You mean A15?
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#362
Ideas / Re: Your Cheapest Ideas
August 29, 2016, 03:27:54 PM
I want to attach a pirate hook to colonists missing an arm for +10% Manipulation.
#363
General Discussion / Re: Diseases have become arbitrary colony killers?
August 29, 2016, 03:26:33 PMQuote from: Solanus on August 29, 2016, 03:16:28 PMI would be more interested in seeing some realistic means of introducing the strain of influenza to the colony (e.g., NPCs) and then simulating the spread of the disease within the shelter. It would make more sense for 1-2 pawns to get sick and then need to make sure that they get bed rest, separated from the rest of the group, to ensure that those infected get better and don't get anyone else sick in the mean time. If the player forces them to interact with the rest of the group (e.g., combat, work, getting their own food), then there should be greater risk of additional infections.
Personally, I wouldn't want it that realistic in the game, simply because the current mechanics encourage very small populations & discourage spreading people out. Very few colonists can cook their own meals, the expense & power consumption of stoves and freezers encourages having them all in one location instead of outfitting each house with one, and the tiny confined populations pretty much guarantees everyone would catch it.
#364
General Discussion / Re: Diseases have become arbitrary colony killers?
August 29, 2016, 03:17:32 PM
As entertaining as this argument is, we've gotten off-track from the OP's question.
Judging by the minimap in the upper-right corner, it looks like you're running mods. Between that and the recent hotfix that tweaked the storytellers, I'd blame it on some weird interaction between your mods and the hotfix rather than some change in the core game.
If you can replicate it in a new, unmodded colony, though, then we have something to go off of.
Quote from: thefinn on August 29, 2016, 08:04:00 AM
Yeah these guys died in 24 hours. Wasn't time for significant medical treatment. The plague has pretty obviously been changed.
It wasn't doing it in 13 in 24 hours even if you didn't give any medical assistance.
It still took like 2-3 days for them to die if memory serves.
There was a drop pod came down and I thought it would save me, but she was so bad at convincing the prisoner to join, she escaped and knocked my colonist out, stole her gun and walked off.
Judging by the minimap in the upper-right corner, it looks like you're running mods. Between that and the recent hotfix that tweaked the storytellers, I'd blame it on some weird interaction between your mods and the hotfix rather than some change in the core game.
If you can replicate it in a new, unmodded colony, though, then we have something to go off of.
#365
General Discussion / Re: Diseases have become arbitrary colony killers?
August 29, 2016, 04:20:28 AMQuote from: deslona on August 29, 2016, 04:14:40 AM
I had a pawn die of an infection despite getting medicine (in a timely manner). Have the infection calcs changed?
I think it just happens sometimes; the medicine doesn't halt the infection, it just slows it down enough for the pawn to become immunized to it before he dies. If a pawn is also missing a kidney, for instance (reducing his Blood Filtration), it's extremely hard for him to get immunized before the disease kills him, even if you constantly treat him.
#366
General Discussion / Re: Diseases have become arbitrary colony killers?
August 29, 2016, 03:56:30 AM
What storyteller & difficulty were you using?
Also, Tynan pushed an update just a few hours that fixed a bug in them. He said it could result in some... screwy behavior for a few in-game days as they corrected the imbalance.
Also, Tynan pushed an update just a few hours that fixed a bug in them. He said it could result in some... screwy behavior for a few in-game days as they corrected the imbalance.
#367
General Discussion / Re: amphetamines??
August 28, 2016, 10:47:50 PMQuote from: Bobylein on August 28, 2016, 10:28:47 PM
Fair enough, that way people won't complain that certain drugs work different than they experienced in-game
People were complaining they were mentioned by their real names in the first place. Tynan just figured renamed them was the easiest solution.
And honestly, the new names make it easier to tell what they do at a glance. I was having the damnedest time telling the difference between Flake and... whatever the other cocaine product was.
#368
General Discussion / Re: Alpha 15 Economics Study
August 28, 2016, 10:32:46 PM
Don't be surprised if Tynan cribs off this somehow; he specifically stated in his patch notes he was looking for a way to calculate an item's raw value.
#369
General Discussion / Re: Trouble Taming Warg
August 28, 2016, 10:09:08 PM
No clue. Is there a feature in Debug mode where it shows you the exact % rolled on random chances like that?
#370
General Discussion / Re: Tynan: Question about Char Generator
August 28, 2016, 09:52:53 PMQuote from: Bobylein on August 28, 2016, 09:42:18 PMI noticed that too, there are some characters which shared names and background in different colonies over time.
I swear I've seen the same name as a faction leader in at least 3 different games.
#371
Ideas / Re: Your Cheapest Ideas
August 28, 2016, 09:51:12 PMQuote from: Thunder1 on August 27, 2016, 11:27:33 PM
For all bills, you have the option to select "Drop on floor" or "Take to best stockpile". What I'd really like to see is the option to "Take to nearest stockpile" so that completed items can be dropped in a nearby lower-priority, eligible stockpile to be later moved to a higher priority stockpile. This provides the quick turnaround of dropping the item onto the floor without stuff piling up and blocking doors from closing.
Agreed. Although personally I haven't found stuff piling up so much the door's jammed open to be a problem.
#372
General Discussion / Re: how animal hauling mechanic work?
August 28, 2016, 05:20:11 PM
Odds are, if they're not hauling they're restricted to an area there's nothing to haul.
#373
General Discussion / Re: Alpha 15 unstable branch testing feedback
August 28, 2016, 04:46:42 PM
So Tynan, now that v15 is publically released, you going to unpin this thread?
#374
General Discussion / Re: game-breaking update (v15) - not cool, rimworld developers
August 28, 2016, 04:44:43 PM
It's an alpha. Breakage is expected. That said, I'd say this is more of an issue with Steam's auto-update policy than the devs themselves. If you really want to manually choose when to update, I'd suggest downloading the game somewhere else (I'm sure someone can provide a proper link). Either that or keep an eye on these forums; we've been discussing & testing the new patch for over a week now.
#375
General Discussion / Re: Alpha 15 unstable branch testing feedback
August 28, 2016, 04:13:09 PMQuote from: kasnavada on August 28, 2016, 02:47:38 PMQuote from: NolanSyKinsley on August 28, 2016, 12:02:01 PMQuote from: kasnavada on August 28, 2016, 10:27:20 AM
Yes but that wouldn't prevent someone from adding 10 factions to the game, and pulling the same stunt with different factions.
Stay concerned with the base game, not what people may mod the game to do. A cooldown would work nicely, or staggering by randomizing the time it takes, maybe based on distance to their settlement and how much they are carrying.
I don't think it poses less of a concern with 3 or 4 factions =).
Also, I'd be very, very very surprised if the possibility to add / remove factions is not in the base game once released. So yeah planning for it.
It wouldn't be a concern for 3 or 4 factions, either. The problem with 10 caravans arriving at once was that all those caravans came from the same faction. If you slaughtered them all at once, you only got 1 penalty with that faction instead of the 1 penalty per caravan that was intended. If you slaughter 10 caravans that are each from a different faction, then you get 1 penalty per faction for a total of 10 penalties: working as intended.


