I want to hear about exploit strategies!

Started by Tynan, March 21, 2016, 04:46:51 PM

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Nasikabatrachus

Quote from: keylocke on March 22, 2016, 12:27:48 AM
Quote from: Nasikabatrachus on March 21, 2016, 10:53:14 PM
You can trap a wild animal by downing it, rescuing it, and keeping it indoors. For example, this Thrumbo only left my base when I ordered all the doors leading outside to be held open:

i'm not sure this is an exploit. i actually tame animals this way so my colonists don't have to walk very far.


I mean, that's my point. You pacify a wild animal by attacking it and placing it inside your base, the better to be tamed. Seems like an exploit.

letharion

#31
When mechs with miniguns attack, shielded pawns can stand up to them for a long time due to the minigun spread.

Move a shielded pawn up first, until they become targeted. A shield can withstand a single minigun often forever, while non-shielded pawns get plenty of time to shoot from another direction.

The exploit here would be that the mech doesn't detect that the shielded pawn is not a threat, while the multiple pawns with rifles are.
Perhaps a threat/aggro mechanic would be helpful here.

RawCode

if you just want to kill everyone, item loss is not problem.

skullywag

What about the fact that we can shoot people through walls as can the enemy. Has that been addressed i havent specifically tested for it yet (i will).
Skullywag modded to death.
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Nasikabatrachus

Quote from: skullywag on March 22, 2016, 04:13:57 AM
What about the fact that we can shoot people through walls as can the enemy. Has that been addressed i havent specifically tested for it yet (i will).

i've had colonists build walls only to have grenades pass straight through the wall and harm those colonists. it's weird.

skullywag

Grenades I dont have an issue with unless theres a roof but I just pretend the grenade lands on the roof and explodes (and that the roofs are paper thin), grenades over a wall should be possible, no need to make them adjust their travel height as it kind of just works right now anyway.

Its more the fact that you can aim at something behind your target and bullets can intercept pawns in cover as collateral damage, not forgetting the current bug (kind of) of hitting a colonist who has already got behind cover but you the bullets have already calculated they are going to hit so hitting the pawn while they are in full cover.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

RemingtonRyder

Can't locate this one on Mantis:

https://ludeon.com/forums/index.php?topic=16410.0

It's what I would consider an exploit or bug, but I don't know if it has been fixed.

JimmyAgnt007

Oh, In my mega fort, I had some turrets near the map edge and the main entrance was located there as well.  The whole reason for that was that when enemies tried to flee that was the closest edge for them so they had to run past all the turrets on their way to get out.  So i guess the exploit is finding the most likely escape route and setting up an ambush.

RemingtonRyder

Well technically, having an ambush ready for a fleeing an enemy is a cool strategy, but enemy pawns are not too bright and flee in a predictable fashion.

JimmyAgnt007

I think even if they fled back to their spawn point it would make sense.  look at my base, if you get routed attacking the front door, do you try to flee by going closer to the turrets towards the nearest edge or do you go back the way you came?

if i set an ambush with pawns who happened to come out the other door then fine.  but it kinda breaks things when they run into gunfire to get away from the gunfire. lol

ZestyLemons

Here's a tiny doozy for you, Tynan: https://ludeon.com/mantis/view.php?id=2295

(for the lazy: Euthanizing colonists gives colonists less negative thoughts than letting them starve to death)
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Coenmcj

That last one I imagine is semi-Intentional however, considering the starvation is a non-intentional (Generally speaking) whereas euthanasia requires a user action, and might be considered a "merciful" way to kill them.
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ZestyLemons

It's a little silly still considering that euthanasia is suppose to be a humane way of ending someone's life, but everyone is ok with someone inhumanely starving to death.
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thedee05

Quote from: ZestyLemons on March 22, 2016, 11:43:32 PM
It's a little silly still considering that euthanasia is suppose to be a humane way of ending someone's life, but everyone is ok with someone inhumanely starving to death.
I will admit it is how I deal with my meat vegetables to avoid the negative mood hit.  A friend or family member dying debuff is still there.

Tynan

The problem is the same with a lot of similar issues, which is that there's no really good way to determine *why* an event happened for AI purposes.

As in, a guy starved to death - how do we know it was intentional by the player, and not just because everyone is starving?

A trader starved to death or burned to death - should his faction get angry? How do we know?

I can think of ways try to detect it but it gets tricky.
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