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Messages - Trylobyte

#46
I'm generally a nice guy.  I treat my prisoners well and release the ones I don't need.  I don't sell slaves, I don't kill people for organs, and I don't turn raiders into hats.  But occasionally I do something a little mean, either mechanically or story-wise.

Story-wise I once captured the faction leader of a pirate group that had been raiding me like crazy and had thus massively pissed me off.  I proceeded to force-feed the poor bastard every drug in the game (I even set up farms and a drug lab to make the ones I didn't have) until she was addicted to all of them then I administered Luciferium and let her go, ensuring that the most troublesome faction was now led by an unstable disaster who was hooked on everything imaginable and would inevitably go out in a blaze of fury that would make Tony Montana look like Howdy Doody.  She died the next season.  I wonder why.

Mechanically the worst thing I did was when I was surrounded by manhunters so I released a bunch of prisoners to act as distractions while my guys got in position.  While the manhunters and the prisoners fought each other my guys flanked around and threw a dozen grenades and molotovs into the mess, killing almost everybody.
#47
Our ancient predecessors had this problem too before the RimWorlds were settled, and many of their solutions can be adapted for the current situation.
#48
General Discussion / Re: The value of "Mystery"
June 17, 2017, 09:50:13 AM
Quote from: Tyrion4444 on June 17, 2017, 05:05:42 AM
Well... as all filmmakers know - you shouldn't ask your audiences what they want.

:D

Consumers are good at consuming, but regarding desing, it is best left to the actual artists, who know how to guide and manipulate their audiences emotions. And thats what entertainment is all about... ;)

I still think mystery would make the enjoyment of the game MUCH better, so I caution Tynan against listening to the voice of democracy. It kills all art :)
I don't mean to be that guy, but you've crossed the line between 'making a suggestion' and 'telling us what we want.'  The former is fine, the latter will tick people off.  If you want to let the artist make their art, then let Tynan design his game, eh?  It's fine to make suggestions (we have a whole forum for it!) but don't imply that you know what people like more than the people themselves.  Iknow how online games and their communities can get, hell, I used to play League of Legends, but I also don't think RimWorld is big enough to have reached the point where community feedback is so diluted as to be meaningless.

If he likes mystery and thinks it adds something he'll add it, if he'd rather give people information then that's what he'll do.  Personally I'm on the side that having more information lets me write a better story (or at least a story that's in the genre I like) and reduces the chance of 'cheap shots' and foreseeable disasters causing the premature end of a colony.  It's what the storytellers are there for too, to help you write the tale you want.
#49
I noticed this on my last toxic fallout and confirmed it without any mods enabled, but colonists will path through off-limits areas to get to allowed areas if they see no other way to get between them.  While this can happen intentionally if you set two allowed areas that have no route between them it can also happen if their route becomes blocked, such as by a pawn using a door when another pawn wants to go through it, so they will instead run out another door and through forbidden areas to get where they want to go.  This is generally only mildly annoying (such as during toxic fallout) but I've lost a few colonists who have decided to path along the outside of a defensive wall instead of the inside because I forgot to forbid a door somewhere.
#50
Ideas / Re: Mining AI...
June 16, 2017, 04:14:45 PM
Part of the problem there might be that a mining 'job' seems to be defined as one swing, so prioritization doesn't do anything - You have to change their job assignment order instead.  Prioritize a pawn to mine and he'll run over, take one swing, think 'Job complete,' and go do something else if he has something else to do.  This is also why mining is so interruptable compared to other jobs.  Rather than stay at the job for a while unless interrupted, like they do with most jobs that take a while, they'll immediately stop mining the instant something else comes up because they check for other things after each swing rather than after each mined tile.

Granted this can be useful in the event that you have a tile with a ridiculous amount of HP (mods often do this) since pawns won't be stuck mining it until they keel over from exhaustion, but for normal general-purpose mining it's sort of annoying.
#51
Ideas / Re: Mining AI...
June 16, 2017, 11:10:33 AM
I don't usually have to meddle with planning out their schedules (though I do meticulously plan priorities, the fact my miners and growers were the same people was just bad luck) but I suppose I'll have to start doing that with my miners now.  And I'm not sure why they didn't carry their meals with them because I know they generally do.  Any ideas on the weird pathfinding (watching a colonist footslog through a mud pit instead of going three tiles around it is aggravating) or ways to stop them from flirting and fighting each other while they're mining?
#52
Ideas / Mining AI...
June 16, 2017, 07:31:09 AM
I'm sure this has been mentioned before, but the working AI for mining probably needs to be redone.

Case in point.  I designated some steel near the edge of the map to be mined.  My two miners woke up and went off to mine.  They got halfway to the steel before they got hungry, turned around, went back to base, ate, and began their trek back.  As they arrived the crops finished growing, so they arrived and didn't even take a swing before turning around to go help with the harvest (as they were both growers too).  Then they went back, swung their picks twice, got in a social fight, and went to bed to heal for the rest of the day.  They managed to waste an entire day and accomplished no mining.  Add to this the fact the pathfinding likes to take them along very slow paths (through trees/rubble they could walk around) and it's not uncommon for my miners to spend most of their mining time not actually mining.

As it is now, mining is a chore to do, with the suffering increasing as the distance the resource is from your base also increases.  Mining doesn't seem to work like most other tasks do, where they will at least complete one action cycle before they stop to do something else.  Instead there are myriad chances for interruption that can lead to absolutely no work getting done unless they're micromanaged.  I'd like to see Mining use something more like the Research AI where they will start doing it then keep doing it for a while, ignoring other work for at least an hour or two.
#53
Bugs / Re: A17b Combat music won't stop
June 16, 2017, 07:13:43 AM
I can second the fact that when it happened to me I had active mechanoids in an unopened Ancient Danger and the music stopped once I killed all of them.  I never did get the chance to name my colony or faction though.
#54
Bugs / Re: A17b Malaria voodoo
June 15, 2017, 04:35:54 AM
I noticed this too in my rather heavily modded installation.  Everything is still working properly behind the scenes by the looks of it but having the 'Malaria' alert pop up every single time they needed tending (on four pawns) was driving me batty.

Also a Temperate Forest (popular aren't they?) but Crashlanded.
#55
Ideas / Re: craftable advanced materials
June 14, 2017, 09:24:58 AM
The only problem I have with advanced materials is they often fall into the 'too cool to use' territory.  I'll almost never use hyperweave even if I do get my hands on it (unless I can craft it from a mod) because it doesn't really wear out any slower, doesn't insulate a lot better, and its superior damage resistance is negated by the fact that vests are cheaper and power armor is both better and easier to get (due to every bulk trader having plasteel while hyperweave is rare). 
#56
Quote from: nccvoyager on June 13, 2017, 05:58:15 PM
This has more to do with the way that pawns "do" jobs.
Once a pawn starts to do something, the automated AI usually doesn't interrupt itself until the current "do" job is complete.

(Main exception is when a pawn is working and a need like hunger overrides the work job. Additional exception is in the event of taking damage, wherein a pawn will then flee or fight if set to do so.)
Drafting and undrafting them also immediately tells them to seek out new jobs, and is my usual response to a fire in the home area.  It's also a good way to tell researching pawns to get back to work instead of meandering around the base after finishing a project.
#57
General Discussion / Re: Deep drills worthless?
June 12, 2017, 07:53:41 PM
Quote from: Bozobub on June 11, 2017, 06:17:40 AM
That's up[ to you, of course, but I wouldn't find infinite resources much fun, frankly ^^' .  Deep drills already supply an unholy amount of resources, as it is.
I don't mean to be 'that guy' but you're essentially just pursuing a different path to infinite resources.  Some people will call in bulk traders and trade for resources, some will use caravans and drop pods to mine different areas of the world and ship the resources back, others will use mods to add more direct ways of doing it (I'm fond of Vegetable Garden myself).  It's all infinite in the end!
#58
I just had a poison ship land two tiles from my front door in the middle of all my fields, in an area with no cover for my colonists to engage it.  We killed the eight (!) mechanoids that spawned (they split up) but had a colonist go down (but not killed) and most of the others had gunshot injuries.  Then a manhunter pack of about 30 caribou arrived.  No worries, my base has a wall, I'll bunker up and- HOW ARE THEY GETTING IN HERE?  Apparently one of the scythers had wandered off and knocked a hole in the outer wall on the far side of my base when I wasn't looking and now I had caribou swarming all over my already-wounded colonists.

Somehow, despite 11 of the 12 colonists being hospitalized, nobody died and nobody lost any major body parts.  I was in awe of my good fortune at NOT having to restart or reload, because I was seriously considering it.
#59
Ideas / Re: More Traps/Security
June 09, 2017, 11:49:49 AM
I really think defenses in RimWorld are kind've shallow, namely that they don't scale that well.  Early game you get deadfall traps.  Mid-game you get turrets and mortars.  Late-game you don't get anything.  This places more of an emphasis on active defense and building your base to withstand sieges (and exploit the enemy AI via killboxes) than on structuring defenses capable of handling the enemy.  And that's fine, some people really enjoy that.  But it's shallow, and a big reason why I tend to get a mod or two that expands the role of turrets and static defenses - The idea that my colonists can build charge rifles and power armor and interstellar spaceships but can't figure out how to dig a moat, mount another gun type to a gun platform, or launch rockets is alien to me.
#60
I'm an A15 noobie compared to you all, but it seems I'm hardly alone in that!