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Messages - Mihsan

#46
Bugs / Re: [1.0] No coloring on wooden club icon
June 20, 2018, 07:46:54 PM
I guess that is a feature: gray means that colonist is not drafted.
#47
General Discussion / Re: The balancing process
June 20, 2018, 11:59:31 AM
Quote from: Tynan on June 20, 2018, 09:40:13 AM-Weapons with zero effect on a given armor. If enemy has such armor, it may be frustrating. If you do, may be boring. Can anyone comment on experiences in Fallout with this?
Fallout had:
- Random damage output
- Random damage types and many weapons with them (bullets, plasma, laser, fire, electric...)
- Random critical hits that could bypass DR/DT
- A way to deal critical hits more often (i.e. strike areas like eyes / head / groin) by wasting more action points (i.e. making much less hits but)
- There were also different types of ammo (AP/JHP), but they never worked really (JHP was better against everything while beign cheaper)

So when you had DT=15 (power armor) and was shot with very common hunting rifle that deals 8-20 damage - you still was not 100% safe. High-end plasma and Gaus weapons were pretty common on endgame stages and they would always pass DT on any armor. Some foes had attacks that ignore DT at all (like poison or radiation). There were couple of early game weapons and foes that could never pass that DT, but they were still dangerous because of possible critical hits. Also I always saw partial invulnerability of power armor as "working as intended" - I love that thing about Fallout (both for me and my NPC foes) much more than what we have in RimWorld when rat can bite through legendary power armor. As for other armors: RimWorld armored vest has partial coverage, which even at infinite DT would not make wearer 100% safe; and medieval plate armor should not have too high DT from the start (just to stop arrows and such); something like devilstrand shirt in Fallout would be more about DR rather than DT.
#48
Reporting with my medieval/tribal colony.

Was very surprised that I can craft steel plated armor, but there is no medieval helmet option other than wooden tribal mask. IMO steel helmet should be available to craft from blacksmithing table (not only on machining table).

Another old bug/quirk: crafting spot has 100% work speed, but hand-sewing table has 40% work speed. It is much faster to craft tribal clothes on primitive crafting spot rather than on advanced sewing table. It feels wrong.
#49
General Discussion / Re: The balancing process
June 20, 2018, 06:58:49 AM
Quote from: Tynan on June 20, 2018, 12:06:47 AMThe design notes. Still under consideration.

I just want to point at the one system that I find reasonable and working. It is from Fallout games (original one... Fallout 2 and Fallout Tactics have the same). There armor has two stats: threshold and resistance. Threshold substracts it's value from incoming damage and might even turn it to zero. Resistance reduces it's % from damage. There is also "armor class" thing, which basicaly gives better chance to dodge.

I still remember how good and correct armor felt in that game from leather jacket to power armor. Leather armor would not save you from damage (since it had almost no "threshold"), but it had some resistance ang great dodge. Metal and combat armor could ignore some light damage from knives and pistols. And to kill a dude in power armor you would need some high-end weapon because of both high threshold and high resistances.
#50
General Discussion / Re: The balancing process
June 19, 2018, 07:21:58 AM
Quote from: Tynan on June 19, 2018, 06:28:57 AMThat was one concern about the damage deflecting system, for sure. I decided to leave it in for now for simplicity's sake and because it's hard to think of a better alternative that doesn't jam complexity into the game for very little benefit. Besides just zeroing out armor for soft clothing, I suppose (which also isn't satisfactory).
What if different layers of armor could work in different ways? Like bottom layer softens damage while medium/top layer deflects it.

As alternative: change graphics/sound for it so devilstrand shirt deflecting damage does not act like bullet just hit metal wall.
#51
Number of falling ship chunks feels off.

I wanted to keep my tribal colony on medieval tech level... it is day #108 and I got 145 components just from dismantling ship chunks (not counting ~20 components that I lost in some incident). Isn't it too much?
#52
Bugs / Re: [1.0] Disappearing tree
June 18, 2018, 11:58:01 AM
I saw some disappearing trees, but was thinking that it's just old trees die like this.
#53
Just tested it and I can confirm. Also somethig weird is happening: cats will not hunt even if starving, but they will all run for kill if prey is downed.

I remember that in previous versions they worked right and would hunt down all small prey in the area.
#54
I had this thing too. But I would rethink what is the real bug here: isnt it that crash survivor is a member of some local faction (and not safe to capture "spacer" faction like it was before)?
#55
I have seen some weirdly paused pawns too. Could not find reason for it then.
#56
Bugs / [1.0] Tamed turkey broke animals tab.
June 17, 2018, 01:33:10 PM
1) I was in animals tab.
2) "Something" happened and animals tab started to act weird (did not wanted to close w/o ESC key; camera was moving not how it should). Then I saw tamed turkey in my storage area eating some stuff... but I had no turkey in my opened animals tab! I saved my game and reloaded it. During loading there were some animals-related errors in dev-log and animals tab was broken (pressing it opened only small blank window in left bottom corner). Then I destroyed that turkey with dev mode and the whole problem was solved.
3) Expected animals tab to not be broken.
4) Not sure how to repeat this bug. Save file for investigation: https://cloud.mail.ru/public/LmuK/CspfXTdXV

[attachment deleted due to age]
#57
1) Saw message about tamed alpaca.
2) It had "HIM" in it (which is wrong because of all capsed letters and also that alpaca was female).
3) Was expecting correct gender and non-capsed letters (him/her instead of HIM/HER).
4) Repro: tame some animal.

[attachment deleted due to age]
#58
Bugs / [1.0] Large ocean names bugged.
June 17, 2018, 09:26:30 AM
1) Generated world with larger water %. Found biggest ocean.
2) Ocean name had weird circle holes in each letter.
3) Letters to show up w/o holes.
3) Generate world, look for large ocean.

[attachment deleted due to age]
#59
Quote from: Kiter5 on March 28, 2018, 03:22:06 PM
I'd be happy if my colonist could put their own bandage on their own extremely minor cut.
They get food on their own when they ae hungry, Why can they do some simple 1st aid on their own scratches?
There is a "self-tend" switch in pawn's health tab. Dont you know about it?
#60
Combat.

I want combats to be less clumsy/dull and give more options to player, be more tactical, have more features.

What I would like to change:
- Add "shoot on the move" feature - it alone can revolutionize how combat will feel in this game.
- Add firing modes to pawns (aimed/sniper fire; normal fire; quick fire; area supression). Those modes should affect stats like rate of fire, hit chance, weaken or raise influence of cover on hit chance.
- Add firing modes to weapons (single shots / short bursts / long bursts) where applicable.
- Add behavior modes to pawns ("stay low" - use cover more and fire less; "careless" - use cover less and fire more; "charge!" - switch pawn to aggressive mode, make him walk towards enemy and shoot).
- Add ammo. NOT like physical resource that you need to manage (which is really too much fuss), but as limited magazine sizes after which pawns will have to take reload pauses. Great story moment of "last pirate was reloading and we chaged him then".
- Add inventory system with multiple weapons (like SMG in hands, rocket launcher behind back and knife on the belt) and secondary items/tools (grenades, explosives, bandages, deployable cover...). Also grenades (and pilas) should go away as "weapon with infinite ammo" and be limited use secondary items instead.
- Add formations to AI raids: that thing with "crowd of idiots cassualy walking into killbox" for every raid from wild animals to high-tech future robots should go away. Industrial era enemy should walk as single unit in single formation; it should spread out to limit loses from mortars, mines and machineguns; it should react to ubeatable threats like killbox , retreat and switch to "sapper raid" behavior.
- Also just add more raid types other than "crowd of idiots cassualy walking into killbox".

Also I would like to see armor and weapons settings reworked from scratch. They just dont scratch my "real items with real tactical applications" feel and instead are all more of the same thing with better/worse stats. Power armor is just better body armor; charge rifle is just a bit better assault rifle with less range - this kind of stuff.

There is some slight hint on that SMG is somewhat better in close range and more agile, but it is weak hint. There is a hint that minigun/LMG is good against covered enemy, but it is weak hint. Weak hint that (on paper) some armor/clothes are better against bullets and others against blunt weapons. Weak hint that some equipment makes pawns slower. But all those hints are ignorable weak and almost unnoticeable when it comes to real use. These differences should be directly strengthened and expanded with additional features.