Visitors entering buildings where people sleep.

Started by Ret0urH0lland, October 26, 2017, 07:22:18 PM

Previous topic - Next topic

Canute

Quote from: Aerial on October 30, 2017, 10:15:07 AM
Quote from: Canute on October 30, 2017, 10:05:10 AM
QuoteI had forgotten how irritating the vanilla caravans are.  The Hospitality mod, IMO, is indispensable.  Until Hospitality is updated, I'm probably just going to turn off caravans in the scenario editor (I think I can do that) because no caravans is preferable to dealing with them.
I don't know what game you play.
But at Rimworld the Hospitality mod don't change anything with caravans.
Hospitality is only for visitors.

Trade caravans that come to your map - the original caravans.  Not the caravans your pawns form to go elsewhere.
Yep, thats we are speaking of.
Hospitality change only something to Visitors
Trading spot let you choose where Trading caravans will stay until they leave.


Aerial

Quote from: Canute on October 30, 2017, 11:28:39 AM
Quote from: Aerial on October 30, 2017, 10:15:07 AM
Quote from: Canute on October 30, 2017, 10:05:10 AM
QuoteI had forgotten how irritating the vanilla caravans are.  The Hospitality mod, IMO, is indispensable.  Until Hospitality is updated, I'm probably just going to turn off caravans in the scenario editor (I think I can do that) because no caravans is preferable to dealing with them.
I don't know what game you play.
But at Rimworld the Hospitality mod don't change anything with caravans.
Hospitality is only for visitors.

Trade caravans that come to your map - the original caravans.  Not the caravans your pawns form to go elsewhere.
Yep, thats we are speaking of.
Hospitality change only something to Visitors
Trading spot let you choose where Trading caravans will stay until they leave.

I may be misremembering, then.  I don't use the Trading spot mod, but I don't remember having any issues with visiting caravans while using Hospitality, so maybe there's some kind of behind-the-scenes logic going on.  Or maybe I've just gotten lucky.

But you're right.  The behavior I was thinking about was groups of visitors rather than a caravan.

I think it would be great if visiting caravans simply made camp in clear space near your base that did not overlap growing zones or the home zone.  They could plop down a campfire and bedrolls for each member, and declare their own restricted animal zone nearby. They would keep to a zone centered around the camp fire and we could send pawns out to trade with them. 

Yoshida Keiji

Quote from: Aerial on October 30, 2017, 09:26:48 AM
Quote from: Yoshida Keiji on October 27, 2017, 11:03:17 AM
I completely agree that caravan behavior is way too stupid, and that there is need of a designated location. To avoid black ops exploit, it cannot be an assigned spot like the caravan spot, or else players could abuse this by making traders meat shields.

[...]

I don't see why assigning an allowed area for a caravan is a bad idea.

[...]


I don't see why people quote half my post and ask a question which is already answered on the remaining original half.

If the Visitors/Traders standing spot could be moved every time, players could be exploiting that and sending  them directly to death, but if it is one fixed room, the there wouldn't be much abuse.

I don't see why would players need a "mod" to escort foreign caravans, I do that in Vanilla alone. At least for the traders that bring "wanted" items. Don't care so much for the slavers without slaves for instance.

sadpickle

I would like to see the spot for visiting caravans to come back, to control where they decide to hang out. I am sure there is a way to make it work in the logic of the game. Dwarf Fortress does it pretty well.

For example, if there is (or was, to prevent cheating) a caravan spot when the visiting caravan spawns on the map, you become responsible for their welfare. Boxing in, putting them in harms way and the like would tank relations. The penalty would have to be severe, to make it cost-prohibitive to just buy back goodwill. Things like boxing in would probably provoke a hostile, armed response.

On the flipside, you have an incentive to put the spot somewhere safe (like behind the defenses, in stead of right in front of them), but away from your colonists, stored meals, devilstrand plot, etc.

Or you could just not have a spot, and they would do their own thing, but since you're not telling them where to go, there wouldn't be those severe repercussions when they just happen to park right in front of your turrets during a raid or whatever.

I'm not a programmer, but it seems to me like this would be possible.

Canute

Did you read the whole topic, i allready point out that this exist. Except you want this feature in the vanilia game. But it never was a vanilia feature so far.
And btw. you are allways responsible of the caravan, you don't just see the -5 standing if a caravanmember get killed/downed.

Snafu_RW

Quote from: Yoshida Keiji on October 31, 2017, 04:40:25 AM
If the Visitors/Traders standing spot could be moved every time, players could be exploiting that and sending  them directly to death, but if it is one fixed room, the there wouldn't be much abuse.
In A18 at least, packing spots can't be moved while the caravan is on the map (well they can, but it has no effect for the current active 'van). I /think/ this may be true for A17, but I didn't bother to test..

Thus shifting spots makes no sense WRT the scenario you're suggesting unless you successfully predict the direction the 'van comes from (by eg walling off map borders).. in which case the argument appears to be irrelevant for anything but power gameplay IMO

Just my opinion; tear it apart by all means, but be nice or at least reasonable if you do so
Dom 8-)

Canute

Snafu, maybe you didn't understand the function of packing spots yet.
The packing spot if the spot where YOUR selected pawn and animals gather to form the caravan.
From this spot they will start to fill up the animals.
When you place this spot near the stockpile with the cargo for the caravan it can speed up the caravan forming.

Yoshida Keiji

Between a single tile spot and a room, we can't choose single tile spot. Why? Because then, everybody will say it's best to pick a room, as anyone would want visitors to use "guest" tables & chairs, sleep in "guest" beds if provided and needed, "guest" hospital beds if they have any wounded...AND...also REALLY interact with your own Colonists. Have you guys had visitors who are related? I have multiple times sent their related pawns to draft near their relatives but they don't even talk to each other, not even lovers...which is odd. Which can shift this discussion into opportunities to recruit those without faction relationships penalties. But continuing back with a "selectable" area. Creating a "Guest Zone" would make more sense to me, this whole area could simply draw a circle like the orbital trade beacon or the sun lamp do.

This is a feature that really is needed along similar requests for "Friendlies". Anyone who plays 400x400 knows that the support may just walk towards an unnecessary map spot, while the battle takes place elsewhere, or they appear on the opposite side of the map and by the time they reach, the battle is over already.

These two situations are similar as they both address "orientation" to friendly NPCS. Tynan/Ludeon can easily hit two birds with one stone by providing players some level of control over them.

Say... technically one could be able to direct them like drafting with a similar line to "world map planning mode" only that in the case of NPC caravans, if the line was drawn by yourself and they die, then a negative event shall trigger, if they die without player interaction, then no penalty. But completely needed for "friendlies". However, it cannot be a single tile spot so that they are not used for meat shields like I mentioned already, but instead something like a zone for them so that they can decide what to do somehow. I can't remember which was the other thread atm, but I already suggested additional commands to friendlies like: frontline, flanking, backline, support, split, etc.

Every time you visit somebody else's home there's always a typical room for guests be it living rooms or dinning rooms in cities or garden, front/back yard for countryside or both mixed somehow. So wherever this feature would be, it certainly hints indoors in-walls...and somehow too for Friendlies.

Canute

QuoteEvery time you visit somebody else's home there's always a typical room for guests be it living rooms or dinning rooms in cities or garden, front/back yard for countryside or both mixed somehow. So wherever this feature would be, it certainly hints indoors in-walls...and somehow too for Friendlies.
Hmm at my country we might have an seperated room for guests to sleep. But no seperated room for them to eat/hanging around.
They just use the same furnitures we use, i think thats the goal of visitors to interact with the ones and don't be seperated.

You right the interaction between related pawns is a bit weak.
But you never know why they are seperated, got the one exiled because of bad things/mind trouble with the parents/elders or does he got bee's at the pants and seek for adventures.

Yoshida Keiji

I never used the term "separate", but if that is the impression that you got, I suspect it has to do with my first paragraph referring as "guest" this and that. I think "guest" dinning table and chairs are needed since both locals and visitors should eat at the same time, rather by turns (no sense in the visit otherwise).

Snafu_RW

Quote from: Canute on November 01, 2017, 03:44:50 AM
Snafu, maybe you didn't understand the function of packing spots yet.
The packing spot if the spot where YOUR selected pawn and animals gather to form the caravan.
I'm aware of that tks; the context was being applied to the proposal I quoted
Dom 8-)

TheMeInTeam

QuoteIf the Visitors/Traders standing spot could be moved every time, players could be exploiting that and sending  them directly to death, but if it is one fixed room, the there wouldn't be much abuse.

Exploit carries no credibility in this context.  Most players don't know what that word means by their own standards anyway.

Right now, caravans actively congregate near defenses *in vanilla*.  Players are penalized for using them as meat shields with relations hit, in addition to the unreliability of the tactic.  Considering the state of the vanilla game, the idea that players would use them as meat shields via a mod as an (arbitrarily defined) "exploit" is nonsense. 

Self-meat shielding and the occasional suicide is their DEFAULT behavior :/.  There might be better implementations still, but trading spot mod is a straight up improvement over unmodded.

ColonistGirl

Yeah, it's definitely annoying. I picked up a mod that allows you to lock doors (can set them to "fully locked", "no visitors can use", or "unlocked"), so you can have the door to the foyer/dining area of the colony be unlocked, but the storage areas and bedrooms locked to only colonists, etc.