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Messages - MoronicCinamun

#31
I'm loving the changes, I think the new armor system and weapon overhaul is a huge step in the right direction.
I still have some feedback/suggestions:

  • Many values of course need some reworking, especially penetration and stopping power. While I can see that balance is more important than realism, the lighter guns should still have at least *some* stopping power, I'd think a pistol would be able to at least stagger a rat.
  • The pump shotgun still feels bad, basically a worse revolver. It's penetration of 9 is really weird, as it's less than even a bare fist or bashing with the shotgun's stock  :D. I like that it has a lot of stopping power, perhaps it should have even more damage while keeping the penetration very low to really carve out its niche. Or maybe just have it actually fire 8 weak, poorly penetrating shots at once; the new penetration system should make such a thing balanced (maybe even 0 or "negative" penetration?) in a way that makes it distinct from say a heavy smg
  • Others have touched on the melee weapons being too simplified; I'm not as well versed in them, but having them all have a default speed of 2 seems a little too much, as it makes them for the most part strict upgrades which seems out of the spirit of the game. Also I still can't tell what this "weapon melee bulk" stat actually does, I've yet to see anyone demonstrate what it actually does. I do like though how guns can't be fired in melee.
  • Again, I've seen others mention clothing being too simplified; I do think a lot of the new balance is a step in the right direction, some things may still be a little much, for example how parkas are basically just strictly better jackets now (minus the cost and such, which aren't that big a deal)

All-in-all, the changes are certainly a lot of good thus far, especially with the animals (I GET A WARNING WHEN I GET HUNTED NOW, YAY!). The new faction system is a massive improvement, now it actually matters in a way that isn't just "donate tons of money and you'll forgive all the slaves we took from you lmao". Yet to actually get a caravan going due to being snowed in, but soon we shall embark to kill some bandits.
#32
(Apologies for screenshot quality, attachments section was giving trouble)

Julio courted Rachel, and the same message appears on Julio's social tab. However, when going to Rachel's social tab (second part of screenshot), in an attempt to shift the perspective (which might not even be needed in this case), the message gets all botched up.



[attachment deleted due to age]
#33
Let me start by saying apologies if this is working as intended. Also I'm posting here because Callahan said so since I have mods, so we can't rule out it's an interaction (although I have nothing that changes the combat/body parts/etc.).

I notice some behavior related to combat which seems strange. The first is destroying lungs apparently don't bleed. I seem to recall it happening to other organs too, but I don't have proof so I may be wrong there. It sure seems odd though, unless lungs are supposed to not bleed? (not sure why). Clearly a destroyed eye bleeds, as pictured.



Second thing which is unrelated to the above screenshot is I see times when an internal organ gets damaged or destroyed without damaging the "surrounding" tissue, e.g. a shot damages the heart but somehow causes no damage to the torso, or damage to the brain with nothing to the head or skull. Again seems really odd to be working as intended.
#34
Bugs / I can't get hydropnics to work [solved]
January 29, 2018, 10:18:53 PM
So I'm really not sure what is going on here. I have hydroponics powered, in light, turned on, right temp in a sealed environment, everything seems peachy.

But for some reason I can't actually plant anything in them. I get nothing when right clicking them, I disable all other priorities but planting and they still don't do it. Tested with multiple crops, so it's not an issue with skill levels either, it just plain isn't working and I can't for the life of me figure out why.

edit: so it looks like the issue is I built the basin inside a larger growing zone, deleting the adjacent parts of the outside zone allows it to grow.
#35
I've thus far had 3 inspirations and all were on the same person  ;D
#36
Quote from: Yoshida Keiji on November 05, 2017, 01:21:57 AM
My last caravan had stealthiness of 0.9. I prematurely assumed the range being from 0.0 to 1.0 and my caravan being bad at it since it was composed of 3 colonists, 3 wild boars and... 3 elephants (they are pack animals now and can carry 140kg). Elephants are big and noisy. I don't know if it was a bug or not but on the return from an incapacitated refugee, I got one caravan encounter, 1 manhunter ambush and 3 raid ambushes,...all ambushes happened exactly on the same world tile...with exactly the same map layout. All hostiles seemed difficulty adjusted accordingly to my caravan overall strength,...but the ambushes themselves kept pushing back my caravan to that same time which delayed the return to base. But it was still good to get some extra pemmican (although I was carrying enough for 3 - 4 more journeys) and some jade that I mined from the mini-map.

But "officially", we don't have the range value to determine if we are efficiently stealthy of not.

I can't speak for the whole, but I think higher stealthiness is better, and it certainly does go above 1.

I found 4 people and 3 alpacas had a value of 1.0, 2 people + 3 alpacas had 1.2
#37
So I come with another feedback/question comment:

I notice that the descriptions of every mortar round says "it can be fired or made into a trap", yet the research tree still has the same old Explosive and Incendiary IED researches. Shouldn't something here be updated? What does an antigrain warhead fall under? What about the firefoam round, does that require the firefoam research, or what?

As a Tribal population it would be helpful if the descriptions gave more info due to the sheer amount of time it'll take and thus planning is more important.


Moderator's edit (Calahan) - Moved from the A18 feedback thread.
#38
aaaaand how do you expect the reward to get to you without a colonist to bring it back?
#39
So maybe this isn't "helpful" feedback but I am loving all the new tribal content: if anything is done right, it's giving them some love. (still rough with having to research beds and do more for your guns and stuff, but oh well it's more entertaining).

Something I really need an answer for though that so far no one anywhere (in all 5 threads across the internet) has seemed to answer correctly: what is this "weapon melee bulk" stat? Some have speculated it has to do with attack speed like the description seems to hint, but that seems to be a lie as a bow with 100% has a melee cooldown of 1.6 seconds, while a wooden club at 50% "bulk" is also still 1.6 seconds. Also seems weird that mentions firing but still appears on melee weapons.
Also, it's pretty cool how melee weapons have different attacks (reminds me of my runescape-filled childhood), but I'm just curious, do every one of these attacks happen "at once" when the pawn attacks, or does it cycle through them or pick randomly or what?

#40
I guess this isn't exactly new. With a fire starting spree I would have someone who can fight firers drafted and just constantly micromanage them to be adjacent to the offending pawn. They would put out the fire instantly, causing almost no damage (and no big spreading fires!).
#41
General Discussion / Question about A18
November 02, 2017, 07:17:46 PM
I figured this would get more traffic than the main thread and clog stuff up more:

My first question is how the bloody h*ck do I pull up the combat log? I don't see a button anywhere, nor is their an option for a hotkey in the options menu.

Secondly, what exactly does this "melee bulk" stat do? I've noticed that smaller items are 50%, the other are 100%, what does this mean? Especially on a melee weapon, since it hints about ranged weapons shooting in melee.
#42
Hello,

Let me start with I'm LOVING the mod so far, also using the CE: guns.

I think I've found a bug, I will admit I didn't read through all the pages here I just skimmed. 14.5mm APIs don't seem to be igniting anything. Maybe I'm just exceedingly unlucky because the description does say "chance to light the target", but I haven't noticed it yet, against many many humans and a few elephants. I can confirm they are taking burn damage however, so I guess it still "works" as a more interesting AP.

Not bug related feedback: the ability to manage inventories on a caravan are kind of bad. I assume it's totally not your fault, hell it might not even be possible without significant UI overalls (which I hear are hard to do), just 1 weapon + clothing +vest +backpack fills up the entire bar. Still, I found out the hard way you have to make sure your colonists have full load-outs before even starting to form the caravan, rather than my usual "oh we might need APs let's just have the animals carry that". If you get attacked and get charged, you won't have time to do all that management.

As for what may be a genuine caravan related bug: a colonist with a loadout specifying RPD + ammo was trying to grab the ammo directly form a pack animal, but it didn't work, she would just hug the muffalo, following it presumably forever. I ended up solving it just by dropping the ammo from the beast, so she picked it off the ground. Still, might be worth a look, such micromanagement gets harder as you get more peeps in bigger combats.

But yea, excellent mod.  You have made me play Rimworld again, and now I'm playing it hours every day. Keep up the good work!
#43
Quote from: Play2Jens on May 23, 2017, 06:46:17 PM
My first sprout happened a few days before my whole colony was slaughtered, so I wasn't able to experience the fruit yet. Is it addictive? If so, it's certainly a good idea to be able to restrict it!

I haven't had addiction happen yet, but it says it is "mildly addictive". I have noticed some hefty tolerance though. I didn't quite have fine or lavish meals lying about, but it seems that everyone, including animals (I'm assuming not strict carnivores?) will prioritize it.
#44
Ideas / Re: a way for animals to trigger traps
May 22, 2017, 09:36:51 PM
They do in fact trigger traps, they just have a reduced chance (possibly based on size? ).

I do share the sentiment that it doesn't happen often enough. I have a stone hallway ~8 steel deadfalls on the way in. Had a pack of 5 artic wolves run through, none. Later, a random deer went manhunter, and it ended up triggering only the last trap, which thankfully severed the neck.

Clicking on the trap and getting the big info gives a trigger chance of 80%. Not sure if this depends on materials.

Maybe different kinds of traps, i.e. different sizes or something, would be good compromise? You can have smaller traps that hardly do enough damage to kill a human or larger, but would be reliably triggered by rats and stuff (did I just reinvent the mouse trap?)

Hell, maybe this will open the door for Indiana Jones style boulder traps  :D ;D
#45
Ideas / Re: Joy from travel
May 22, 2017, 09:30:44 PM
These are pretty neat actually. I was just thinking today it would be cool if you could bring the likes of horeshoe pins with you on caravan, and they could maybe get an hour in during their usual "resting" time, this way they aren't constantly at 0 joy.

I don't think these would be mutually exclusive, but I do like the traits a lot.