Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ThiIsMe007

#136
Quote from: Zombra on July 28, 2016, 02:26:41 PM

Some of the events could definitely use some sprucing up.  I kind of like Mysterious Blight as is actually.  But it is very weird for a colonist to spontaneously develop "a touch of plague" with no other context.  Shouldn't there at least be a horde of plague rats to herald the disease?  A warning alert that your kitchen is getting too dirty and poses a major health risk?  Something?

Well, I would definitely support that.

There are enough rats around to indeed imagine that some would carry a nasty disease, and make it a vital task for any blossoming colony to tame cats (or equivalent) that hunt those buggers down, or to trap the access to their food, or to try to otherwise eradicate them before they become a major issue. Keeping your colony clean should help too, of course.

About the "mysterious blight", I don't have knowledge of *any* disease that 100% kills crop over-night. There are always signs (parasites, the colour of the soil, the smell, etc.) that announce the forthcoming catastrophy. Measures can be taken to isolate, or destroy the diseased parts, to prevent it from spreading.

Even in the case of cricket swarms or tornadoes, which wouldn't leave much behind after their passage, fields are not left completely bare and empty. Here again measures can be taken before shit hits the fan : watching the weather for tornadoes, setting the priority on saving whatever can be harvested before the swarms move over from whatever they're devastating in the surrounding region, etc.

Anything is better but "LOL, one-hit death" events.

It is not a matter to completely remove nasty events, but to give the player at least some tools to counter them, and make even such huge setbacks at least somewhat interesting to play through, because challenging intellectually.
#137
Quote from: BlackSmokeDMax on July 28, 2016, 01:18:05 PM
If you set a zone for them and then set the animals to no master during battles, they will stay completely out of your way. When battle is over, set the master back to normal.

I do think the best method would be a button to 'Stay in assigned zone during draft' somewhere in the animal interface that toggles on and off, rather than going through the rigamarole of setting and un-setting masters.

I agree with you, I can do that (and already do that for the animals that I do not wish to stay anywhere near the battlefield, like frail herbivores).

However, as you said it's still rather cumbersome to go through each time, and also it basically nullifies the value of the taming skill.

As I see it, your colonists either spend time honing shooting/melee or other skills like taming, hoping that the risk of taming a dangerous beast that could kill them in a couple of hits will pay off as the pet protects their master on the battlefield later. If I have to send them back, I might as well send the master with them, at which point I have to ask why bother at all with animals in-game ?

Finally, one thing I forgot to mention with friendly fire is that skilled shooters (>10) tend to fire on friendlies with equal glea and frequency than colonists who couldn't tell the muzzle from the grip on a gun if their life depended on it. Yet the description of their skills in-game also says that they could be famed for their extraordinary talents... on a planetary level.

I am not sure what to make out of this either.
#138
I think unwinnable situations produced by the RNG should stick to Randy (for the masochists and Rimworld vets) and Cassandra end-game.

Being randomly hit by a lethal disease ("plague") that decimates half of your small colonist pool during the first year, including your only decent medic, or watch all your crops gone over night right before the winter season because of a "mysterious blight", including your much needed and slow-growing medicinal herbs, because traders just won't supply you enough, is not a worthy story of the demise of a colony to relate and play through.

To me, it's just a waste of time.
#139
Quote from: EdB on July 28, 2016, 10:05:53 AM

I've decided that I will be making some final bug fixes and updates to finish out the alpha 14 version and that I will publish it to Steam.  I'll try to care of it this weekend.

As one of the recent players of Rimworld, I haven't been able to use any of your mods. Yet each time I saw one of your screenshots to your mods, or feature lists, I thought that "wow, I really would have liked to use that mod if I could".

Thank you very much for your time and efforts (and to every other modder here whose mods I use in my game).

Hopefully we will also get the update on non-Steam copies ? Is there a way to donate to you via PayPal, once the update is done ?
#140
Previous threads on the same topic (for reference) :

https://ludeon.com/forums/index.php?topic=18755.0
https://ludeon.com/forums/index.php?topic=22125.0
https://ludeon.com/forums/index.php?topic=5519.0
https://ludeon.com/forums/index.php?topic=21726.0
https://ludeon.com/forums/index.php?topic=6311.15

Jagged Alliance 2 (+mod113) is my favorite game ever.

As I understand it, the combat system in Rimworld takes from JA2. Friendly fire exists in (modded) JA2, and it's a fun and essential feature to have. Without it, tactics and clever positioning wouldn't matter as much, and a victory against difficult odds wouldn't feel so rewarding. In Rimworld however, friendly fire is nothing like it, and is slowly becoming a chore to me.

Hunting - when my colonists go hunting, I need to micro-manage them all the time to avoid them shooting their comrades. This is very frustrating, but there seems no way around it, since the pathing AI gladly and frequently puts tamed pets or idle colonists ("going for a walk") in the middle of a firing solution, as if to troll me.

Now I've gone hunting wild life in RL quite a few times. While I don't pretend to be the most experimented, I can vouch for everything to be done to avoid accidents. These remain extremely rare, and I have yet to see one serious over a couple of years.

While it is true that they can happen, none of these accidents are lethal if proper coordination is set up before. This is why large groups are officered by experimented hunters, and avoid densely populated areas, or with known paths for joggers, for example. In smaller groups it's even easier since hunters tend advance together, side by side, and never fire more shots than necessary, sometimes only one after another.

Fighting - when my colonists fight raiders or other nasty stuff (mad animals, aliens, etc.), I welcome the additional risk of friendly fire. As I said above, winning a battle comes with learning how to properly position and use your troops. It's only fair, since it appears to happen on both sides.

However, here too I have to ask that stuff gets tweaked, since wild life or unengaged pets in game are more than eager to wander around on the battle field once fire is initiated. Real beasts, as massive as kodiaks, flee from explosions and gunfire, not to mention distracted human pedestrians. Tamed pets, like hunting dogs, don't move around their masters when they are shooting, in some kind of dance to fetch extra bullets.

Conclusion - I don't mind being challenged by clever mechanics (and more often than not keep playing without reloading if I am bested, to acknowledge them and learn), but not by game mechanics which make no sense to me, or on which I have no leverage despite my attention and efforts.

Therefore, I would favor removing the "friendly fire" feature plain and simple outside "fights against red targets", and tweak it during these, so that tamed animals stay put behind colonists, till they are told to attack (and "released"). At that point they become fair game to bullets (and melee damage), like enemies. If that's not technically possible, they should not be considered as valid targets for "friendly fire", since unlike colonists we cannot control them directly.

I would appreciate if someone could create a mod to do so, or point me to one already existing. Thank you very much for reading.
#141
Thank you for your reply, and letting me know what the "misc base/hands" part of your mod does.

I decided to keep your mod (with "Redist Heat"), despite the potential bugs, because I now know both mods are still being updated. Also I don't mind experimenting somewhat, and your furniture is really too sweet-looking to pass on so easily.
#142
Outdated / Re: [A14] Grenade Fix v1.1
July 24, 2016, 04:36:23 PM
Yes. What your mod is supposed to do it does it well, I can tell since I'm using it (thank you by the way!).

I didn't mean to imply otherwise, sorry if I made myself misunderstood.

I was just musing about the raider grenadier AI, and how it still needs to be improved (by another mod or ideally in the vanilla game itself).

In my opinion, one cannot blame throwing a grenade right where your comrades are standing on "friendly fire". No one but psychopaths do that, and it's easy to exploit.
#143
Outdated / Re: [A14] Grenade Fix v1.1
July 24, 2016, 02:33:43 PM
Raiders also have no issues throwing grenades at my colonists while these are fighting in melee with other raiders.

I usually have enough time to move my colonists back to avoid the blast, but melee raiders react slower and therefore often die.
#144
Outdated / Re: [A14] Community Core Library v0.14.1
July 24, 2016, 02:27:03 PM
Quote from: Sarelth on July 24, 2016, 01:33:03 PM

I think some of your mods are outdated.

I see.

I tried to make sure to only select mods that were announced as compatible with A14.

What should I do to avoid these messages ? Remove some mods and which ?

Thank you for your advice.
#145
Outdated / Re: [A14] Community Core Library v0.14.1
July 24, 2016, 01:11:04 PM
Hello,

I would like to report the following messages from my output_log.txt file :

(with just a couple of mods)
http://pastebin.com/qeCDRBQ9

(with more mods)
http://pastebin.com/JCyiShSb

These messages repeat over and over.

Is there something I should and can do to fix these ?

Thank you very much for your work on the CCL.
#146
Hello,

I am very interested in your clutter/furniture mod, and will probably also try your clutter/structure mod, since they both seem to go (visually) together.

I have to ask though : what does the "clutter/misc" mod do ? I checked on the Nexus, and the description here, and couldn't figure it out.

Also, I am currently using the Redist Heat mod from Latta/Morgloz : should I expect major issues with your clutter mods ?

Thank you very much for sharing your mods with us.
#147
Thank you very much for the quick release.

My colonists about to "crash for a new game" and I sure appreciate it.
#148
I would also support the inclusion of (lethal) diseases in this fine mod.

I don't mind non-lethal diseases, like "flu" or whatever, happening as often as the storyteller commands it, with all the inconveniences that it implies.

However, I've recently had the case of a lethal disease (plague) that hit 50% of my colonists, including my only decent doc, within the first year of my colony, with no option to grow medicinal herbs (because of a collection of "eclipse", "cold snap" and "volcanic winter" after the first spring) or to buy them from traders in the required quantities (there was one only passing trader, who sold 1 batch of herbs and rat meat).

This happened on "Phoebe Chillax" "Basebuilding" difficulty.

In any case, thank you for sharing your work with us.
#149
General Discussion / Re: No Nuzzling in A14c ?!?
July 22, 2016, 09:11:29 PM
I love all these small touches in the game, like nuzzling, or colonists praying, cowering in fear when manhunters prowl around outside, or cheering up fellow mates who are bed-ridden with sickness or wounded.

I hope to discover and see more of those! They are what makes this game so special to me.

By the way, I can confirm that animals still nuzzle colonists in v14D, and without being bonded.

From what I recall, the animal was tamed at least up to "Release 2/2", but I am not sure that it matters.
#150
General Discussion / Re: Fixing a cycle of despair?
July 22, 2016, 08:40:56 PM
Quote from: Tynan on July 22, 2016, 02:55:12 AM
I'm gonna balance this in next build.

For now though - let it be brutal!

My first colony (in a "temperate/average" location) had to go through an eclipse in summer, a vicious cold snap in fall (no grass left anywhere to feed my stock) and finally a volcanic winter.

My solar panel broke down several times and my battery (or was it the power cables ?) exploded twice, till I built everything electronic with back-ups.

We were besieged by manhunting worgs, while a flash storm created an inferno that killed most wildlife on the map (no more hunting for meat or clothing).

Strangely, one of my settlers suffered from hypothermia while helping to extinguish the fire for several hours.

That left only 5 colonists out of 6 for a long while.

We barely had enough food to cross the winter. Yet, with the coming spring there was ground to be optimistic again.

That's when three out of my six colonists caught the plague. Among those was my only decent medic, who died, probably wishing there had been more traders showing up with medecine instead of rat meat.


I've enjoyed the game quite a bit, but thought that "Phoebe Chillax" on "base-building" difficulty (version 14D) can be much more vicious than what she looks like on the starting screen ^.^