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Messages - erdrik

#106
General Discussion / Re: Welp, I think I've won.
August 06, 2018, 04:54:16 PM
Quote from: OFWG on August 06, 2018, 03:42:22 PM
Not clicking that. If it's a pic just embed it.
Same.
#107
Quote from: Teleblaster18 on August 05, 2018, 08:32:30 PM
Let's take EMP's.
An EMP has a "Range" of 13.  Note the limit of the circle is exactly 13 tiles.  Why is this indicated?  So I know that I cannot throw it 14 tiles. Or 15.
RANGE INHERENTLY IMPLIES MAXIMUM DISTANCE OF TRAVEL.
Grenades have an AoE.
The AoE extends past the stated range.

It will produce the exact same situation that kicked off this tirade(EDIT: that we are both fueling, which is why I will be stopping after this).
The stated range is not maximum.
#108
Quote from: Teleblaster18 on August 05, 2018, 07:37:36 PM
Range indicates one thing only:  the maximum distance which that projectile can travel. 
...
Any game mechanic which allows a projectile to travel past it's set maximum range is broken.
At no point does the game imply or describe a maximum range.
The very fact that you can qualify a range as maximum implies that range alone is not the maximum.


Quote from: Teleblaster18 on August 05, 2018, 07:49:53 PM
If a Short Range Ballistic Missile has a maximum range of 650 miles, this means something.
It means it cannot magically travel 700 miles.
I'm finding it hard to fathom how this is even an issue that's debatable.
Im wondering how it is debatable as well.

If a missile has a maximum fuel range of 650 miles, then when that fuel runs out it will continue along it's trajectory, past it's stated fuel range, until the combined forces of gravity and air friction pulls it to the ground. How much farther past it's stated "maximum" fuel range it travels is a function of it's velocity and trajectory when it ran out of fuel, it's altitude, and the forces of gravity and air resistance.

Bullets work the same way, except they expend their fuel as they leave the barrel of the gun.

This is not semantics. Its basic physics. There is no such thing as a maximum range.
#109
Quote from: Teleblaster18 on August 05, 2018, 07:13:57 PM
...
So, in essence, the "forced miss" mechanic essentially caused the Charge Blaster shots to travel further than they are physically capable of travelling?


That's flat-out broken.

Im pretty sure this applies to any misses. Not just a "forced miss".
And frankly it is not broken. The idea that a miss can hit the ground behind the target is not "broken". The problem is that the description and stats don't describe or take into account the maximum collateral range.

It would be better if the range values were labeled something along the lines of "effective range" or that there was some kind of warning somewhere that mentions that misses can hit behind targets even at maximum range.
#110
Ideas / Re: Drug policy.
August 04, 2018, 11:51:53 PM
I would like to be able to save a Drug Policy separately from the Game Save.
That way when I start a new game, I could just load the Policies I had saved previously and save myself some time from having to manually set them again.
#111
Quote from: Greep on August 04, 2018, 04:22:44 AM
...
      if (closedAreaSize[cell] < 2) <- technically you can block a mountain infestation by making all your rooms 1x1
      {
         return 0f;
      }
...

Is this up to date?
Because Tynan implied 1x1's were intended, when I reported it as a bug.
#112
Quote from: Kayrah on August 04, 2018, 05:20:07 AM
... deconstruct the walls, then add roof area again when I want to build another room there. ...

Ignore Roof Zone, as soon as the deconstruction/construction project is done. That way the next room you build there will auto build the roof.

Quote from: Kayrah on August 04, 2018, 05:20:07 AM
... If I deconstruct the room, the roof collapses on my pawns unless I manually remove the roof area ...

I want that threat to be there. I remember playing before roofing was manual. Roofing in regards to building/removing rooms was thoughtless. I like that I have to be careful and put some thought into how to tear down rooms.

Quote from: Kayrah on August 04, 2018, 05:20:07 AM
Thing with good games is you have progression. ...

Progression is not the only thing that makes a good game.
Knowing when and where to use your game's attributes to match your intended theme is what makes a great game.

Quote from: Kayrah on August 04, 2018, 05:20:07 AM
...
Also I dont know Firefly and I dont mind StarTrek, but a cleaning robot is available on Amazon right now and we dont have Starships yet ;)

A cleaning robot might be found in a wild west. But it would not be produced in one. And if built would be cobbled together with whatever is laying around, and not be all that functional as a result. The whole point of the "wild west" is that it is wild, untamed, and lacking in easily or even any accessible support from civilization. (like being able to buy robots from Amazon) The era this occurs in is not relevant.
The wild west could be in an ancient high fantasy story or an ultra advanced sci fi. The Era doesn't matter, only that the plot surrounds characters that are cut off from civilization, and are living in a wild and untamed/lawless area.

Quote from: Kayrah on August 04, 2018, 05:20:07 AM
...
Also this thing would be quite valuable as well, so you definitely dont want to lose it to infestations either.
By the very nature of being buildable, it would be less valuable than a colonist. Simply due to the Storyteller having population limits, and the unpredictability of getting new colonists. Robots may be "valuable" due to expense, but colonists will always be more valuable, and therefore make robots expendable.

Sorry but in my opinion, Robots like this should remain in the realm of modding.

#113
Quote from: DubskiDude on August 03, 2018, 05:45:38 PM
If a near-constant -3 to mood is there to encourage players to make tables, well... not sure that's the most effective approach, if that's the end goal.
*shrug* Worked for me.
#114
Ive not used drop pods, but Ive been gifting Smokeleaf to every trader that stops by. I dunno about "quick" but between that and patching up and releasing their attackers Ive got every faction except the actual pirates at least at neutral status. The savage tribes are the hardest, as they seem the least likely to send traders my way. But Smoke leaf is easy to grow and doesn't require much to produce. In my experience(with visiting traders) 20 joints gets ~5 rep.
#115
Quote from: Kayrah on August 03, 2018, 03:53:04 PM
I dont mind getting different roofs, but when I deconstruct a wall its pretty obvious I want to remove the roof as well and dont get crushed by it. Since they automatically build roofs its pretty unintuitive that they dont deconstruct them as well.
I have on several occasions deconstructed a wall to expand a room or to reshape it. I do not want the constructors to start taking down the roof when all I want to do is remodel. They are just going to end up putting it back up. There are also many occasions when I want to deconstruct a wall because I want to convert an existing room to a porch with an overhang. This is especially important now that rain can cause the "soaking wet" mood thought. There is a Remove Roof Zone for a reason. Use it before deconstructing a room and you won't crush your pawns.

Quote from: Kayrah on August 03, 2018, 03:53:04 PM
Nope, the caravan management is annoying, because the bedrolls are somewhere between beds and sorted by value, so not even at the same spot. Its tedious to manually select them every time. Tedious and complicated menues dont make a challenging or good game.
The fix to that problem is not automating a game mechanic. The fix is proper filter and list order options in the caravan menu. It is generally a very bad idea to try and fix UI problems by altering actual game mechanics.

Quote from: Kayrah on August 03, 2018, 03:53:04 PM
I think Jagged Alliance had one of the best combat systems out there and Id like to see something comparable to it. Either way, I want an option to capture enemies without the risk of killing them. Maybe different kinds of ammuniton like rubber bullets.
Non-lethal weapons have been suggested before, and have never been added. Im not opposed to the idea, but I get the feeling Tynan is. I think the closest option is clubs or maces. They deal a lot of up front damage that typically doesn't cause bleeding or loss of limbs, and seem to have a better chance of knocking pawns out in my experience.

Quote from: Kayrah on August 03, 2018, 03:53:04 PM
There is no storytelling in cleaning floors. You can just take any other pawn and just make him a cleaning bot (better if you could actually capture them reliable). I definitely think the game should give you the option to outtech some problems to have a consistent flow.
I don't think the game is about consistent flow though. In fact Im pretty sure thats the opposite of what the game's goal is. Also cleaning comes with plenty of direct and indirect stories. For mountain builders infestations that pop up in a room the cleaner is in can potentially creates a rescue mission if the immediate exit becomes blocked. Or my cleaner is off being a lazy jerk instead of cleaning that human filth in Jackie's room, causing her room's quality to go from decent to awful. Which pushes her over the edge into a berserk rage. Oops the cleaner didn't get to that mess in the kitchen, now John's got food poisoning.

I think you are thinking of this like you are building an official colony for some grand unified empire with standardized advanced tech to support you. You are not. You are a group of loosely friendly refugees that fell from a damaged cryo ship onto a planet you were not supposed to fall on. A planet that is way out in the boonies cut off from every official authority that could possibly exist. No one will help your colonists. No one will support them. And any tech they make is going to be cobbled together kit-bashes that barely function.
This is the wild west. Think Firefly, not Star Trek.
#116
Quote from: alxddd on August 03, 2018, 09:12:14 AM
Quote from: mlzovozlm on August 02, 2018, 03:20:21 PM
p.s: Randy - Rough - Mountain - Temperate Forest - Perm. Summer
the revert of trade ship makes dumping materials impossible, now my base's floating in leather, fur, wool, flak vests, flak pants, simple helmets, dusters, & all kind of apparels+weapons :| 6 full trade beacon stockpiles waiting to be freed up
now this i don't get. I didn't even have a comms console for the longest time and I still found the bulk traders frequent enough to be able to dump all my old clothes on them. i've found trading really satisfying this build. trade ship are pretty infrequent, but I think they should feel special. It's a rimworld not a central planet, you know?
Same. Faction traders have been plenty for me to unload unwanted assets.
It makes me wonder, if incoming trade caravan events actually consider what the surrounding faction villages are capable of selling and want to buy?

I could see mlzovozlm's problem if a colony spot was picked where all the surrounding faction villages don't want any bulk products...
#117
Quote from: w1zard on August 02, 2018, 11:29:50 PM
Quote from: erdrik on August 02, 2018, 08:27:49 PM
What were your starting colonist's stats?
I don't want to sound like that person who just comes in and says "Lol, Git Gud", but killing the Hives on a cave map with nothing but the starting colonists(before even building the first shelter) is exactly what I did in my last run.

I would really like to see how you did this without abusing AI pathing in some way or using door shenanigans.  Granted, my colonists weren't great in combat, 4 and a 5 in shooting and last one had an 8 in melee.  Not particularly amazing, but not totally incompetent either.
...
I already said how I did it. The only thing I forgot to mention was that I started with a pet dog, so I technically had two tanks. Gave the brawler the armor, set myself up in a defensible position(inside the entrance to the cave where the bugs would be more included to attack the tanks first), shot at the bugs from a distance to engage, the dog aggroed on the now incoming bugs, sent the tank in with the dog.

It helped in this case that there was only 1 Mega Spider, and 2 or 3 of the littler ones.
But even against a group of Mega Spiders, baiting and kiting is still do able.

Im not saying the situation itself was fair. The trader that visited you should have avoided the hive, and the hive should not have aggroed against you when the trader died. (infact in a previous game I played I had at least 3 raids attack a cave hive on the map and get slaughtered, and the hive never aggroed against me. Im certain what happened to you is a bug related to friendlies getting killed by the hive) But the idea that it was "unwinnable" just isn't so. I, and others, have been in unwinnable situations and what you described doesn't really sound unwinnable.

One think I can think of is: How close was the hive when they aggroed to you? were they on the other side of the map? a few tiles away? did they need to go through a maze of tunnels to get to you?
I mean the difficulty would drastically increase if the hive was close enough to be on you before your pawns can react properly..
#118
I don't really agree with any of these.

-I like that roofs need to be manually constructed and deconstructed.
In fact I would like to see it pushed farther in that direction and have the option to make different kinds of roofs. Skylight roofs to let some light in, Heavy Duty roofs to survive one of two hits from a mortar, Solar panel roofs...

-I don't even see how this is an issue. You just pick a bedroll in the caravan setup menu and they go get it. How is that tedious?

-You think the game supports Colonists calling shots? Even Master Snipers miss horribly on a regular basis. Being able to call the shot isn't going to change anything.

-There is a mod that adds colony robots. Its been around for a long while too. The problem with them, and why they probably won't be added, is because they remove drama and story telling. Part of what makes Rimworld so tense and capable of telling dramatic stories is that there is so much to do and never enough hands to do it.
#119
Quote from: MajorFordson on August 02, 2018, 08:10:35 PM
Also the "crop blight" event still sucks. .... But in Rimworld it just turns into "click with mouse then press the Cut hotkey 30 times" which isn't fun or particularly engaging the nineteenth time you have to do it. Colonists should merely automatically tend to the crops.

I don't think they should automatically tend to blighted crops. That would just turn it into an ignore-able event. I think instead blighted crops should count differently than normal crops in regards to double-click selection. Double click a blighted crop, select all blighted crops. Double click a non-blighted crop, select all non-blighted crops.

That way the player is still involved, but it doesn't turn into a 3 minute click session.
#120
Quote from: Greep on August 02, 2018, 08:14:46 PM
...
That too, although I thing it is more a bug than a mechanic  8)
Im certain its a bug. (lol)

Quote from: w1zard on August 02, 2018, 07:52:43 PM
... I try to put up a smart defense, but three colonists with starting equipment aren't a match for 3 megaspiders. ...
What were your starting colonist's stats?
I don't want to sound like that person who just comes in and says "Lol, Git Gud", but killing the Hives on a cave map with nothing but the starting colonists(before even building the first shelter) is exactly what I did in my last run.

Old grandpa voice: "Back in ma'h day, we didn't used to start with a basic set of armor. Or any at all!"
Now the crashlanded scenario gives you a helmet, a vest, and flak pants for free.(EDIT: It only just occurred to me you might not be playing the unstable 1.0 version...) Its a good idea to make sure you got at least 1 good brawler and 1 good shooter with your starting crew, and give the armor to the brawler. Then you can have the brawler tank the bugs while the other two dump ranged damage into them.

Another thing to practice, is kiting and baiting. If you only have 1 or 2 targets, get your brawler to bait them and run to the left or right in circles around the shooters. If the targets switch to the a shooter that shooter becomes the bait and kites for the other shooter. Obviously this doesn't work without large amounts of micro if you have a large number of enemies, but its good practice for Draft controlling your pawns.

At least thats what I did. I got some moderate cuts that needed to be healed and the brawler was down and out for a while but no one got knocked out or seriously injured.