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Topics - Aristocat

#21

They repeatedly take prisoner back and forth; it seems prisoners don't really "taken to bed".

http://imgur.com/a/jxN99

This is my mod list.

  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>MedievalShields-MedievalShields1.6</li>
    <li>More Furniture</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>HaulPriorityLiteNoUnforbid</li>
    <li>Heated Paths</li>
    <li>Hospitality</li>
    <li>AllowTool</li>
    <li>HydroponicRoom</li>
    <li>kNumbers-0.4.1-A13</li>
    <li>Mad Skills</li>
    <li>PanzerMuffalo</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_FollowMe--0.13.0.1</li>
    <li>RW_Manager-0.13.0.2</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>StorageSearch-1.0</li>
    <li>VeinMiner</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
    <li>EdBPrepareCarefully</li>
    <li>Pawn State Icons</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>ExtendedStorage-ExtendedStorage1.4</li>
    <li>RepairBench</li>
    <li>Horns&amp;Tusks</li>
  </activeMods>
#22
Ideas / We need multistacking storage
April 21, 2016, 01:26:56 AM
In games like Gnomoria or Dwarf Fortress, you can put farm and bed rooms on ground or building, and storage room and whatever in underground.

In Rimworld however, you need to put everything on first floor; so say you have 3000 metal and wood, 4000 leather, 9000 foods, that takes about 200 square, and add bedrooms and farms, it make large colony extremely inefficient.

In short, we need multi stacking storage.
#23
Mods / [Mod Request] Thrumbo horn sword
April 20, 2016, 01:41:28 PM
.
#24
Mods / [Mod Request] More armors
April 20, 2016, 07:40:51 AM
I wish there's more armor other than power armor, for sake of variety but not too inferior to power armor. I loved cuirass from Pirates factions mod but it wasn't craftable and it was pretty much only armor that mod added. Hauberk from Ish's medieval were very useful but pixels in helmet seemed bit off and that mod only add one plate armor.

Islamic armor :

https://s-media-cache-ak0.pinimg.com/736x/97/e5/be/97e5beb272cc7ccdbaa52a8942ba617b.jpg

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTZF-toS6ENJQ5VaOqq83GFe6A_1vip_Niw-JUWqlzzAlXIjcYR

http://i.imgur.com/XZkqpjK.jpg

Medieval armor :


http://i.imgur.com/FyEGrKc.jpg

http://i.imgur.com/3FXsoUW.jpg

Northern armor :

http://darksouls3.wikidot.com/northern-armor
#25
Mods / Mod Request : Teachings? Craftable neuro trainer?
September 30, 2015, 04:48:36 AM
I know there's sandbag thingy in some mod but they are too slow compare to just draft and forced to training, and draft method is too much micromanaging.

I have few godlike pawns so they might able to craft something for lesser beings?
#26
Ideas / Godsend mods that should be integrated
September 14, 2015, 08:56:00 AM
Do Not Disturb

"Pawns don't like other pawns just waltzing into their personal rooms.  When pawns really want privacy, they'll let you know by forbidding their room doors from other pawns."

Seriously, this.. this is must have.

FixBone and FixScar.

DoorMat

So a colonist stepped on dust, rotten corpse, vomit, blood, bugs, and he just step on hospital because final ultimate f*** you vandalism.. This mod fixes that.

No Cleaning Please!

Select which area to clean instead of retarded cleaners repeatedly cleaning on soil or butcher table.

ResearchInfo

Shows what research unlocks what. must have mod if you use other mods.

#27
1. Manipulation affect damage means colonist with bionic arms deals more damage while bad back oldies deal less damage, make more sense.

2. Melee should either affect damage since attacks will be more square or colonist should aim for more vital parts. or both.

3. Colonist with high Melee skill should recover from cool down faster, while low ones slower(6 and lower or higher).

4. Block should be implants into game, because obviously. This is done in enhanced defense mod though.

5. There should be release toggle option to colonist like animals, otherwise it take too much micromanage to kill horde of tribal.
#28
Mods / [Mod request] Remove snow move speed penalty
September 12, 2015, 11:36:16 AM
I love snow but move speed penalty make game tedious.
#29
Mods / Game stop respond before raid and eventually crash.
September 12, 2015, 10:10:05 AM
In early games where raid is small this isn't big problem but the bigger the raid the longer "not responding" and eventually crash from too much heap section.

This is mods I use.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>BackstoriesCore</li>
    <li>Rimsenal_Storyteller</li>
    <li>Darkness (SBO)</li>
    <li>MoreHair</li>
    <li>Rimsenal_hair</li>
    <li>Biodiversity</li>
    <li>Better_Tribals</li>
    <li>Apparello</li>
    <li>AlphaMuffaloHat</li>
    <li>MD2Base</li>
    <li>ED-Core</li>
    <li>SCA11Core</li>
    <li>RWAutoSell</li>
    <li>Miscellaneous</li>
    <li>MAI</li>
    <li>PowerSwitch</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Industrialisation v0.98</li>
    <li>ED-Shields</li>
    <li>ED-Stargate</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>MD2Industry</li>
    <li>MD2Manufacturing</li>
    <li>MD2Power</li>
    <li>MD2Storage</li>
    <li>BiomatterPower</li>
    <li>Finer Things</li>
    <li>Recycling</li>
    <li>EnhancedFireFight</li>
    <li>AnimalHideWorking</li>
    <li>Hedgehogs</li>
    <li>Glassworks</li>
    <li>CTS</li>
    <li>Weed</li>
    <li>Stroyent</li>
    <li>VeinMiner</li>
    <li>RoofSupport</li>
    <li>Rimfire</li>
    <li>EMP pistol</li>
    <li>ProjectArmory300</li>
    <li>Liandri Corp</li>
    <li>Weapon Crafting 1.3</li>
    <li>Weapon Crafting + Rimfire Patch</li>
    <li>OmniStorage</li>
    <li>OmniFloors</li>
    <li>BeanTekRefrigeratedFoodStorage</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>CaveworldFlora</li>
    <li>ContainersForStuff</li>
    <li>Clutter</li>
    <li>T-ConditionRed</li>
    <li>AdditionalJoyObjects</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Suicide Bomb</li>
    <li>Marines</li>
    <li>Ish_MedievalNobleHouse</li>
    <li>BunkerTech</li>
    <li>Medical Drinks</li>
    <li>FishIndustry</li>
    <li>MechanoidTerraformer</li>
    <li>Extreme Temperature Shields</li>
    <li>Norbals</li>
    <li>Pirates!</li>
    <li>PreTranscended</li>
    <li>PrisonImprovements</li>
    <li>Hospitality</li>
    <li>AutoHuntBeacon</li>
    <li>AbilityPack</li>
    <li>AlienAnts</li>
    <li>MechaTanks</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>Pawn State Icons</li>
    <li>EdBInterface</li>
    <li>LT_Infusion</li>
    <li>LT_DoorMat</li>
    <li>LT_RedistHeat</li>
    <li>Mending_SK</li>
    <li>Throwing Knives</li>
    <li>PowerArmourMKII-PowerArmourMKII1.1</li>
    <li>MedievalShields-MedievalShields1.3</li>
    <li>M&amp;Co. LaserFence</li>
    <li>M&amp;Co. ForceField</li>
  </activeMods>
</ModsConfigData>


I noticed output log has EXTREMELY long same error massage. It was 800 kb that I couldn't even upload it so I trimmed it a bit. Mostly


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

JobDriver threw exception in initAction. Pawn=Neil, Job=Wait, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at MedievalShields.Apparel_MedievalShield.AllowVerbCast (IntVec3 root, TargetInfo targ) [0x00000] in <filename unknown>:0

  at Verse.Verb.CanHitTargetFrom (IntVec3 root, TargetInfo targ) [0x00000] in <filename unknown>:0

  at Verse.Verb.CanHitTarget (TargetInfo targ) [0x00000] in <filename unknown>:0

  at Verse.Verb.TryStartCastOn (TargetInfo castTarg) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_NativeVerbs.TryMeleeAttack (Verse.Thing target) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver_Wait.CheckForAutoAttack () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver_Wait+<MakeNewToils>c__IteratorF5.<>m__321 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)

(Filename:  Line: 446)

These and

(Filename:  Line: 101)

Invalid GUIClip stack popping

this



Also what does this mean? It seems this error randomly pops up when enemy is in map


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Pre Faction Check

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Sorry mate... somthing was null.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Pre Faction ally Check

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Sorry mate... somthing was null. ally



Also these error pops up every time I load game.


Exception registering Verse.ThingWithComps LabradorRetriever_Leather266298 in loaded object directory with unique load ID LabradorRetriever_Leather266298: System.ArgumentException: An element with the same key already exists in the dictionary.

  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0

  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0


Exception registering Infusion.ThingWithInfusions Gun_Huot_PA164100 in loaded object directory with unique load ID Gun_Huot_PA164100: System.ArgumentException: An element with the same key already exists in the dictionary.

  at System.Collections.Generic.Dictionary`2[System.String,Verse.ILoadReferenceable].Add (System.String key, ILoadReferenceable value) [0x00000] in <filename unknown>:0

  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0


[attachment deleted due to age]
#30
I think current raid is kinda joke, even worse, boring. It's always hundreds idiots trying to push into kill box without any tactic, ai whatever. And eventually it become so large game become unplayable. And pretty much always your best income is selling equipment and meat, skin.

Personally I don't use killbox but it's always same nonetheless.

1. Raiders

Instead of push their body into killbox, raiders should try to get everything that's valuable. If there isn't any they should hide. When colonist get outside they should kidnap and RUN not walk. While other raiders protect kidnapper. but number of them should decreased.


2. Siege

Sieges should LARGER, a lot larger.

Sieges should only happen around after mid game(wealth, time) but when happen, it should at least 3 time bigger than current siege. And rarer, far rarer.

But with more skilled enemy and turrets, mortar and equipment and more way to harass player instead of sheer number.


Also I think it would be fun if they spread all over map, I don't know.

2.1 Plague mortar and Extreme EMP

Plague mortar slowly fill rooms with plague, any pawn touches plague damaged(and impaired, weakened) and eventually killed, and food cannot be edible. Only way to remove them is break wall down. vent can only slowly reduce(and if not connected to outside, it wont have any effect).

Emp should ignore wall, and should be A LOT larger.

Roof removal should require pawns' labor instead of instant.

2.2 Anti-sniper

Enemies should ready to defend instead of sitting there like retards. Also they should stack sand bag by 3 and build turrets. Now you're in their killbox..

2.3 Collapsed roof

Mortars should make roof collapse, that require work to remove. Make pawn heavily slowed down or block the path.

2.4 Mortar should be more continuous

Mortars' attack speed should increased by A LOT. Maybe damage should be decreased. Just for fun and thrill.

2.5 Wave of raiders

When siege isn't broke by day one, they send additional sappers every single day.

Or even better, drop pod assault with full power armor. While getting mortared.

2.6 Mood debuff

When siege isn't broke by day one, colonist gets wear down and gets mood debuff, eventually kill each other and suicide.

Also it would be fun if heart attack and suicide is a thing. Only happen in extreme situation.

2.7 Shield

Sieger should raise shield that block mortar attack.

2.8 Sappers

So your base is inside mountain? Sappers should start dig from outside of map, end up spawning inside your base!

2.9 Damaged equipment and repair.

When a pawn is killed equipment should get damaged, only left around 1-40% cheap garbage. You can repair them but repair also cost resource.

2.10 Fog of War

I think it's ridiculous how you know their exact location. This will also make kidnappers threatening

2.11 Cannibalism is disgusting!

Traders no longer buy human skin or meat. And even when they buy price is far cheaper.


3. Other ways to decrease raider size while make it more challenging

Tank and Cyborgs

More dangerous weapons including flame thrower, chainsaw, physical shield and more deadly shotgun, etc.

ITurret(InstaDeploy).

4. Incompetent

When colonists are constantly disappointed under your leadership, their loyalty should slowly decay, eventually permanently leave.
#31
Mods / [Mod Request] Sprint
July 29, 2015, 02:34:40 AM
Make pawn move faster but also exhaust pawn and has cooldown.

Also maybe charge, same as sprint but only happen when ordered to attack melee?
#32
Mods / Ultimate mod pack heal scar?
July 28, 2015, 09:34:18 AM
I have bionic matter but I can't heal scar. Do I need more bionic matter or additional research?
#33
Ideas / About combat and balance
July 27, 2015, 01:16:41 PM
Current combat balance is ridiculous for both logical sense and game balance wise, things like how 18 shooting skill "Revered master" has 20 - 40% hit chance against disabled turtle and eventually hit a foot or 80 old granny with 1 melee skill wrack 28 old with 20 melee skill just because better weapon, etc, so here's adjustments I think should be made.

1. Attribute. Mainly Strength, Agility and Endurance.

Strength governs damage of melee weapon, amount of things can be hauled, how much pawn slowed when wielding heavy weapon or armor(e.g. very weak pawn can't wield minigun or power armor, while below very strong gets slowed or penalty.).

So say, if 80 old granny with bad back, 1 melee skill, wielding longsword, fight against 28 old assassin with 15 melee skill, granny's head will instantly explode into gore, since she has lower strength and agility(easy to hit). And even if attack miraculously contact to assassin damage will be barely scratching.

Also the granny shouldn't able to haul rock, hauling resource should be around 25, while strong pawn will haul + 100 resource per haul.




Agility governs speed and dodge

High agility pawn will move faster, attack more often, can "sprint" greater distant and less likely vital part being exposed to attacker.




Endurance governs how much one can endure pain(and surgery), how quickly recover from wounds and infection, how much a pawn can endure exhaust(basically longer "Rest" bar.), and how long distant a pawn can sprint.

So 80 old granny will constantly exhausted in middle of combat, hard time survive infection/surgery, while monstrously strong people can last for days of combat without problem.

Endurance also increase amount of pain one can endure(currently when pain reaches 90% pawn give into pain, but this is too damn high), so the granny will give into pain when stabbed in the chest or eye being pulled off, instead of fight like mindless killing machine.

Also it would be nice if there's something like heart attack. Extreme pain + extreme stress with old age and bad health? damn..


Maybe there should be other Attributes as well, like creativity or linguistic ability.




2. Dodge(and block, parry), Aimed attack and Accuracy.

Dodge rating can be increased or decreased on various factors, running, agility, surround by walls/enemy, damaged legs, "In shock".

So if turtle is disabled its dodge rating will goes minus(very easy to hit), lead to 100% hit chance even with mediocre shooter.


Block and Parry :

Melee skill should increase Block and Parry. So if 5 melee guy is hitting 15 pretty much every attack will be blocked and parried, quickly killed by deadly counterattack. Block and Parry is also reduced if surrounded by enemy.

Shield mod from Skullywarg is good example, although not perfect.



Aimed attack :

If a pawns accuracy is high enough they will make aimed attack, instead of bother to attack ear or toe, attack head, or torso.

Since pawn has 100% chance to hit turtle, instead of attack random part attacker will attack head. So basically each body parts has difference chance to hit and pawn will make attack against most damaging parts possible.

Also maybe "precision" shoot/strike that prolong shoot until target is come out of cover or slower but more accurate strike?



Accuracy :

About accuracy, I don't know how do I put this but, Each melee and shooting skill should grant much higher accuracy, so if a pawn with 6 melee skill fight against pawn with 15 melee, he will have hard time make attack contact, while 15 melee will just punch his head.

3 skill against 3 should misses attack, accidentally hitting/shooting themselves, so you can't give longsword or pistol to 1 melee/1 shooting 16 old girl and expect her to fight well. If you want to make them fight you should train them.

15 shooting sniper should able to just blow head up with near 95% accuracy, especially against a pawn that's not sprinting, out of cover for shooting, just walking around, etc.




3. Sprint and CHARGE!

Sprint make pawn move faster but make pawn exhausted and has cooldown. Useful when a pawn is downed and need a quick rescue or you're trying to flank enemy. Also Sprinting/Charging make pawn jump over table/sandbag/slag/whatever, partially negate move speed penalty. Agility and endurance is huge factor on sprinting.

I mean, you're(or your friends) about to die, and you just waltz into bullets and move same speed as when you're farming or playing billiard?



Charge :

When order to attack melee, instead of walk up to them or chase them for eternity, charge make pawn charge against a pawn, greatly increase move speed for short while. Charge has cooldown.


4. Basic Ai for melee colonist

Currently if you don't order colonist to attack they just sit there and do nothing. I guess there should something "Defend this position" option that make colonist can't move.

5. Wrestle and Disarm

Instead of order pawn to kill(attack) you can order them to wrestle into ground and disarm or strangle until pass out.

Attacking arm also should disarm target.

6. More ways to recruit and Loyalty.

High rank pirates has higher loyalty to their clan than colony. While low rank junkies simply don't want boring colony life. In other word, they should make poor colonist, more likely goes berserk, betray, etc.

7. No alert and fog of war for higher difficult.

This will make you actually patrol and secure territory.


I think I kinda rushed it. What do you think?
#34
Ideas / Second weapon
July 20, 2015, 07:16:25 AM
Title says all.

Considering we have mod like tools for haul I think it's not really hard to implants something like this.
#35
Ideas / Weapon "loadout" for colonist.
July 19, 2015, 10:57:54 AM
Also it would be nice if colonist priority retrieve their weapon after recovered from shock.
#36


Notice most of they are chasing Maker.







When they chase a target they select only one or two target, just pull that pawn off and bam, ded.
#37






3 Hours.

You need EMP grenades, Grenade or highest DPS weapon.



Note that current EMP grenade seems bugged, when thrown it stuns like 2 hour in game, but what's really annoying is that second grenade instantly dispel stun saying "adapted". change value to 320 or whatever and it will work. Or maybe just incompatible with some mod I'm using. Edit : fixed in A11c
#38
that is all.
#39
General Discussion / How to prevent berserk.
July 18, 2015, 09:33:00 AM


He has too smart and neurotic trait, + joy deprived, psychic drone, cabin fever, and yet he never went berserk, because beauty...















Beautiful..



+ How to prevent prison riot.



#40
General Discussion / Many distraction! So confuse!
July 18, 2015, 05:58:54 AM




Door broke! Much ruin humanity!





Very damaging! So dyings..! Wowwwwwwww...