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Messages - Pangaea

#166
Mods / Re: mod recomendations
October 06, 2019, 03:14:23 PM
300 mods? Is that all of them? :D

Obviously people will have different views about what is an essential mod. I have a light load compared to many (it seems), because I like the base game and just want some quality of life. Others, maybe including you, will want mods that introduce new races, new weapons, new gear, new benches, everything under the sun -- that is what is so great about this game (well, one of them), games friendly to the modding community will thrive.

With that in mind, here are a few mods that I like and use
-Achtung
-Common Sense
-AllowTool
-Defensive Positions
-More Harvest Designators
-Rimworld Search Agency
-Work Tab
-Medical Tab
-Animal Tab
-Numbers
-Pick up and Haul
-Recipe Icons
-Don't block door mod

If you want to trim down from 300, try to figure out what you really need for gameplay or QoL purposes, then trim away some of the fat. It's a little hard to make recommendations without knowing how you like to play.
#167
Just wanted to pipe in and say that this mod looks really promising. Will keep an eye out for it :)
#168
Quote from: Wanderer_joins on October 06, 2019, 10:25:07 AM
Two outliers:
Vebo the most experienced after 11 years, by a long shot.
Linnea the least experienced after 8.7 years, did you try to protect her from the frontline?

Sofia got her experience real quick.
Wow, that's interesting and unexpected. Especially when I look at this when I loaded the save with the Numbers mod active:



Loads more must go into the experience than kills, because Vebo is in the middle of the pack, and Breixo is first by a fair distance.

Unfortunately I can't recall how I used the pawns in this game, but I'd say that typically everybody would be drafted. Does caravans play a semi-important part perhaps? Linnea being a Night Owl, she probably never went on a caravan or mining trip (or rarely), and spent much of her time mining or doctoring. Or perhaps she rarely if ever happened to man a mortar, which in some cases would rack up many kills, probably important for this hidden experience. If a raid happened and the night owls were tired or in bed, I would typically wait until the last moment before drafting them, or maybe even let them sleep (depending on what we faced). If we could attack with mortars I'd do that with 6-8 people, and then draft the rest when we had to.

I also sent out many caravans and mining trips, some of those faced fierce battle. Perhaps Linnea never went on these, while Sofia did? I honestly don't remember. Didn't particularly try to protect Linnea, but perhaps she happened to mostly be in a position where she didn't deal much damage.

Hmm, I actually remember how Vebo was used now, since I see he has a mini-gun. He was usually placed in a vulnerable position in the killbox, so he would be in decent range with the mini-gun. Meant he took quite some incoming hits and was downed a fair bit, but probably means he dealt a lot of damage against centipedes and whatnot that came into the killbox too.

This is the killbox I had towards the end of the game. Vebo would almost always be in the green circle. Melees behind mini-turrets trying to keep them alive.


Hmm. Looks like Linnea may have used a sniper rifle. That could mean she was placed north of the auto cannons in the above image. Perhaps she just sucked with it and didn't hit all that much, and rarely took incoming damage, being further away from the action.

Of course there was a lot of fighting without using the killbox too, especially at the end of the game, but those were chaotic as fuck, where I generally used whoever was close enough to intervene. Sappers caused me no ends of problems.

Do brawlers/melees do poorly in this metric? Against mechs for instance it was often way too dangerous to send them into battle (20+ centipedes sometimes, like this lot), so they would often stand back a bit and try to repair mini-turrets. Most likely meant they took a lot of hits and damage, but not necessarily dealing out much themselves.

Cool to hear the onslaught might have been a little less severe with your storyteller. It was horribly brutal, especially in this Savage game.

Have started a new game with Adaptive Cassie on Savage. Have only played about two seasons/quadrums, but I think it was noticeably less violent in the start. Only one raid in the first season. Will be fun to see how things develop.
#169
Bugs / Re: [1.0] Spelling errors (English)
October 06, 2019, 09:09:44 AM
Surely this is a total show-stopper, though? Somebody could read that and wonder how to build something out of figs?

On a serious note I understand it's low on the priority list, but it would such a quick fix that you'd think somebody could do these in 5 minutes in between other stuff.
#170
The above post about possible friend-downgrading aside (shhhh :D), it sure would be nice if the very latest update was available to us direct purchase people too. Even if it's just a minor update like this.

Think Steam still takes a 30% cut, so DRM Free + more money to Ludeon/Tynan? Win-Win :)
#171
Bugs / [1.0] Spelling errors (English)
October 06, 2019, 05:41:33 AM
Figured it might be a good idea with a more general thread for the spelling errors we come across in the game. Noticed one I haven't caught before: refigerator --> refrigerator.

#172
Very interesting. Looked at a save from after the onslaught with dev mode on, and here is the screenshot. We took heavy damages and lost many limbs, but no people. The peak is at slightly over 1100 "fun points". About 920 right at the end, when the hell-ish onslaught was over.



Damage taken (from Statistics) probably includes buildings and so forth as well, and probably enemies too, because it increased too much to be only vs (my) pawns. About 420,000 at the end, and 275,000 when the reactor was turned on.

I shall fire up a new save with your storyteller, maybe on Savage, and hope I can survive long enough to get an impression of how it compares with previous Cassie Savage attempts.
#173
Hi Fluffy. I get a red error that I think is connected to the WorkTab mod. I've tried with only HugsLib and WorkTab active, and I still get it, and see something a little wonky in-game.

The most obvious is that there is a white-ish overlay over all numbers for the first character/line in the work tab (see image). Means I can't see anything there while I'm hovering over anything in that first line. It works to change priorities though, I just can't see while doing it for that line.



If I try to change priorities by using the mousewheel, this happens for the wrong character. Instead of it occurring for the one under the mouse pointer, it happens for one way down the list. Like there is a wrong array counter or something. Even more strangely, having looked at it more now while writing, if I try this with a character near the top of the list, the number changes for one near the bottom (but not very bottom). If I do it near the middle, the priority number will change for a character near the middle (but not the right one). If I try to change one near the bottom, it's the reverse, and one near the top will have its priorities changed.

For instance, if I try to change the priorities (with the mousewheel) for Camino, it will change for Wolf (on the very top), and the whole overlay will turn white, just like in the image. Despite having the mouse over the Camino line. Thankfully it works to use the left or right mouse button and clicking, otherwise I wouldn't be able to change priorties without going mad.

In one game the first character I recruited ended up first among the character portraits in the top 'bar' as well. But I've only seen it that one time. Otherwise the characters get added to the end of the 'list' (or slightly different when I have several prisoners).

Sometimes the sorting can be wonky as well, for instance if I have used a sorting on a column (e.g. on Construction), and then come back to the worktab screen later without having reset the sorting.

I've uploaded the output.log here, and the red line is the following:

Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Some other lines surrounding this one may be relevant as well. This is near the bottom of the linked output file.

Great if you can look at this and figure out what's iffy.

I am on Linux btw (maybe that comes out from the output.log). I use Linux Mint 19.2 (Cinnamon) if that is relevant.
#174
Thank you. This is a fantastic piece of work, and extra math and analysis compared to the XML files. Great stuff!

Scratching my chin a bit about cows being "best" to slaughter as babies (noooooooooooooooo), coupled with their high nutrition efficiency, which presumably also relies on milk from the adult females.
#175
Releases / Re: [1.0] Better Pawn Control (v2.0.2)
October 04, 2019, 08:32:22 PM
Is this mod compatible with Animal Tab or not? I'm unsure because in the first post there is a warning about it not being compatible, but then Fluffy is also thanked for working on Animal Tab integration.

My main wish is to make it less painful to switch animals back and forth between zones when raids happen.
#176
Have not had this problem either, but it sounds like a good idea to me. Same with turning off smelting down doomsday and triple rocket launchers by default. If people play fast, it's easy to forget or not notice such things. Then wonder where the heck your colonists or fancy weapons went.
#177
Ooof, that is downright scary. This game is "only" on Rough  :o

We survived the onslaught, but 4 raids in a little over 1 day was hard. Two mech raids and a pirate raid blew up everything. All turrets were gone or otherwise out of commission. Half the colony hospitalised. We had to run away from the killzone to avoid getting killed there. Later a double-whammy pirate drop pod attack + siege. I had a double-walled ammo depot, and 1-2 pods dropped on top of it. Didn't see it because attention was elsewhere at the time, but it somehow blew up the whole thing, including many of the double-walls (not just one layer), plus much of the undamaged granite mountain (900hp). There was an antigrain warhead in there too... Glorious hit from the one that was thankfully already in a mortar, mind you :) Then the buggers shoot not one, but two doomsday rockets in my face. Thankfully the people downed from the first one somehow survived. Thank you marine armour + shield belt.

Had a save from when that ship in our fields touched down, so I tried to up the difficulty to merciless and pop it. Does that "take", so the points are increased to merciless, or is the ship content generated earlier? In any case, more centipedes came out (15 vs 8 earlier), but actually fewer numbers combined. About 40 (tried a couple times) vs 47 in the original Rough game.

I'm a slow player that almost always play at 1x, so games take time (and I get very attached to them, hence the probably too detailed coverage above for our purpose here), but I'll fire up a new one now and use your Adaptive Cassie storyteller. I'd like to try without a channel+trap corridor, but since I don't like to (ab)use wealth control, it scares me.. The raid sizes in the end-game are colossal, and from my meagre experience it's much worse on Savage vs Rough. This is surely not a linear effect (re: overlap in your post above), but according to the XML files, Rough has a threatscale of 1.0, Savage 1.55, and Merciless 2.2.
#178
Thank you. That was interesting reading, and viewing of graphs. I dislike the "need" for wealth control, although I understand it is required to succeed on those levels. Seems impossible to me to get to that stage with only 250,000-ish wealth. Typically I'm at 7-800k, and upwards of 1 million if we survive the 15-day terror (probably due to heaps of dropped weapons, and maybe apparel on the corpses, if that counts).

In my current game I made the best attempt so far at making everybody bionic super-soldiers, but it simply took too long for all the advanced components with nothing else really going on, so I decided to trigger the ship instead. That was with 25 people and around 800k wealth. I tend to craft apparel for trade, but usually don't have heaps laying about, so not sure what accounts for almost 3 times as much wealth.

But think I'd still prefer to stay at a lower difficulty (although Rough or Savage isn't exactly easy) and largely ignore wealth control. The game is a lot of fun up to the base is basically done. Then much dead time, and then fun and great challenge when the ship onslaught is triggered. In the OP you write "wealth is less the main driver of raids size and increasing the number of colonists will actually helps you defend your colony", which sounds like it would fit my playstyle quite well.

You have presumably checked out the save file, but here are a few pictures for others. In fairness I do have heaps of resources here, especially steel, becasue it became a big issue in the last game I played despite having 7000 or so when I triggered the end attacks. Probably rather a lot of wealth just there  :-X

Base main
Base killbox (sorry)
Graph (many caravans and mining trips)
160+ pop tribal raid (corridor bought us time to sort-of get into position)
Nasty mech ship
#179
I was looking through page upon page of mods to look for inspiration, and came upon the Cassandra Hardcore mod, which is also made by you. It has some very neat graphs. If it's not too much work, how does Adaptive Cassie compare with the classic storytellers, say Cassandra Rough and Savage? Would be interesting to see such a comparative graph :)

Don't think I'm good enough to even play on Merciless, never mind without any way to funnel the probably gigantic raids  :( Do you mean without any traps at all? I agree it's kinda cheesy since the enemies can't see them and we basically exploit pathfinding, but I don't really see how we would be able to handle 25-30 manhunting bears or rhinos if they get in our face either :-/ Or 150-200 tribal raiders without any way to thin out the pack a little bit before they all swarm us. I learnt the hard way that it can be a recipe for disaster, even when we have superior guns and armour.

I look forward to what you conclude from analysing those saves. Having looked about the place more, you look very invested into storyteller mods, and I want to try it out to see how the games adapt. I have to admit it gets kinda boring in the end game when I'm done teching, the base is "done", and it's mostly about waiting for raids, and get the ship built. More excitement in this phase would be good. And if the game ever gets more updates, I hope they manage to spice up the end game in some fashion.
#180
General Discussion / Re: Mad animal names
October 01, 2019, 08:33:13 PM
Knew I had seen something like this somewhere, and after digging around a bit I managed to find the mod that may be what you are looking for.
https://github.com/RimWorld-CCL-Reborn/4M-Mehni-s-Misc-Modifications

Looks like it changes the gameplay quite considerably, so hopefully you can turn on/off whatever you like. It includes this point:

  • [XND] Better raider visibility. No more ninja mechanoids! All hostiles will have their label draw in red, whether they're a raider, mechanoid or hostile animal.