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Messages - ShadowKatt

#1
General Discussion / Re: Mortar Accuracy Settings
April 10, 2020, 03:19:23 PM
I feel ignored. Was I ignored? I feel like what I said was ignored.

To restate what I was saying, and to be more brief for clarity, mortars have been rejiggered over and over again until they got to where they are now. This isn't suddenly a 1.1 thing, they were just as bad in 1.0. This has been done intentionally, purposefully, and it's not about to change. They were bad in 1.0, they are bad in 1.1, and they're going to still be bad in 1.2. You can hate it, you can lodge a complaint, stage a protest, or even use the search function and go through all the other threads complaining about the mortars(I think I did two of them!). This is what mortars are, you're not supposed to rely on them and they've been made bad to ensure you don't

In short: If you want to mortar, use mods.

If you want to stay vanilla I do have some advice: Mortar batteries. A single mortar, even with mods, is fairly useless. Mortars need to be used in groups. If you're lucky, you'll manage to get a few good hits in half the amount as usual. It is luck based though so you could still end up in the same place.
#2
General Discussion / Re: Mortar Accuracy Settings
April 10, 2020, 01:24:38 PM
Use mods. The mortars are not inaccurate because of a failing on the dev team behind them. Mortars have been tweaked several times and this is where they want the to be. If mortars are accurate, then you can turtle up in your base snug and safe and shell things to peices, ESPECIALLY with the mech clusters being introduced. That's not eventful though. There's no drama. Of the many tweaks to mortars they have had their damage lowered and their accuracy scattered to make you less reliant on them. You're not supposed to be able to shell the map. You're supposed to be shelled and find different tactical solutions to deal with seiges.

There are mods, expecially Mortar Accuracy, which fixes values to mortar accuracy. Depending on your setup you can use shooting, intellectual, or both. That's the only way, though, you're going to get accurate mortars. They're not going to be changed again in game. This isn't a bug, it's a feature.
#3
General Discussion / The Problem with Predators
April 10, 2020, 01:18:16 PM
Rimworld has a pretty good ecology setup. Different biomes, different flora and fauna, a fairly realistic enviroment. Biomes grow plants, herbibores eat plants, predators eat herbivores. it's good. Most of the time.

There is something wrong with predators though. I don't know what it is, but I know it's somewhere in the predator AI. Something that ranks the animals on the map from most appetising to least is broken and human pawns somehow end up at the top of the dinner list. This makes no sense. Human pawns, with armor, and guns, should be one of the last things to eat on the map and that is not the case. Nothing has shown me this more clearly than my current colony is an arid brushland.

To set the scene, it's a hot and dry enviroment. Plants are scarce and so are animals, so when a predator does show up the options are limited. This is just part of living in this area, you deal with it. My colonists have been hunted from day fucking one but that's just the challenges. I would accept this if it wasn't so stupid though.



I'll give you Exhibit A. My colony(which has been absolutely pounded as of late) was attacked by a bunch of Manhunter Geese(which I totally believe). Fortunately Bullet > Goose, so we were fine. Only injury was a colonist who decided to go berserk in the middle of it because he had gut worms...I'm not starting another thread on mental breaks. So we're cleaning up afterwards and what magic should befall us? A cheetah is hunting one of my colonists. After a manhunter pack. With fresh goose carcasses LITTERED about the ground. In what universe does this make sense that my colonists are somehow easier food than the dead birds already on the ground. They're not claimed. I have six colonists, not all of whom are hauling and there are six dead birds still outside. This is a choice by the AI and it's a stupid one.

It's hardly the first time either. Day one of my colony we had to fight off three predators hunting our people. Day fucking ONE. No shelter, no stockpile. Packaged Survival Meals sitting out in the sun, but my colonists are of a higher priority to eat than food sitting readily available. This is wrong. I don't know how the AI assesses what food gets eaten first but it needs to be fixed. Unless an animal is specificly a manhunter or there is nothing else you shouldn't even need to think about predators. It's not even a dangerous event, it's not "Drama", just an annoying one that grinds everything to a stop two or three times a day.
#4
Take a look at the real world government and wonder how they can overlook so many obvious things.

Sometimes things just slip through the cracks.
#5
I've seen the same thing. I didn't have tribals, but I was hosting the Stellarch and my base got 5 sapper raids in four days. After having every single wall in my base torn down, half my colony incapaciated in the broken hospital, when the last raid showed up I just quit. I wasn't going to watch that.
#6
General Discussion / Re: I Miss The Old Quests
April 07, 2020, 02:01:54 PM
Okay, two point in this thread, and I think I have the answer to both of them.

First things first, the old quests. I'm right there with you. For a LONG time I thought they were just gone and I too was like "I wish I could just have someone fleeing from some raiders I could rescue". Well good news! Those quests are still in the game. The problem is, they're hidden. You're accustomed to seeing refugee chased etc. Now they have more artistic names like "Barnie's troubles with Catachapa" and things like that. If you open it up it'll give you a full paragraph of fluff that boils down to "If you accept him, you will be raided". It's a refugee quest, just with a new coat of paint. The same goes for people chased by animals and wanderers just randomly showing up. It's all there, just reflavored.

Secondly, as for the ancient dangers, not every map has one. Most do, but not all of them. If you're a supremely unlucky person you could easily go multiple colonies without seeing one. I have. They are still in the game and you could probably caravan to an empty tile and find one if you really wanted. Just keep playing and you'll see them.
#7
I'm with you. Last two colonies I've run has zero mech serums of any kind. I know they're technically still in the game but it's like getting a gun in some places. On paper it's legal, actually doing it is impossible. They're TECHNICALLY still in the game, but I haven't seen one. Not from a trader(Which have all but disappeared as well), and not from a quest.

At this point I feel confident in saying that as of 1.1 you're on your own. Don't count on having allies for anything. Don't count on traders to bring you anything. Silver is worthless, if you can't build it then it doesn't exist, and the only reason other factions exist at all is to murder you for lulz.
#8
General Discussion / Re: Raiders teleporting
March 25, 2020, 02:15:09 PM
Thre is a bug that can happen in BIG pileups, especially with things like sappers and ESPECIALLY with tribal sappers.

Because of the way the game works where only one such item can exist in a spot, such as only one floor, one furniture, one item, and one entity, when things change the game tries to shunt things around to make it so nothing is in conflict. For example if a pawn is downed and drops everything they have, and there isn't enough immediate room it seeks out the closest open space. SOMETIMES that's through a solid wall. The same thing can happen with raiders. When they're all piled in and something changes, someone dies and the game tries to sort out where everything falls, occasionally it can end up with PEOPLE getting shunted through doors and walls. it's kinda a funny bug, though it's less funny when they're setting fire to everything.

Sadly there's not really a fix for this. This is just the game doing what it does in the only way it knows how. The best solution in the future is to try and identify the places sappers like to go and reinforce it, try to deter them to go somewhere else with more room. Incindieary IEDs are fun too, not just because fire is fun but also because it causes them to scatter. So while the sappers might still try to come through they might not end up so tightly packed they jump through.
#9
Quote from: 5thHorseman on March 23, 2020, 10:10:29 PM
Both have a use without the other.

Just put them in the same tier so the player can choose the order.

What use does the scanner have without drills? Sure you can scan, but without drills you can do nothing with it.
#10
General Discussion / Re: Concerts?
March 24, 2020, 11:24:15 AM
They are, I usually see one about once a year(Which is more often than -I- see one and I don't live on a backwards hellscape). They're an event like anything else, so randomness has a huge impact on it. That aside I don't know if the event has any prerequisites in terms of mood or anything. But rest assured it's still in there. You just have bad luck.
#11
Or just combine them into one research and combine the research cost. Can't really use one without the other anyway, no reason to research them seperately.

Unless you are just THE most desperate person on the planet and spend your time drilling for stone and want drills without the scanner.
#12
Quote from: Ukas on March 22, 2020, 02:24:13 PM
Anyways, if your pawn does sad wandering for 5-days, you might want to check your mods. I haven't seen a 5-day mental break of any kind. Not even 3-day. Pretty sure not even 2. One pawn did wonder slightly more than one day.

You have a fair point there and I do have a lot of QoL mods, but no flags for any conflicts when I start up. I certainly don't know anything about modding to tear into them and try to diagnose it myself.
#13
Quote from: B@R5uk on March 21, 2020, 02:20:48 PM
Quote from: Kent Lang on March 21, 2020, 01:58:16 PM...If you have a degree of socialist worldview, that would pretty much mean that all reasons to commit crime or wage wars are solved, hence no real industry can be created in tools or equipment to hurt others, right?..

Such a naive and idealistic view. It's human nature to make others suffer. It's easy to restrain it when you have goals to achieve. But once you have everything there is a risk to break down in the other way, hence the need to suppress or use this.

Well, there might be some cardinal solutions to this and other social problems like that Tipharean citizens imployed. But that would be transcendent level IMHO.

There is one option that I feel you're overlooking. You're right, humans are violent and tribal and without something to work towards they will find something to fight about. But I believe there is one thing even stronger than that that you would easily find in glitterworlds: Absolute, unadulterated hedonism. When I think glitterworld, I think pleasure planet from 40k. No war, no crime, because there's basicly infinite resources and no laws. Do whatever you want, whenever you want, as depraved as you want. There's not much drive for crime or war when you're up to your eyeballs in every vice you can imagine, and then someone will introduce you to something even more depraved.

Not only this, but if the bulk of your planet is enaged in unchecked hedonism, who's running the planet? A few royal planetary governors and a lot of AIs of varying intelligence.
#14
Quote from: Ukas on March 21, 2020, 11:01:44 AM
It must be the gazillionth thread gamers are complaining why the exact moment, when people loose their minds, doesn't make more sense. Come on. Read a book, understand better, sympathize more, be real, something. It is not a rational situation. Having a mental break when starving, or while seeing corpses during combat is actually very realistic scenario. But people who haven't starved, or haven't been in combat have hard time to grasp how it works in reality. It doesn't make any sense. Can be pretty idiotic. But it happens in millions of ways the game can't even start to simulate. It's called crazy exactly because it's crazy.

I don't have a problem with them making sense or not. You're right, crazy is crazy and sometimes the thing to set someone off is just that, the last straw. You know, there's a carpet of bodies outside, a psychic Ai overhead, the base is covered in blood, but can someone PLEASE tell me why no one in this god forsaken hellhole can bother to cook and we have to eat PASTE every day!?

My problem and the reason I started this thread is that there's nothing we can do about it anymore. If someone breaks they're just gone. They don't get hungry and fall over, they don't get tired and fall over. Arrest them and they stay broken. And they lose all sense of self preservation or will to live. Your options are let them wander, potentially to their doom the first time a mad rabbit pops up because half the time they won't even fight back, or go out there and beat them into submission. There's no middleground, no compromise, and for such a minor break, just wandering in a daze, it's potentially a death sentence since, as mentioned above, they'll continue to take care of their needs while they're broken and so there's nothing to stop them from going on until they just decide their over it...today? Tomorrow? Next week?

I'm not a youtuber, I don't have video evidence to back up my statements. All I can say is the longest break I've had was five days, and I've had several that went three. And I have no idea if there's any reason they couldn't go longer. We need something to mitigate these. Either a cap in the code or some kind of method, like integrating something like the Snap Out mod into the game(Not my first choice but might be the only one).
#15
Quote from: 8roads on March 18, 2020, 07:40:21 AM
Quote from: ShadowKatt on March 18, 2020, 07:07:54 AM
My colony can't even feed itself. We don't even have herbal medicine. The map is so poor we can't set foot outside without being hunted by the stray, starving predators that wander in.

I can't bribe other factions with pity.

...but why would anyone want to raid you?

I don't know! At least let us research micoelectronics first.

What I THINK happened, and I don't know if this is how the code works, is I built a BIG mountain base. Built walls around all of it, smoothed the interiour. It took years of in-game labor to do. I wonder if all that smoothed stone and the massive home zone somehow counts towards wealth so they think we're living in opulance when we couldn't actually defend ourselves against a third world african country.

We have bolt action rifles. Ethiopia is better armed than we are. We're getting there but it's a struggle. I will say this, one of the things I always hated about vanilla rimworld and still do is power. My options are solar(which only works half the time and vanilla events expanded doesn't let me use at all), wind which is unreliable, and geothermal which is extremely limited. So I can only afford one hydroponics farm. I wish vanilla rimworld had some kind of uranium nuclear reactor(not that I'd have the research for it). I can build a starship but fissile reactors are still somehow beyond me.