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Messages - Tass237

#16
Quote from: Broken Reality on July 09, 2018, 11:02:53 AM
Quote from: Tass237 on July 09, 2018, 10:20:52 AM
They prevent trees/bushes from growing in the kill-corridor and providing cover.

Also... Intimidation!

Wouldn't roofing over the kill donut have the same effect?
Maybe? Last time I tried that (in B18 I believe), I would still get seedling trees adn bushes that would get stuck at 5% growth, but still provided some cover. Besides, I like the way this looks, and it is fun to have little reminders of where enemies die in past raids, because they often get buried wherever they fell.


I forgot to mention my caravan experiences in my last post.  Again, Cass, Rough/Hard, Arid, Flat. Builds 1956 and 1957.
I have gotten 3 quests that I have completed.
One was a request for 1850 patchleather, and gave an Infinite Chemreactor, an orbital bombardment targeter, and 3 antigrain warheads. The patchleather was a big ask, but I already had 680 leather (though I wanted to keep the heavy fur), and I started hunting everything I could to get more. Eventually I had a bulk goods trade ship pass by and I ordered ~500 leather from them to make sure I could complete the order in time. I took 2 pawns and a camel, and enough food for 1.5 times the estimated round trip length. The only caravan event I got was another caravan with whom I traded, but my caravan ran out of food half a day before getting home, so they were very hungry (but not malnourished) when they made it back to the colony. Not sure how I screwed up the food supplies.

The second caravan was for peace talks. I sent my best negotiator and a soldier, with plenty of extra food. Before they got there, I got raided by that tribe, and the prisoners I released after the raid brought the tribe up to neutral, so I turned the caravan around.

The third caravan was a request for 30 firefoam shells, and offered a Legendary assault rifle and a jade animal sleeping box. I had to have the rifle, so I made the shells and sent the caravan. (I was surprised that I didn't need to research either IEDs or Mortars to build the shells) I collected the rifle, and got surprised by a pack of manhunting gazelle on the way home. I quickly equipped the Legendary assault rifle and thoroughly destroyed the gazelles with it. (my caravan already had my Masterwork assault rifle with them, which I had bought from some traders, so two very powerful assault rifles are a great combo on open field).


Side note: It is a little silly that you lose 15 faction relationship for removing a peg leg that you JUST installed on a person for "Harvesting limbs" :P
#17
Quote from: Tynan on July 09, 2018, 10:19:39 AM
Tass, why the graves?

They prevent trees/bushes from growing in the kill-corridor and providing cover.

Also... Intimidation!
#18
I played on Cassandra Rough/Hard Flat Arid
Played on build 1956 and build 1957

In regards to killboxes, and people claiming they don't work on open maps, it depends how you define "killbox". My wrap-around kill-corridor works just fine, and also works on sappers. I've attached pictures of my setup, and the aftermath of a sapper raid.





My wealth graph is not useful, as I have used the dev tools to test some things.

My experience with the mechanoids is that the lancers are a little dumb, in that they can be fairly easily lured into melee, whereas the scythers were very reasonably scary. The centipede I ran into was quite fun, and didn't feel too easy or too hard.

I feel like autodoors don't have enough of a niche to be worth researching until very late game. Maybe if they had more HP than regular doors, but required Microelectronics?

Tynan asked about research speed, so my feeling is that it is hard to dedicate anyone to researching until I have at least 5 colonists, so I feel like the early game research is balanced well, but once I get the Multi-analyzer, and most of the researches after that, research feels too fast. I'm getting another research done every game day, even though my researcher takes breaks to hunt.
#19
I have not played on the most recent build, but I played on the previous build, Cassandra, Crashland, Rough/Hard, Small Hills, Temperate Forest. Some points and thoughts.

Quote from: Oblitus on July 05, 2018, 04:11:22 PM
Some experience with new trap rules. While they are great, there is one thing: larger animals are springing trap, got their leg cut off, wander away and bleed out there. Since they wander away from home area around traps, they are forbidden by default. So if you are using traps you have to regularly check for forbidden corpses.
Animals marked as To Hunt don't become forbidden when they die that way.

I feel like doors should have Sharp Armor. It doesn't make sense that a fox or rabbit scratching can seriously damage a door, but a deer kicking it definitely would. That would cover some of the issues with doors, without requiring doors to have too much hp.

I would like to request a small, UI feature that would help me and help anyone streaming Rimworld. Could the mod "Fahrenheit AND Celsius" get included in the game as another menu option for temperature? https://steamcommunity.com/sharedfiles/filedetails/?id=937759575

It would be great if we could assign colors to factions on the world map, in case the colors assigned at map creation are difficult to tell apart (Speaking as a person with Red-Green colorblindness)

Right-click prioritizing something like a bed also makes the pawn prioritize smoothing stone floor under bed once the bed is done. Bug?

In tundra environment irl, large animals like yaks or reindeer regularly dig through the snow to eat the grass beneath. If it wouldn't break the balance, it would be cool if de-leafed (cold) grass was still edible for a smaller amount of nutrition.

Quote from: Tynan on July 05, 2018, 01:40:23 PM
Simplified rules for trap springing. They now never spring on you or allies, and always spring on anyone else.
Do traps spring on neutral traders? Or are they considered "allies" for the purposes of traps?

Quote from: Tynan on July 05, 2018, 01:40:23 PM
Predators no longer hunt humanlikes.
If they don't hunt human-likes, maybe they should automatically trigger manhunter at a certain hunger/malnutrition level to cover desperation? It would give an alert like any other manhunter event, but would add realism without dangerous surprises.

In my experience, manhunting animals will attack doors without seeing colonists, but only if they go from No Target to targeting a pawn nearby that has no path to reach them. They regularly choose to target a pawn not visible due to walls and doors though. I just assumed this was them "smelling" or "hearing" a person nearby, such that they would try to go through the door. If there is any path to that pawn though, they will try to path all the way around your base and through your killbox rather than attack the door. (They would normally lose interest before getting all the way around, but if you keep the targetted pawn mirroring them inside the wall, they will keep going around to the killbox)
#20
Story from play.

Build  .1949
Cassandra Rough (Hard)
seed: stork
Flat Temperate Forest
Started a colony with a custom scenario that is basically the crashlanded scenario, but only two colonists.
Inna was a good hunter and miner, as well as an acceptable crafter and researcher.
Drew was an altruist, but a good builder, grower, and doctor.
Over the first 15 days, I had two wanderers join, both incapable of violence, one was Drew's brother Dex.
I ended my play session after 15 days.

Build .1951

Day 16. Inna, only colonist capable of violence, abducted by raiders. She had downed one, and the other two raiders were bleeding to death, but she went down with only bruises, and the raiders got her off the map before they downed to blood loss (raider carrying her was at Moderate Blood Loss when left the map).
All hope is not lost, because my prisoner from an earlier raid can do violence, if only I can recruit him.

Predators need to defend themselves better.
Had a pet panther that kept fleeing from 4 Manhunting rabbits, while non-violent colonists were hiding inside.

We get word of a refugee able to be rescued, but they are guarded by a ring of turrets. With no violence-capable colonists, we have to ignore it.

Day 25. Another raid, everyone hides in an ever-shrinking part of the burning house (doors have less HP because of build .1951, so it is harder to hold the house with door repairs, and the raiders set my wood walls on fire, but Freezer has stone walls already.  Panther dies in raid, and my pet cat has its spine shattered. Raiders break down the door to my prison cell, and my prisoner escapes. So much for him being my hope of defense. Eventually the raiders give up and leave. We put out the fires and start rebuilding. With no colonists capable of hunting, we butcher both the panther and the cat for meat.

Day 31. A new wanderer joins, and he is capable of violence, however he only has a 2 in Shooting. We give him our only gun, having sold the rest to a caravan in order to buy the panther.

Day 35. Had a group of "cows" join --> 2 Bulls. So much for the hope of milk.

Day 36. A Megasloth goes mad. Worried, we move everyone in the house except Adiemus, who can use a gun. Before everyone is even in position, we get a raid of 4 pirates. Move Adiemus indoors, and hope they fight each other. They take out the Megasloth, but one gets a leg torn off in the process. Adiemus is back outside to take a few shots, and kills one and injures another before going down. We have one of the non-voilent boys run out and rescue Adiemus while the raiders shoot at the bulls. Raiders decide to steal what they can and leave, running off with 476 Silver, and 14 components. One raider doesn't seem to be leaving with the rest, he sets my generator on fire, digs through 4 different wood doors in my base, then steals my billiards table. I had no idea that "steal what they can" meant they could decide to steal something they couldn't already reach.

Day 42. Get a quest to rescue a refugee named Fernand. His class is bodyguard, so we hope he is capable of violence. Adiemus and a bull head out to get him, only 1.7 days away, carrying 5.6 days of food.

Caravan is only 6 hours out when the base gets raided by tribespeople. I move colonists into the house, and the raiders club my remaining bull to death. I forgot to forbid one of the doors, so Drew goes outside and before I can get him back inside, he gets his head destroyed by a single club-stroke. During the raid, I get a quest that Inna is at a raider's camp and I could rescue her. After destroying or lighting on fire most of the base, the raiders give up and leave.

Before the raiders even make it off the map, an escape pod lands containing an 80-year-old man with bad artery blockage. He is capable of violence, so we go to rescue him. At this point we realize that Drew was our only doctor (others CAN but have 1 or less skill). We do our best to patch up the old man, but he gets an infection and eventually succumbs to it.

Day 44. Remaining two colonists at base come down with the Flu, and do their best to treat each other without meds (meds were burned by raiders, but at least we can avoid the self-tend penalty).  Dex gets out of bed and wanders around in a psychotic daze. While he wanders around, the other sick colonist hits his 1000th (44th) birthday, and gets the gift of a Bad Back, this combined with the Flu downs him while he was up getting food.

Later that day, Adiemus's caravan reaches the refugee Fernand, and sneakily rescues him from under the noses of 7 sleeping mechanoids. They begin their way back to the base.

Day 45. A local squirrel goes mad, and bites Dex until downed. Between malnutrition, flu, squirrel bites, and the resultant blood loss, he has taken too much and dies. The other colonist who was downed by bad back is losing the battle with the Flu.

Day 46. Adiemus's caravan is out of food, but is less than a day from base.
Also day 46, another raid shows up at the currently uninhabited base. Just one guy, but he starts going to town on my coolers, generator, butcher table, and dining room. Then he leaves with much of my food on fire.

Day 47. Caravan arrives back and I end my play session.
#21
(played in the last few hours, Cassandra, Rough, Crashland)

Regarding Autocannon turrets, it seems to me they are more effective than two miniturrets, both in range and stopping power. 
I tested in both open fields and in a "killbox".
I haven't had that many tests yet, and mostly against few targets, so it may go the other way with massed opponents, but autocannon > 2 miniturrets. This makes sense with the cost ratio. I think I would use them in a more normal play-through, though I may have to figure out the best arrangement.

I like that the rain causing a debuff makes roofing exterior walkways and bunkers useful again, as I haven't bothered since darkness stopped being a defense buff.

I also quite like the reordering of the skills. It makes it easier to figure out how useful a pawn is.

Unlike animals, there is no stat on a "wild man" (or woman) that tells you how likely they are to become hostile on a failed taming attempt (Unless I missed it). It only tells you in the alert when you first mark them to tame.
#22
I support reverting the difficulty levels to their previous terms.

I support the current rarity of Masterwork and Legendary qualities.

I think the soaking wet debuff in rain is fine, and it makes jungle biomes tougher, which I like. But I do think a Pluviophile/Hydrophile trait is in order though that gets a mood buff from being wet instead of a penalty.
#23
Several points and thoughts. For reference, I played on Cassandra Rough Crashlanding

-I concur that Glitterworld is a better term than Ultratech.
-I had a colonist get the "Witnessed Ally's Death" mood debuff despite having a mountain between them and the fight. They were both outside though.
-The animal taming/training maintenance is not too bad, and I think it is a good addition.
-I think that the current NOT being able to automatically mine an entire Node is good.
-With 4 sources of Recreation (Takign a walk, chattign at table, chess, horseshoes) the recreation tolerances are sitting around 45-65% for each type. Not a complaint, just providing data.
-There is a B18 mod for Pathing that lets you specify certain areas you want pawns to avoid if possible. I would love to see that or something like it make it into the game. It made the pathing algorithm treat that tile as if it took longer to cross. I would paint the Heavy Avoid zone in the doorway to bedrooms and all doorways to the Freezer, so people wouldn't go through there unless their objective was in the bedroom/Freezer.
#24
Quote from: Elendil on June 22, 2018, 07:21:08 AMA combat event that didn't feel that great - sieges. Seemed the only viable strategy is to attack them straight up? A had a weak colony, that wouldn't do very well in a straight up combat. Siege came and the text read 'or you can't try to wait them out'. I never tried that (716 hours of Rimworld says Steam), but they kept getting drop pods with more and more shells. Was this because it was extreme difficulty? If so, very well, all is good and ignore this point. If not - new players might feel betrayed on easier difficulties. I get that sieges are supposed to draw you out, but there should be an alternative - surviving the shelling (which is quite fun actually, so it would be a shame if the game forced you to 'go get them').

Admittedly, this experience is from back in A17, but I had a "Some Difficulty" Cassandra run in which I just let a Siege shell me for a while, (I didn't have adequate ranged weapons to assault, but did have turrets) and I was able to reasonably keep up with putting out fires and repairing damaged stuff. I just had to restrict pawns to stay under roof as I would during Toxic Fallout, and I did receive some injuries, but the siegers eventually attacked without taking what I felt to be an unreasonably long time, and I was able to fend them off with my turret defenses. My base had to go without power for a while when they took out my solar panels, but it wasn't devastating.