Unstable build feedback thread

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

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jchavezriva

I saw that you have set the manipulation stat to control how much materials someone can lift.

If its not at 100%, it wont lift the whole stack right?

But despite someone having 80% manipulation, he should still be able to lift two units of yayo...

I guess your idea was for it to take around 80% of the stack in this case, but it should be 80% of the maximum stack, not 80% of the current one which is less, otherwise what i said above will keep happening.

NiftyAxolotl

Doubling the cost of IED traps is fine with me. They scale so well with raid size, it's pretty ridiculous. And only the ones that explode need to be replaced. I've been abusing them mercilessly. I have about one hundred IED traps in lattices on the approaches to the base. I just repelled a ~110 man tribal raid, losing only eight animals because I handled it all with explosives and bullets instead of an Alpaca Charge.

QoL request: with as many combat animals as I have, it is a chore to balance them among colonists. I'd really appreciate a basic auto-assigner button. Something simple, like: 1) assign all bonded animals, 2) walk down all other obedient animals from highest to lowest wildness, assigning each to the eligible colonist with fewest animals, breaking ties arbitrarily.

Rambling: I want to try playing with fire, but I'm having trouble figuring out how to integrate it into my defenses. The trouble is that it conflicts with my IED traps. I don't want a whole lattice of traps to go off, but I do want a whole entrance to turn into a wall of fire. I'll experiment with some incendiary traps, corridors, and dandelions. Dandelions secret OP?

jchavezriva

Im having a tough time with a colonist with broken pelvis.

Since it wont walk again unless you make some sort of prosthesis for it, can we get an option to dress downed colonists?

She has been like this for several years and her clothes will be none soon. I will need 2-3 heaters on her room so that she doesnt die of hypothermia!

5thHorseman

#4593
Quote from: jchavezriva on August 07, 2018, 09:22:44 PM
She has been like this for several years and her clothes will be none soon. I will need 2-3 heaters on her room so that she doesnt die of hypothermia!
Yeah I stripped someone with a brain scar and now she's been lying naked in her bed for going on a year now. I'm just waiting for some mech serum to show up in a quest or a trader.
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.

rizurper

Storyteller: Randy Random
Difficulty: Savage
Biome/hilliness: Ice sheet/mountainous
Commitment mode: yes
Current colony age (days): 109
Hours played in the last 2 days: 4h13m
Complete mod list: none

I had an issue with turret reaction to predator's hunting pawn. A hungry lynx decided to hunt my pawn. So I drafted her, then she shot, 1 bullet hit but 2 missed (no manhunter state). The lynx got near and bite her. However, my turret didn't recognize the lynx as hostile, it was just stand still like nothing happens. But I managed to get her indoor with wounds all over the body. Then there was transport pod crash, and the lynx went to the unfortunate victim.

I don't understand why doesn't the turret consider harming wildlife (non manhunter) is hostile. Or maybe this is something that should be fixed.

bbqftw

#4595
Stress testing new >10k point raids. Merciless/cas/committed etc.

It starts with a refugee raid.



We accept.

150 raiders. 50+ doomsdays and triples.

My computer melts, the entire fight processes at close to 3 FPS. At the point I realize my base is breached (there is a funny story behind this, because it wasn't even technically my fault), I start frantically spamming insanity lances. Friendlies pod in and mostly die.

I am actually a few seconds away from absolute disaster, since in the insanity I do not realize a doomsday is aiming at a cluster of my troops. But with less than a second on the aim timer, we get magic kill #75, and they break.

It would have been enjoyable fight if it wasn't this ridiculously laggy, but this is quickly getting to the point where even a relatively recent computer cannot really handle this. And I am only at 16000 raid points...

Aftermath - glad I didn't greed on firefoam or else this entire part of the base is a complete loss.


Guess no more refugee chases. Pity, they were quite interesting.

PS I like how my wealth went up due to the raid despite the entire upper half of my base being ravaged.

Greep

#4596
Storyteller: Randy
Difficulty: Merciless
Biome/hilliness: Sea Ice
Commitment mode: Yes
Current colony age (days): ~900
Hours played in the last 2 days: ~10 (turns out time flies really fast one sea ice)
Complete mod list: None

3 more years.  Somewhere along the line, I end up starting to accumulate a bit of steel.  I think this is because I've stopped building additional hydroponics as huge raids are giving enough goods.  This lets me buyout trade ships of what I want and allows me to call some caravans to at least transform wealth into useable wealth. But in any case that means it's time to go 100% full throttle: only minor wealth control, not even bothering sacrficing virgins to adaptation.

Due to the chemfuel meal nerf I'm actually literally using human meat for fuel.  Not even joking about that, it's just what makes sense.  Honestly it's kinda gross even for Rimworld's standards, but that's sea ice for you.  Because of this and for many other reasons including no longer caring about raid sizes, it's time to whip out haul-o-dogs.  I start out with two huskies and a couple pigs.  Pigs get hypothermia so I make some bacon and get some more huskies.

Sky high expectations hits and it means my crafters are not getting inspirations and I'm getting regular breaks.  So also time to focus on making bedrooms.  Because the raid cap was basically removed, I'm not going to get like 50 colonists, so I settle on 4x4s with sterile floors and jade statues.  I'd get some joywire for non-combatants, but relation bribing seems like it was nerfed a bit, so I'm just going to wait for a trade ship.

I start recruiting some more colonists, and a wanderer joins with chemical interest.  That's workable in a ship launch game, but in a megafort game, he's useless, so I turn him into chemfuel.  Unless I'm wrong, even if you can replace kindeys, you can't reset tolerance, and once you hit about 50% tolerance you're just garbage.  At 70% you're a liability. Overdoses and eating too much profit.  No thanks.  If I had more high end power armor, I'd stick him on the front lines, but I don't.  Pro suggestion: eliminate tolerance on chemical X.

Both cannibal lesbians have legendary/masterwork gear now.  Both using emps, one on missions, one staying behind.  Nelson the cyborg has a ridiculous 17 shooting from so many missions and an archotech eye getting him 98.5% trigger happy accuracy.  This is actually more for show than anything by now, since in the end game without door-peeking and huge raids, most of the work is cannons, slugs, mortars, and emps, although he's a real kill in drop pod attacks and missions.

Blobs of doom are showing up.  I have to decline chased refugess as one tribal one had over 100 dudes.  10 centipedes with about 20 minor mechs is the largest so far.  Still the only guys to knock out turrets have been drop pod attacks.  I've been really careful lately.  So far enemies having killed anyone, although one ended up with a faceful of heavy charge fire.  She was firing a triple rocket on a blob, and it took longer than I expected to fire.  Incidentally, the triple launcher was not very effective against the centipedes, so I'm not sure what I'll do if I have to face like 30.  Frag spamming?  *shudder*

A significant minority of raids are having issues finding the entrance to the fort, probably due to all of the layers of single walls.  I've been doing this so my mortars don't destroy too many walls, but it looks like it screws up the A.I. or something.  One manhunter horde just couldn't even figure out how to get inside so I just mortared them to death.  This could also be because sea ice movement rate and the path cost to actuallt attack the colonists.

Sea ice does have one  really nice advantage:  Outside movement speed is about 25% due to snow and ice.  This means I can actually aim accurately with mortars at just about anything by firing a bit ahead.

With the change to both IEDs and chemfuel, I've been using them as backup.  I keep a bunch uninstalled, and if something horrifying comes at a really bad time, I fill my corridor with them.  This hasn't happened yet:  The worst so far was a randy dual attack with a mech horde.  But turrets and emps were about to handle the mechs while my dudes mortared the sappers.

Speaking of mortars, sieges still seem to break instantly if you hit them right as their drop pod items fall down.  This could be a coincidence, but something feels buggy.

Had to take a slight break from lumping:  Didn't have animal hauling, and I couldn't keep up.  But that's back again and can be seen on the graph.  It also looks like known threat: none may actually be none now.  Which is pretty nice as I was starting to ship in 10 spike traps, a lance, and 5 terminators to do lumping.  Or maybe it's a coincidence.  Patch nooootes :(

[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

ticket

I have to admit these new builds have been extremely fun to play. There are just a few balancing things that stick out to me.

- Giving a colonist a prosthetic (not bionics) seems to increase his/her value too much. Someone please correct me if I'm wrong about this.
- Devilstrand feels like it takes too long to grow and the required grow level is too high. By the time it is all good and ready I've already got flak armor on my people.
- Megascarabs feel OP in their combat abilities. I say this mostly because the infestations I've been getting make the other threats look extremely weak by comparison.
- Insect hives take too long to spawn new bugs. I would rather see weaker bugs that spawn more often.
- I understand there's already a small swing in how much daylight occurs in each season, but it doesn't seem noticeable from a player's perspective. Shouldn't season have a bigger impact on things like solar and wind power?
- For how rare they can be, healer mech serums should heal more than just the worst injury on a pawn.

Polder

A pack of manhunting animals gives a lot of meat. Maybe the animals should be poisoned so that the meat is inedible.

Greep

Well manhunting people give a lot of meat too.  Just sayin.
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

Awe

Quote from: Polder on August 08, 2018, 02:39:05 AM
A pack of manhunting animals gives a lot of meat. Maybe the animals should be poisoned so that the meat is inedible.

Maybe you just leave to rot corpses if you dont need a meat? Pretty simple solution. You dont need to do anything, developers dont need to do anything, all who love manhunters meat delivery dont need to hunt excesively. All happy.

PS My freezer looks so empty, i want bigger manhunting packs.

[attachment deleted due to age]

Polder

I think meat should come mainly from animal breeding, milk producing animals, hunting or trading. Not manhunter packs that bring thousands of units of meat in nice packages.

Awe

Quote from: Polder on August 08, 2018, 02:53:39 AM
I think meat should come mainly from animal breeding, milk producing animals, hunting or trading.

Did you try to feed 20+ mans colony via animal breeding or milking?

Chicken Breast

So I haven't seen much about the update to .19, but I'm seeing some changes to the research screen. Very cool!

Besides this, I'm noticing what might possibly be a bug. I'm not sure if this is because I'm playing on a map created on 1.0.

With a raid of one tribesperson, a tribal named Cheetah appeared outside of my walls and prepared for a while. I pre-emptively sent out my rifleman, and he proceeded to shoot at him. For some reason, he just...didn't respond? Like, he just took all these bullets. It wasn't brain damage or anything, but he significantly damaged him until he finally died from 5 bullets.

Seems obvious to say that he should have tried to at least take cover or charge me with his club?

Sig by Me!

Teleblaster18

#4604
A suggestion, regarding Scattered Mech Drops (and one that might already have been made):

It is sort of difficult to tell how many Mechs you are facing;  hovering over the "Raid" envelope will bring up an arrow that only indicates one Mech at a time.

Usually, the work-around is to pan back as far as you can, double click on a given item, and the system will tell you how many of those items are currently on the visible map;  of course, it won't tell you how many are not visible off the area that you're currently viewing.

This isn't a game-breaker, by any means...it just takes a player longer to identify how many (and what type) of threats they're facing.

Even something as basic as a running tally message ("'X' Scythers Remaining") would let you know when you've fully defeated the threat, and can safely reconfigure your base and colonists' settings to a non-Raid footing.