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Messages - nja

#16
When I give a construction worker an order to prioritize a tile, I expect them to finish the damn tile!  Instead, sometimes (like when they're hungry, or they want to sleep, or they just feel like watering some plants instead) they'll work for about one second, then leave.  Prioritizing a tile should force the worker to finish the construction before moving on.
#17
Quote from: ShadowDragon8685 on November 05, 2013, 07:31:46 PM
1: Sandbags should not cost metal! There's literally no reason for sandbags to cost metal. The very name of them indicates exactly what they are - sand in a bag! If you feel it needs some kind of further balancing point (and what with waffles to slow down the raiders, it probably does,) then either make it cost a sand resource, harvested from any sand squares but taking time to haul back to base, or just make them cost a lot more time to build than they already do.

I really hope this is a somewhat high priority, as it's one of my bigger issues with the game at the moment.  All in good time, though :)
#18
Ideas / Re: AI Director between friendly and classic.
November 06, 2013, 11:05:26 PM
Completely agree.  The area between the two is exactly where my play-style would land.

Even Evan - Evan enjoys more of a challenge than Phoebe, but he's not as malicious as Cassandra.  He's the best choice for a relaxed game that won't get boring.
#19
Ideas / Fire Suppression System
November 06, 2013, 11:03:24 PM
I've seen suggestions for personal fire extinguishers and for water as a resource, but this is the logical extension.  It would be nice to be able to construct fire suppression systems in areas prone to fire.  These systems (expensive, of course) would put out the fire / dampen the fire, much like rain does.  At the moment, fires during rainstorms are nothing, whereas fires during dry spells are catastrophic; perhaps this would help with a balance between the two.
#20
So a good example of a frustrating chain of events can be found in this post.  Basically, a boomrat killed two colonists, causing a fire that destroyed all turrets, but not before Cassandra spawned a ton of raiders.  As soon as the raiders were beginning their raid, Cassandra started a thunderstorm and blighted my crops.  I view the "AI Storyteller" as a friend telling a story; I'd like to think that a friend (Cassandra, not Kassandra) wouldn't look at my situation and say "hmm, you're screwed already, better just pile on even more bad events".  But maybe that's just my friends.  And yes, I've tried Phoebe Friendly.  It was fun for a bit, but I would honestly prefer a middle-ground --- a Cassandra who doesn't ramp up quite so quickly, or who recognizes bad situations and doesn't immediately clamor to make them worse.
#21
General Discussion / Stop, Drop, and Roll!
November 06, 2013, 10:53:24 PM
Is there any way to have a colonist put themselves out when they're on fire, other than waiting for it to rain?  Or for another colonist to beat out the fire? 

I just had the unfortunate situation where a boomrat set one colonist on fire, causing a chain reaction and the deaths of two colonists due to fire.  An immediate raid (thanks, Cassandra) and an immediate crop blight (SERIOUSLY, Cassandra?) caused the destruction of the rest of the base and the end of the game (of course, the boomrat fire had already spread to the turrets and destroyed them, but not before Cassandra figured she should send a ton of raiders).  This would have been a LOT less frustrating if I'd been able to keep the colonists from dying right after being set on fire.

There's definitely a lot to love about this game that's keeping me coming back, but there's also a lot to hate, causing me to ragequit.  I guess that's the nature of a pre-alpha :)
#22
General Discussion / Re: Rapid Food Growth?
November 06, 2013, 12:42:33 PM
Quote from: Dragula on November 06, 2013, 08:01:24 AM
Start early with growing.
That doesn't necessarily help with blight.

Cutting other plants seems like a possibility.  What I'm getting at here is that for some things, like blight, it can be extremely hard to recover from them.
#23
General Discussion / Rapid Food Growth?
November 06, 2013, 07:13:23 AM
Is there any way to hurry food growth?  I have a save that I've been repeatedly restarting.  In it, I've just had a crop blight, and the food stores are running quite low.  I've tried setting every colonist (still just the default 3) to only grow, as well as building a grow light, but I can never seem to grow enough to harvest before they start going mad from starvation.  I have not yet researched hydroponics, so this is just a growing area I'm talking about.  It's unfortunate that there's currently no way to get food from the wildlife, as that would seem like a viable option in a pinch.

In fact, I'm thinking of Minecraft.  If I were faced with a similar crop situation there, I could either find some wildlife to kill or obtain some bonemeal to force the crops to grow faster.  Seems to be a reasonable game mechanic; maybe I'm missing it in the current RimWorld game?
#24
Quote from: nomadseifer on November 06, 2013, 02:06:56 AM
There is definitely some learning curve.  If you follow some of the 'starter' guides in this forum, you should manage well enough.  There are many established methods to deal with raiders.   

Also, just start on Phoebe friendly until you get the hang of managing all the colony-aspects without having to worry too much about raiders.

Yep, I did start on Phoebe and practice a bunch of the techniques people have posted.  What's frustrating me is not the techniques, but rather that Cassandra seems to think it's appropriate to kick me while I'm down---that is, to keep piling on the bad events, even when it's clear that I'm close to being beaten.
#25
Version Found - 0.0.250

Construction workers are not intelligent in their choice of order when building things such as walls.  Inevitably, this leads to workers building themselves in, like so:

(sorry for the big images; spoiler tags didn't seem to work for me :/ )



Unfortunately, when this happens, one must sell the just-created walls, losing money.

Sometimes this is so bad that it is necessary to babysit the workers, adding one wall tile at a time to ensure that they do not get stuck.

Obviously, it would be preferable if they looked at the wall and chose to build from the inside-out to avoid getting stuck.
#26
So from what I understand, the current Cassandra simply combines semi-random events with a gradual ramp-up of difficulty.  The AI is planned to be more adaptive, though, right?

I'm not an amazing gamer, so I get frustrated when lots of bad things start happening at once and it's hard to recover.  I was excited about the AI in this game because I was under the impression it's supposed to eventually intelligently ramp up difficulty.

So far, I haven't experienced that.  What I have experienced is over and over raiders attacking just as an eclipse and solar flare occur while an electricity overload blows up my reactor and a blight kills my crops.  And then the game decides that since I have one colonist left who is about to have a mental break, it would be a great time to launch another raid with twice the number of people.  It doesn't seem to be learning from how bad I am; instead, it just keeps piling on the annoying crap until everyone dies.

It is just a pre-alpha right now, though, and I understand that.  I just wanted to provide a counter-viewpoint to all of the amazing veteran players on here saying that Kassandra is super-easy and everything like free crate drops should be taken away because it's all too easy.
#27
Ideas / Re: Haul Away Order
November 06, 2013, 12:36:19 AM
Quote from: Semmy on November 06, 2013, 12:19:30 AM
Select your colonist and right click on the metal.

He will than prioritize hauling it off.

Yep, and when I have just mined ten blocks, I have to babysit the colonist and tell him to prioritize each piece!  Which is why it'd be handy to be able to say "clear this whole area of all the metal."
#28
Ideas / Haul Away Order
November 05, 2013, 11:10:23 PM
Currently, the haul away option under orders only selects debris.  Why not let the user select other things, too?  Sometimes my miner generates a ton of metal, and it would be convenient to be able to mark it as "haul this away now" rather than just leaving it there to be picked up whenever someone happens by it.
#29
Ideas / Re: My thoughts
November 05, 2013, 11:05:52 PM
I really like the idea of having a "military" job.  Too often my Assassins are off walking on the other side of the base when the raiders attack!
#30
Ideas / Draft / Undraft Everyone Button
November 05, 2013, 11:01:54 PM
This has been happening a lot lately: my colonists decide that the best time to leave the base is when the raiders are attacking.  When this happens, I have to go through and click on each one individually and draft them and stop them in their tracks, then do the same to undraft them after the raiders have been killed.  A simple button to draft all colonists all at once would be a nice way to automate this.  Think of it as an air raid siren or something, causing everyone to immediately drop what they're doing and prepare for war.

This seems similar to this topic, but simpler, I think.