Thoughts on the AI, maintenence, and task handling

Started by linkxsc, January 18, 2014, 09:21:45 PM

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linkxsc


Now I know theres a million threads asking to revamp the AI. but I know that that'll take a little while. Id like to throw in this suggestion.


With some testing. In the case of emergency things, fires and grabbing injured colonists.
If in the case of fires, the AI grabs someone from miles away to put it out, I've found that if you pause. and switch that person to militia for a second, and then tell someone close by to prioritize the fire, they'll do it. 

What I'd like is for after a col takes on a task, when clicking on the thing they're going to work on it will say whos coming to work on it, and perhaps have a button that jumps to that person, or when zoomed out, just kinda highlights the col, so if they're far off, you can try to switch it out for someone closer.



Other thing I was thinking of. So at least in the current game. wear and tear takes the from of constructions suddenly losing half of their health. This kinda sucks, especially in the case of conduits and walls that like to explode when they get damaged to a point. (though I can't really find the exact mechanism that drives electrical fires. Sorry, I'm not a code guy). Problem still stands.

Just wondering if anyone would like to see, a gradual loss of construction health, rather than sudden chunks. Perhaps then a feature could be added that buildings take more wear and tear during say rain storms (still causing shorts with outdoor electronics), or duststorms, or other weather/advers conditions.

The net gain of this. Though more of your base would need repair at any given time. You could maybe set a slider to tell your cols to only repair constructions below 80% health or something.


Dunno, just a couple thoughts. Would check hard if there were previous voicing of these, but this evening my hotels internet is particularly bad.

Trensicourt

If it explodes... then it should lose a chunk of their health. If it rains, the walls should erode.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

Untrustedlife

Never had problems with things randomly exploding unless i left them in the rain.
My colonist usually repair them fine, if they don't it spices up the game for a little while (you have to fix it) which I am fine with.
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

linkxsc

I'm fine with the explosions too, just looking for maybe a little change. And walls eroding(taking damage) over time because of wear makes a lot more sense (and would be easier for a player to keep up with) than sudden, blam there goes half the health. Still fine with the half health loss thing too. actually in the case of outdoors stuff it could easily be written off as small meteor strikes or something.

I just feel it would be more reasonable to have a colonist set to permanently patrol around repairing things, if there were a more steady rate of decay rather then sudden burnouts.

Though on the exploding stuff, please, ability to build walls with no conduits. Sometimes I really don't want different circuits in my bases connected to eachother.

Galileus

As for repairs - drones <3

(and here goes folks, Galileo is always sniping ideas... some discussion and I'm gone from robot hater to drone lover, thanks to Untrustedlife :3)

Trensicourt

I still don't understand the differences between a drone and a robot. I'm sorry Gal, please don't hurt me.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

Untrustedlife

Quote from: Galileus on January 19, 2014, 09:08:44 PM
As for repairs - drones <3

(and here goes folks, Galileo is always sniping ideas... some discussion and I'm gone from robot hater to drone lover, thanks to Untrustedlife :3)

You are welcome  ;)
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

linkxsc

Quote from: Trensicourt on January 19, 2014, 09:22:50 PM
I still don't understand the differences between a drone and a robot. I'm sorry Gal, please don't hurt me.

Theres no real difference, there words are basically interchangeable in the case of where they're used.



On a side note, talking aobut wether or not I want things exploding.

See I'm fine with the possibility of a short circuit. But in the current game its only a real danger for underground bases. If your building above ground, just separate your building clusters, and have each building have 1-2 batteries and a panel or 2, and you'll never have problems because even with a short, theres not enough storage to deal any damage.

Underground bases that need a half dozen batteries to keep active through the night (since most everything is connected to the same conduit chain) have it as an actual danger. When realistically it should just be a problem for people with poor base design.

Realistically, there would be fuses built into the circuit in numerous spots. A short happens and pulls the circuit above 1000w or something, and the fuse would blow. Toying with this you could parallel circuits so a conduit could draw more, and possibly have more danger of burning up.

But I'm an electronics guy and would just like to see the electrical resource worked on a bit in the future (I'm sure Ty has plans), Cause someday we'll need lots of power for advanced turret systems, firefighting and water storage systems, and advanced cooking. And if no advancements are made on the existing power supply system, then many bases will die much sooner than they should.

On a sidenote, a simple wind system could be added, fights with weather rules, and can run windmills, can work all night and day, weatherpermitting.