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Messages - Chibiabos

#451
Ideas / Give hunting tags a distinctive icon
December 12, 2014, 11:07:32 PM
Am I the only one who gets confused sometimes with the red 'X' that serves both as an indicator something is forbidden, and that an animal has been tagged to allow it to be hunted?

This is really coming to a head with the 'alpha beaver' arborcides that seem to be in every game I've started (I'm trying out Boreal a lot, might just be Boreal biomes) ... need to hunt them all to prevent them from killing all the trees, and killing every last one is more of a priority than hauling off the corpses, so I manually force at least a couple of my guys to hunt beaver after beaver, don't wait to pick up and haul the corpses (they can last a few days anyway, by which time hopefully my third guy back at home will have a walk-in fridge up and running to preserve the corpses and/or meat).  It gets very confusing, however, that the dead beavers get the same red 'X' on them to mark them as forbidden as the live beavers flagged to allow them to be hunted ... the horde of beavers concentrated on clearcutting ... err, clearchomping? ... the trees makes it worse, a dense cluster of red Xes for both forbidden corpses and huntable live beavers.

Thanks!
#452
Ideas / Unharvestable Geothermal Vents
December 12, 2014, 10:54:50 PM
I am finding a lot of geothermal vents that cannot have a Generator built over them because they are right next to marsh or water and the generator cannot be built because no tile of the Generator can go over marsh or water.  I'd like to request for some future version one of the two remedies for this:


  • Map generator logic code which places the geothermal vents to ensure that the geothermal vents will not appear too close to unbuildable terrain (marsh/mud/water/etc.)
  • Permit Generators to be built over otherwise unbuildable terrain, perhaps with extra resource requirements (maybe just raw stone) to build them as platforms; if this option is done, of course, there would also need to be a similar allowance for Power Conduit to be built over otherwise unbuildable terrain as well.
#453
Ideas / Re: Vents
December 12, 2014, 12:28:41 AM
Actually, how about vents with temperature controls?  That way you could have centralized heating and air ... do something useful during cold months with all that crazy heat from geothermal.
#454
General Discussion / Re: Exploiting Heaters for Profit!
December 11, 2014, 11:19:52 PM
As another sidenote, I wish visitors would or could not enter Prisoner areas.  I've had prisoners escape when a group of visitors decided to go pay the prison a visit (in older games) and the door stayed open too long from the visitors crowding through, I've had visitors rush into my prison room when one prisoner started on a rampage and killed almost every prisoner using uzis (when I just try to gang up with multiple melee attacks to knock a rampaging prisoner out to get them back in control :/).  I got so angry with this, the moment a tourist decided to 'visit' my prison, I'd give them a long term home there the moment they stepped in.
#455
Bugs / [α0.8] Pirates still spawn naked.
December 11, 2014, 10:31:09 PM
I am not certain this is a glitch/bug, but thought I remembered something in the changelog that characters should no longer spawn naked, but in my very first pirate encounter in a Boreal biome, the very first pirate spawned completely naked.
#456
General Discussion / Re: Raiders as a source of income
November 22, 2014, 05:26:11 AM
How about merely a tactics change for raiders?  To me, a 'raid' is attacking a settlement to try and get its resource ... how about some raids that take this to its most basic, the raiders come in seek to take whatever resources of /yours/ they can quickly grab and run off with, instead of a grinding assault?  Food, mined good weapons, anything ... and the more you have outdoors, the more these kind of "smash and grab" raids might tend to occur (influenced quite a bit by the Storyteller, of course).  The possibility of the enemy being able to deconstruct your buildings or whatnot might seem horrible, but its my understanding Tynan has already worked into the current build a nerf to deconstructing speed, so that might help make that better (perhaps deconstructing something to extract resources should possibly be considered as taking /longer/ than merely destroying it with weapons or melee pounding on it ... it takes longer to strip a RL building for scrap than it does to smash it down with a wrecking ball when you don't care to recover anything from the rubble).  To me, this seems sensible that this might be simpler and more consistent with my impression of the basic the gameplay model/premise than the proposed 'cause whatever the enemy drops when killed to be largely if not totally unusable to the player' ideas.

These fast looting raids that don't aim to destroy your base would be fend-offable, of course, depending on how well you have turrets and how ready-to-fight-at-a-moment's-notice your colonists are, but I'd suggest balancing them to make it difficult (BUT NOT IMPOSSIBLE) for the looters to get smited without careful planning before such a looting raid incurs, through a combination of raider tactics and maybe even a filter on what kind of raiders and the gear they would bring (designed for speed more than firepower in a fight, no peg-leggers to slow them down, equipped with lighter armor that doesn't nerf unit speed so much, and preferring weapons that fire and reload quickly more than range or punch).  This kind of raid should never, of course, be 'wait for awhile and then attack' ... these looting raiders should always immediately attack (though with probably worse-than-siege inaccuracy in drops, they may not necessarily land themselves in an ideal position to loot-and-run).

They would probably be most drawn to your storage zones with comms assuming there's decent loot in those zones, but to really make these looting raids nasty, they may also just take the resources scattered over the map that are far from your base's defenses.  They might even have a variety of targets ... maybe one looting raid will concentrate its focus on looting your food, another your medicine, another your weapons and armor, etc.
#457
Ideas / Tactics & Strategies forum
November 15, 2014, 03:07:46 AM
If new players are struggling and want some tips from experienced players on how to survive playing the game, or established players want to share more advanced tips, it would be nice to have a Tactics & Strategies forum just for sharing tips on everything from how to set up a base to resource management (such as the merits of different growable crops) to how to deal with enemy snipers (M24-equipped).  This could also serve as a source of information to the developers, of course, to learn what weaknesses in game mechanics are maybe too easily exploited and could use rebalancing, and/or ideas to help make the AI more challenging by using and/or better defending against player strategies.
#458
Quote from: Apophis on November 12, 2014, 08:26:01 AM
I get this more often, but is usually is when the target has moved out of range or has taken cover (I am not sure which).
The pawn is retasked, will finish aiming, but not shoot, am I right?

Nope, he did shoot.
#459
Stories / Re: Oh deer
November 09, 2014, 03:16:19 AM
I just ENTIRELY LOST A GAME due to this exact thing, except in my case it was worse than deer:  it was SQUIRRELS!

Why squirrels worse than deer?  Because they outnumber deer.  I had no fewer than ten squirrels attacking each of my four doors into my colony complex, they quickly overwhelmed each of my colonists (didn't help I have had a rotten luck of colonists ... out of fifteen colonists, five were violent-incapable and two others were Brawlers) and my turrets could not kill them fast enough to save my colonists.
#460
General Discussion / Re: Berries or Potatoes?
November 09, 2014, 03:11:30 AM
Quote from: christhekiller on November 07, 2014, 06:55:12 PM
I usually grow both? I'll have colonists focus on making meals out of potatoes (and nutrient paste) and I'll usually have berries just waiting around for eating if my meals don't out last power outtages or for meal making if my potatoes run out.

Cloth definitely > berries for selling, BUT consider the fact that for any given limited amount of growing/cutting labor, strawberries might be a better choice than cotton as a cash crop because of their potential dual purpose:  you can sell them for a decent amount of money (no, not as much as cloth) OR in a crunch (power goes out, so you can't cook or make synth paste) use them as an emergency food source in case of a solar flare or your power is otherwise interrupted (which prevents you from cooking potatoes).  Flexibility > inflexibility ... but exactly how much is too complicated to provide any sort of simple formula (at least, not that I can think of).

Generally I start out making potatoes and strawberries.  I will create a dumping zone in my kitchen area just for potatoes, and will restrict cook stove Bills to using potatoes (I reserve meat for Fine meals, which I further generally reserve for prisoner use as a morale booster which, SFAIK, makes it easier to recruit them).  Yup, I treat my prisoners better than my colonists ... does that make me evil? lol.

In the long run, when I get enough colonists, yeah I really make a huge area for cotton as a cash crop, but its labor intensivity coupled with limited use (really no point in making clothes from cotton ... if I get non-nudist naked colonists who need clothing and I don't have devilstrand nor enough reclaimed clothing from dead attackers, there's always plenty of animal hides which I can't seem to sell raw to make clothes from) makes its sole use as a cash crop less useful than the dual-purpose berries.
#461
Quote from: Coenmcj on November 06, 2014, 10:46:42 PM
Just out of curiousity, is the colonist a doctor or warden?
It seems that the former tends to have priority over eating, and it occasionally happens with wardening aswell, choosing the livelihood of the prisoners over the livelihood of themselves.

Yes, and its those cases I find you can work around it a little by turning off their doctoring or wardening (presuming you use the advanced prioritization, take it below 1 or above 4 until it shows no number) and then they'll eat if they're hungry, keep a close watch and of course turn their doctoring or wardening back on after they finish eating.
#462
As a temporary workaround, try turning off all his priorities.  I've had a few situations where a worker will keep doing task after task even when incurring starvation injuries, even with easy access to food, but when I turned off all their priorities, they immediately sought and ate food.  Its annoying, have to reset their work priorities afterward of course.
#463
Ideas / FORUM suggestion
November 03, 2014, 12:19:03 AM
It seems a little silly to limit individual attachments to 300 KB when Rimworld savefiles are generally in the 3 to 10 MB range on normal-sized maps, especially for reporting bugs when a savefile is probably worth a hundred screenshots to the devs (and probably worth a thousand text descriptions of the bug being reported).
#464
A hostile AI colony is starting to build siege embattlement, but one enemy AI being is seemingly cheating by both building and targetting with his weapon at the same time.  I have attached a screenshot.  I do have a savefile paused at the moment the screenshot was taken, but for some silly reason the forum will not allow a file larger than 300 KB, but the savefile for my normal-sized map savefile is nearly 7 MB. O.o



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