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Messages - Yoshida Keiji

#151
The drug description says it prevents "Infections" before they take hold.

But Malaria, Sleeping Sickness and Plague are "Diseases".
#152
Caravan spawns with "one" unit of Hyperweave...really?




I think in all my games... I only tailored less than 5 apparels of this material ever.
#153
Let's talk about "Inspirations".

I think Tynan should revert it to previous versions. As of now, Inspirations are only triggered to pawns based on their skills that have a "Passion" to it, be it either Interested or Burning (Flame x1 or x2). This is because some people "complained", that Inspirations on skills of no Passion were a waste...This is debatable, because there's basically two types of players:

* The Cheesy player who at game start "re-rolls" dozens of times until he/she gets the "Dream Team".
* The Hardcore player who plays with the first five without "re-rolls" and would at least consider swamping with the "Left Behind" but no re-rolls.


In my opinion, the "Wasted Inspiration" is a complain that comes from the "Cheesy Players". Because if you play without re-rolls... it doesn't really matter which skill an inspiration triggers on, as in if it happens on a non-passion skill is not necessarily a bad thing. For example, if your first five characters are all of them bad at Cooking...and you suddenly get a Cooking Inspiration in one of them... it instantly becomes a "great opportunity" to rise one of your pawns as your "main cooker"...

To me Inspirations are great opportunities to help grow a pawn in an area he is deficient at, and placing Inspirations on skills that already have a Passion...is kind of REDUNDANT...as either with or without the Inspiration event, he/she will still upgrade their skill levels... due to learning at 100% or 150%.

Inspirations should be triggered on skills without Passions in which their learning speed is only 35%...now giving inspirations a "true" feature to the game.

Re-roll back to previous version, please.
#154
From days 110 to 125:

Six days had passed, and on the 115th, "Laxigoto", the old woman who was left to cook meals enters "Insulting Spree" mental break, I check the notification to find out who she will target. You can draft the future victim away and keep him/her on the move until the mental break wears off. I cant recall now who was the target but somewhere during the kite, Laxigoto changes target and walks towards another colonist who was picking up items from Cargo Pods that crushed at the Northern map border.

Laxigoto being of age, walks slowly and as she approaches the map border, a Raid triggers. She had no chances to survive the attack, specially when in mental break. As she was a IoV... I don't care...




As I start to fend off the imminent attack an Escape Pod crashes nearby, containing a survivor from a hostile faction.




Rescuing the survivor helped me to improve Faction relationships.




On day 121st, three Huskies join my colony and while I love dogs... too many animals in my colony are starting to overwhelm the workload of my people and that is something that worries me and must be addressed as soon as possible.




An hour later, 5 people get the Plague. Two of them being prisoners from the previous raid, I really need to decrease the overtasking of my men, so I keep the prisoner without any kind of medical treatment to ensure they won't survive the disease and release them afterwards. One disease wears off and now another one strikes my colony in a large cycle that is going to keep me in quarantine. Now I know who will be the companions of Lercha in the endeavor of rising a second colony, somewhere within Transport Pod range and away in another biome where elderly won't be at risk anymore as in here now. That's a good call and a project to work on in the days ahead. They may not survive the next disease at this pace.




My colony just lost 3 members and the impact is felt considerably in the crafting department. The last Mechanoid confrontation left my boys somehow worried so I was making them all Plasteel Advanced Helmets. Crafting more stone blocks for future expansion was also halted. As well as Devilstrand apparels like Dusters cannot continue for a while. The Disease chain showers are also crippling my progress as half my people gets tired 70% faster and the colony overall schedule is messed up.

The setback thought was worrying while all of a sudden, three days later, we receive a "Chased Refugee" request for help, which I agree to.

Lucky for us, now we get a character named "Chef", who actually DOES cook, unlike "Zhang" the Exotic Chef who is disabled in Cooking.




Let's see who are the chasers... Raiders came with a Doomsday Rocket Launcher and a Triple Rocket, Sniper Rifles and Assault Rifles... about time combat starts to really heat up.




The battle was easy, I used the Shock Lance to burn the brains of the Triple Rocket Launcher enemy and then I pot shotted the Doomsday Rocket Launcher enemy as the warm up is long, and I could hide behind doors after every shot before the enemy could launch the rockets to me.


Next day, I get a Tribals raid of 25 people, things are starting to get interesting here... And since we are testing the v1.0 unstable, let's also try out the Triple Rocket Launcher... Can you believe that this is my first time ever using this weapon despite already logging 4.500hs in RimWorld? I always played to launch the SpaceShip so that explains it, somehow... Again I noticed none of the tribals are melee...




I took other three prisoners from the tribal raid, none of them being any good within their stats, I choose the release them, I didn't want any of those for recruitment. Their release turned them Friendly (Goodwill gained).




Next day I get my third Siege, only this time there's a "Relationship". The related pawn did not survive the fight. I claimed their 2 mortars.

#155
Quote from: Zombull on July 06, 2018, 03:11:53 PM
I don't mind dealing with predators. I just need to know they're there. Maybe just show a notification on screen any time a colonist sees a predator. Colonists with limited eyesight wouldn't see them as far away.

+1

This! I said it many times, and I will say it again...I'm an outdoorsy, I love nature, I go to the wild myself and with friends. Anybody who leaves the comfort of home knows it... when you are out there... we all tell each other what we saw outside and the dangers to keep others safe. I would love an icon display pretty much like love with a heart, a smiley for kind words... I would love to have a dialogue bubble of exclamation marks like this: (!!!)...as in saying spotted a predator while I was outside that triggers on everybody else as the witness gets into range of other colonists. Then based on the player customized task, one can know where the pawn was walking around and send a tracking expedition to hunt the threat.

We could also have cage traps for the big games...pretty much like in Real Life.
#156
Quote from: botaxalim on July 06, 2018, 11:20:19 AM
Animal predatory change. Check map for food, if none herbivore animal present, check for colonist pet, if none kill the nearest human for food. The point is we can avoid random predator eating our colonist, as the player maintain animal ecosystem on the map so the predator not ran out prey/food. Maybe add warning when last wild herbivore animal extict. If player kill all animal except predator, its their own fault if predator attack them

I'm just quoting one response, but I read many others and I'm glad people realized that removing Predators attacks flattens the game by completely taking out flavoring texture. By the read based on comments scan, it is easy to tell most people don't play harsh biomes like Ice Sheet for example. Any player who has ventured there and built a city wall around knows and loves with a passion to have Predators roaming around your base...simply because there's no need to traverse a whole map to hunt it but you just have it "right there" like served on a silver plate...

...and of course...this applies just the same for the TORNADO... Like really...

I played sooo... many games with Tornados busting through my base...and I said to myself "meh...", rebuilt what was destroyed...and just kept playing... The Steel Slags can easily be made back to raw steel.

I find it really hilarious how people ask for "countermeasures"... How do you want to deal with a tornado? By getting a Ghostbusters "Proton Pack" to suck it in?


Going back to the Predators... they always work for me as an "extra colonist", as they hunt for me without me having to send somebody, but only to haul their left overs to the freezer. How many times a predator hunted a raider? Or a trade caravan...and the surprise of it? People don't realize that removing predator attack on characters reduces storytelling to boring levels and how unentertaining becomes if get "alert notifications" for that... we are in the wild! We crash landed!...to the middle of nowhere...

Stop eternally living in the cradle, don't be forever in your comfort zone, go get the adventures.
#157
Quote from: dnmr on July 06, 2018, 12:09:48 PM
could we please get some sort of an indicator next to pawn portraits if their caravan is idle? I seem to miss the notifications sometimes.
Also on the subject of QoL, why does the "haul things" tool only work on junk? Can there be a way to prioritize hauling collected crops from the fields?

+1

I also want a "Prioritization" of haul items, not just automatically based on proximity. Also, in early Lost Tribe game, I had issue with Building using wood. The construction would automatically prioritize walls, which is an optimal default I appreciated, but occasionally I wanted coolers/bonfire or other furnitures that required wood, but all would be "hauled" to the walls. I just stopped wall building for a while to get all other items done. The player should decide what is collected first, and what is built with or made with such resources first rather than an "unchangeable" game-self-set choice.
#158
Quote from: PurpleTonberry on July 06, 2018, 02:37:31 AM
Tynan, I've been noticing in your changelogs that you have been trying to eliminate unnecessary micromanagement as much as possible. Thank you for that, by the way, a lot of the changes have been good QoL changes. There's been one small thing that has bothered me through many, many updates to this game though, more-so now that the negatives are more severe than ever: Cabin Fever.

Don't get me wrong, I completely agree with the existence of cabin fever and its severity, but I never understood why pawns suffering from it don't just take a walk outside in an unroofed area. I'm not keeping them locked up like rats, nor are they restricted to any particular area. In particular, I think that on their next joy activity, they should just prioritize taking a walk outside or stargazing/cloudwatching/sunwatching/etc if they suffer too severely from a lack of going outside (if area restrictions allow, of course).

I've attached a screenshot of a colony I just started a couple hours ago. The debuff doesn't make much sense, but that's not really what I'm going for here (even if the Trapped Underground thing is a bug). I'm not keeping the pawns locked up under a roof (don't let the toxic fallout fool you, they're still set to Unrestricted access to the map) and they have 5 hours a day of dedicated joy time, so just.... go outside! I don't think in this kind of situation that I should have to draft pawns and drag them outside to stand around and do nothing so they can not be under a roof for a few hours when they are perfectly capable of that on their own accord.


I just build a "plaza/park" between their bedroom and the most frequent spot someone stays most of the day.
#159
This is a problem that has always existed and it is not specific to v1.0. Through the entire forum, I had many times addressed the lack of AI recognition of the base/rooms.



My base, currently looks like the number 6 on a digital calculator, which is a square with a side sticking higher.

Ayano, Sunao and Paulo are attacking a wall outside my base. Also Pleixoto is attacking a "Firing Wall" I built when I was facing a Crashed Ship Part.

The lack of AI "reading" immensely help the player to perform "Divide & Conquer" by just building random walls throughout the whole map... since the AI cannot distinguish which is a player's REAL base versus random walls.

Players like me who had been playing on 400x400 maps and multiple colonies know that creating "fake" buildings mitigates a raid's threat level.

In many posts, I addressed the AI lack to recognize "Inside" from "Outside", specially when Pathing selection, so pawns in harsh biomes like Ice Sheet, should prioritize pathing within the base rather than short-cutting from the outside, exposing themselves to all sorts of threats...

I would really like to see an AI improvement so this that I am experiencing now stops happening. I don't know how much viable it could be, but my only suggestion as of now would be to create a "Sound recognition" system in which pawns can react to "shots fired" and turn towards the direction from where the sound comes. Pretty much like The Walking Dead.

In this current raid, half the enemies are doing "whatever they want but nothing that helps them". Players in MMORPGs PvP games do this as well by the way. Their force enweakens as they split nonsensically. The benefit for enemy AI would be that "reading" the inside could help them direct their pathing to the player's base too. So it's not just one sided for the player pawns when not raided.
#160
Quote from: gadjung on July 03, 2018, 05:02:46 PM
- infestation is behaving strange : i got one, letter pointed me to one part of base (1), i happily destroyed single (surprise) nest and went happily further. turns out on other part of my base (2) i got 3 other nests. Should they have been so spread ? As far as i remember (and happened to have earlier) they were more concentrated around single area...


This isn't new.

See here an old thread: https://ludeon.com/forums/index.php?topic=40793.msg409404#msg409404
#161
I have always thought about uniforms for outfits, as Doctors having the medic clothing with the typical Red Cross sign, but that would probably not happen.

We do however have a new indicator at the Colonist Bar for inspirations which is a light bulb. Based on that, I think more additional icons could be included based on their current action.

* If a pawn is Building ---> Display a hammer.
* If a pawn is Cooking ---> Display a frying pan.
* If a pawn is Hunting ---> Display a bull's eye.
* If a pawn is Growing ---> Display the grazing icon, same for animals at caravan window.
* If a pawn is Mining ---> Display a pickaxe.
* If a pawn is Researching ---> Display a chemistry glass.
* If a pawn is Hauling ---> Display a wheelbarrow.
* If a pawn is Cleaning ---> Display a broom.
* If a pawn is Doctoring ---> Display a stethoscope.
* If a pawn is Wardening ---> Display a dialogue bubble.

Also, about the pawn icons...can we have their Health Points bar like most strategy games?
#162
From day 73 to 109 (summary of  2 quandrums and a few extra days):


On the 75th, a second Siege shows up. Contrary to some local fallacies made within the forum (based on older B18 instead), no enemy carries a Sniper Rifle. (Not that said weapon would present any difficulty anyways, raiders just lurk around so you only need to wait until the wielder goes to the backline) It's always better to talk knowing what you are saying and with proper back-up document/facts.  ;)




Considering I'm playing in Tropical Forest, I decided to throw them Incendiary Shells, the other option being High Explosive Shells. This is due to the flammable surroundings which wether I hit them or not, the fire shall keep them busy.




Funny enough my first two shots hit with 95% accuracy on the targeted tile, no mortar gets built for me to claim afterwards, and they just chose to charge right away.




The battle was swift and I captured two of them: Nickel and Gore. The first had bad stats so I released after healed to "gain" some Faction relationship points and Gore, I decided to keep for recruitment.





Six days later, on the 81st, Ambrosia Sprouts pop within my Hay Plantation, they will get cut out automatically after the harvest...pitty, but that space is already taken, and since they spawned too wide, I cant spare "their" space for it's commodity as I must prioritize feeding my livestock.





Two days later, on the 83rd, I get a Chased Refugee named "Yu", a 60 years old Weaver: Crafting +5 & Growing +2. Retirement age pawns are likely bad, and risking younger lads doesn't really pay off...but I was bored so...whatever man...yeah...




Let's see what I get... Yeah, Heart condition, has Artery Blockage...




Let's see her Character profile...okay... I could use a crafter, after all only one out of 10 colonists has Plate Armor.




Of course, nothing is ever free in any world... Let's position ourselves as they will be approaching from a border my base is really close to.




Let's analyze the enemy... 15 tribals and none of them is melee... Just like us, players do.



Piece of cake.


Seven days later, 90th, I get my first UV1.0 Infestation...and I must say...I loved the surging from below sound and animation, it was insanely hilarious. Bugs don't just pop out of nowhere anymore but you will have a "visual" identification of dust clouds of where the hives will appear and enough time to rush away anyone in its proximity. I wasn't really expecting an Infestation to trigger at this stage yet, so I had zero deadfall traps surrounding the Ancient Shrine as I always tend to do. The Ancient Shrine walls are of Steel. Steel is flammable... let's hope no Mechanoid is inside with an Inferno Cannon.

The Infestation spawns a Megaspider and a Spelopede. The AS was guarded by a Scyther and a Centipede. Mechanoids shall win, right?




The Megaspider trashes the Scyther while the Spelopede charges the Mini-gun Centipede and dies in the attempt.




The Centipede's Minion high miss ratio hits a Cryptosleep Casket, and all 5 occupants wake up at once. They all flee the room fast with little damage from the Centipede as it misses most of its shots. I manage to capture 3 of them, while the other 2 resisted capture and died in their arrest attempt.




While I pause the game, I notice three free artifacts and 11 Luciferiums. The artifacts being an Animal Pulser, a Shock Lance...and an Orbital power beam targeter...which is a first for me because in B18...I never caravanned to get one, as nobody really liked to endeavor in such crusades... Out of the three captured Spacers...only one had good stats, so I release the other two, hoping to never see them again...Not another Lambert please...if you recall reading my B18 Unstable reports...



Next day, on the 91st... I get a... Manhunter Pack of 8 Polar Bears in my Tropical Forest map...

Repeating...Polar bears in Tropical forest...and just in case...for a third time...polar bears in the tropical map...

You get it?





On day 96th... Five of my colonists get Muscle Parasites...yeah...Disease biome, remember?



You can also notice that within this quandrum, 4 other additional private bedroom were built. Three extra Solar Panels for additional Electricity. The initial Barrack, no longer hosts any sleeping bag, as it is made of steel and the Freezer cool temperature leaks inside, causing anybody sleeping inside, the debuff of cold. Got my first Hi-tech research bench and the Comms Console plus two orbital trade beacons. And finally the first bed at the southern room.


Six days later, on the 102nd, the only decent Spacer "Anna Zhang" is recruited. The old barrack was made a prison as the temporary prison to the left was too far away from everything else. Finally I get a proper Cook.



During these days, I hunted 2 Thrumbos... which instead of revenging when harmed...they now flee... Starting to move around some furniture, leaving Stools for prisoners and replacing the dinning room seats with Dinning Chairs for an upgrade.



Two days later, on the 104th, a Wanderer joins (relationship), "Laxigoto" happens to be "Bascullo"'s aunt... Surprising how I keep getting elders in a survival game... She is an IoV...but at least has Cooking skill level 11 with Burning Passion, she can even take Anna Zhang's spot.




Two days later, on the 106th, I get another Crashed Ship part. Surprisingly, it falls near the location of the first, also making it easier to build another defense structure to deal with it, its Poison type, so no hurry.




On the same day, 5 more cases of Disease, this time Fibrous Mechanites...again... Looks like I always get them both together or any combination, but still two types at once or near close to each other in time...



You can also notice in this picture than an 11th private room has risen at the top right.


All the defense needed is built in one day, let's see how it goes...




Huuummmmm surprise, surprise, surprise...now Scythes have two variants, the old Melee type and a Lancer type. There's a split version in which one is melee and the other ranged. The melee Scythers, instead of remaining around the Crashed Ship part...now dashes forward and engages in close combat. Causing me to withdraw as I fear limb losses. I managed to kite them easily though. But because of the retreat, two of the Centipedes, one Inferno Cannon and the other Minigun start to slowly chase my colonists towards the base.

"Yu" the latest recruit picked up my first Assault Rifle in vu1.0 before, but was 90% ~ 95% rested, so she joined the fight a bit later, however... the AR was nerfed to an extreme point in which it now only fires two shots per time... WHAT? And while Im shocked by the change... the Minigun centipede one shots her brains out...

I'm fine with the character loss because until now I always used to charge aggressively on Mechanoids using my Tribals...and that was never..."okay"... Mechanoids had become stronger and having a third variant makes them more threatening, a new strategy/approach will become necessary now.

There was no melee in my team formation, so we flee inside our base with the remaining 2 centipedes on our asses, and I send "Bascullo" the nudist to keep them at bay for as long as possible while my Medics patch up the best shooters. In the rush...Bascullo the Nudist...engaged without armor...and also got killed with a shot to the Spine... So I lost two colonists on a same battle...for the first time in a long, long, real long time... Now that is exciting! I'm glad to see the Mechanoids got tougher.


From now on, I shall rush both Plate Armors and Flaks real fast, as enemies hit harder now! So instead of surrounding the Crashed Ship Part like before, we shall trigger shot the crash-landed part from afar so as to trigger their melee from good distance enough to weaken them before they reach my pawns. Melees will be brought back to action again in Version 1.0, which in B18 were left useless. I hope Sycthers won't cause 1 hit limb loses. At least the three that spawned in this occasion didn't.



Next day 4 Labrador retrievers join my Colony... I was missing not having puppies...





This is all for now...
#163
I just got my first trade ship, and noticed an inconsistency between trade window and caravan formation. In Unstable version 1.0, when we form a caravan, the new update allows the player to see bonded animals with a heart and pregnant females with a baby. But the trade window didn't show me the same "heart". I think it should.
#164
I can't craft Plate Armor, pawn takes all resource materials to the bench but nothing happens.
#165
I just built my first Comms Console, due to playing Lost Tribe and the new skin is funny... Shouldn't satellite reception disks be outside rather under roof?