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Messages - Lechai

Bugs / Re: [W]2.54.Ver] Refusing To Bury Raiders
November 14, 2013, 08:21:11 AM
They rack up pretty quickly!

This is my grave-site, i think I've emptied it with molotov's about 5 or 6 times now
i too have lost nearly my whole colony to rampaging muffalo herds
General Discussion / Re: Dead Bodies Everywhere!
November 14, 2013, 08:12:15 AM
yep, rubble is awesome

nades clear bodies quicker than molotovs if its raining and you keep your guy tossing them. However, keep throwing molotovs and the graves will catch alight and spread, setting the whole gravesite alight without the need of someone staying there to throw.
Ideas / randy random's cousin CHAOTIC CHRIS
November 13, 2013, 10:42:26 PM
Simple yet effective change of randy random to make CHAOTIC CHRIS

At the moment with the AI you get 1 event every X time. Where the event and timing are dependent on the AI storyteller chosen.
CHRIS would be based on randy's events with the following twist, instead of 1 event every X time. You get 0-3 events per time period.
Sometimes nothing happens, sometimes you get crashing pods, sometimes you get an eclipse hit right while raiders land. Or maybe you get a wave of raiders set upon by a horde of rampaging muffalo while you sit back and watch as food falls out of the sky on top of your stockpile....

General Discussion / Re: The Many RimWorlds
November 13, 2013, 10:31:44 PM
Quote from: Tynan on November 13, 2013, 10:17:53 PM
Nastik, your interpretation pretty closely matches how I imagine it. I think this is the most story-rich setting. It gains from the lawlessness and desperation of the old West sparseness, while having multicultural, multitechnological flavor and the occasional presence of more civilized elements. It's a setting containing very diverse people and places and items, which I think really helps with story generation.

All we need now is the game to enhance this setting... get cracking. Or hire more staff, either way I'm hungry for moar. :)
Bugs / Re: Graves not changing states.
November 13, 2013, 10:15:36 PM
no, its a bug, i've had it too where the grave has been cleaned out using whatever means you employ. (i use moltov's)

What happens is after the corpse has been destroyed the graphic stays in the filled or light brown state. It only started appearing for me when i started getting a lot of buildings and colonists (60+ colonists). So I think it may be memory related, as when i scrolled the graves off screen then back it seemed to fix the graphic bug.
Reloading may fix it as well.
Bugs / Re: [W]2.54.Ver] Refusing To Bury Raiders
November 13, 2013, 10:10:26 PM
All those graves in the image are already filled with bodies, either empty them with nades/molotovs or make more, they cost nothing, so make more
Quote from: Tynan on November 13, 2013, 12:39:33 AM
You didn't mention the organization burden of an overview screen with 50 people in it, or how you handle drafting, fighting, and undrafting with such a huge population, or how the AI scales challenges up against your massive population. These are areas where I would anticipate problems.
yep, those were areas i also had issues with, but i had to go to a meeting at work and ran out of time to write it all down.

Quote from: Zebedeu on November 13, 2013, 01:38:35 PM
The final algorithm I came up with essentially took the travel times, queue size and time-to-finish for each work machine, and selected the lowest (this is somewhat simplified, but if you're having trouble sleeping I can send you my thesis).
Words cannot describe the simple brilliance of this solution! TY read that Thesis!
+1 votes to Zebedeu
Hi All

Not sure if this is the right place to put this discussion as its part commentary, part story, part bug report and part suggestion. If a mod feels like moving it then go nuts, but 'general' feels right.

My goal is currently to try and get to 100 colonists, this is to see what happens both performance wise and with gameplay for issues that don't appear until over 20 or so colonists. I'm currently at about 52 colonists
Firstly, here is my current Colony using Randy Random on version 250, i havn't updated to 254b as not much changed and restarting would set me back.

Currently i have over 100,000 credits, 10,000 food, 3,000 metal and random amounts of all the resources that aren't implemented yet.
I'm not trying to brag here, just paint a picture

My rig is about 3 years old but was built for games like Crysis at the time so was pretty top end at the time. Currently it seems to run perfectly fine until it rains, then it drops FPS for about 10 seconds until it stabilizes. Generally outside this I haven't had any game ruining performance issues so far. The memory cleanup that runs every so often, really appears to help improve and maintain the fps/performance!

Colonist Job Allocation:
Ok, so you would think that having 52 colonists would get lots done real quick? Actually the opposite has proven true. I've found that jobs i assign, such as mining constructing etc, takes absolutely ages to complete. And here's why. The colonist management system (I'm going to call it the CMS) assigns the closest available colonist to the job that's required. This means that if i pave a room that is 3x3 that's 9 construction jobs available. It will choose the closest 9 available colonists that dont have a job with a higher priority. the problem is that these colonists are everywhere all over the map. By the time the furthermost arrives to pave his 1 tile, the closest guy could have built the whole lot himself. this is even worse when mining. as each layer revealed draws a colonist from far away, while the miner standing right there wanders off to find something to do as the next tile has already been assigned to someone else. The CMS has clearly been designed with 3-15 colonists in mind. And it actually works really well. But at higher levels all your colonists do is spend the whole day walking from one end of the colony to another. The very worst example of this is if a fire breaks out. The closest firefighter runs over. As he is fighting it it spreads, the next closest colonist runs to get this 2nd tile. The first tile gets put out and then the first guy, job complete, leaves. Meanwhile while Mr2 is on his way the fire has spread to two more tiles that instantly get assigned to 2 more people even further away again. By the time they arrive, tile 2 has been put out but mr2 is now on fire standing in the fire of tile 3, a colonist even further away again is assigned to the guy on fire... rince repeat. This actually happened. I had a single fire on a battery from a short circuit, and despite 52 firefighters. I ended up having an entire room destroyed, 2 colonists in bed and 6 guys wounded. Currently my best solution is to have all jobs restricted to only 5 colonists with the exception of plant cutting cleaning and hauling. This however leads to part 3.

Idle colonists:
This is more frustrating than it seems. They just wander around aimlessly and cause multiple issues.
1. They run outside the base and trigger raiders early.
2. They wander into crappy areas such as corpses and dark mine shafts lowering loyalty for no purpose
3. I have no idea who is and isn't busy and if i need a specific person he's wandered off.
4. They don't add value.
My suggestion/solution is the room on the lower left corner of my colony. It's a recreational room, (complete with bar, billiard tables, arcade machines and a dukebox. Idle colonists need something like this so they can just stay happy and most importantly, out of the way. Additionally if this was in the center of the colony then if they are required for a job they could head there without being at the edge of the map.

Anyways that the main points for now. Things like no endgame-research have already been covered.

Thanks for reading,
Hopefully i can give another report when i hit 75 and 100 colonists

Happy Crash Landing....
yep your chance of incapacitating raiders seems to be linked to how many you have.
The only way of getting more past 10-12 seems to be from the random events (based on the storyteller)

Ive even sent packs of colonists to melee fleeing raiders without success after the cut-off point.

Fleeing raiders should be arrestable IMO, and increase the speed penalty due to injuries. This should then replace the incapacitated system altogether. You could then also add the fleeing mechanic to individual colonists who make a b-line to their bed if they take too much damage. Their combat skill being the factor in fleeing chance.
(I'm just picturing a scientist getting hit once from a M24, dropping his weapon and running for it. While the Commisar beside him stands firm with his pistol firing non-stop despite the overwhelming odds...)


General Discussion / Re: Post your defense
November 11, 2013, 11:57:46 PM
you need more weapon racks, and more cleaners....
Ideas / Re: Scrap Recyclers!
November 11, 2013, 11:33:32 PM

Moar things to build!
Every Roof tile needs to be within 6 tiles of a wall (natural or artificial) or it will collapse.
I'm pretty sure its 6, might be 7.

That being said, Ty said he is redoing how ceilings work, so it may change very soon
im on randy and have between 40-50 colonists and still growing

Going to see how many i can get before it crashes my PC
General Discussion / Re: Post your defense
November 11, 2013, 04:57:30 AM

Here is my base defence
solid and cheap