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Messages - Oblitus

#151
Ah, that sapper logic... They just made a shortcut through walls around geothermal totally ignoring the geothermal itself.


Next day after split sapper raid - infestation. 15 nests. Bugs are okay (two wargs got their tails shot off), but destroying hives takes forever. Also, it is very easy to miss a bug since they don't have labels.

[attachment deleted due to age]
#152
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 04:43:34 PM
Quote from: Canute on July 08, 2018, 04:40:33 PM
I am surprised these houskeeper cat don't give milk and lay egg's :-)
You describe it like a mighty animal, can clean the rooms and can hunt muffalo kind mice as their food, not to speak abou the wool.
Wonders of proper genetic engineering!
#153
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 03:50:41 PM
Quote from: Syrchalis on July 08, 2018, 03:46:58 PM
The wool is sad, it was really great for Tuques. But I honestly had no issues with temperature in 1.0 since so much leather gives proper insulation now. Reproducing I really don't need. I neutered them anyway (there was a mod for that).
Vanilla wool is currently kinda messed up, so I have no idea how to properly update it. And original wool was so powerful that any apparel granted you temperature immunity.

Note that I had to rewrite whole cleaning logic from scratch, so they can behave differently. Also, now it should work better with other mods since the original had own body and thought tree while my version uses default monkey body and injects the required logic into default tree.
#154
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 02:45:49 PM
Quote from: Syrchalis on July 08, 2018, 12:37:21 PM
Quote from: Oblitus on July 08, 2018, 12:08:12 PM
I prefer Housekeeper Cat.
That's what I use all the time. But 1.0...
Try my unofficial update. Note, I removed their wool and ability to reproduce.

[attachment deleted due to age]
#155
General Discussion / Re: 1.0
July 08, 2018, 12:48:37 PM
Quote from: ashaffee on July 08, 2018, 06:07:58 AM
Oblitus I feel like you are playing based on fear of the outcome. I recommend trying your preferred difficulty and trying out caravan missions with save scumming tactics first. I know it feels like the ultimate cheat. But while testing 1.0 everything I think I know changes so often that I use save scumming to learn the game again. There are so many things that are way more forgiving than you realize just by attempting to survive it.

The game requires a bit of new concepts to learn about but once you get the hang of them you won't ever fear anything on medium difficulty. Even though I prefer extreme I've been playing medium/hard and save scumming just to pratice caravaning a lot more because they are so fun and rewarding. Although like you said it is hard to know if you are making the right call by going out ( the updates did help though ).

While on medium I get to make a pretty base along the river with huge 8 x 8 bedrooms. I don't really feel the need to wall off everything but definitely a walled off core is nice (hospitals, food, weapon storage).
I've tried. With vanilla options it does not work for me. I'm not afraid of savescumming, but when you have to do it a lot to beat the RNG... In a typical raid I am outnumbered 1:5 to 1:10. My current setup is relatively safe, but only thanks to killbox and overhead mountain with extremely thick walls. Without them any combat is a mess.
#156
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 12:08:12 PM
Quote from: Canute on July 08, 2018, 06:14:16 AM
If i know a vanilia animal that could be a roomcleaner i would suggest that animal should be able to clean rooms.
But beside slimes which would eat the filt and dirt, maybe monkey's but i am not sure about that.
So i better don't suggest such a thing and stick with the Minion mod. :-)
I prefer Housekeeper Cat.
#157
Quote from: TheMeInTeam on July 08, 2018, 03:25:29 AM
There is indeed no such thing as an expendable pawn.  You can melee without taking friendly fire, or even enemy fire.
Sure, if you attack a downed pawn. Otherwise, it is too situational.
#158
Quote from: Tynan on July 08, 2018, 02:45:44 AM
Interesting info, but why test with such a weird pawn? Level 20 scarred wimp is a bit odd.

Anyway, the idea it combine melee and ranged fighters; a totally unsupported shooter will generally lose to a fast-approach melee attacker if placed 1 on 1 and that's fine.
That's what RNG gave me. Who am I to argue with RNG? Scars are extremely common roll in my experience, so until you got bionics - it is what you have to deal with. Wimp is fine anyway since battle which comes to melee is already lost strategically.

But this is way too overturned in favor of melee. An almost perfect shooter, yet 22% chance to win against one of the basic enemies with little to no effect from the equipped weapon.

And the biggest problem is - melee pawn is expendable. It is a meat shield that will inevitably take damage from both sides (had my melee pawn got her leg shot off by my own shooter while being in direct proximity). Raiders and animals can afford it; they are just spawned from thin air. Player has no such luxury.

So only real options are expendable animals (a big headache) and turrets (kinda unreliable when you got raid during a solar flare).

In my experience, during mid-game raids, my pawns are outnumbered in 1:5 to 1:10 ratio. Animals just can't reproduce fast enough. So all that is left is "cheese" - traps, turrets, killboxes. Things that can be rebuilt and repaired.
#159
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 02:32:17 AM
Quote from: CJoker3221 on July 08, 2018, 02:10:04 AM
Quote from: Oblitus on July 08, 2018, 01:27:56 AM
Quote from: CJoker3221 on July 08, 2018, 01:20:41 AM
Do you have any intentions of adding the configurable hauling to B18? That's such a needed feature for me, I'm playing on HCSK..
Just use Hardworking Animals. Even with config it is pretty much all or nothing.
Will it not conflict with one another?
After this change one would override another, so last in load order would affect hauling behavior. In 0.18 they have no intersection points and can be used together.
#160
Tests after the last update.
First challenger - our old friend Timber Wolf.
Second challenger - level 20 pawn (scar on shoulder so 87% manipulation). He is a wimp, so any scratch downs him. All weapons are normal quality. Wolf starts from the current weapon's max range.

Charge Rifle: 4 : 1. Pawn has the time to do 2 bursts, usually 1-2 hits. Chance to hit at 26 range 35%.
Machine Pistol: 5 : 0. Pawn has time to do 3 bursts. Chance to hit at 20 range 33%. Hits quite consistently, but damage is simply not enough.
Chain Shotgun: 4 : 1. Pawn has time to do 1 burst. Chance to hit at 13 range 47%.
Minigun: 3 : 2. Pawn has time to do 1 burst. Chance to hit at 31 range 13%. Lucky burst can cripple target enough to give time for second burst.
Revolver: 4 : 1. Chance to hit at 26 range 28%. That one success was thatks to stopping power buying time. Won't work with bigger target.
Heavy SMG: 4 : 1. Pawn has time to do 2 bursts. Chance to hit at 23 range 27%. Single victory was from lucky first burst that shot off one paw and heavily damaged another.
Assault Rifle: 4 : 1. Pawn has time to do 2 bursts. Chance to hit at 31 range 37%.
Pump Shotgun: 3 : 2. Pawn has time for 2 shots only. Chance to hit at 16 range 60%. Stopping power is huge thing here. A good hit basically means that pawn cat hit one more time.
LMG: 3 : 2. Can do 1-3 bursts, depends on success of previous. Chance to hit at 26 range 22%. Stopping power is a huge factor. Brain shot can be deadly.
Bolt-action: 4 : 1. Pawn has time for 3 shots. Chance to hit at 37 range 46%. Stopping power does little due to low rate of fire.
Incendiary Launcher: 4 : 1. Only one chance to hit. And even successful hit gives no warranty.
Charge Lance: 2 : 3. Pawn has time for 2 shots. Twin brother of bolt-action. Same range, same accuracy. Three perfect headshots. Not exactly representative.
Recurve Bow: 5 : 0. Pawn has time for 2 shots. Chance to hit at 26 range 41%.
Great Bow: 5 : 0. Pawn has time for 2 shots. Chance to hit at 30 range 41%.
Sniper Rifle: 4 : 1. Pawn has time for 2 shots. Chance to hit at 45 range 44%.

Overall score:
Wolf - 58
Human - 17

Summary:
- All ranged weapons suck hard and successful use is very RNG-heavy.
- Since tests are on unarmored targets, low damage weapons would show worse (can be worse?) performance in combat against tougher targets.
- Tests are done with a mod that improves threat response, so pawns start shooting immediately when the wolf gets into range. Otherwise pawn would only shoot from range 10, and in this case pump shotgun is your best bet.
#161
Releases / Re: [1.0] Animals Logic 🐾
July 08, 2018, 01:27:56 AM
Quote from: CJoker3221 on July 08, 2018, 01:20:41 AM
Do you have any intentions of adding the configurable hauling to B18? That's such a needed feature for me, I'm playing on HCSK..
Just use Hardworking Animals. Even with config it is pretty much all or nothing.
#162
General Discussion / Re: 1.0
July 08, 2018, 12:48:28 AM
Quote from: Tynan on July 08, 2018, 12:30:45 AM
Medium/easy difficulty modes are much more of a sandbox and permit weird experiments, mistakes, and suboptimal fun actions. That's their purpose. If a medium/easy difficulty mode doesn't permit experimentation and mistakes, it's broken.

Choose the one that's right for you! Criticize them for their given purpose, according to the descriptions in the difficulty select screen.

I think a lot of this comes down to people choosing the wrong difficulty. I'm constantly trying to think of new ways to get people to choose the difficulty the actually want to experience instead of the one they self-identify as in some abstract sense, but it's a struggle. Harder is not better; it's just a different game.
And this is the problem. Medium is not easier than hard. It is just a bit more forgiving since you'll get more time and resources to recover from errors made, but no more than that. Too many game threats have no proper counter strategy. I am tucking the whole base under overhead mountain not because I like being entombed, but because it is the only way to counter bullshit like drop pods on your heads or sapper raids from all directions. I am ignoring caravaning not because I don't like the concept, but because it is horribly dangerous on way too many levels. I am avoiding any kind of direct combat not because I specifically like tower defense, but because good pawns are way too precious, and any combat can end by one-hit death despite any armor.
#163
Quote from: iamomnivore on July 07, 2018, 11:17:52 PM
As one can see, this never happened. Mr. Thrumbo follows the red line, post-fight. Lady took the blue route. Mr. Thrumbo says damn the fastest route, I'm going around.
While pathfinding in 1.0 feels much better, it sometimes takes strange routes. Remove that rock chunk. I am using traps around the corners extensively, and they are great, but the path along the wall should be cleared and optionally floored so pathfinding would prefer it. My personal favorite - trapping walls around geothermals.

[attachment deleted due to age]
#164
Quote from: Crow_T on July 07, 2018, 11:13:26 PM
I like this idea of simplification by using words instead of numbers, flipping between weapon stats can get a bit involved as it stands now. Even very fast, fast, average, slow, very slow gives 5 levels to consider which seems like it would be plenty fine-grained enough.
Bad idea. How much faster is fast when compared to average? Words are hollow without numbers to back them up.
#165
Quote from: m44v on July 07, 2018, 10:24:08 PM
Materials doesn't give information about the health points of structures built with them. I had to build a marble, slate and limestone wall before choosing which one to use.
After selecting material, you can press "i" near description in architect menu to see stats. Not exactly obvious, but it is here. But for stuffed bills there is no way to know until you craft it and "i" for the recipe is quite useless. One for the details of the already created bill is a bit more informative, but it is hidden after a bunch of clicks and still gives little to clarify stuffed production.

BTW about bills. I appreciate cremation in clothes, but it would be nice to at least take that pretty expensive shield belts - they are only relatively valuable things raids can bring.