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Messages - ShadowTani

#166
Even so, I really don't think a 5 vs 4 is a huge amount of raiders in any shape or form, even in the early game vs a high tech group considering you only need to take down 2-3 to make the rest flee.

Also, Randy is a lot more balanced than he used to be, he don't have insane tops and lows like he had in the beginning. Only way I can find this situation to be tricky is if it's talk about 5 shielded brawlers vs all your 4 only having bows - but it's still not a hard enough situation to warrant colony casualties imho.
#167
General Discussion / Re: Large, Scary, Infestation
August 27, 2016, 09:45:54 PM
Seems to be just a few. Even if they are insects they don't really have a hive mind AI, so you can safely shot at one to draw its attention without necessarily all of them becoming alert of you as well. You can deal with this using your fastest charge rifle guy (due to the combination of accuracy, damage and speed it's one of the better weapons for luring purposes). Prepare your other colonists in the background and use the charge rifle pawn to get the attention of the insects. Once you got one or a couple of bugs coming after you then move away until the insect(s) stop following. This is when you jump in with all your people and shot at them while they crawl back to their nests. Rinse and repeat, then move in to clear out the nests, unless you want to maintain a jelly farm.
#168
Well, insulated walls aside, learning about how double layer walls can isolate against temperatures I think should at least go into the Learning Helper topics somehow - like being popped up when placing a cooler or heater the first time. It could be mentioned in the "Spoilage and freezers" subject too I guess, but it seems to be relevant for both cold and hot temperature management and not just freezers.

Because really, I didn't know about the double layer wall solution at all until just some days ago, and it made a huge difference when I partially implemented it in my colony design. I was too busy and inactive on the forums during the time when the coolers got introduced so missed that functionality entirely when I started playing again, thus I ended up with a lot of frustration with maintaining room temperatures that I'm sure new players and players not active on the forums is going to get simply because there's no way to know about that inside the game (as I'm aware about at least).

I'm sorry I didn't formulate it as proper A15 feedback to begin with as it got mixed up in trying to help the other guy with his temperature management.
#169
These random inconsistencies could be fixed by having the generator automatically reroll the adult background profession if that background have points in a skill that its child background disabled; though even if it sounds like an easy fix it doesn't necessarily need to be and might be problematic considering backgrounds that disable a lot of skills. So I dunno. Personally it's not something I mind, and it's often the elusive bugs and imperfections that shape a games character anyway. x3
#170
Quote from: Wintersdark on August 27, 2016, 06:13:06 AM
Decided to try Beer.  Build three casks in my brewing room (which has three coolers keeping it no higher than 23C), but during a heat wave when said room did not exceed 23-24C (3 coolers, 9x11 room counting the walls) still the wort "spoiled due to high temperature".

The way I did it to protect the brewing process was to put the fermenting barrels into my kitchen design. For logistic reasons I put the kitchen next to one of the freezer rooms and this make the kitchen rather cold under default temperatures, so much so that I put a heater in the room to prevent it from going under 10 C. During heat waves I simply open up the doors to the freezer to keep the kitchen under +30 C, usually it sits at a cozy 15-20 C under those conditions (it does affect the "freezer" negatively tho, but it fails to maintain freezing temps during heat waves even without the door being open, so I decided I don't care about it). I'm playing in an arid region with temps of 30 C being common outside heat waves. It helps to isolate your freezer room with double layer walls though.

Though I really wish there was some walls more specialized for isolating against temperature, building double walls doesn't look too good and one still have to use A LOT of coolers even for a "medium" 11x13 sized freezer in hot regions. Besides, building double thick walls is something I wouldn't known unless I frequented these forums.
#171
Ideas / Re: Couple of simple tweaks to infestations
August 27, 2016, 04:55:35 AM
I agree; I had the Bob scenario happen to me a couple of times. That's an insta-savescum for me. I can deal with mistakes of my own doing, but when I had no warning before it was too late then it is just random punishment rather than a challenge, not even Dwarf Fortress consider that the formula for fun. I understand infestations is a necessary challenge to provide a disadvantage to the otherwise defensive bonuses of a mountain area, and I agree about that design choice, but it need to be a challenge, not a random pawn execution event.

A similar scenario done right is how the mechanoids sometimes decides to land inside your base - it always give me a few seconds to rally my people away from the impact zone, while providing a nice challenge forcing one to rely on your building dodging skills and gerilja tactics rather than passive defenses like turrets etc.

Most of the bugs will spawn with a delay anyway, the problem is those times a few of those bugs spawn at the same time with the hives which is very troublesome. I rather see some additional AI for the bugs instead, more hive-like tendencies, perhaps more abilities as well - just give me a chance to move my colonists out of the way before they rush out of their hives. >_<;

EDIT1: I dunno if I like your idea of them potentially making the mountain area into a swiss cheese tho, they do enough damage for my OCD as it is, lol, but yeah, their spawning mechanism definitively needs a fix.

EDIT2: I feel like I should mention that I do like bug infestations outside those times they end up being a pawn execution event, the insect meat seems to work well for kibble, and insect jelly is always a treat. Sadly the insects are very dumb and don't work together much so the challenge is so-so, hence why I said I'd like to see better AI for them.
#172
General Discussion / Re: Gog question
August 26, 2016, 12:24:00 PM
But as you can see from Tynan's reply from earlier in this topic it should be pretty obvious that he sees GoG as redundant for Rimworlds needs. So it's safe to assume he has no current plans for a release there and thus the safe bet is to not expect it. Though maybe if enough people can come with convincing arguments as to why they can't use either SendOwl or Steam he might change his mind.

However, a convincing argument is something else than vanity and fluff, such as wanting unnecessary features like achievements and a client with a game-library similarly to Steam; if one is so allergic to DRM's that one can't even handle Steam's rather lite DRM (it is significantly more user friendly than the serial keys almost all games used in the past) then one is more than picky enough and isn't really in a position of being even more picky imo. SendOwl has no fluff, but it works well for its purpose of bringing you DRM-free copies of the game.
#173
Quote from: Ukanda on August 26, 2016, 06:24:16 AM
i cant load the game

If you want to recover your save game you would have to spend a good hour replacing a bounch of stuff related to the new drug names. Like every instance of MarijuanaLeaves must be changed to SmokeleafLeaves, etc. etc. It's better to just start a new game, or wait until A15 officially releases and then restart.

I made my old save work that way as an experiment to see how capable I was of recovering a broken save myself without being told how to do it (like someone generously did earlier in this thread for another time the old saves broke in regards to the drug policy changes). This time I think it's unfortunately a bit too many factors that go into fixing up the save to provide a step by step guide for the average user however. And even for the more advanced user it might be better to just restart, because that was a long tedious hour+ of searching through and replacing stuff, lol. I'm sorry.
#174
General Discussion / Re: amphetamines??
August 26, 2016, 06:30:51 AM
Marijuana/Cannabis got renamed to SmokeLeaf, Coca to Psychite, and Amphetamine to Wake-Up.
#175
I have a colonist with the Hard Working trait, and she have a "Hard Worker vs Lazy: -5" social effect with every other colonist, even if they do not have any Lazy traits or any other traits related to reduced work performance. I dunno if its intentional that the hard worker see everyone else without the trait as lazy, but one of them have the very neurotic trait that give that colonist even better work performance than the one with the hard working trait and thus it doesn't seem right that this colonist would be considered lazy as well.
#176
Quote from: LightOfTheMoon on August 24, 2016, 01:23:21 PM
Don't know if this has been mentioned, but drilling gold has allowed me to reach ridiculous wealth relatively quickly. Perhaps if less gold was mined per cycle, it would be less dramatic. Just a thought  :D

As Tynan said in the post at the beginning of the page, he have corrected this; you need to make a new map for the changes to take effect.
#177
General Discussion / Re: Wiki needs updating!
August 23, 2016, 06:53:22 PM
I believe it should be possible for you to edit most pages, with some exceptions, as soon as you've confirmed your email after registering your account on the wiki. I registered and did one edit last week, so it used to work at least.
#178
General Discussion / Re: Alpha 15 without steam
August 23, 2016, 06:46:59 PM
As he mentioned in the comments of the blog it takes him about a hours effort to get up a SendOwl patch, so is why he never did such public tests before now on steam.
#179
Quote from: Leatherhead on August 22, 2016, 08:50:54 PM
Secondly: I don't care for the split research between the deep scanner and the deep driller. Yes, you could theoretically stumble about popping drills down everywhere trying to find something. But practically, you can't use one without the other. It seems like you could make "deep drilling" give you the drill and a basic scanner, and then have "advanced deep scanner" research to let you see what the deposits are before tapping them.

It might not make sense that they are split up in this patch, but I'm hoping this is the first step towards vehicles, where you'll be able to scan for oil deposits, allowing you to produce petrol or something. Or look for other underground features - meaning the drill won't be the only thing needing the scanner.

But wishful thinking aside, I think the scanner research should at least be a prerequisite for the drill research if they are to be separate.

Oh, and welcome to the forum. :3
#180
Uhm, might have found another typo. In the "[Pawn] has developed an addiction to [Drug]." pop-up message, it said "[He/She] will automatically consume the drug to fulfil his need." Where "his" should probably be either replaced by a "[his/her]" or "this" as it sounds weird when it happens for female colonists.

Anyway, keep up the great work, having a lot of fun with this update. :3