[WIP] Britnoth's experiments thus far

Started by Britnoth, December 16, 2015, 12:42:37 PM

Previous topic - Next topic

Britnoth

Updating for alpha 14 alpha 15 alpha 16 alpha 17 beta 18 beta 19

Hunting Alert and Slower Infestation are now vanilla! Hurray! ::)

New Zone Tools: Chequer pattern cancel, uniform grow zone, cut blighted plants and replace existing wall tools.

Patient Sanity: Fixes colonist AI so they actually stay in bed when needing treated.
Added emergency flag to rescue and non critical doctoring, including even feeding now that even minor malnutrition can combine with other issues to prove fatal.
Rescue is higher than treatment so that doctors can prioritise what patient to treat first properly.
Swapped doctoring and patient priority in the work tab so that doctors do not go to bed and wait until someone else treats them instead of treating others first.
Pawns will go to rest whenever they need any form of treatment, as long as the patient work type is ticked.
Needing any treatment is now classed as an emergency, so they should not wander off changing their clothes, eating, or sitting alone at a table 'socialising' for several hours before they do so.

Friendlier Breaks: A mod to make the mental breaks a bit more reasonable.
Berserk pawns will no longer be hostile to their own faction.
Slaughterers will not target any pet trained in obedience.
Other breaks require a specific trait to be valid:
Kind for jailbreaks. Bloodlust for murderous rages. Nudist for wildman. Brawler for sadistic rage (prisoners).
Psychopath for corpse obsession, Ascetic for tantrum (valuable item) and Greedy for bedroom tantrum.
B19: Drastically reduced the chance of the give up and leave break.

WorkFlex: Replaces the main colonist behaviour core with an additional higher priority work check limited to just 12 tiles away.
A pawn allowed to both haul and clean, will clean dirt closer than 12 tiles away before going to haul a chunk from across the map, for example.
WorkFlex is now restricted from researching, smelting or stonecutting in an effort to avoid work-locking into long term tasks.
B19: Now restricted from 'scanning', sowing and harvesting work.

######## Not updated for now:

Pandora Dark: A sister storyteller to Cassandra Classic, but with greatly increasing raid sizes.



This beta did finally overhaul the raid size scaling - giving real point increases for having a large population (after a year of being told it was always like this, yeah...). The new difficulty levels also have much higher point multipliers, so Pandora will probably need extensive changes.


[attachment deleted due to age]

cucumpear

Glad to see you posted everything here now.  :D
This person might poke around in Def folders more than is healthy.
https://github.com/cucumpear

Disnof

I really like how the SID affects the AI of the game.

No longer will the AI mindlessly funnel into your kill boxes. Instead they will assault the closest wall from their spawn. Not only that, but they MINE through your walls which is ~10x faster than smashing them with their fists... Also, drop pod shiv raids in your base make you reconsider your tactics. What good are those turrets when 10 guys just dropped into your kitchen and are burning all your stuff?  :)

I wish/hope future updates to the vanilla game are influenced by this mod.

TLDR: no more mindless raid AI

A Friend

Quote from: Disnof on December 31, 2015, 01:40:53 AM
TLDR: no more mindless raid AI

That sounds kickass.
Though I found an incompatibility with another mod. SID doesn't play nice with Ish's Medieval Noble Faction for some strange reason. It works fine with other mods that adds new factions though like Shinzy's Pirate and Norbal Factions.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

Britnoth

Thanks for the comments

Quote from: A Friend on December 31, 2015, 09:56:10 AMSID doesn't play nice with Ish's Medieval Noble Faction for some strange reason. It works fine with other mods that adds new factions though like Shinzy's Pirate and Norbal Factions.

'Doesn't play nice' does not really give me a lot of information to go on. How does it not work? I just tried them together and it created a new world and game just fine.

A Friend

Sorry if I was a bit vague, when I activated them together it caused my all my mods to unload.

But whoops, false alarm. I was unfortunately using an outdated version of the medieval faction. Just downloaded a new one and it worked well. My error.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

Britnoth

#6
Updated the opening post with a newer version of SID.

- Returned the Scythers' default weapon. As fun as it was it was a bit too easy to manipulate.
- Mechanoids now have a somewhat less passive AI instead. Also changed mech spawns.  :)
- Raiders now prefer to mine through walls even when they have frag nades. They were grenading their own people too often to justify using them on walls.
- Pirate weapon loadouts further tweaked to suit their raid type.
- A few other changes trying to help the AI be more aggressive.

EDIT: Updated with a couple more loadout tweaks for pirates.

EDIT: More work on Pirate loadouts and raid types. Reversed frag nade AI change, instead solved it a better way I should have used to begin with.

Britnoth

#7
Posting a first attempt at a storyteller mod.

I dislike how the raid sizes both in the existing vanilla and modded storytellers would not scale very well with increasing colony population and development. It is almost entirely dependent on colony wealth - and with raid sizes having a soft cap that keeps very large raids in check unless you reach extremely high wealth levels you have had more than enough time to build structures and acquire equipment to fend them off. Raids were a concern early on, but once you are stable with enough people, it is rare to lose a colony to a raid even when playing self imposed challenges such as no turrets.

Pandora Dark will generate events in the same way Cassandra does, but instead will scale raid sizes much more aggressively. Colonist count will drastically increase it, as will the passage of time. The first few raids may be no larger, or even smaller than before but the increase is exponential. Hopefully it will be much more difficult to keep ahead of the curve. 8)

Edit: Update for alpha 13. Anyone care to test? :3
Edit: Moving to the main post.

falconbunker

I will when I can, and is SID ready for A13?

Britnoth

I haven't yet starting converting SID.

First I want to play enough, and then look through to spot anything that changed in how the AI worked from the previous alpha.

SID is purely xml changes, but I suspect its using some entries in new ways that were not originally intended.  ;)


falconbunker


tonsrd

https://ludeon.com/forums/index.php?topic=18339.msg201318#msg201318

ive not tested this but zeeb wa sasking for a mod that changes the name of heal root back to xand. can u add to ur pack ?

Britnoth

I do not have a 'modpack'.  :P None are interdependent on any other mods, the exceptions being Hard Maps + Random Resources, which are mutually exclusive for obvious reasons.

Converting Brass Monkeys next, to make the coldest maps playable again.  8)

winowmak3r

Just finished my last cold run (...and died) and saw Britnoth on Zeeb's stream and he suggested Brass Monkey to make the colder maps more difficult. Also decided to give the new storyteller and SID ones a try because they looked fun. Loading it all up now and will report back!

Britnoth

#14
Edit: Removed for a14.