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Messages - Greep

#616
Playtest going well, should get this baby released either tomorrow or day after.  Unfortunately, I decided to playtest with randy, and I can't tell if the current 3 season lull is a bug in the math or just randy being randy... so I'm going to have to playtest a bunch further or add a bunch of logs.

Some things I noticed that will be addressed post-release:

-Shooting mechanics close up should get a multiplier of 200%. 
-Laying down should be 20%->50%
-Small size 50%->70%
-Rain 50->80%
-Keep fog at 50% I think?
-Disease needs a rework.  Going to add variability, remove penox altogether, lower average strength
-No turret runs suffer from what I'd call "tedious raid fatigue" Going to eliminate singular manhunters past season 1.
-Mid-game raids could use a small catastrophe chance element as well to keep people on their toes, it's a bit uninteresting to constantly think "oh I'll just barely win this".

And a comment: Holy hell tribals are scary without turrets :O

Edit: more playtest thoughts. 

-Midgame raids are pretty weak if you're gearing up well with high tier stuff.  I don't think this is a terrible thing, since gearing up to the kevlar + rifle level is a harder in this mod, but it's pretty noticeable.  Probably going to eliminate pawn influence on raids, and slightly increase tick influence.

-Easy access to trade does pose a problem:  Lots of easy access to one-off nukes.  This is making the late midgame too easy as I can pretty much buy nuke after nuke and blow everything to smithereens.  Not easy to balance with prices, as it could make selling dropped ones too good to sell.  Considering making these artifacts go the way of the heavy charge blaster and inferno cannon.  Only used against you. 

I think I'll need to patch this in before release, so I'm going to assume this is how it is as I move forward.  If you want explosives there's always frags.  This will make mechanoids terrifying, but that's probably a good thing.

-Also a trader issue, easy access to weapons and gear in general is making the implemented high tier rooming pointless.  Why make an earth shattering dining room when you've got a seller actually selling hyperweave?  My thoughts here are to play around with the expectations thoughts so that late game gets increasingly tougher to stay sane.  Less vital for release, probably a post-release thing.  Ideally, change expectations to be time-based so you aren't getting less mood with the things you're using to combat it.

-Probably going to have to also test a hard biome too.  Lack of turrets and traps, but more traders, probably has more of an impact on places where you can get less money.

-I'm actually building silver flooring which is good, but it's probably just because I have no artist.  Possibly working as intended.

-Probably going to start rich explorer with many many more components (triple digit), allowing an option for those who want to play with turrets as a crutch.  It would mean getting stuck with subpar colonists in the long term, but perhaps this is a good balance.

Looks like the raid size thing was just randy being weird.  Got a massive mechanoid army on day 80.
#617
Bugs / Re: Storyteller slowdown
March 31, 2017, 06:11:16 AM
Yup, Randy's randy man.  I've seen no difference in long term forts over the span of years.  I have seen randy send nothing but singular manhunters for several seasons.  The turn into a beast.  Just the way it is.
#618
I have a sneaky suspicion this thread has run it's course and will only go off a cliff xD
#619
Only thing that comes to mind is zoning issues if your pawn is not set to unrestricted, or just has no path to the place in general.  Can your pawn move it without quality filters?  Could also be rounding error, does 51% work? And drafting, then undrafting then trying?  Otherwise, might be a bug.
#620
Ideas / Re: Coffee
March 31, 2017, 12:41:59 AM
Coffee as a thing isn't really addictive, but caffeine is :P  You can replace coffee with soda or tea or whatever, but suddenly stop caffeine and you'll notice for weeks/months/years.
#621
Outdated / Re: [A16] Less/More faction bases
March 30, 2017, 10:31:15 PM
Ah, well I just don't know all of harmony's uses yet.

As for the ref string, heh, cruft from a refactor where I gave up and modified the whole method.  Thought I was having issues modifying the variable because it was readonly, turns out I made a really stupid mistake instead.  Not going to bother ripping it out tho :P
#622
Outdated / [A16] Less/More faction bases
March 30, 2017, 07:53:13 PM
Another mod request.  Below are three mods with preset values (too lazy to make one that reads from xml).  Unzip into mods folder

A)Minimal:  each faction has one base
B)Less: each faction has 1/3 bases
C) More: Each faction has 3x bases

Licence: Steal and upload for all I care, this is pretty tiny.  Link to this thread and/or a name crediting would be nice, though.

Source:

namespace LessBases
{
    [StaticConstructorOnStartup]
    internal class Main
    {
        static Main()
        {
            HarmonyInstance.Create("com.greep.rimworld.mod.variablebases").PatchAll(Assembly.GetExecutingAssembly());
        }
    }

    [HarmonyPatch(typeof(FactionGenerator))]
    [HarmonyPatch("GenerateFactionsIntoWorld")]
    class Patch
    {
        static void Prefix(ref string seedString)
        {
           
           Type type = typeof(FactionGenerator);
            FieldInfo info = type.GetField("FactionBasesPer100kTiles", BindingFlags.NonPublic | BindingFlags.Static);
            info.SetValue(null, new FloatRange(25f, 30f));
        }
    }
}

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#623
"Alpaca X is overdosing!" is pretty funny too.
#624
General Discussion / Re: Childhood Backstories
March 30, 2017, 01:55:38 PM
Yeah I thnk it was renamed to something like "X Punk", mentions something about selling cigarettes to kids as a teenager.  I remember getting a tynan sylvester pawn with this background and laughed.
#625
Quote from: keylocke on March 30, 2017, 10:48:16 AM
i came back from a long hiatus just to convey this very important message :

nekid cannibal lesbians

no regrets..

.. I think you two are meaning...

https://en.wikipedia.org/wiki/Cannibal_Women_in_the_Avocado_Jungle_of_Death
#626
Ideas / Re: Coffee
March 30, 2017, 04:23:12 AM
If you're going for colonists that like a daily cup of coffee, perhaps a insta-joy boost like beer rather than a mood boost makes more sense.  Unless the mood boost lasts a while.
#627
General Discussion / Re: Reasons to move your colony
March 30, 2017, 04:17:48 AM
Moving your whole fort permanently? Usually not much point.  Can be worthwhile temporarily for more mining operations, hunting, etc. 
#628
Whoo! One playtester coming right up.  Late game randy just becomes unplayable, can't wait to see how this plays out :)
#629
Well, the game seriously ramps up escape pods and wanderer joins if your pop is less than 4, so I don't think single colonist start should be that boring.  Haven't tried it, though.  It would be funny to do a single colonist no recruits game, but since I don't think you can apply treatment to yourself it would be a pretty short game xD
#630
General Discussion / Re: Tired of useless colonists
March 29, 2017, 08:07:39 PM
Wow.. was starting a new game and looking through the colonist interviews.  And got... THIS. 

This right here is why I'd never hit start after hitting map select.



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