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Messages - MikeLemmer

#31
Bugs / Re: Re: Alpha 18 unstable test build is released
October 24, 2017, 08:17:29 PM
Quote from: freemapa on October 24, 2017, 08:08:30 PM
Quote from: MikeLemmer on October 24, 2017, 06:30:06 PM
I've gone an entire season on my new colony and it hasn't asked me for a faction/colony name yet. Is this working-as-intended?

Now that you mention it, I noticed this, too.

Did you Save and Quit on your 2nd/3rd day, too? I suspect it's either a universal bug or it breaks you Save & Quit before it pops.
#32
Bugs / Re: Alpha 18 unstable test build is released
October 24, 2017, 06:30:06 PM
I've gone an entire season on my new colony and it hasn't asked me for a faction/colony name yet. Is this working-as-intended?

Moderator's edit (Calahan) - This and the following 7 posts were split from the A18 feedback thread (and merged with an existing bug thread about this issue).
#33
Playing in a swamp biome now. It seems weird there's no harvestable plants naturally growing here.
#34
As a sidenote, when I first crashland now, I immediately set up a caravan, wait until they start leaving the map, then create a new Stockpile and abort the caravan so they unload everything in the new Stockpile.

It's a much faster way to transporting most of those resources across the map.
#35
Quote from: Pink Photon on May 19, 2017, 09:56:33 PM
Not sure if this qualifies as a bug, or an oversight, or working-as-intended, but on a tribal start I just had an item cache event, which I couldn't do because I needed to have a trading beacon to pay for the information.

I encountered the same issue on a Crashlanded start on Day 7, long before I could (reasonably) research a trading beacon.
#36
Infections might be too powerful for elderly pawns now. Had an infection on my 80-yr old pawn on Day 3 of crashlanding, started at +5% and ended at +18%, despite confining her to bedrest and having a Medicine 4 doctor tend her with standard medicine. Not sure what I would've needed to save her.

There's a hidden penalty to recovery based on age, right? Could there be a way to make that visible, like a modifier to blood filtration due to age?
#37
Also, caravans are occasionally ignoring some supplies when forming. I've noticed it while making caravans first thing after landing (it's the easiest way for me to move lots of stuff to a different side of the map). It seems that if a colonist stops to puke while gathering supplies for the caravan, he'll completely ignore the stack he was heading to. I've just noticed it during my initial caravans because half my colonists have Cryosleep Sickness during it.
#38
Packaged Survival Meals aren't counting as food for caravan creation:

#39
I tried to bring agave fruit for a caravan trip in the hopes it would rot slower than regular meals, but apparently it rots in 2 days on the road as well. Can you change it so stuff that rots slower on the map also rots slower on the road?
#40
Quote from: Andy_Dandy on May 08, 2017, 03:49:26 AM
Quote from: Topper on May 07, 2017, 06:52:49 AM
There seems to be too much food growing on my maps..I've only played boreal but there was so many berry bushes and healroot popping up that I didnt notice I landed on a Never planting season area for the first season or two.  Anyone else have tons of berries and healroot?

Another thing is the excessive amounts of animals to hunt on the Tundra map, compared to earlier. New flocks of muffaloes etc. are coming alot more frequently during the winter then they used too before. I never fear being out of food even when playing as a tribe, and with no planting season on the coldest Tundras.

Personally, I'm just fine with that. It's nice to have other options for feeding your colony than just "rush crops / hydroponics". After all, the Inuit could do it just fine...

Although I'm personally not seeing these additional animals in my games, unless you count bears, and hunting them has its own issues.
#41
I wonder if the early deaths from Infection and the multiple Construction failures are related. Do you think the game is checking for end events in the middle of things like infection, construction, etc?

I've also noticed people seem to be failing constructions more often, many times just a third or halfway through building it.
#42
Quote from: Tynan on May 06, 2017, 04:03:09 PM
Xeo - that's really strange, I haven't done anything to change that that I know of. That said, stuff does creep in. (Edit: In my bad memory I may recall a rebalance on some body part sizes. I will have to check the logs.)

If anyone else can shed light on body part loss I'd be appreciative.

I'm also pushing a new build right now. Main change is:
-Better alignment and tooltip explanation of seasons/quadrums

Yeah, I'm experiencing that myself. My melee colonist has lost a body part in nearly every fight she's been in. She's lost both ears, two toes, and a finger in a little over a season. (Speaking of which, it's still crazy to me that animals can hit any body part regardless of size. Neck wounds from a rabid turtle are mind-boggling.)

As for the season name discussion, after experimenting with various other merged month names, I recommend going with the actual months, but give each month just 5 days. I think people would understand that quicker than seasons, quadrants, hybrid names, or skipped months.
#43
What's confusing me about the month names is they seem to be set one off from the actual seasons. For example, Jebruary stands in for Spring, and Juaugust stands in for Fall, when I'm expecting them to stand for winter & summer.
#44
Quote from: kenmtraveller on May 05, 2017, 03:16:58 PM
Not sure if this is intentional -- i thought it was pretty awesome -- but I had an early 'refugee chased by pirates' event that ended up with a pawn wearing a good suit of power armor (w/o helmet) joining my colony.  He did have a military officer type background, and was pretty much only capable  of shooting and making art, so in previous versions of the game I would have regretted letting him join.  I like the idea of gear making up for otherwise useless recruitments.

I had a rescued pawn on Day 4 wearing Power Armor. Weird thing was, he was a Taxidermist pacifist. I imagine he stole it somehow.
#45
Also, are we supposed to be getting new pawns with Power Armor on Day 4?

Because the first pawn I "rescued" had this on: