsnaps to kill my crops early. Are these livestock-destroying events supposed to happen that often? Am I missing some fun in recovering over and over?
#5
Bugs / [b18] Wargs get food poisoning from raw meat
February 10, 2018, 09:39:24 PM
Wargs can't eat anything except raw meat, but they get food poisoning quite often. If they can't eat anything, except raw meat, they shouldn't get food poisoning.
#6
Not sure if a bug, but it seems statistically unlikely.

I failed to tame grizzly bear
Tried to tame him multiple times aftewars
Got 3-4 revenges

After the last one grizzly died. Tame chance was 7%, revenge chance 1.8%. Either it is near impossible to tame after first revenge, or I just was very unlucky.
#7
Ideas / Re: Your Cheapest Ideas
February 02, 2018, 07:58:15 PM
Lucy:
Quoteadvanced glitterworld mechanites that dramatically improve the body's functioning

New serum:
QuoteA one-use super-dose of mechanites tuned to heal health conditions.

So, we have 2 mechanite serums, but luci is much worse at healing, and much more expensive and risky. Since we can regrow limbs now, I think it would be fair to give such ability to lucy too. Let it just heal any injury as long as pawn lives long enough.
#8
QuoteRegarding shooting accuracy, keep in mind that sleeping animals get a "cover" bonus since they are laying down.
I know that, but it is still quite silly. I can't image shooting for hours and not hitting a target standing right next to it.
#9
Quote from: lux3y on January 30, 2018, 11:26:39 AM
Use Manual priorities and set those things that u want urgent higher then any others at that time.

QuoteI have to either order by hand cutting of every single plant, or uncheck every other work
That's what I used for coldsnaps, but it still is annoying. After harvesting everything harvestable, I need to change back their work priorities. And if it was a smaller, but nonetheless important task, changing everything back and forth can be as time consuming, as the task itself. Like, beating fire out. I have to set all of them to work and then change back to sleep/joy/whatever. Otherwise, they may run away after beating one square.
#10
First of all - the game is really great and I like it a lot.

I play Cassandra Classic on "some challenge" difficulty level.

There are 3 most annoying things for me:
1) micromanagement
2) injuries
3) how random events happen
4) shooting accuracy

Micromanagement
1) Sometimes, I need my pawns to do some tasks ASAP, like harvesting, sowing, hauling freshly cut crops.

What I expect when I click "prioritize sowing the area"? I expect my pawn to go and sow the damn area, not to plant ONE seed and run away. I know, that I can make all other work for that pawn less important, but what is the purpose of priority work then? And they still sometimes run to saw different area.

When I want 5 pawns to harvest plants in a small area, I have to either order by hand cutting of every single plant, or uncheck every other work. Both things annoy me as hell. I just want to click "harvest the area" and that's all.

Same with hauling freshly cut crops. Hauling is least important task, so I have to uncheck EVERYTHING, or they will run away.

How to fix that - make priority task sowing/whatever in the area, and not the single item.

2) Pyromaniacs. They are usually quite happy in my colony, buuuuut, sometimes they want to start fires every freaking day.

And that is not fun. I just have to follow them for 5 minutes with drafted pawn to beat out all flames. It is extremely boring, annoying and does not add anything to gameplay.

How to fix that - some kind of button to assist pawns in mental break state.
Additionally, as someone on this forums suggested earlier - make pyromaniacs addicted to fire, and just allow them to entertain themselves with campfires, cremation or smelting. When they don't do fire-related tasks - they go into mental break.

Injuries
It feels like all pawns are made of pressurized blood containers, which explode on contact.
I'm afraid to touch my cat now, for it will give me eye scars, and I half-expect all people on the streets to miss limbs and be scarred from head to toe.

Seriously, though. HOW THE DAMN DAMAGE SYSTEM WORKS? All my pawns used to wear armor with steel helmet. First hit from boar - permanent brain injury. Squirrel? Both eyes scarred. Dromedary? Chew-off finger in first hit. HOW?! How this works?! I equipped all of them in armor and devilstrand clothing. The only possible way to get such injuries would be to put squirrel on ones face or put fingers in the dromedary mouth.

I never lost a pawn in this colony, but almost all of them miss fingers, legs, arms or have eye scars. WTF?

How to fix - make damage system somewhat more believable. It's just annoying and not fun.

Random events
I have no idea how AI storytellers work, but I suppose they use some kind of "fair" random to determine, what happens next.
And it tends to make EXTREMELY ANNOYING event streaks.

A year ago toxic fallout + poison ship happened to me at the same time. That was nice and challenging.
After that I had volcanic winter. Okay, still interesting, but that is beginning to annoy me. And then coldsnap followed before I had a chance to fully grow my crops. I survived, but 90% of my livestock died. And that was not fun. Basically, the game rolled "90% of your livestock died, deal with it" and that's all.

So, that tough winter is over now, we barely have any food. We eat damn squirrels and raspberry. Finally, my potatoes have grown and we are saved, hurray!

What happens now? Three nice and meaty madhanter packs in a row plus large herd of muffalo migrating through the area.  Once again, it just feels as if the game is mocking me.


Now, how this can be fixed? Markov chains! Make event probability depend on previous events. This way annoying streaks can be made much more rare or even completely eliminated, if deemed necessary.

Humans are perfectly capable of justifying logically almost any game system, so I think the only thing that should be the priority - fun factor, and not logic behind why events are interdependant.

Shooting accuracy
Totally forgot that one. Usually, my snipers spend whole in-game night trying to hit sleeping turkeys/squirrels standing right next to it. It's nice to train shooting, but it's just ludicrous how they can't hit anything, especially if it is laying.
#11
Ideas / Re: Your Cheapest Ideas
January 20, 2018, 06:21:47 AM
Really cheap and easy to implement idea - "rescue" button for any wounded colonists, no matter conscious or not. Right now if colonist is conscious, but severely bleeding, he will bleed to death before reaching medical bed. I have to haul bed to wounded instead, which is a bit counter intuitive.

Also, animals trained in rescuing should rescue such colonists.

And a bit less cheap variant - designate "rescue", same as "harvest" for plants. And the best animal/colonist for the job will reserve the task. So you could manually control which colonist should be rescued, and who can walk to hospital on their own.