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Messages - Trylobyte

#31
General Discussion / Re: Bionics in A17
June 28, 2017, 04:37:35 PM
Quote from: Toast on June 28, 2017, 03:19:30 PM
My first and so far only "successful" colony in A17 is up to 8 people. 7 of them now have some kind of artificial leg. Two of them arrived with severe and painful scarring/impairment to a leg but the other 5 had it one-shot off in combat by either an enemy sniper or a scyther.

FIVE out of EIGHT colonists have lost a leg to ONE SHOT. The colony has only existed for three years.

2 of them have some kind of artificial arm due to having an arm shot off, and there are 2 more that have a missing finger that is, in comparison, laughably low-priority. My animal tamer has a bionic leg, a simple artificial arm, and a missing finger on the remaining flesh hand, and yet not a one of them was lost while trying to tame an animal.

So did the limb/digit hit chance go up astronomically, or did I just suddenly get stupider between A16 and now? I am using the same combat tactics I always have: everyone shoots from behind a full-cover wall and sandbags with turrets in front. Except for one guy who got caught trying to hide behind a tree, every limb loss happened because a sniper got some 0.fuckyou% shot to connect behind full cover. I can see no solution except, as noted, to never enter any situation where you can take damage at all. I never wanted to use boring "trap mazes" but in the future what choice will I have if I don't want an entire colony on crutches?

Forget the ship. The end-game win condition for this colony is EVERYONE HAS ALL THEIR LIMBS. In order to make this happen without pissing away all my money 700 silver at a time, I have to send a caravan out every single season by drop-pod to do a long and dangerous circuit of every settlement within range, searching desperately for bionics. I had one married couple divorce because the guy was spending so much time on the road that he and his wife forgot how to talk to each other.

How much fun is it to try and figure out who's going to do this caravan run when most of the colony has one leg or one arm? NOT VERY.

TL;DR: limbs and digits fly off at the drop of the hat, to the point where for me the entire game now revolves around replacing them. If you change this, then the rareness and expense of bionics would make them a coveted luxury rather than an infuriatingly out of reach necessity.
The rate at which 'sub-parts' (smaller parts of a major one, like fingers, toes, internal organs, etc) get damaged was increased dramatically between A16 and A17.  I hate to say it, but limbs coming off to high-powered weapons was always common - If you ever fought tribals with pila in A16 you'd know those things were capable of taking off an arm or a leg in one hit (though they got nerfed in A17).  It's just that now you don't have to just worry about whole limbs, but fingers, toes, ears, noses, and eyes, all things that were a lot safer in A16.  I've had colonists lose these fragile body parts despite being fully-armored in one hit from a fox or a wolf, and let's not talk about eye scarring.
#32
Ideas / Re: Downed mechanoids
June 28, 2017, 01:31:30 AM
Why is it important to have a downside to leaving them alone once they're downed?  Because they don't decay?  They don't decay if I shut them down and drag them to an indoor stockpile, either, so all that change would mean is I have to remember to shut them down relatively soon after the fight ends.  It's just adding a few more clicks to raid cleanup.
#33
General Discussion / Re: Bionics in A17
June 27, 2017, 10:31:54 PM
I've noticed that even over the course of a year my colonists, no matter how skilled or how well-equipped they are, begin to succumb to this.  Fingers snap off like pretzel rods in the face of assault by creatures that have problems breaking skin in the real world.  Eyes will become scarred by random squirrel attacks.  Pila change from throwing spears to limb-severing guided missiles.  Toes, noses, and ears go flying at the slightest provocation or fall off at the lightest touch of frostbite.  Even brain injuries are relatively common.  EPoE has been a lifesaver for my colonies and I'd consider it a virtually essential mod at this point - Tynan's adjustments to body part 'size' in A17 have made them come off way too easily.

What I'd like to see is having it possible for a body part or a limb to reach 0 HP (and non-functional status) without having it completely destroyed, with each non-essential body part having a certain damage threshold that's required to sever it.  Example, an attack that causes less than half a body part's total HP cannot sever it under any circumstances, an attack that causes between 50 and 75% of a part's HP can sever it if it's already destroyed, 75-150% can sever it if it's damaged, and anything higher than that severs it on hit.
#34
General Discussion / Re: ITT: Natural Selection
June 27, 2017, 09:40:13 PM
A prisoner escaped during a raid, pathed out of my base, and ran directly through the firefight between my pawns and the raiders.  I don't remember which side killed them.

A colonist gets lit on fire by a mechanoid inferno cannon and responds by running out of cover and directly at the mechanoids (that my other colonists are still shooting at).  I have no idea how she didn't die.

A colonist with an RPG (RT's weapon mod) goes hunting, downs a deer, runs up into execution range, and blows herself up.

A pirate with a doomsday rocket launcher fired it at the tame hauler boar that all his buddies are swarming towards, killing most of them and making them rout before my colonists even showed up.
#35
They're not ticks, they're 'work units.'  Colonists generate work units based on their skills and stats while they're working.

The problem with this idea is that the time to completion varies widely and has so many things that factor into it.  The base time to completion is the total number of work units divided by the work units per second a colonist generates.  But from there it fluctuates as the colonist's stats may change while the job is active (such as a crafter getting an eye scar from a mad rat), they may wander off to do something else (pausing the time), or someone else may take over the crafting bench for a while.
#36
Ideas / Re: Downed mechanoids
June 24, 2017, 11:02:03 PM
You can Operate on them to shut them down if you like.
#37
I can sort of see why clothing is hard to recycle.

The thing with clothing is that, to make proper clothing, you need large unbroken pieces of cloth or leather.  Worn-out or damaged clothing has holes, rips, or weak patches in it that could have to be cut out, ruining the continuity of the cloth and making it impractical for use as clothing.  That's why, when you do see damaged clothing get recycled, it tends to be used as rags.

There are modern procedures to recycle textiles, but these tend to be large industrial processes that would be impractical on a RimWorld.
#38
Ideas / Re: 'Innocent' Prisoner Died
June 22, 2017, 08:29:05 PM
Just discovered another annoying quirk of this penalty.  I released a few prisoners, and as they were walking off the map one of them was jumped and killed by a hunting cougar.  This also gave me the 'innocent prisoner died' penalty despite the fact I had released them and he was nowhere near my colony.  Seems like avoiding this also requires you to escort them off the map.
#39
Ideas / 'Innocent' Prisoner Died
June 22, 2017, 09:33:12 AM
As I've started playing more on bigger maps I've noticed a bit of a problem.  Sometimes when I try to capture a prisoner the colonist who's capturing them up gets distracted or just doesn't make it in time and the prisoner bleeds out.  The problem is, if I've already captured them this results in a colony-wide -5 for several days because they're 'innocent.'  That'll teach me to try and be a nice guy, I guess.

Raiders should be considered guilty for 24-36 hours after they arrive on the map whether or not they successfully damage a colonist.  Everyone knows why they're there, just because they failed to do it doesn't make them innocent.
#40
Too much of the social system is outside of a player's control because most of the biggest hits to social relations are both permanent and RNG.  I am of course referring to traits like Creepy Breathing or Ugly, or disfigurement in combat like missing an ear or a nose.  I have no control over these and can do nothing to change them, and because the starting relationship is so low insults and social fights are bound to happen and tank it even further.
#41
I tend to go 'as many guns as possible.'  I'll inevitably get a brawler, or someone with a 15+ base melee skill and a burning interest while having a shooting skill of 0, and they'll get a shield and melee weapon.  Everyone else gets guns.  Being able to kill half of a raid before they even get within firing distance is just too big of an advantage to bother with having a lot of melee guys.
#42
Quote from: cultist on June 20, 2017, 09:48:15 AM
Owlbear? A wizard did it.
Undead? A lich wizard did it.
Attacked by feral squirrels? Damn squirrel wizards.
Squirrel wizards?  Druids, good man!  Always blame the druids when the manhunter bunny swarm land pirahnas attack.
#43
Quote from: Mr.Cross on June 19, 2017, 10:12:16 PM
I attempt to capture their relation, but if they are met with an unfortunate accident, well hey, no skin off my back.
This has become a huge pain in the butt in my latest colony.  Since I have 21 members and 40-man raids I get a relationship every other raid.    My record was four in the same raid, two for the same colonist!  Half my colonists have mood debuffs from brothers, sisters, sons, daughters, mothers, fathers, nieces, nephews, or lovers getting killed and because the blobs are so large nonlethal tactics aren't really possible.  It's getting old.
#44
A few things.

Yes, there are people who uncontrollably have to start fires, and they are called pyromaniacs.  This is a real disorder and that's what it really does.  It's one of the more accurately portrayed disorders in the game, whether you believe it or not.

Chemical Interest/Fascination are less 'I need to stuff my face with pills' and more 'I've always heard about all these drugs and all the cool things they can do, I wonder why I'm forbidden from trying them?  Ah, fuck it, I'm gonna try them anyway.'  They're the ones that get deep into drug culture and often, in the real world, wind up addicted to a number of different drugs.  It's another impulse control disorder like pyromania.

The other restrictions you're referring to are often from backgrounds, not traits.  Some of them are quite annoying because they won't take those actions even to save their lives and some of them are remarkably arbitrary in their assignment, but that's a sacrifice made in the name of gameplay.  I hate colonists with dumb labor disabled as much as the next RimWorlder (especially since that seems remarkably common) but it's part of the game as Tynan designed it.  Hopefully we'll get a greater variety of backgrounds that don't disable critical skills.
#45
Ideas / Re: Make flagstone cheaper
June 18, 2017, 09:38:10 AM
When I saw that there was a cheaper stone flooring option being added I thought it would be by more than one brick per tile.  With that price it means we get 5 tiles per chunk instead of 4, which isn't a significant enough saving to justify using it over the regular stone flooring with its Beauty bonus.

Edit:  Flagstone is, economically, actually a bit more expensive than stone flooring.  Stone flooring costs 5 to build, but you can recover ~2.5 of that cost if you deconstruct it, so its real cost is 2.5 since that's the amount of resources you lose when you build it.  Flagstone costs 4 but you get nothing if you deconstruct it, so its real cost is 4.