Alpha 18 unstable test build is released

Started by Tynan, October 24, 2017, 01:45:47 AM

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Wintersdark

Quote from: protobeard on November 10, 2017, 02:48:47 PM
- Caravans -- I still think the risk/pain of caravans is not worth it. Yes, some of the rewards are now great, but I still found myself dismissing the caravan opportunities pretty much every time. The mechanics of caravan creation/management and uncertainty about things like "will my pawns actually treat each other during caravanning this time?" outweigh the rewards for me. In theory, I love caravans. In practice, I never use them, and the a18 rewards did not change that.

I'm kind of here too.  The rewards often look really great, but the fiddly bits of caravanning make it so risky, and the inability to gauge the difficulty from the message makes the whole process so intimidating.

Sending a caravan is incredibly dangerous - a small cut on the road can kill a pawn due to infection.  Once they get where they're going, you find out if you took too many people (yay, it's easy!  Except now your main colony is going to get raided and die), or not enough people (holy crap, my four pawns have no chance whatsoever against this legion, what a waste of time and risk). 

I know I see a lot of Caravan quest options and I just don't bother, not because I don't think I could handle it, or because it doesn't look interesting, but simply because I have no idea of how much force I should bring along. 

I want to use caravans.  It's so much fun.  And I do take the occasional trading run to nearby towns, but I never do the combat based quests, and only rarely the deliveries - when I just happen to have the right stuff AND it's close.

Garry

Quote from: protobeard on November 10, 2017, 02:48:47 PM

- Caravans -- I still think the risk/pain of caravans is not worth it. Yes, some of the rewards are now great, but I still found myself dismissing the caravan opportunities pretty much every time. The mechanics of caravan creation/management and uncertainty about things like "will my pawns actually treat each other during caravanning this time?" outweigh the rewards for me. In theory, I love caravans. In practice, I never use them, and the a18 rewards did not change that.
about caravan:I started a new game and go into caravan. Cassandra,Extreme,Crashlanded.
-in first settlement(overall I have had three )I Don`t use electricity and other pricey things because I wanted colony wealth to be as low as possible. Research I've done- Pemmican,Bedroll,Passive Cooler,gather some supplies and go
-So overall  travel time is almost 40 days and I`ve been raided only once(four pirates).In A17 I have had a lot of raids and manhunters,some times two raid on the same world tile.Conclusion-caravan in A18 is easy and safe :)
-Arrived at destination I set up walls,killbox(killcorridor) wait 14 days and launch ship into space

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lauri7x3

there should be a notation for inspired people in ther mood or so. i keep forgetting who is inspired for how long after i clicked the message.

also i think there should be an indicator for aurora mood. it is only "feeling good" for now i guess?

Snafu_RW

Quote from: lauri7x3 on November 11, 2017, 08:22:57 AM
there should be a notation for inspired people in ther mood or so.
It's in the pawn's general info box, viewable from the main screen with the pawn selected
Dom 8-)

MikeLemmer

8 days into a colony, my brawler got shivved in the brain for 4 points of damage by a 62-yr old raider with 0 Melee and a Steel Shiv. Hopefully this is not a harbinger of things to come.

MikeLemmer

So, what happens to the 5 people you don't choose at the start? Are they just trashed? Or are they likely to pop up in escape pods/etc later in the scenario?

SBP

Spotted a possible glitch on the prisoner rescue quest last night. My colonists won the fight and rescued the prisoner to a mini field hospital, then started treating the prisoner and each other. As soon as the prisoner was able to walk, she joined the colony and got out of bed - at this point, one of my other colonists who was nearby (and set to retaliate if attacked) started shooting at the new recruit. Maybe she was wrongly perceived as an escaping prisoner?

RemingtonRyder

Glitches and bugs in the unstable go in the Bugs forum.

Yoshida Keiji

#383
Moderator's edit (Calahan) - Removed the quote of a picture ladened post with a link instead to help keep the thread tidy: https://ludeon.com/forums/index.php?topic=36208.msg376431#msg376431


Remember "that" Lambert? Well, I banished him for being worthless. But now I get the "Prisoner rescue opportunity"... of Lambert! He was never captured while a member of my colony because I banished him once his stash of Luciferium run out. Sure the game's character pool just lies at the map edges so he didn't have to travel across the world much to be kept as "alive" but...the event shouldn't pick banished people....and...why is it that we still keep getting tons of Incapable of Violence pawns?


RemingtonRyder

You may want to link to your previous post instead of quoting it in its full length. Just something to consider.

gipothegip

@Yoshida Keiji I've had a similar issue in my game as well. I think I banished this person, but I repeatedly get the quest for the same person. I've only banished one or two people, I think it checks for people previously in your colony only (regardless of whether they were banished, kidnapped, or abandoned).

I think it's designed mainly as a way to get people who were kidnapped or banished back, but I'm not sure. It would be neat if we could get new people from it.

Also, the "you may never see them again" seems to be unimplemented / overlooked, this same person has been contacting me from several camps for a couple years now. They must have terrible security, they get the radio at a new camp every couple seasons, lol.
Should I feel bad that nearly half my posts are in the off topic section?

Ser Kitteh


lauri7x3

Quote from: Snafu_RW on November 11, 2017, 08:43:52 AM
Quote from: lauri7x3 on November 11, 2017, 08:22:57 AM
there should be a notation for inspired people in ther mood or so.
It's in the pawn's general info box, viewable from the main screen with the pawn selected

its useless to check the info box if u wanna know who is inspired and for how long. i guess no one knows the standart values from each pawn.

Yoshida Keiji

To Banish unwanted colonists, open the Character tab, at the top, you have the name, then the "rename" button, then "banish" and finally the X to close the window.

Kidnapped was until now, rescued by paying through the Comms Console. But in A18 Unstable, you can literally go for the rescue in World Map without spending any silver.

In previous games, you could tell that kidnapped Colonists are still alive by looking at the Social tab of your Colonists, any relative would be listed as "kidnapped" and the moment that label disappeared it meant that he/she joined the kidnappers or died. It used to be hard to get them back if turned as there was a fair chance to kill them when they raided you.

Abandoned colonists would simply come to raid. Basically the game would put any pawn that leaves your map in a box right next to your map edges and put them back in play.

This "Prisoner rescue opportunity" seems to drop those Banished from the same pool as kidnapped in previous Alphas, causing inconsistency, as no player would want them back. So this event needs a fix by creating an additional pool to store characters.

Snafu_RW

Certainly the info box doesn't say for how long they're inspired, but it does list /whether/ they're inspired, & what with

Bottom left corner of screen once the pawn's selected, about 3rd line down
Dom 8-)