Unstable build feedback thread

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

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cactusmeat

I'd like to know if caravan disease chance is higher with cassandra vs phoebe, but nobody complaining so far is giving such details.
I haven't caravanned without blue meds on phoebe, and never for more than 10 days at a time, never through jungle, so it's never been an issue.

Ser Kitteh

My pawn just died by springing on their own trap. When the heck this did happen? Did I miss a changelog saying traps now trigger on pawns again?

cactusmeat

Quote from: Ser Kitteh on July 18, 2018, 11:16:58 PM
My pawn just died by springing on their own trap. When the heck this did happen? Did I miss a changelog saying traps now trigger on pawns again?
were they on a mental break? only thing i can think of that would allow that, other than a bug

EvadableMoxie

Quote from: Greep on July 18, 2018, 10:50:15 PM
Did some investigation to find out why my gold lump felt so lackluster in comparison.  Apparently, the site uses 3500-5000 market value to determine minerals.  Since I was planning on selling the gold, on extreme I would've gotten only about 1/3-1/2 the value.  So a plasteel lump would contain ~300 plasteel.  Which is pretty good if you wanted to buy some.  So really it looks like the 3 things to use it for are plasteel/uranium, or silver.  And components actually. 

And if you want steel use the silver to buy steel.  Or walk and bring 12 muffalos lol.  Although that will just get you killed with the current animal raid scaling :/

I've been using drop pods.  It's a bit less efficient for iron due to the weight, but it works. My research was done so my former researcher does nothing but use the scanner, and it usually only takes a few days for him to find a new pocket, so I have effectively have as many sites as I want, which makes efficiency less of a problem.

Regarding animals, on the last site I did, I got a huge wolf pack that my two pawns had no chance against. I had to drop pod in 2 extra soldiers to handle it.  Not a huge deal though, since you probably won't have LRMSes before you have drop pods.  It does suggest the balance on manhunters is off, though.

I think because there is a huge difference between fighting manhunters at your base and fighting them at a random site.  In your base it's easy to funnel them into a 1 tile wide doorway and kill them 1 at time, which is a huge force multiplier for you.  On caravans you get rushed while totally in the open and surrounded. The amount of difference that makes is huge.

I think I can make enough out of these runs to afford to bribe goodwill on every faction.  I got 300 gold from the last site and that looks like enough to bribe one of the tribals up by 60 points.

erdrik

First off, I got so agitated I forgot to save and just quit the game in frustration. (also Im still away from my main computer and don't want to associated this PC with my steam account so Im still on v1962)
I dunno what significance, intention, or rarity this is but it is technically an experience I had so Im posting it.

A raider with a shooting skill of 1 (not a typo, literally "one") with a "good" auto pistol, and an ambrosia addiction, got 8 "hits" in a row spread across three different colonist all of which were behind a line of sandbags and a wall. 5 of those hits were all on one colonist(which was his target).

I checked his hit chance by selecting him and hovering the mouse over his target.
Final chance was 8%

_________  C C C
SSSS W SSSS W SSSS W

_____ W WWWWWWWWW W R
_____ W ______________ W

I wish my colonists could hit that well with a shooting skill of 1...
Even if it is RNG or just the collateral misses rolling poorly against me, I really don't think a shooter with that low of a shooting skill should ever be able to match a 15+ shooter in hit frequency. Regardless of how it is achieved...

(I debated with myself for several minutes whether or not I should even post this, because I am obviously salty over the event...)

Broken Reality

Quote from: cactusmeat on July 18, 2018, 11:22:04 PM
Quote from: Ser Kitteh on July 18, 2018, 11:16:58 PM
My pawn just died by springing on their own trap. When the heck this did happen? Did I miss a changelog saying traps now trigger on pawns again?
were they on a mental break? only thing i can think of that would allow that, other than a bug

No pawns have been back to triggering traps for a while now. It was removed for a bit but seems to be back again.

EvadableMoxie

According to the wiki, there is a 0.4% chance for a colonist to trigger your traps when they walk over it.

Colonists will try to avoid pathing through traps but not infinitely and not if it's the only path available.

Grethlin

So I rescued an escape pod, did NOT capture. Rescued pawn is incapable of caring. I tend their wounds and they get an infection, which I treat. All further treatments were pawn self-tends from the pawn that is incapable of caring. They died as a result.

Greep

Quote from: EvadableMoxie on July 18, 2018, 11:45:46 PM
Quote from: Greep on July 18, 2018, 10:50:15 PM
Did some investigation to find out why my gold lump felt so lackluster in comparison.  Apparently, the site uses 3500-5000 market value to determine minerals.  Since I was planning on selling the gold, on extreme I would've gotten only about 1/3-1/2 the value.  So a plasteel lump would contain ~300 plasteel.  Which is pretty good if you wanted to buy some.  So really it looks like the 3 things to use it for are plasteel/uranium, or silver.  And components actually. 

And if you want steel use the silver to buy steel.  Or walk and bring 12 muffalos lol.  Although that will just get you killed with the current animal raid scaling :/

I've been using drop pods.  It's a bit less efficient for iron due to the weight, but it works. My research was done so my former researcher does nothing but use the scanner, and it usually only takes a few days for him to find a new pocket, so I have effectively have as many sites as I want, which makes efficiency less of a problem.

Regarding animals, on the last site I did, I got a huge wolf pack that my two pawns had no chance against. I had to drop pod in 2 extra soldiers to handle it.  Not a huge deal though, since you probably won't have LRMSes before you have drop pods.  It does suggest the balance on manhunters is off, though.

I think because there is a huge difference between fighting manhunters at your base and fighting them at a random site.  In your base it's easy to funnel them into a 1 tile wide doorway and kill them 1 at time, which is a huge force multiplier for you.  On caravans you get rushed while totally in the open and surrounded. The amount of difference that makes is huge.

I think I can make enough out of these runs to afford to bribe goodwill on every faction.  I got 300 gold from the last site and that looks like enough to bribe one of the tribals up by 60 points.

Well for manhunters if they're slow enough you can just bring a single terminator.  In my case cougars were a bit too fast to really be effective that way, though.  It is nice that researchers can operate the thing really fast.
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

publicuser

killbox

[attachment deleted due to age]

cactusmeat

Quote from: publicuser on July 19, 2018, 12:21:26 AM
killbox

i had no idea that attacking through diagonal walls was even possible. stacking animals too. I don't think either should be possible.

I'm wondering what you do when sappers or drops pods hit, what difficulty and such?

Greep

Herein lies, the saga of tony:

An escape pod crashes near a poison ship that I'm keeping for fun (100 tiles from farmland).  Not that common on medium maps anymore to have poison ships far enough to be benign.

Luckily for me, I've got shield belts, so I feel pretty safe skirting the edge.  I need do some temporary hospital bed shenanigans to kind of maneuver a safeish retrieval.

Eventually tony decides the colony sucks and leaves.  He instantly dies to traps.  Serves him right.



[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

Kerr

Quote from: Grethlin on July 18, 2018, 11:59:08 PM
So I rescued an escape pod, did NOT capture. Rescued pawn is incapable of caring. I tend their wounds and they get an infection, which I treat. All further treatments were pawn self-tends from the pawn that is incapable of caring. They died as a result.

THIS. I came to say the same thing! While the pawn i rescued wasnt incapable of caring, they still died due to their own self care.

Tynan

Regarding chemical interest, a pawn at 50 mood will have a drug binge randomly once per 50 days. So slightly more than once per year.

With chemical fascination, it's once per 25 days.

Unless there's a bug, of course. Also, the chance is higher at low mood and lower at high mood. In future I want the game to report the cause of mental breaks so it's clearer what's going on.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Tynan

Quote from: 5thHorseman on July 18, 2018, 08:25:44 PM
Came here to say this. I saw the story tab and thought "oooh is this a concise history of what the... oh no it's the character tab with a name that doesn't have anything to do with what it contains."

This is pretty hyperbolic. The tab contains the backstory, traits (often derived from said backstory) and skills (also largely derived from backstory).

Story's nice because it's short enough to fit on the tab comfortably and emphasizes what the game's about. We'll see how it turns out, this is something trivial to change so discussions on it are almost 100% bikeshedding anyway.
Tynan Sylvester - @TynanSylvester - Tynan's Blog