Unstable build feedback thread

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

Previous topic - Next topic

Dashthechinchilla

Quote from: seerdecker on July 19, 2018, 10:37:03 PM
Save the panther!

The poor panther is dying to the animals it preys on. It happens fairly systematically. I'm playing in a jungle biome (not swamp).
the cobra dosent do well either, often dies of bloodloss. That is fine by me, though. They still haunt my dreams from the days before the wildlife panel. I can still remember the days of A16 scanning the map for them while my colonists slept.

EvadableMoxie

I'm abandoning my playthrough on day 457. Cass Extreme, no mods.

I think my problem was I got a bit lazy about recruiting while continuing to stockpile wealth and in the end I just didn't have enough pawns to defend my base, resulting in raids that were way beyond my depth.  Partly this was because I wanted to try the activating the ship reactor event, so I stockpiled stun lances and other strong single use items.  But I never got around to using them since most are useless against mechs and by the time I had a bunch stockpiled I realized my wealth was too extreme to be defended by the limited number of pawns I had.

Spears being OP let me get to that state when I should have been struggling earlier and then it was too late to really adjust.  Even that said, I was doing fine against pretty much everything but Centipedes so I still think they are a bit overtuned.  I just think it's so extreme due to me not recruiting enough and if I had done more it might have been okay.

I have a much better idea of what to do into the mid to late game.  I think LRMS is a must, once you have drop pods it's very powerful. So much so you have to be careful about your wealth levels, but it can get you funds and goodwill for trade caravans. With exotic caravans you can get advanced components and speed up your end game production considerably.

Pretty much everything in the mid game needs to be preparing for late game mechs.  Last time I went for charge rifles first,  due to how flexible they are.  This time, I am rushing lances because it's the only weapon that works against Centipedes.

Not exactly sure what "Fun Points" are, but I think that big jump around day 322 is due to starting LRMS sites.


5thHorseman

Story time!

We had a cache opportunity that I couldn't pass up: Sniper rifle, shield belt, and a masterwork revolver that I'll probably sell. It had no known threats which I figured meant an ambush, so I sent 3 armored guys with LMGs that I had just made (my first 3) It was 2 days away so I gave them 6 days of food and sent them off. As usual, I forgot the bedrolls and medicine.

As an aside, could we have a warning about bedrolls and medicine, akin to the food warning? Maybe just alter that screen to list things you'd frequently take but aren't.

So they get there and sure enough, it's an ambush. 2 Labrador retrievers that are way too fast to outrun. So, we take one down with our rifle butts and the 2nd goes down to a single shot while the other 2 of us worked as human shields.

Of course, everybody's cut up and bleeding so I make 3 quick sleep spots and set the doctor to work sans medicine to patch up the wounds. Thankfully, nobody gets infected but it takes quite a while to heal up, to the point where (now that we're slowed by injury) we won't make it back on the food we have. Lucky me, I brought raw corn along to pad the food supply (it's how I had more than 2.7 days of food with no travel rations) and there were 2 perfectly edible Labrador retrievers lying outside. So I made a butcher spot (thanks 1.0) and a campfire, cooked up a dozen or so meals, and headed out.

Vance - a lazy jogger (really!) who is still wearing the bowler hat he wore when he attacked us last year - got food poisoning before even leaving the square, and then within that first day on the road he got the plague and could no longer move. I quickly outfitted 2 more colonists (leaving only 5 at home) to run medicine and food to the imperiled crew. They got there just in time; we fought off Vance's plague with only 2% left on the meter. However, 5 people eat a lot of food and we were still hampered because being immune to the plague didn't mean Vance instantly felt wonderful. So, still 2 days from home (half a day for a normal walker) they again ran out of food.

So I made a 3rd caravan: my fastest colonist with all the food in the fridge. The 4 colonists left behind can fend for themselves, surely. That fleet footed girl ran all day to get them supplies, and they were quite thankful. Vance even started walking again, and they got back otherwise okay. And with the prizes.

But I don't think Vance will EVER eat dog meat again.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

seerdecker

My researcher reports "Trapped underground" despite not being stuck in a mountain base in any way. I manually draft the colonist and let her bask in the sun for a while. Maybe the game could force the pawn to go outside when it's time to do recreation and the "cabin fever" is close to triggering?

NiftyAxolotl

(The same 30/60 Boreal Forest Cass Intense Tribal Muffalo Mob game. This game has been going on for way too many patches, so this will be the last iota of useful experience report before I start over.)

I've rethought my animal feed problem. Raw haygrass seems to be the best to store for a winter, since it is 10 nutrition per stack and lasts for a year unrefrigerated. Pure meat simple meals are the best for extending the food supply, since they gain more nutrition (and faster) than kibble.

Raids of 12+ lancers and an infestation of 11 hives have cut my Muffalo Mob down by a lot, maybe to 40 animals. I am furiously trying to breed or tame more, but it might be a losing battle now. I want to put up some turrets to soften future melee raids, but a patch set my research back by a lot. On the off chance I pull this out of the fire, I am stockpiling Luciferium for the final launch. I expect all my colonists, and possibly an animal or two, to be amped up on Luci plus Go-Juice for the entire launch sequence.


Instead of "Fun Points" or "Adaptation", call it "Fame". Because obviously a legendary golden sculpture will increase your Fame and attract thieves! That's just common sense...

anitram

Quote from: Tynan on July 19, 2018, 10:28:09 PM
Recruitment chances are broken, it will be fixed.

Good thing! Bad thing is that I read this now, and not yesterday when I sold 3 prisoners to slavery as they wouldn't recruit...  :)

Yesterday's build:

- had to check what difficulty I was playing - it's Cassandra, second lowest (base builder?), because I was getting raids every other day, for some time even every day. They weren't very strong, but... Raiders go and attack my farm animals. So I started pulling all of the animals inside the base when the raids happen, however, most of the raids happened during the night when the animals sleep, so they wait until they wake up (some never do...) and then start entering the base. Shouldn't this work as with pawns? They stop what they're doing (f.e. sleeping) when you give them some other task? Lost all my chickens to a 3AM raid...

- coolers: I have a couple of freezers, 5x5, one cooler per freezer, set to -20 C. This works OK, during heat waves temp goes up to 2-6 C, because of the pawns going in and out all the time, but it's OK, behavior same as in all of my previous games. Yesterday something happened with my other cooler, in the hospital (11x5). It's set to 18 C. Heat wave kicks in, outside temperature 59 C, hospital temperature 55 C. This isn't OK. The position of the cooler is good, it has opening for the red part, it's set up the same way as in all of my other games, the temperature should be around 30 C (it was that way before).

- megasloth revenge - didn't expect this.  :)

- "The game is designed to help you recover" - I believe the quote was something like this. Nearing the end of winter, food very low, will hit starvation soon. Lo and behold, cargo pods with corn  :) Poison ship, 2 lancers, I lose one pawn - ding - prisoner rescue quest (the pawn was even better than the one I lost).  :)

And my last observation: when playing with 14-16 pawns, wild animals re-spawn is very bad, making hunting useless. There can be days with only a random squirrel appearing. Is the re-spawn random or depends on something (f.e. if you wipe the map clear, no more animals for you...)?

Tynan

Regarding recuitment, did any of you look at why it might be going poorly? I'm trying to trace the cause.

If the prisoner has a really low opinion of the warden, it will be very hard.

Similarly, it depends on prisoner mood.

The text that pops up on recruit attempts notes if mood or opinion is low.

Any data on this?
Tynan Sylvester - @TynanSylvester - Tynan's Blog

fritzgryphon

No prob here.  Easy to recruit anything but 99% enemy.

Sculpture and some lavish meal and it's done.  It's chilling b/c it reminds you that real humans are also so pliable.  Like POWs or Stockholm syndrome prisoners.

The mood tip is helpful.  Improving mood doubles recruit chance.

anitram

Quote from: Tynan on July 20, 2018, 01:37:14 AM
Regarding recuitment, did any of you look at why it might be going poorly? I'm trying to trace the cause.


I'll capture a couple of raiders today and take a look.

(I do have a big prison, with chairs, tables, sofas, lights, carpet and a game, and they get fed lavish meals).

Sangerwolf

It seems a bit strange that a lot of buildings can be relocated but some cannot is this intentional or will they updated to be able to?

Truman

#3295
Quote from: Tynan on July 20, 2018, 01:37:14 AM
Regarding recuitment, did any of you look at why it might be going poorly? I'm trying to trace the cause.

I don't have the specifics (I released two of the prisoners when it became clear they weren't recruitable) but what I remember is:

  • The game was created in 1.0.1968. I don't remember if I detected the problem before the .1969 patch.
  • I was playing Cassandra/Rough.
  • My prison is a 5x6 wooden room with granite tiles. It originally had 2 beds, but I added a 3rd after capturing another prisoner. All of the beds are normal or better quality. The room is kept clean, has a table, chairs, temperature control and a marble sculpture.
  • I believe that all of the prisoners were pirates. Two were captured together, the third in a separate raid.
  • The prisoners were given medical treatment and were fully healed. None had any serious chronic injuries or residual pain.
  • The prisoners were fed fine meals.
  • The warden has a social skill of 9. She was given a warden priority of "2".
  • One of the prisoners was recruited after the warden received the "inspired recruiter" buff giving a 100% chance of recruitment.
  • The difficultly ranged from ~65%-75%. The failed attempts on the prisoners, including the one that was finally recruited showed a recruitment chance of ~0.65% (they weren't identical, but all in that range).
  • I never saw a message indicating they didn't like the warden, but I did see the "low mood" message for one (and only one) of the prisoners. When I checked his needs it didn't seem particularly low and I was surprised to see the ugly environment debuff. I'm not sure what caused it and the other remaining prisoner didn't show it. Nothing else really stood out.
  • Not sure if it is related, but two of the prisoners fell in love and got engaged. I released them before they consummated their relationship.
Hope this helps!

{edit} Here is a pic of my prison and warden. https://imgur.com/a/NvIntkM

ChJees

Quote from: Tynan on July 20, 2018, 01:37:14 AM
Regarding recuitment, did any of you look at why it might be going poorly? I'm trying to trace the cause.

If the prisoner has a really low opinion of the warden, it will be very hard.

Similarly, it depends on prisoner mood.

The text that pops up on recruit attempts notes if mood or opinion is low.

Any data on this?

This is what I got. Took them when I was frustrated that the recruiting never happened.

https://www.dropbox.com/s/4lvh0ou93c3kht5/20180719220534_1.jpg?dl=0
https://www.dropbox.com/s/fl27b9w76n4b8pm/20180719220541_1.jpg?dl=0
https://www.dropbox.com/s/xtr3kf9u06gwuj3/20180719220547_1.jpg?dl=0

Polder

Quote from: Tynan on July 20, 2018, 01:37:14 AM
Regarding recuitment, did any of you look at why it might be going poorly? I'm trying to trace the cause.

If the prisoner has a really low opinion of the warden, it will be very hard.

Similarly, it depends on prisoner mood.

The text that pops up on recruit attempts notes if mood or opinion is low.

Any data on this?

Going from memory:

Yesterday I spent a some time trying to recruit a 95% or 97% difficulty prisoner. He was in neutral mood almost the entire time, and disliked women. My warden was a beautiful woman with a skill of 6 in social. The recruitment chances I observed ranged between 0.5% and 0.6% (the latter being when I administered ambrosia). Later on another promising recruit was also in that difficulty range and I didn't even bother.

Kerr

Quote from: Tynan on July 20, 2018, 01:37:14 AM
Regarding recuitment, did any of you look at why it might be going poorly? I'm trying to trace the cause.

If the prisoner has a really low opinion of the warden, it will be very hard.

Similarly, it depends on prisoner mood.

The text that pops up on recruit attempts notes if mood or opinion is low.

Any data on this?

My first couple games on the 1.0 builds I noticed recruiting being definitely harder than before, but noticed "Low Mood" popups.

There are a few factors that I had to account for - recruiting works fine for me now:

1. Shoving prisoners in a hole like I used to works way worse. Now I give them an OK room and their own personal table to eat at and other niceties as possible, to improve recruitment. Better mood = faster recruitment.

2. Resistance slows down recruiting in general, so there's usually a week or two before recruiting starts. My guess is this is where most of the 'whining' is coming from. I like it though - I always thought it was weird when a prisoner joined *Right Away*.

3. Tribals as Industrials/Vice Versa are harder as always. Way more noticeable due to the resistance wait!

4. You need a pawn with good social. Like every skill, low levels *barely* accomplish the task now. As such I try to pick a pawn with decent social in my starting pawns if at all possible. My first games where I had issues I had no socially skilled pawns.

*. Oh, I've not received a single "Wanderer Joins" Event in the 1.0 builds - Were they removed? The couple games I had "recruitment" issues in the wanderer would have made a big difference.

*. Previous 1.0 build, before you reduced "Death On Down" chance, I had trouble capturing prisoners in the first place! Literally had 4 people chase pawns with nothing but wood equipped and probably killed 6/8 of the pawns I tried that on.

My current game (Just finished first winter. Cassandra Rough) I got two inspired recruitment events early so that significantly sped me along, going from 3 pawns to 5 quickly. I'm at 6 pawns at day 43 now, with one recently acquired prisoner. Had a few close calls but no deaths yet. Narrowly avoided kidnapping 3 times...

Zombull

I recruited several 80%-ish prisoners. It didn't seem much different from before. The only annoying thing is having to wait a day to click the Recruit box. It's fine if you don't want recruitment to start while they're still "guilty" but at least let us click the box when we're thinking of it instead of having to try to remember the next day and then there's a raid and a fire and oh crap we're out of medicine and then a quadrum goes by and we're pissed that it's taking so long to recruit the guy when we never marked him for recruitment.