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Messages - Britnoth

#151
Quote from: keylocke on September 09, 2016, 04:53:53 AM
nope. that is not a fact. it's just your personal opinion.

The original comment was 'cannot' reproduce. I was addressing that. We know they can reproduce in game, they just don't.

No laws fundamental laws of nature, or in game laws need to be broken. Which need to when dealing with the exploits I previously mentioned.

Vents are supposed to 'equalise' temperature. Nowhere in the description does it day 'create or remove heat'.
#152
General Discussion / Re: Bullet Speed does...?
September 08, 2016, 11:05:26 PM
Bullet speed has no effect on gameplay, UNLESS it is for weapons with an AoE, such as the triple rocket launcher.

At longer range, the speed of the rocket is important in that you can dodge behind walls or even run outside its AoE radius before it reaches you.

Add in the 'fix' where enemies with it would no longer fire at you if they lose line of sight, and it made the triple rocket pretty much a joke.  :-\
#153
Quote from: Aatxe360 on September 07, 2016, 11:23:16 PM
Quote from: Britnoth on September 07, 2016, 11:13:32 PM

Sorry but this post is entirely false in all respects.

The 1 tile plus vent exploit works well. I just tested it myself.

I can keep a 20x40 room below freezing with 1 cooler. At 20 C outside. The way vents are working breaks the laws of thermodynamics.

And a lot of laws are 'broken' in-game.  Artillery shells disappear when hitting a mountain.  Colonists can still eat on their own with no jaws or dentures.  Colonists cannot reproduce, yet have familial relationships.  Vents don't have an option to be opened or closed.  Bones disappear when butchering.  Seems a case of game design.


Quote from: Britnoth on September 07, 2016, 11:13:32 PM
You can mass select construction and mass cancel. No micromanagement involved.

You can mass select and mass reconnect multiple turrets. No micromanagement involved.

That's your 'abuse?'  That's game design.  I thought you were talking about something completely different.  Ever hear of the lost art of architecture?

If you want to continue down this route, why not mention the God's Eye view you have of the entire map and the real time locations of animals, raiders, and colonists?

Artillery shells hitting a mountain are hitting an overhead mountain. They dont just magically vanish. You can eat without a denture, if your food is mash. Colonists dont reproduce because they dont want to. Vents not having a close option is hardly breaking the laws of physics.

The cooler and vent exploit is an EXPLOIT because it is using a game bug (vents not working correctly) in a way that makes it so the intended behaviour (the coolers having a limit to how much they can cool) is effectively ursurpsed. It is not intended to cool an entire mountain base with 1 cooler.

The mass cancel of construction is a potential exploit, because it is effectively deconstructing a wall without any pawn actually being near it or doing any work. Select an area of unfinished wall. Hit cancel. Wall that was previously blocking shots magically vanishes without anyone there to do it. If this was intended, then deconstructing wouldnt actually BE a pawn work type.
#154
Quote from: Aatxe360 on September 07, 2016, 11:00:16 PM
Quote from: Shurp on September 06, 2016, 11:01:20 PMThe one square room cooler/vent trick obviously shouldn't work that way.

It doesn't.  The poster even said his information is second/third-hand knowledge.

It does work in the way that the temperature rises slower in the freezer because open doors are less effective at venting air than vents.  Helps keep food edible longer in heat waves and solar flares.  There are threads here and reddit where Tynan responded to questions about temperature control so I'm pretty sure he's aware of this workaround.

Quote from: Britnoth on September 07, 2016, 10:46:00 PM
Cancelling construction. (highly abusable if used correctly)

Highly abused if micromanaged correctly.  There's your trade-off.

Sorry but this post is entirely false in all respects.

The 1 tile plus vent exploit works well. I just tested it myself.

I can keep a 20x40 room below freezing with 1 cooler. At 20 C outside. The way vents are working breaks the laws of thermodynamics.

You can mass select construction and mass cancel. No micromanagement involved.

You can mass select and mass reconnect multiple turrets. No micromanagement involved.
#155
Quote from: Franklin on September 07, 2016, 10:24:53 AM
Quote from: ericbomb on September 05, 2016, 11:56:29 PM
Not sure if this works for everything, but with the drills if you place a power conduit not attached to anything near it if you want to turn it off you can click "reconnect to grid" and it'll flip to the grid with no power, so you can turn things on/off without having someone go to it.
This is a good one, I'd even argue this is just dumb simple coding, as 'grid' in this case means connect to any surrounding line, regardless as to whether it's connected to an actually powered network.

Maybe power lines need to carry a "live: 0/1" value, and orphaned lines aren't considered "part of the grid" for the context of this button.

Similar to what I would do to fix this. If i was interested in fixing this.

The game is full of situations where you are 'supposed' to use a pawn to flick a switch. This is what the flicking work is for.

At the same time, you have work types that would be considered 'flicking' such as rearming an existing trap, set as hauling work not flicking. You are not building anything, or moving anything, just pulling a lever or whatever. Yet someone that refuses to haul like a pack animal wont do this either...

And then, you have the instances where it would make sense to need someone to flick something.. not needing flicking at all:

Setting heaters and coolers.

Turrets being told to hold fire.

Cancelling construction. (highly abusable if used correctly)
#156
Quote from: Shurp on September 05, 2016, 06:39:37 PM
Maybe tribals need a special technology they can research, "baby seal club", allowing them to harvest food from frozen lake squares.

Considering the difficulty of tribal starts on hot maps was rendered a complete joke with the "magic wood cooler" being added, I would not be entirely surprised if something like this was done.  :-\
#157
Quote from: Shurp on September 06, 2016, 07:09:07 AM
The OP title is by the game developer looking for exploits to squash.

And in the same post says that using a long range weapon to out range a shorter range weapon is considered an exploit.

Which is why some clarification would be nice.

Is this thread for exploitable bugs, or just suggestions to make the game harder?  :o
#158
Quote from: FSUYevon on September 05, 2016, 11:43:30 AM
Does placing 20+ doors lined on the inside of a large killbox defense so raiders bash on them while I shoot them in the back count as an exploit?

No. Someone intentionally coded raiders to randomly bash on doors. That is a pretty big hint that this is intended behaviour, if not the intended consequence of that behaviour that they do it so often it makes them totally ineffective.

This OP title really needs to be renamed to something less... accusatory imo.
#159
Ideas / Re: Nerf Infestations
September 06, 2016, 12:24:12 AM
False.

Better guns just make it faster, not possible from 'impossible'.

If you keep far enough away, the ants will not even attack you.

You can make short bows at a crafting spot. Even tribals can equip everyone with a short bow and deal with them, it just takes longer.

If you immediately dig into a mountain and ONLY have rooms inside the mountain, and a design that leaves you no easy way to kill them at range:

Learn to play the game better. It is that simple.
#160
Ideas / Re: Nerf Infestations
September 05, 2016, 06:02:34 AM
Quote from: Doallyn on September 05, 2016, 03:59:05 AM
It needs something to give you a chance, either a way of protecting areas you've mined or reducing the scale of the infestation when it arrives initially would help. Melee attacking megaspiders is basically suicide and a pack of them is game over in the open

The infestation event is very weak. They do not attack aggressively like other raid types do, and you suffer no penalty for taking your time to deal with them.

The only problem is when they spawn in your bedrooms etc and you cannot get out in time. Otherwise they are a joke.

If anything they should be removed because they are only an annoyance, rather than a real challenge.

Why would you melee a melee only enemy that just stands and lets you shoot it if you are a safe distance away?

#161
Quote from: alexrou on September 04, 2016, 11:34:41 PM
Would I be playing in -91C if I didn't want a challenge? :P I was just ranting when 15C made sunlamps a research item. Like it just feels so impossible early game without it.

Sunlamps do not need research unless you are playing the tribal start.

Before you could build sunlamps as tribals before you could generate any power to use them. Having them require electricity technology just helps to avoid confusion. Well, not always it seems.

Regardless, it is entirely possible as crash landing or rich man start to get to hydroponics and get your first crop in before you run out of food. The new animals on the map are just an unwelcome crutch to help get there.  :o
#162
General Discussion / Re: How to prevent food poisoning?
September 05, 2016, 04:32:34 AM
I have seen pawns die from conditions affecting consciousness now stacking.

IE reductions from food poisoning, blood loss, toxic fallout etc can all stack and kill a pawn before blood loss reaches 100%.

Food poisoning is no joke.  8)
#163
Quote from: ThiIsMe007 on September 04, 2016, 09:56:03 AM
Quote from: Mehni on September 03, 2016, 05:07:38 PM
https://youtu.be/Ym81dn39b3Y?t=134

Pardon the Russian language, not my video. Walk towards a door to open it. Once it's open it's possible to shoot out, but raiders can't shoot in.

That's an exploit, alright, I think we can all agree on that. However, this is also a perfect example of why the game pushes the player to exploit, because :

1/ it fails to offer more valid options to the player against tactical odds (enemies have unmatchable accuracy = mechanoid scythes, unmatchable numbers = insectoids or raiders, ridiculous power = a herd of rabbits can easily kill an armed brawling expert, often also ridiculous moving speed, etc.)

2/ it enforces "rules" that are counter-productive (no windows/embrasures to shoot through, that could protect colonists against a melee rush, no amount of combat training prevents "friendly fire", which can be lethal to colonists even after a single shot, but is totally disregarded by enemies, who don't mind lobbing scores of grenades, incendiary devices or other RPG shells into a blob of allies as long as they see one colonist near it, even skilled and well-equipped colonists will miss shots against "easy targets" several times in a row, as seen in the video (pistols at short range), traps are useless since bothersome to manage and almost more dangerous to colonists/allies than foes, etc.)

I'll keep this message purposefully short, since I'm mindful that this thread is to report "exploits" and not discuss opinions or features.

The game needs to seriously improve in how it currently handles combat. The very existence of "killboxes", the mother of all exploits in Rimworld, demonstrates my point. One could spend an eternity fixing the symptoms, but they won't go away if one doesn't fix their cause.

No exploit there, just the AI being utterly retarded about beating on random doors. Like always.

There is no reason to use exploits to win:

1. There are many perfectly valid options to fight raids. The vanilla game is very, very easy once you know how to fight.

2. It is called game play balance. There is a mod that adds embrasures. It totally breaks the game and makes even huge raids get mowed down by a handful of turrets or colonists with good guns. Might as well just disable raids.

3. Killboxes are not an exploit. A weak AI does not make any tactic that works against them an exploit. Improve AI or remove turrets. Don't call people cheats.

~~~

Seriously, is this thread STILL being misused?

The only things I would consider borderline status that are currently in the game are:

1. The current issue with vents behaving strangely between rooms of vastly differing size. Letting you cool or heat huge areas with just 1 cooler/heater.

2. Using reconnect as an instant on/off switch. Considering you can remotely order turrets to hold fire, I don't see this as a contradiction in the game rules unless other elements of the game were changed to require pawns manual flicking.

3. Diagonal melee attacks when the horizontal and vertical tiles are blocked by impassable terrain. You cannot shoot through the gap, but you can hit someone with a club though it? Very questionable.
#164
Ideas / Re: Remove all red alerts if people are sleeping
September 04, 2016, 11:51:51 PM
Quote from: keylocke on September 01, 2016, 01:11:23 AM
honestly, i haven't been playing rimworld for a while now. (though i've been playing this game for years now) i like the new smarter AI of the newer alphas and i'm glad to see some of our suggestions getting through to make battles more challenging without needing to increase raider count.

Quotesmarter AI of the newer alphas


Quotesmarter AI

;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

:-[
#165
Quote from: alexrou on September 02, 2016, 11:09:22 PM
~ a whole lot of complaining about ice sheets being 'unbalanced' ~

Ice sheets have been dumbed down into easy mode enough already.

Before they did not have any animals on the map outside of thrumbos or manhunter packs, making it an actual challenge to get either a good grow room or hydroponics up in time before everyone started to starve.

They are not supposed to be balanced. They are supposed to be a challenge.  >:(