[A12d][ModPack] The ModVarietyPack

Started by simon-82, November 01, 2015, 02:28:54 PM

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onearchitype

I've also noticed a couple issues... 1) the bill counter does not recognize the number of items in a storage container. I'm using the wooden pallets. When I use the craft until you have a set number, the colonists keep crafting even beyond the number. I have to then manually suspend the bill. 2) colonists do not automatically go to an empty hospital bed when an operation bill is tasked. They instead go to their own bed.

I'm playing on the most recent build.

RadGH

#241
Quote from: simon-82 on November 28, 2015, 05:06:45 AM
Quote from: RadGH on November 28, 2015, 12:14:12 AM
Also, after probably 20 quickloads I've determined it is ABSOLUTELY IMPOSSIBLE to kill whatever this is (without turrets). If I leave it any longer, I get invaded by them anyway. So I'm forced to cheat, or start over.

https://dl.dropboxusercontent.com/s/l3txqpiw4h7acgc/2015-11-27_23-58-59.mp4?dl=0

... the thing you encountered is the Mechanoid Terraformer.
Looking at your video, I have to say what you are doing is quite silly tbh.
First of all, there are several ways to deal with this thing. Not all involve combat.
Secondly, you are trying to brute force it without any tactics. These mechs are powerful and will kill you easy when attacked like that. Imagine a group of soldiers standing in front of a tank trying to shoot it with guns. In your case it's even two tanks.
Here is a possible tactic you can use:
Build an EMP mortar, send one or two colonists out to destroy the building. As soon as the mechs appear, pull them back and let the EMP mortar target them. When they are stunned, you can get in and shoot them. You can bring a colonist with EMP grenades to stun them further. Again, the mechs are meant to be that powerful. Going head to head with them is never a good idea, you need to be a little bit more clever :)

The Mechanoid Terraformer landed within the first couple of months (Cassandra Challenging). The techtree takes too long to get EMP cannons that soon, unless maybe you rush it directly. My area was frozen half of the year and I did fine without turrets, so I did not intend on researching them any time soon. Requiring turrets for one specific scenario is completely idiotic and badly designed. Any other event can be fought by colonists with good strategy, but not this one.

One idea I had later was to build walled sections around the thing, so they hopefully drop in to an enclosed section. But this is very much exploiting.

Anyway, the video was the only thing I bothered to record. I tried a few things. I "scouted" the thing early on, they drop down and destroy you. Also, you can't run away before they land and attack you. Not in a large open map like mine. So I figured I would leave it alone until later. Eventually they start a "mechanoid invasion" if you don't deal with it. This sent 4-6 centipedes, and 20+ scythers. I'm not even sure if they stop coming, that's how many it ended with when all my colonists were dead.

So I rolled back to my earliest autosave, which didn't give me enough time to research and build turrets. So I tried rushing it to avoid the invasion.

The thing is, these things are just absolutely retarded in this mod. The minigun has perfect accuracy and shoots 200 times with a 1.5s reload speed. Anyone it looks at is dead. Instantly. Irregardless of distance.

Compare it to what they were intended to do in the original game: https://youtu.be/wusy3Z8JKkY?t=285

Anyway, in the end I cheated and destroyed the thing. I had one land later and build 3 minigun turrets surrounding it. It was cake.

Final opinion: Miniguns are COMPLETELY and UTTERLY overpowered. They do high damage, shoot many bullets, have amazing accuracy. The reload speed, which you would think is their main down side, is only twice that of M2 Browning Machine Gun. Attacking them with anything but mortars is suicide. boooooooo, etc

RadGH

#242
Double posting because this is completely unrelated to my rant about miniguns & mechanoids.

I was attacked by a single raider carrying an item with an odd red and purple square weapon. It was called a "Skywrath controller fake turret". When he was on the screen, the game would pause every time you unpaused it. Found out that happens when there are script errors going on. I held down spacebar and slow-motionly killed him, but it didn't fix. So I used debug console to destroy the ground around him until it was fixed.

Not sure what that was about.

10 minutes later, I got attacked by these guys: https://dl.dropboxusercontent.com/s/vr3pfyaeelwj1w7/2015-11-29_23-28-42.jpg?dl=0

I don't know what is wrong with these guns. They shoot very slow moving arrows that don't seem to do anything. They are from the "Federation Peacekeeper Corp" faction. Which normally sends weird mech things with crazy plasma guns. This is in MVP 1.15.

paragonid

#243
Wanted to discuss couple of thoughts.

1. Production chains > researching

Do you guys enjoy researching in whole? I realised that it's pretty boring part of my gameplay. It did help and was kind of fun in the beginning (first couple times), e.g. making easier to figure out game mechanics, production chains and item values, but lately I found out that 1-3 colonists standing at the research table during my whole playtime is kinda boring. I hardly dislike beginning of the game on top of it, when I need first 10 tech to be able to do any basic stuff. In hard maps and conditions it seriously limits my abilities to survive. And slow start is pretty boring for me itself.
Researching is basically doubled by production chains. You can not (at least, should not) to be able to make better stuff before you get better resources. Some stuff is not exactly the higher in the production chains, but if it was, it'd fully replace need of researching for me (considering I don't need less stuff in menu to be able to efficiently play as I already know what does what)
I feel like researching doesn't add much to my gameplay except being annoying... and probably going to start playing with all researches opened from the start as a workaround.

2. Automatic turrets are OP / too cheap

When defending, I enjoy the risk of using colonists. That's one very important side of surviving, managing personal assets, saving important workers and fighting with soldiers. It also requires my attention (a little bit too much of micro-control though) and creates drama if I fail. The AI is noticeably dumb and with combat realism 5 well-equipped and positioned colonists can deflect raids of 25+ badly equipped raiders... but one mistake and everything will go wrong.
With a little bit of construction skill and AI abuse, killboxes full of turrets are making raids unnoticeable. It doesn't matter that you have 5 colonists, you can defend from 50+ raiders without participating it. I just makes it not fun, especially considering turrets are very cheap.
Manned turrets would fix this, basically being better guns but still saving possible threat and need of participation.
If the rest of turrets were in need of at least remote control with limited amount of colonists per turret, it would be ok.


Luckily (?) I didn't fight mechanoids too much, so I can't say if they are OP. It's ok if you need a certain weapon to win against a certain opponent, but then this weapon should be easily available. Like EMP mortar without researching (:

Not trying to tell anyone how to play the game. Just wanted to share my frustration ideas.

As for the MVP, adding manned turrets for variety could be a good move.

willow512

Quote from: paragonid1. Production chains > researching
Do you guys enjoy researching in whole?
In my humble opinion the amount of topics is good, more would still be good, the amount of time spent researching is long. Less might be better, I think if you'd shorten research time for all topics but keep or increase topic count then you'd make the research more interesting and less of a grind.

Quote from: paragonid2. Automatic turrets are OP / too cheap
OP, I agree... After all you can set the difficulty of your game. I like the idea of manned turrets. And a pawn based defense. However the whole idea of building a fortress should imply that your fortress gives you a major advantage. So a well setup defense should give the player a big advantage and part of that advantage is maneuvering the opponent. Compare to medieval castles which are set up so opponents will have to move through kill zones...

I'm a defensive player. And I find that I use a lot of save/reload in fights. I don't think that should be the case it merely proves that combat specifically in the early years is too hard.

kazuma6666

#245
So I tried a new game with V1.18 and didn't use any wall conduit to see if it worked then.
I have another error, but can still play the game atm. This is the error :


I tried destroying all my sculptures to see if it solved it but doesn't change a thing.
Also, I have no access to trading anymore. From ships or from land trader either. The pawn will go to the comm console or the trader hut and pause a moment then go do something else.

Here is a link to download that save. This is a save with MVP 1.18.

I made screenshots of the errors I had with MVP V1.17.
The details of each error are in the link.
This is the last working save I have :


And this is the crashing save I have :


I have a link to download each : working  crashing
Both of these game use MVP 1.17.

First time uploading with mediafire, I hope you can download ok.

Grogfeld

#246
Yesterday I've got Centipede with minigun to deal with, just one. It was fun, but then I am a fan of dwarf fortress where fun == death :P

First 10 minutes was shooting with 3 sniper rifles, 1 AK-47. Of course I didn't just shoot but take cover after every shoot so Centipede have no chance to fire back, well the problem is that when it got that chance and fired, even when I was behind solid rock, my 2 pawns was suppressed and just... ran behind rock chunks IN THE OPEN. It was legend... wait for it ...ary. One got hit and was downed not dead, the second hide and lied down.

Enemy was shooting at them but with Combat Realism mechanics everything what is prone can't be hit. I send my guy with AK-47 to rescue downed soldier. I've put sleeping spot behind rock formation and make it medical so I could rescue him without worry that medic will be shoot down when he carry pawn to medical spot. It worked, I could stabilize him.

Centipede was shooting volley after volley. Behind the enemy I've located third sniper. He was shooting all the time when enemy try to take down my suppressed soldier. Only he could shoot because every other was so tired or just not capable to fight. I hit him hard but after couples of minutes of constant firing my suppressed pawn was bored and decided that he need go for a walk. SERIOUSLY :D That was beginning of the end.

Centipede moved slowly into my base. First it shoot down every animal I've had. That give me some time to relocate my soldiers. I could shoot it few times before it kill my animals. I could relocate even my browning machine gun turret so Centipede was hit with high caliber rounds but after 3 salvos enemy redirect its firepower on turret and boom.
My sniper could not take it down on time, and after few minutes he was shoot down to. Close combat specialist aka suicide soldier with pulse projector (that thing with gigantic DPS but only 10 range) shoot only once and was teared apart. There was also bug where after firing caster an error showed on console screen. I think its related with shooting and being dead at the same time :P Sorry but I've didn't take screenshots. I should record that battle because it was sooo great.

I know that it sounds, well it looks, like a looong battle but trust me it was even longer from my perspective. I knew that I'm doomed when I saw my enemy but I just wanted to see how It take down my colony.

Combat Realism is great but not with that stats. Basically firing 300 rounds will hit anything and suppression mechanics aren't polished enough. It was great but it was to much. Centipede should have 15 - 30 rounds per salvo or longer reload time (5 - 10s) OR less HP. Remember that it was only ONE Centipede what if it was 2 of them and some Scythes? I haven't got a chance to buy anything with EMP so I had no chance with my suicide soldier to do much damage, and of course my armament wasn't good enough: 3 different types of sniper rifles, AK-47, 2 Optic pistols, pulse projector and turret. My pawns even with 10+ shooting skill didn't hit as often, and some of them had some scars, peg legs and wooden foots because of other battles.

PS: Sorry for my English, not my first language.
Edit: It was pulse projector not plasma caster, change it.

NemesisN

snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)
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Grogfeld

Quote from: NemesisN on November 30, 2015, 01:32:54 PM
snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)

I know how to handle Centipede.  But I couldn't build any mortar, or rocket launcher. I've just bought pulse projector from land trader. It was early game and the Centipede was a random thing to show. To be honest it was my fault because it was from artifact. But it was late and I wanted to see what will jump on me before sleep. ;)  I've just look at the time of autosaves and it was 40 minutes of FUN ;)

Prismaa

Hmm is there way to restrict bot/robot areas? My cleaning bot keeps wandering very far from my base now and then.

NoImageAvailable

Quote from: Grogfeld on November 30, 2015, 01:15:41 PM
Yesterday I've got Centipede with minigun to deal with, just one. It was fun, but then I am a fan of dwarf fortress where fun == death :P

First 10 minutes was shooting with 3 sniper rifles, 1 AK-47. Of course I didn't just shoot but take cover after every shoot so Centipede have no chance to fire back, well the problem is that when it got that chance and fired, even when I was behind solid rock, my 2 pawns was suppressed and just... ran behind rock chunks IN THE OPEN. It was legend... wait for it ...ary. One got hit and was downed not dead, the second hide and lied down.

That sounds odd, can you post a screenshot of the exact setup with pawn and Centipede positions?

And yeah, I've been contemplating nerfing the Centipedes back down a bit since the new aiming system + A12 changes gave them a pretty big increase in combat power.
"The power of friendship destroyed the jellyfish."

kazuma6666

Quote from: Prismaa on November 30, 2015, 02:25:33 PM
Hmm is there way to restrict bot/robot areas? My cleaning bot keeps wandering very far from my base now and then.

Asked about that not long ago and got this answer :
Quote from: TLHeart on November 26, 2015, 03:01:33 PM
kamuuzza, hauler bots can be restricted, via their inspection tab.... in the lower right of the screen, where it says, unrestricted, click on it and assign the zone you want it to stay in.

Grogfeld

@NoImageAvailable

Sorry, I don't have any screenshots but it wasn't that odd maybe I've presented this as an weird behavior but it was fine, they ware just near where those 300 bullet landed so they just had to run, but it was strange that they hunkered down behind rock chunks and not a solid rock wall, which for one of them was closer.

Ok i made scrshot (attachment) with those 2 pawns and drawn Centipede position. I've ordered Gillespie to run down few cells so that the enemy couldn't see him but it was to late, Aoi had order to move right one cell, near the tree and she was there standing and reloading. So I think its ok that they panicked. Just the direction she choose was not good. OR it was very good, because enemy focused on Aoi and miss all the time. That gave opportunity to shoot it from behind with sniper rifle, everything else would be to close and probably Centipede would go after him.

That said I think Aoi was to close bullets even when she wasn't the target, and was in safe position. This situation is just a proof that Combat Realism is a great mod! Panic is what push You even further into demise. But of course she could just move right ;)

[attachment deleted due to age]

TLHeart

Quote from: Grogfeld on November 30, 2015, 01:48:35 PM
Quote from: NemesisN on November 30, 2015, 01:32:54 PM
snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)

I know how to handle Centipede.  But I couldn't build any mortar, or rocket launcher. I've just bought pulse projector from land trader. It was early game and the Centipede was a random thing to show. To be honest it was my fault because it was from artifact. But it was late and I wanted to see what will jump on me before sleep. ;)  I've just look at the time of autosaves and it was 40 minutes of FUN ;)

Sounds like you had a blast. Taking on a minigun centipede early is always difficult, and risky. Bullets do so little damage. I have lost more than one colony the same way. Great fun. Even more fun when I defeated the dang thing.

Volumunox

I'd recommend viewing this for specifics in regards to this post "Battery Storage Bug"

This mod got me started on testing out power in general. The game has some issues with storing power and power generation that this mod exacerbates.
Where in the vanilla game the storage rate started to decline at around the 3rd battery, this mod follows an exponential decline in power storage, so each added battery reduces the efficiency of the battery storage intake rate by 50% of the surplus power in the grid. e.g. 50% - 25% - 12,5% etc.

I don't know if it's intended as the normal vanilla power sources (Geothermal Gen. and wind turbine) is still affected as in the above mentioned link.

I'd recommend people doing decentralized power storage with this mod. If anyone is willing to test it out further or contribute with more data please post in the above mentioned link, if there is truly an issue with power it needs to be fixed or if it's intended wiki's everywhere needs to be updated.