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Messages - dakenho

#31
Ideas / Re: Your Cheapest Ideas
June 12, 2014, 02:59:25 PM
long term statistics:
number enemies killed(break down by type)
mullafo hunted
food farm (break down by hydroponics and dirt farming?)
#32
Ideas / excited over factions
June 12, 2014, 02:54:44 PM
I do not know about you guys but I am super excited over factions.   I really hope they become more fleshed out I would love to be able to trade with them but more over I would like to see more events IE this faction has brought you food in your time of need or this faction has requested food/resources, or sending your colonists to aid in defending their town (or raid them).
#33
file attached

[attachment deleted by admin: too old]
#34
apparently its too large to attach here where should I send it?
#35
were are the save games saved so I can upload
#36
I can attach the save, where is the saved game folder I am not seeing it in the same area i unziped rim world too.
Quote from: cud on February 01, 2014, 01:18:55 AM
Same i dont know why this was released when clearly shit is not working!!
i cant even have 8 col and them working without FPS drops every time they go to gather some resources then it returns to normal if a fire starts holy shit its like lag its just stupid coz i put so much time into the old patch n loved it and love the new patch but hate the FPS drops its unplayable
Cud, alpha is alpha, the whole point of early access is support the developer and aid in the development of a game idea that you like that may not have come to market with out your support.  I have looked into the book the developer wrote and the attitude of the developer on the forms and to the community, trust me when I say these guys are far above par on what you can expect and they do get it.
#37
Bugs / Re: need "do not go here" zones [mantis]
February 01, 2014, 11:41:48 AM
of course you are correct and I am glad you are devoted to making the game more mechanically solid as apposed to workarounds.
#38
I am not sure this has anything to do with it but some raiders stop moving all together,   takes hunting these guys down or the raiders giving up to get them to leave.
#39
Bugs / Re: need "do not go here" zones [mantis]
January 31, 2014, 05:05:13 PM
Thanks semmy I think your description is off though in the bug tracker

|                           |
|                           |
|                           |
|               y          |
|_______________|
              x

imagine the above u shape is your base and imagine that walls on the side take up more then half the map (combined building wall and natural wall).  No imagine that settler Y wants to path to square x, there is a valid path, its not block, there is just no good reason for it to do so,  what appears to be happening is there is some type of idle code that causes people to walk about when they dont have thing to do, the game thinks the square is only 2 or three squares away there fore attempts to path to it, regardless of the fact that this would cause it to path around half the map.  (once again, this is not part of a home zone, there is no repairs, the guy just walks there, then walks back to eat or do what ever).  If I am right then a simple check of pathing distance should be able to put a stop to this.
#40
Bugs / Re: need "do not go here" zones
January 31, 2014, 01:28:52 PM
I would think the ai's tendency to path to the opposite side of the map to get to a single tile behind a wall (that is not in a home a zone, were the ai is literately doing nothing) is some what of a problem.   I can see your side though so go ahead and move it.
#41
Bugs / need "do not go here" zones [mantis]
January 31, 2014, 11:47:52 AM
I have some trouble with idle colonists path finding to areas I do not want them to go.   In this case the back side of my base is walled on the bottom and naturally walled on the sides,  The idle AI will path to the unprotected part of the, often pathing around a very large distance to get there.   Currently I am just mircoing them by recruiting and un recruiting them to reset there path.
#42
I am have made it to day 90 and have been having massive raids, the number of raiders do not seem to be the problem but rather the raiders getting stuck on terrain and not being able path properly to my base, they will just kind of spudder back and forth on a rock formation (often splitting raiders forces in half)
I must repeat, this problem only occurs once a raider gets stuck in the described behavior above.
I am running a quad core i7 3.2ghz processor with a geforce 560 ti.
#43
Bugs / Re: No events
January 28, 2014, 02:28:14 PM
the only story teller I have used to date, casandra classic
#44
Bugs / Re: No events
January 28, 2014, 10:49:09 AM
I am having a similar problem, the first three games i did were fine, but now I am up to day 30 with no raiders or anything else going on, admittedly there is eclipses but nothing else.
#45
General Discussion / my first impression
January 17, 2014, 12:20:53 PM
well I just bought early access to the game and then i accidentally 8 hours of it till 4:30am which says more for the game then i ever could here, I have to say that what is here, feels, really, really good, I know the game designer downplays a lot of the sound assets but I love how the gun fire haves weight to it and over all it has nice a presentation to it.