Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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Syrchalis

Short story:
Boreal forest, winter, 275², large hills, intense, Randy Random, Naked Brutality

So I had just gotten my second colonist when Randy decided to throw like 5 raids at me. This was incredibly annoying, but manageable since marsh slowed them down, they had no or little armor and the first raid gave me a pump shotgun. This with a greatbow allowed me to repell them with just Sandbags (no cheese) but I had to reload once, because they behaved very weirdly.

Instead of getting into cover they just bumrushed my colonists behind their sandbags, no idea why.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

ashaffee

#1546
I've been attempting to start a game for quite some time today and I noticed the diversity in what is desirable is very lacking. Main things I look for when I pick a place to start is the following:

Neigbhors - I don't care if they are evil, high tech or tribes. I want to be able to raid/trade without traveling insanily far. Plus the story is more entertaining for me when I am not isolated.

Roads - Having a road nearby means my trade caravaning will be easier. Caravaning is still a thing I need pratice on so I try not to make this aspect harder for myself

Temperature - I want a full game experience so 20/60 or 30/60 is what I shoot for.

Rocks - Flat is pretty extreme on lack of resources. At the minimum I need small hills but prefer large hills.


All of these things are extremely easy to find but when you tell yourself I don't want to play on a temperate forest map then that number drops down to like 1%. Temperate forest is way to abundant. At the very least it would be cool if there were more colonies settling in tundra or desert area as well. I've looked at this at 100%, 50%, and 30%. It feels like 75% of the world is temperate forest (i know I am probably way off). If temperate forest was decreased just a little it would it to be easier to find diverse starts. Even if that 1% only increased to like 2% that  doubles the options and the ease of finding a place to start.

Edit: Not to even mention rivers that fit this description. That is basically .01%  rarity since 90% of rivers are on flat land and when they travel through mountains they seem to dive away from roads/civilization.

Greep

#1547
One of the pitfalls of designing by wealth/story feeling.  With 2 days left on the ship and my fort almost comepletely destroyed, having fought off nearly a hundred tribals or 14 centipides in my prime..

this is what the game is sending at me xD  I've actually got 3 psychic lances left, but I'm going to see if the caravan loafing around can deal with it.

Edit: Actually it's a siege, I'd better lance them O.O  Also fun fact, all of them have sniper rifles.  Weird

[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Dargaron

So, more happenings in Deserton. Reminder: Cassandra Classic, Rough Difficulty, Extreme Desert w/ 30/60 Growing Period. No Refugees, Chased Refugees or Escape Pods.

This is probably a consequence of my artificially-low wealth and/or lack of turrets (recently crossed the 75K mark), but something like 1/2 of my steel reserves are from looting enemy siege camps and Crashed Ships. I've been using an Excellent Bolt Action Rifle (thank you, Bigvee, and your 15 crafting) to snipe one or two besiegers, which generally causes them to assault the colony. Lately, I've looted one of their mortars instead of deconstructing, and used that instead. As a sidenote, I've finally found a use for Shelves: storing mortar shells in the deadzone under my Wind Turbines.

Most of my Packaged Survival Meals also come from sieges. There's at least one per year, and each one comes with ~20 PSMs. While I do have the capacity to make PSMs, it doesn't seem worth it (although a more active trader colony would probably need a lot more.

Hyperweave and Synthread are still nowhere to be found: I don't think I've seen a single trader carrying exotic cloth, and I've never gotten a quest w/ a Synthread/Hyperweave reward. Admittedly, I don't have the Comms Console, so that might be the problem: IIRC, there's a Textile Trader that comes around if you have a Comms Console.

Powered Armor is certainly an improvement over Flak. I didn't use Plate Armor for long enough to test it all that much.

It would be VERY helpful to have a "GTFO" button on visitors and traders. At least they should be self-aware enough to run away if they arrive during a raid/manhunter pack. I just lost three tribal visitors to some manhunting polar bears(!) while my pawns were still putting on their armor (two have Flak, one has Power Armor). If we're going to be held responsible for what happens on our turf, then other factions should understand when we respectfully tell them to go away and come back later.

Greep

7 hours left.  At this point all I can do is watch really.  There's a siege going on, some scythers are running around everyone, and some tribals and pirates are killing each other.

[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

ChJees

Quote from: Greep on July 04, 2018, 04:16:16 PM
7 hours left.  At this point all I can do is watch really.  There's a siege going on, some scythers are running around everyone, and some tribals and pirates are killing each other.
Total mayhem, hehe. Hold the line people!

Greep

#1551
Holy shit.  I actually made it.  Scariest moment of the game:  A high explosive mortar flies RIGHT OVER the ship's A.I. controller at five hours left.

Blastoff!



[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

NiftyAxolotl

Calling two traders from warring factions feels like a reliable exploit. I get minor penalties for the ones that die, but rescuing and releasing the downed ones brings the diplomacy rating back up, even paying for the call itself. Their pack animals get caught in the crossfire and I pick up good items for free. Last time, they had a literal firefight in my storehouse, but my firefoam popper took care of things. I lost some food, apparel, and mortar shells, but I gained more than that.

A single broken wall caused my entire storehouse to be categorized as "outside", so my items degraded a bit. This felt bad, but it doesn't really affect anything but wealth. Every time I see a stack of 75 wood with 66/100 hitpoints, I wonder what the effect on the game would be if it magically coalesced into 50 wood at 100 hp.

Quote from: Greep on July 04, 2018, 04:28:59 PM
Blastoff!
Well done!

Greep

Quote from: NiftyAxolotl on July 04, 2018, 04:36:33 PM
Calling two traders from warring factions feels like a reliable exploit. I get minor penalties for the ones that die, but rescuing and releasing the downed ones brings the diplomacy rating back up, even paying for the call itself. Their pack animals get caught in the crossfire and I pick up good items for free. Last time, they had a literal firefight in my storehouse, but my firefoam popper took care of things. I lost some food, apparel, and mortar shells, but I gained more than that.

A single broken wall caused my entire storehouse to be categorized as "outside", so my items degraded a bit. This felt bad, but it doesn't really affect anything but wealth. Every time I see a stack of 75 wood with 66/100 hitpoints, I wonder what the effect on the game would be if it magically coalesced into 50 wood at 100 hp.

Quote from: Greep on July 04, 2018, 04:28:59 PM
Blastoff!
Well done!

:D  It might need work, although I wouldn't call it reliable.  I ended making sure the caravans did not fight each other on purpose when one time they decided to do their fight with grenades in my living room.  You can see the carnage in one of my previous posts.

Also, here's the stats on the game since those are probably important.





[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

robno

#1554
Hi, another quality of life suggestion regarding the new game storyteller selection:

I think the difficulty settings should be fixed in place and not jump up and down when you change the storyteller. The placing of the text feels a bit weird; I don't like Randy's warning being in a scrollable text-box rather than displayed somewhere else (perhaps at the bottom of the dialog, under permadeath mode?)

I like the changes to the mouseover explanations of difficulty settings, and medium/hard/extra hard instead of some challenge/rough/intense etc. is growing on me, although I probably still prefer the old ones for flavour - Randy Rough sounds better than Randy Hard.

Also, this may be a hangup from civ, but I think no technology should be further left than a technology from a previous era. For example, swap complex furniture and pemmican. Not really important, but you were rearranging the tech tree anyway so I thought I'd mention it. I like that the electricity things have been separated out so it's less confusing. Also, good to see military tech at the bottom like civ ;)

EDIT: also, I second the idea of prioritising cleaning a certain region above others, now food poisoning is a major concern (which I like, it makes cooking skill more important). I realise this might require a dwarf-fortress style prioritisation system, which probably isn't desirable, but maybe chefs could clean their area before they cook a meal?

Pope

Just noticed something simple to fix btw.

If you set a do until x recepie at the tailorbench, and you want to set up to unpause at a certain lower vaule... well you can't set the lower vaule, since the window in the center is too small  ::)
This occurs on tailorbenches only due to the additional "Count other places options to max value" ;)

I usually keep this max-min value production to keep my armor stacks at a good healthy level. now i cant set it to like 20 max 10 min value.
See attached screenshot

[attachment deleted due to age]

Jstank

I just had an issue where I lost 2 colonists due to the caravans not merging properly. I had two instances of this. The first time both the caravans were healthy, and the second time one caravan was trying to rescue the other caravan through merging. Both times I was unable to merge the two caravans together despite them being on the same tile.
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

etoon

I just had an item stash quest that gave me an idea. Why can't we grab a downed pawn and run? I just did this with an item stash. The site said there was no danger but you better believe there was an ambush waiting. Since it was just a resurrection serum I was able to grab it and run with just a single shotgun wound to the shoulder.

robno

#1558
Also for QOL: maybe the cross icon on the character portrait should be red for serious injuries, such as bleeding, or for life-threatening life conditions.

And more importantly (it annoyed me several times): when the room rating option is turned on (showing the quality of the room in a box), it should always be below any other window. For example, when mousing over 'Extreme break risk', I don't want to see the quality of the room that happens to be where the extreme break risk notification is.

Blake

I also had that same issue with the caravan merging thing.
On another topic, I feel like there has been a weird design choice regarding skill degradation. Skill progression should be like 50% slower on 2 flames and there should be no skill level regression at all BUT yes to in-level regression. There is no good rpg game that punishes character ( in this case pawn) progression. Givin a further analysis on the subject, I must say that there is no actual gain for stopping skill progression other that making the player feel like they are achieving something. Will we end up with gods? :no if skill progression is slowed down a notch as I said a few phrases earlier. And, let's be realistic, there is no much of a difference if you have a superpowerful character and you get him killed/ have an freaky accident anyways. The funny thing about this game is that it is so well designed already that skill-level degradation only stops the fun big time. We want to level up and find a little sense on all those hard days growing rice and making armors. Come on! legendary things are already out from the exploiting. There is no real wall to that tiny little suggestion. Is it a big deal? Yes it is. Why? because levels and getting better. Some would say : I want realism because of geniouses that can make a solar panel with scrap should eventually forget how to build a solar panel with scrap. Of course they forget SOME of the knowledge . But I'm sure that Einstein didn't forget high level ecuations on his last days of live, he had 20 intelligence and 30000 experience and he just lost those 29999 experience but never degradate to 19. Einstein was never a 19 intelligence guy. What I`m asking: Get rid of skill lvl degradation until skill lvl10 to no skill level degradation at all with:
Either settings option:

Skill degradation (degrades) level: on off

or A trait like this:

Slow learner: All the skills are raw with no flames but he doesn't get skill degradation
( I know there is a skill that slows degradation, but I'm pushing for the full stop on level regression and maintain only in-level skill degradation)

Disclaimer: This game rocks. Many of us want something like Mad skills but with Ludeon's touch. I love this game.Cheers.