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Messages - erdrik

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General Discussion / Re: This game is like MYST
« on: May 09, 2020, 10:04:27 AM »
... But I cannot assign any abilities  or  task to my three  survivors. I can't even get them to pop up in the  window. I keep getting other characters that I don't even know.

Can you post screenshots, or the names of the colonists you are getting versus the names of the ones you are expecting?

Im literally the only one who helped you.

*Looks at four other posters in the topic*
Yeah. Only you.

Rude.  ::)

Whether from stray drop pods or meteorites, Plasteel can fall from the sky like any other resource.
Relying on it is pretty RNG, but it is technically another source.

General Discussion / Re: OOOOKAY I quit!!
« on: May 03, 2020, 08:38:42 PM »
... I will probably crash and  burn 100 times before  I get anyway, but thats  ok.. I am retired, I have  plenty of  time. 8)

Just a FYI in case this is new info to you:
Take the "I will probably crash and  burn 100 times" mentality to heart.
Failing, and how you react to that failure, learning and getting better, pushing past a failure and dealing with the consequences. This is pretty much the intended point of the game.

...But the drawback are, pawn's wouldn't repair them either. You need to micro that, pawn keep repair the door after you forbid it, they just don't start a repair on a forbid door.

Im fine with that. It never made sense to me that a pawn could camp one side of a door and somehow repair it while it was being damaged on the other side.
You should have to wait until the enemy stops damaging it before repairing it.

How much of a performance hit are you willing to take?  In real life, everyone walking around has a lot of processing power in their brain....but that's limited in the game, where long look-aheads are expensive, and global danger-logic is tricky...  That's kind of where we're at in this game.

Thinking about it, I dunno if it would even require that much of a pathing change. An off the top of my head solution would be to have an on-hit effect for when raiders attack doors, where that on-hit effect silently forbids the door they are attacking for 1 to 3 seconds.
Normal pathing already avoids forbidden doors, so the colonist would avoid it; raiders already ignore forbid settings, so the raider would keep attacking it; and the forbid effect would be maintained so long as the raider attacks it, but time out a few seconds after the raider stops or is killed.

... Since 1.1 Tough does not migate damage if the hit damages interior parts too, something i can only assume to be a bug. ...

Why would the Tough trait make brains tougher? It is described as providing "...thick skin, dense flesh, and durable bones..." That does not include organs, and certainly not the brain.

Hmm.. Forbidding the door would have worked, now that I think about it.
Still. I think the pathing should account for this.

What raider attack a door is no reason for a pawn not to pass through that door.
I think you meant: "A raider attacking a door does not prevent another pawn from trying to pass through that door." ?
If so, I think that needs to be changed. Colonists should not passively wait in line behind a raider busting down a door.
...Don't await from any pawn (colonist or raider) to be clever.
I had little other choice. AFAIK, There is no means of manually controlling a colonist that is carrying a downed pawn. Drafting them will force them to drop the carried pawn. Which means I would have to wait until the raider is killed first. Which can be done in some cases, but not if the downed pawn is severely injured and needs to get to a medi-bed swiftly.

No mods installed.
I have a mountain base colony. The colony was fighting off a raid of 3. The colony's front entrance has 3 doors, one in the center and two on the left and right of that door. All of the colonists are outside the left and right doors shooting at raiders as they come down the center.

One of the raiders made it to the central door and is shooting at my colonists from there. The colonists down the other two raiders before they reach the doors, and the game tells me the raid is retreating. The remaining raider stops firing and starts trying to beat down the central door. Why? I have no clue, as the door leads into the mountain base and has no path off the map whatsoever.

I decide to have Becky capture one of the downed raiders, while the rest of the colonists shoot down the raider trying to bust down the central door. I line up the gun squad and watch as Becky picks up a down raider and proceeds to try and go through the central door?!?! Except she can't, because a raider busting down that door is in the way.

There are two clear and unobstructed doors to the left and right of the central door. The doors are both only 10 tiles away from each other. If this isn't a bug, then adding a "avoid doors I can't go through due to enemy presence" function to the pathing would probably be a good idea. Also making raiders not bother trying to bust down a door that won't lead to escape during retreat is probably worthwhile too.

General Discussion / Re: Mech clusters subvert the game
« on: March 08, 2020, 08:45:27 PM »
It would be funny if the mechs were initially friendly and helpful, because they are too weak to beat your colony, and know it.  They would give you gifts, protect your base, trade, share tech.
Then after they have imported or manufactured enough units they become hostile and crush you.
The first time that betrayal happened I would never allow it to happen again. It would instantly place that encounter in the "crush them while they are small" category, never to be removed.
It might be an interesting shock the first time it happens, but from then on it would just become a too easy encounter for free resources.

General Discussion / Re: Version 1.0 is content-complete
« on: October 06, 2018, 01:17:37 PM »
Unlike going through my mods and checking every one for "is there an updated version? Unsubscribe -> Subscribe new" Which I have spent hours doing before, and it's not fun.

Since when is mod management suppose to be fun?
Its suppose to be effective, fun doesn't fall into the equation.

If an update breaks saves... well tough luck, that's what you get for a pre-release game. Stop whinging and go start a new colony.

Thank you to all the modders that update their steam workshop mods so I don't have to go digging for new versions.

... The modders who didn't want to support older versions of their mods were the ones whining here.
I swear... The Dev expresses a desire to get help to support backwards compatibility in modded saves and he gets chewed out for it. The lack of respect is palpable.

General Discussion / Re: please change "rimworld" to "jim's world"
« on: October 05, 2018, 01:13:58 PM »

General Discussion / Re: Version 1.0 is content-complete
« on: October 04, 2018, 11:50:45 AM »
Make a mod that will get added to the Mods folder in a small update. Have code in it that presents a pop-up message in the main menu and lets players click a button to copy all mods. Zero assembly changes and you can remove that mod for 1.0 when you release.

If I came up with this solution as I was reading this line I have to assume you've not spent time considering alternatives.

Or your solution won't work as well as you think it will. Not saying that is actually the case, but it is a much better assumption than insulting the Dev.

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 06:02:11 PM »
But what I am finding in need of adjustment is the team composition. I mean... if you were trying to capture a pawn...would you really go with 6 grenadiers and 7 rocket launchers? I assume you want the prisoner...alive...right? I think such a team should be compromised by Gunners mostly...Although all shooting has an equal chance to kill the target to a certain degree...this example of chasers look more like a "Sapper" team than a group of chasers...

I do tend to agree that my immediate reaction is that the raid composition is off.
But it could also be a symptom of a lacking description. The description doesn't really say why the refugee is being chased, only that they are. For all we know the raiders are just a bunch of jerks that are cruelly "having fun" blowing the crap out of one of their prisoners. Or the refugee could be an ex-raider that got kicked out for lighting their base on fire and is now being chase explicitly so they can get some violent revenge.

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