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Messages - stretch611

#1
A slaver caravan came into my village and I bought a young girl.

The trader swore to me that she was 17. But she was only 16.  ::)

In the attached screenshot, you can see that she is listed in her information page as 16... in the background behind that is the trade screen showing that she is 17. I assume this is a simple rounding/display issue but it would probably be better if it was displayed consistently.

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#2
General Discussion / Re: 1.0 Stone flooring
October 18, 2018, 10:03:30 PM
Ahhh.... Thank you.

I didn't notice because I didn't try to click on it, my current map has no sandstone. It actually makes better sense now then it did during the betas showing each separately.

I hope they did the same with carpets... even though it is all cloth. (I am still early in the research tree.)
#3
General Discussion / 1.0 Stone flooring
October 18, 2018, 06:34:33 PM
How come the only option for stone flooring in 1.0 is to use sandstone?

In prior beta releases, stone floors could be made out of any available stone resource. Limiting the game to only sandstone leaves every walkway a boring monotone.
#4
Bugs / 1.0 Transport Pod occupant missing
October 18, 2018, 01:11:43 AM
I am early in the game and had my first transport pod crash. I was told it was from a neutral faction and that he may join if rescued, and it may anger the faction if I attacked him.

I created a sleeping spot and marked it medical in a production room (early in the colony and I do not have a room to spare at the moment.) I selected my best doctor and right clicked to "rescue" the downed pawn.

A few seconds later I notice that the Dr I assigned to rescue the downed pawn is hauling other items. I look at the location of the crash and the injured pawn is gone. There are no other messages indicating any problems.

The pawn was close to the edge of the map, but I do not think that he had the time to walk to the edge. let alone recover from his crash injuries.

Save file: https://www.dropbox.com/s/3d9x1yjbxqe5w6a/Flatuent%20Folk.rws.7z?dl=0
Log file: https://www.dropbox.com/s/xnd13p8w1v4eik5/rimworld_log?dl=0
#5
Ideas / Recreation sources and quality (1.0)
July 04, 2018, 07:43:23 PM
In 1.0, recreation is a greater part of the pawn's daily routine... they no longer get joy from working even with burning passion for a job. I think we need to counteract this a little to make it a little easier to quicker to gain.

When you create a joy/recreation source, The quality and materials make a difference in the speed of the recreation gain. A good marble poker table and an excellent marble pool table both have a base recreation power of 130%. The good table adds a multiplier of 112% for overall 146% recreation gain. The excellent table has a multiplier of 124% for a total recreation power of 164%.

However, tables give the same social recreation factor regardless of quality. Can we add the quality/material difference to tables in order to increase joy gain. I think pawns would rather gather and socialize around an ornate marble table, than they would around shoddy quality wood table that isn't even sanded properly. Possibly even allow a small calculation based on the number of people that can fit at a table... a 3x3 or 2x4 table has more potential for entertaining many pawns than a small 1x2 table.

While at it, why not add a quality factor and similar recreation gain properties to a horseshoes pin.  While some may think it is just a simple small pole, it is also the horseshoes as well and the quality of the pit... one can assume that the better the pin, the better the shoes. Also, how much better the clang would be striking a steel or silver pin instead of a wooden pin.

As for recreation/joy from jobs... I disagree with dropping it altogether. There are some people that truly enjoy their jobs. Maybe add the boredom mechanic to this in order to stop them from getting endless joy from working. Of course, just don't let them avoid working because they are bored.
#6
Quote from: Zombull on July 02, 2018, 09:51:33 PM
Has this been reported? This has to be a bug.

Playing Crashlanded and was given a warg pet. Warg gets hungry and goes hunting an emu. Emu Revenge! Emu bites warg. Warg flees, now Emu is manhunting and comes after my colonists half way across the map.

10 minutes later: Same thing happens.

10 minutes later: Same thing happens, this time with a megascarab.

I mentioned (in an earlier post) about a Warg fleeing after trying to hunt a squirrel. He bit it, the squirrel turned manhunter/revenge... and the Warg fled.

Definitely not how a predator should act. (IMHO)

It was near my base, and the Warg did turn back and start to attack... but only after I drafted my colonists to deal with the squirrel. (and the warg was set to follow its master into combat.)
#7
The new dialog options definitely makes for some interesting conversations... :o



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#8
Well, if the purpose of 1.0 was to make it more difficult, you have succeeded.

Playing on Pheobe, Extra Hard, Crash Landed. For the record, when I start the game, I generally look for a good variety of pawns, not specialists. I avoid non-violent to start, as well as most people with restrictions. I will re-roll pawns that can't do dumb labor, unless I know that they have a full time job, like a cook. While I like toons that are 10+ in skills, I will be satisfied with 7+ in most skills(especially if they have a passion). That said, this run I had a pawns that were 10 in construction (6 for a 2nd pawn backup), 13 in Animals, 9 Doctor, 7 Social.

The game did seem to start slower than I remember with colonies I started in B18. There does seem a bit more time spent on Joy/Recreation. Not sure if pawns have a higher internal priority for it, or need more of it, but it does seem to slightly slow down everything else. This played havoc with my initial start and consequentially limited the time I had on initial research. I also did seem to notice that mental breaks occurred more frequently further slowing things down.

I'm used to using wind/solar power initially. However, due to the changes and slower initially research, I never was able to get batteries researched despite being my initial project. In retrospec, I should have added a normal generator for reliable power. (Note: I was not on a river, so new watermills were not an option.)

Early on, I was hit with gut worms... on both my doctors... my decent one (skill 9+passion) and my limited backup. (skill 4 no passion) Ironically, the next best Doctor had the adulthood background of "Medieval Doctor" yet that only gave him a +1 doctor skill for a total of 1, which seems quite low for someone that has the title of Doctor. With 2 people having gut worms, needless to say the colony was hamstrung for growth. My main constructor was the secondary doctor, and the backup was the doctor, so when these two were hit with gut worms, base construction was limited as well.

I had the usual problems... Heat Wave, the heat wave despite lasting only a short time removed all the wildlife from the map as the animals moved on, A 3 person raid that 2 occupied my pawns, while the 3rd started a fire on my wind generator. Killed one, incapacitated the 2nd, then the 3rd fled, the fire was put out by rain that was ongoing since before the raid began.

I had a tame Warg that attacked a squirrel(for food), prompting the squirrel's revenge... and the Warg fled. I thought that was quite odd for its behavior. I am ok with most of the taming changes, but maybe cut back a little on the taming loss... After all, while training will increase the bond between animals and their masters, a safe place to sleep along with a steady food supply is all that is needed to keep them from ever going wild. Also, the higher attack on failed tames seems a bit harsh IMO... After all, most of the taming process is giving a wild animal food... even if the wild animal doesn't like you, it has food in front of it, no need to chase off and attack someone who is leaving. Now, maybe it can be justified if wild animals get pregnant now... after all you never want to be near wild critters that are pregnant or have young ones near... but they should attack before a taming attempt even begins in that case. (I don't know if that has changed or not... but I did notice juvenile critters on the map, which is a change from prior versions.)

I am about to bail on the current colony though... The only good doctor got Malaria... he is still suffering from gut worms... I was treating him with the backup, I got immunity up to 77% while the disease is at 85%, but then he went on a food binge, right as he needed his next treatment... so he is close to death and psychotic so that he can't be treated even though he needs it. Even if he calms down and goes back to bed, with the catharsis overcome the amount of pain he is in from major malaria infection and gut worms? This colony has been a massively slowed down start to begin with... I don't want to deal with the extra slowdown once he dies and everyone else starts getting even more mental breaks from his death.

That being said, if you want to increase initial game difficulty, Success!! If not, you might want to tone it back a little bit. That being said, I will start a new game... I will probably hold out a bit more for better initial pawns... Hopefully RNG won't severely slow down (or incapacitate) 2 people early as well...
#9
Quote from: Tynan on July 01, 2018, 05:52:37 AM
New build.

Rename trait Tunneler -> Indoorsman.

Just a note: Loading my 1.0 Savegame from the old version to the new one caused my colonist with Tunneler trait to lose this trait. (Also a prisoner that had the trait also lost it.)
#10
Quote from: Julia on October 29, 2017, 02:32:24 PM
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.

I agree, I personally don't care for random killing for no reason. I can deal with tantrums and/or "running wild."

Maybe having murderous rages and slaughtering should be a new personality trait or only something done by psychopaths. It would be a real downside for psychopaths. Right now the psychopath trait is a huge positive for not caring about death and dead bodies; the current penalties are negligible.
#11
Quote from: Ser Kitteh on October 27, 2017, 07:18:12 AM
So you would rather create an entire tailoring machine just to sew a bunch of bedrolls? Construction is fine.
I agree that bed rolls are better to be tailored as well. Maybe allow them to be built at a crafting spot as well as a tailoring bench.
#12
Quote from: bubblequinn on June 07, 2017, 06:48:17 PM
It seems to me that map events (convoy requests, bandit camps, etc) were not occurring in games where I have the name event not trigger. Has anyone else noted the same thing? This is why the missing colony name actually started bothering me.

I'll poke around some more tonight and see what I can find. I'll also test the save game workaround.

I have not had this problem at all. I was getting these requests even without my colony being named.
#13
I have the same issue. I never was given an option to rename the colony. Is there a way I can manually change it?

I started a new game with the latest a17 release. No mods currently in use. I have attached my log file.

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