OK i have watched this a few times now. If you give your colonists neurotrainer his stats go up like 7ish in 1 skill, But if you watch them closely it slowly declines and you loss skill points. this stops sooner or later and returns to go back up at normal rate. Example (7 medical skill + 1 Medical neurotrainer = 14 med skill with a slow decline back to 9 or 10 then normal increase of xp) Has anyone else seen this issue. I also tested this by editing the file for "pawn" shooting to 20 and watched the same decline.
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#16
General Discussion / Tynan!! Skills reverting slowly with NeuroTrainer
October 04, 2014, 11:23:44 PM #17
General Discussion / Can you make Hyperweave?
October 03, 2014, 11:34:32 PM
So i see the hyperweave in the dev tools but can you actually make it?
#18
General Discussion / Re: Cabin Fever issue!
October 02, 2014, 06:30:25 PM
Again TY for seeing the issue with this and working to correct it. Tynan your game is amazing! Simply jaw dropping, I have played since day 1 and everything your doing with this game has only further interested me to keep playing. You dont know me so you must understand. I get bored of games in days, if it has enough bugs then mins. I have 1000s of hrs logged in your game. top 4 in my game list. Keep up the good work!
#19
General Discussion / Re: Cabin Fever issue!
September 28, 2014, 01:08:58 AMQuote from: Rahjital on September 28, 2014, 12:40:20 AM
To be fair, you broke so much of the game by this approach that cabin fever is not really important anymore
The point is that what the other guys said was invalid. The cabin fever needs work. Ive heard enough about technical this and that. so....
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#20
General Discussion / Re: Cabin Fever issue!
September 27, 2014, 07:42:13 PMQuote from: ApexPredator on September 27, 2014, 04:26:04 PMQuote from: C. Fenderson on September 26, 2014, 06:37:39 AM
Agreed. You don't hear many reports of medieval people getting cabin fever from being in their castle walls, just being inside of their home for too long.
Alternate note, what about a dwarf trait/story that makes them immune to this? Or maybe make people who have a backstory involving mining immune to cabin fever. I think this'd be a pretty nice feature.
To be fair we don�t have many reports about anything from that time let alone scientific reports on psychology. The only time people would be confined to a castle/fort is during a siege by an army. I am sure peasants being confined to a castle for days/weeks while an army waited for them to run out of food or destroy the wall to go kill them all was less than an enjoyable time and they probably exhibited symptoms of cabin fever before it was a thing.
As for the OP, I see no problem with the current game mechanic. By walling yourself in (with no opening) you are exploiting the game so that most threats cannot get to you or are not triggered. I see the cabin fever as a way to overcome this. However, I would like to see social reduce the impact on cabin fever but one thing at a time.
Really... is that why this works just fine and is way way more cheater then? Please explain the game being fine again i missed something because here i am walled in like crazy and decided... hmm im just gonna dig off the map and make an opening (on the right side of map). cabin fever cured!!! and everything gives up before they can do anything. even mechs get killed by visitors, enemy attacks, insane animals, all before getting to me. i just sell out when the wall gets bad and rebuild it with all the loads of rock i have from digging. But its fine right? (Yes alot of this base was made with the dev tools to show my point quickly, it has been months with no issues)even broke this guys thoughts... he starved
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#21
General Discussion / Re: Cabin Fever issue!
September 27, 2014, 11:26:22 AMQuote from: C. Fenderson on September 26, 2014, 06:37:39 AM
Agreed. You don't hear many reports of medieval people getting cabin fever from being in their castle walls, just being inside of their home for too long.
Alternate note, what about a dwarf trait/story that makes them immune to this? Or maybe make people who have a backstory involving mining immune to cabin fever. I think this'd be a pretty nice feature.
Nice comment I agree with this.
#22
General Discussion / Re: Cabin Fever issue!
September 27, 2014, 11:23:39 AMQuote from: Matthiasagreen on September 26, 2014, 10:19:10 AM
I can see why the OP fees like it shouldn't cause cabin fever in the example. However, as the game is how it is ATM. The easiest way to fix the OP's problem would be to cut a single hole in the wall. Not only would it remove the cabin fever, it will help direct incoming areas to a single area, which makes it easier to defend.
To be fair, people in prison, even with a yard area, still go a bit stir crazy at times with the same environment over and over again. Even ifyour colonists don't ever go past your wall, the thought that they have the option is what gives them comfort.
Ok but in a prison everything inside is trying to kill you, in my case everything outside the wall is. So again i feel a buff is in order. I only walled it off to try and make another colony that wouldn't run across the map to the 1st one i had on the same map. currently there is no way to have multiple colonies. I find during a large attack I can better defend if i can flank the enemy with other colonies I have made because the AI colonies just wonder around and dont help you fight half the time. This is due to the fact they always just run to your base and not at the enemy you are fighting...sigh
#23
General Discussion / Re: Cabin Fever issue!
September 27, 2014, 11:17:24 AM
Thank you for your support on the subject everyone! Glad im not the only one that thinks this needs to be tweaked a bit.
#24
General Discussion / Re: Cabin Fever issue!
September 27, 2014, 11:15:09 AMQuote from: keylocke on September 25, 2014, 11:45:51 PM
perhaps, cabin-fever should only pop out if under a roofed area for too long?
off-topic :
octagon. y u not square? (joke)
Octagons are cool man lol
#25
General Discussion / Cabin Fever issue!
September 25, 2014, 10:52:55 PM
Ok i get that if you dig into a mountain and wall yourself in your guys will get cabin fever. But, when i wall in a section thats almost half the map size and everyone lives outside in a extremely large protected area full of grass and flowers and still have sever cabin fever the games just broken. how about a perk like peace of mind or something for being protected outside with a wall....like any normal person would. pretty sure if i was in a hostel area. i would want walls around my place instead of anyone just walking in and killing me in my sleep. find this to be kind of a game breaker. Hopefully this new locked doors will fix this. i see no difference if its a wall or a locked door they cant go through. Think cabin fever should be limited to being locked in doors not in a protected outdoor area.
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#26
General Discussion / Are Animals Broken?
August 10, 2014, 11:35:55 AM
So im on like day 312 Cassandra Classic and there are no more animals to kill. Did i wipe them out? what happened? Meat is running low and i cant buy it for some reason from food trader. Also i have not changed the ground and they are all starving to death, either wont eat or no food. i think no grass.
#27
Ideas / Re: Simple option add for sleeping
January 07, 2014, 11:40:55 PMQuote from: murhe on December 19, 2013, 04:11:45 PM
Not bad idea at all! I mean there could be a way to set a characters to sleep in 3 diffrent shifts (during night what is most comfortable, morning and afternoon). This could help you at very begining or when you want to keep you colony as small as possible or with huge colonies.
There should be penalty for sharing bed as there is penalty for sharing bedroom. Both cumulative with eachother.
UI could be very simple. When you right click with active character to a bed then it should give you Go to Sleep order. Character should try to adapt ongoing sleep rythm according that. If it is now morning, he tries to sleep morning if it is night then he tries to sleep night. Usually that means he cannot sleep whole period and is unhappy following day and sleeps well next night unless player forces him to stay awake.
When you player tries to order someone else to sleep same bed in same time it should give alternative to wake up previous character and go to sleep. First character loses now his shift and second takes it.
If character has no bed and is tired, he tries to sleep in closest free one. If there is none available, he waits during next shift, is bit more unhappier and game informs about lack of beds. After character crosses certain level of tiredness, he goes to closest bed and kicks sleeping person out of it!
I like that idea but i think they should go crazy instead of kick people out of bed. force you to make more beds
#28
Outdated / Re: Rhodes Mod List
January 07, 2014, 11:34:05 PM
So, I really like Rhodes Mod Compilation, I find it much easier if you rush hydro(takes longer) and use every penny for hydro tables for currency(TAKES VERY VERY LONG) The power changes allow much more power usage if used right. I like random the best for this mod. normal gets crazy a bit fast for me. The Only problem is the HUD disappears because of a glitch with your colonist. after a couple hundred days one will randomly lose half of its traits. I tried modding the glitched ones but couldnt fix them. it would just pick another. tried killing them, arresting them, execution...It just picks a new guy. when the HUD disappears you cant open any menus, save, exit. you have to crash it out. I know how to work around the glitch by just not using the "infected" colonist for arresting, force repairs, forced hauling.....basically only force walking works. if the "infected" is already fixing a wall or hauling and you highlight them it will also crash. So here is a pic of the glitch thats causing the crash. this menu freezes the game as soon as opened as well. Oh and my base that i cant play anymore after 365 days
This is the "infected" Colonist bug http://i305.photobucket.com/albums/nn213/Shm00e/33333.png
My Base when Wolfe was infected (my 1st and best Marine
) http://i305.photobucket.com/albums/nn213/Shm00e/screenshot12.png
This is the "infected" Colonist bug http://i305.photobucket.com/albums/nn213/Shm00e/33333.png
My Base when Wolfe was infected (my 1st and best Marine
) http://i305.photobucket.com/albums/nn213/Shm00e/screenshot12.png #29
Ideas / set border thats colonist will not cross
December 17, 2013, 09:04:39 PM
have only selected people be able to cross a border line you set. kinda like a home zone. this way they will not wonder to places you do not want them to go while still keeping your base open. would go along great with the open bed idea
#30
Ideas / Re: Simple option add for sleeping
December 17, 2013, 09:00:56 PM
yeah i know you can reset them. but i have games with 40+ people they dont all sleep at the same time making it hard to setup far from base projects without people going crazy. idk just would be cool to have an option to toggle. could sick it right on the colonist when you highlight them have a check box for it. so some can stay and others will roam.

