Infestations

Started by Arcane, December 18, 2016, 09:53:37 PM

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Mekhet

The strategies to deal with bug infestation mentioned here already make it mostly a piece of cake. Only thing that bugs me (heh!) too is the instant surround of colonists that sometimes occurs - but i suppose the mechanic is intentionally designed so tough to sort of prevent people from always just building inside mountains (which i do nonetheless). Maybe it would already be enough to raise the spawn time to like 10 seconds after the warning.

That aside if you design your base right (wide hallways, multiple entrances for each room, embrasures beside bedroom entrances, dead mineshafts and empty/unlit caverns far away from your base) you rarely get into situations where a bug infestation wipes your colony.

Sirportalez

Quote from: taha on December 23, 2016, 06:07:18 AM
Quote from: Sirportalez on December 23, 2016, 05:49:18 AM
Loads of stuff...

I have no idea what are you smoking, but you really should change the dealer.

What you really get is a spawn point at the start of the game, in other words the potential to make the game unplayable in less than 1 game year due to increased number of creatures. Adding extra worker actions (planting / harvesting) increases the script load and eats CPU cycles. Also useless extra materials. More load for

Bleah, why am I even trying? Now if I come to think a bit I realize you sound like a 14 yrs old who saw too many movies. It's great, kid, unleash your creativity. What else do you have in mind?

Wtf is your problem? Is it possible that you are the kid here?

QuoteWhat you really get is a spawn point at the start of the game

Where did I write that? Please read and understand my text kiddo.

skullywag

Quote from: taha on December 23, 2016, 06:07:18 AM
Quote from: Sirportalez on December 23, 2016, 05:49:18 AM
Loads of stuff...

I have no idea what are you smoking, but you really should change the dealer.

What you really get is a spawn point at the start of the game, in other words the potential to make the game unplayable in less than 1 game year due to increased number of creatures. Adding extra worker actions (planting / harvesting) increases the script load and eats CPU cycles. Also useless extra materials. More load for

Bleah, why am I even trying? Now if I come to think a bit I realize you sound like a 14 yrs old who saw too many movies. It's great, kid, unleash your creativity. What else do you have in mind?

Keep it civil please, thats coming close to a personal attack.

Sirportalez dont rise to it please.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Limdood

It is possible to mitigate the danger of a bug infestation.  At some point in the game, if there is a square of overhead mountain-covered space open, an infestation event will happen.  At that point the game will choose a RANDOM overhead mountain-covered space that is a legitimate spawn point and spawn a bug nest (or more, if that size raid is called for).  You can REDUCE the odds of a bug nest spawning in your base by increasing the NUMBER of overhead mountain-covered, empty squares on the map that are NOT in your base.  Dig out some complete mountain outside your base or something. 

When the game creates the event, and your base has 500 mountain covered spaces, and there are 1500 other spaces on the map, the bugs will have a 75% chance to spawn somewhere else.

Does it prevent the problem?  no, but it helps it to be less likely to happen.

Unfortunately, the real problem of this event, which has been mentioned in this thread, but NOT addressed by all the "this is how a REAL player kills the bugs" people, is that it is quite possible, even COMMON, for the bugs to spawn in an occupied bedroom (or other occupied room, but the bedroom is the best example because they tend to only have 1 entrance due to disturbed sleep) and kill the occupant before he can run to the door or anyone else can enter.  Sadly this feels like a return to the "traitor event" days where building into a mountain COULD kill a character just as easily as if there was a "Colonist A has fallen over dead for no reason at all" event.

Mutineer

Well, that is reason why i always have bedrooms outside mountains. I do use mountain room for storage, batteries, freezers and even workshops, but that all are big rooms with multiply entrances, so in case of any problems i can react.

zandadoum

the only thing i would complain about infestations, is that apparently they can eat through any material at the same speed.

i haven't gone through any testing, but i felt like my plasteel walls were as useless as my granite or even wood walls, coz they ate through it like through butter

Limdood

Quote from: Mutineer on December 24, 2016, 04:30:38 AM
Well, that is reason why i always have bedrooms outside mountains. I do use mountain room for storage, batteries, freezers and even workshops, but that all are big rooms with multiply entrances, so in case of any problems i can react.

kind of missing the point.  multiple entrances help, but bugs spawning ON a pawn still almost certainly kill that pawn even with 47 entrances to the room.

QuantumSeany

I've usually started strip mining before infestations start, and then they end up in the mines where they can't really hurt me. I HAVE had one spawn in my base, (Actually, it was a ventilation shaft) and I can see how it'd suck if a pawn was caught in the room where it happened. There should definitely be some warning. On the other hand, fighting in a base is really fun, and I hope they don't remove the event.

Barley

I personally build turrets in all the major rooms now. They're incorporated into the walls and their uglyness is offset by a small statue or two. Bedrooms have emergency exits adjacent to the beds, and deadfall traps in 2-wide hallways (so colonists can go around) help keep the bugs back. I also have multiple exits to the base as a whole, emergency rations and a barracks outside, and a bunch of molotovs and inferno launchers ready so I can burn the bugs out. Shame about the furniture but the ability to do damage over time without keeping the door open is worth it.

Use your brains to counter and minimalize issue. We can't just nerf the bugs because living underground is already giving you the best flooring, immunity from sieges, and natural air conditioning. Nerfing the bugs at this point would just lead to everyone dismissing them as a minor pest/free food instead of a threat and suddenly we're back to Alpha 8 again. Also remember now that you can park 5 melee men behined a door and force the bugs to come through one at a time during the extermination phase.

LordMunchkin

Quote from: Barley on December 25, 2016, 11:43:13 PM
Use your brains to counter and minimalize issue. We can't just nerf the bugs because living underground is already giving you the best flooring, immunity from sieges, and natural air conditioning. Nerfing the bugs at this point would just lead to everyone dismissing them as a minor pest/free food instead of a threat and suddenly we're back to Alpha 8 again. Also remember now that you can park 5 melee men behined a door and force the bugs to come through one at a time during the extermination phase.

Warrior bugs will slaughter even the best melee combatants in the best gear with implants. They are that deadly.

The main problem isn't that mountains are OP, it's that defense in general has been nerfed to hell. I mean, unless you use serious meta, how are you going to survive against sappers, mortars, 50+ manhunters, dozens of tribals, mechanoids/raiders dropping into your base, etc? We have to ask ourselves how much is this game going to focus on combat and how. Because right now combat isn't so much about you or your pawns skill as it is employing whatever new meta there is in order to survive the increasingly absurd amount of threats thrown against your colony.

raonull

Just my contribution: I found infestations manageable using shotguns and incendiary launchers. My base was already compartmentalized like a submarine to deal with bear raids that arise from a certain forest mod.

Also I'm using twoski's Improved Infestation https://ludeon.com/forums/index.php?topic=25549.0

However I agree it is too easy to lose a colonist when a hive spawns right on him. Here is my idea:

Instead of it all spawning at once, 1 or 2 scout bugs show up, as if tunneling from above or below. Not long after, a hive is created near the scouted location with more bugs. The idea is, an unlucky colonist can escape some scouts tunneling into his bedroom before the real fight starts.

Spelopedes should be the scouts, unless a new type is created -- something which will tunnel quickly, tough but either slow or non aggressive. In fact that gives an idea for a similar event -- instead of an infestation, scouts from an existing hive dig a 'highway' tunnel through your base with a hole you have to destroy, instead of nests.