Unstable build feedback thread

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

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Greep

#1035
Yeah, it kind of defeats the purpose of the LRMS though, and the game just feels like it's supposed to be balanced with 1 colony.

One idea I'm having is sending pack animal caravans, as faction bases do have nearly 1000 steel that refreshes twice a year I think.  Although that would raise visibilty enough to warrant needing armed guards :/


Edit: Actually this is becoming less of an issue than I expected after getting an ally:  every 4 days caravan means actually quite a lot of steel.  ~4500 a year

Edit: Being able to reposition the deep drill is having an interesting consequence:  I was able to find uranium by simply reposition the drill 6 times before getting a scanner.  This is super time intense and not at all worth it in the long term, but just thought it should be known.
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

(Previously: https://ludeon.com/forums/index.php?topic=41766.msg413970#msg413970)
The Muffalo Mob has easily endured the second winter. This time we have food to spare and we are up-to-date on training. There haven't been any serious threats. A few paltry siege attempts, but the Mob swept them away. There was a manhunting pack of 34 alphabeavers, but... we have 34 animals. Bigger ones. Better organized, and with sniper support.

We are now looking into efficiency improvements. So much of colonist time is spent feeding the Mob that there's little left over for anything else. We hope to finish electricity and have all of the basic efficiency improvements in place by the next winter.

[attachment deleted due to age]

hedgehogger

Finally decided to stop lurking and share some feedback on my Tundra base:
-Alphabeavers came two years in a row and completely cleared the map of it's remaining trees (and any trees I had attempted to plant in year 2).  Definitely an more impactful event on low tree count maps, but there were way too many beavers to stop in time even with all my combat capable pawns on active hunting duty.
-I can't set-up a kibble drop zone outdoors without every wild creature on the map bee-lining for the fresh pile.
-Just experienced a very frustrating event where a bear mauled one of my colonists to death right in front of two turrets that refused to fire on the beast.  It appears that the ability to manually target with turrets has been removed, which would be fine if they actually fired when I needed them to.
-Could passion level be added to the mouse-over tooltips on the Work tab?  That addition would save so much time flipping from the Work tab to each character's skill page to make sure that they are assigned to skills with good passions.

Overall, loving the 1.0 changes!

ChJees

When playing I noticed one very irritating thing yesterday: When a pawn is drafted with a ranged weapon they do not shoot at the closest enemy automatically. Instead for some very weird reason priorotise enemies with ranged weapons.
Not game breaking but i will need to have manually target the charging club man :P.

Antaios

Quote from: Boboid on June 30, 2018, 12:16:33 AM
I get that you dont like trade but.. mathematically it's efficient and effective.

I think the big difference here is there are people who don't want to run the trade caravans basically on cooldown - it feels gamey and tedious.

East

#1040
Quote from: Tynan on June 29, 2018, 10:06:28 PM
Fix 3302: Pawns cannot path through colonists engaged in combat

I am so happy. Thank you.

-----------------------

There is certainly early steel drought. All weapons and armor requires steel and the turret also requires a large amount of steel. Two basses(town) for steel are useful but quite cumbersome.

-How about this change?-
What about replacing a long range scanner with early research and How about offering steel and some components? And, instead of rare metals, iron is provided within 0.2 day range. It would be better to reduce the waiting time significantly, or rather to charge the chemical fuel to a certain amount and then use it to search for radar.
People will actively do it for steel demand before deep drilling. And steel will tame the animal because it is heavy.
Through later research, steel radars will be able to perform additional rare metal radar functions at discrete intervals from steel.
People will feel free to use the nearest World Map location, which will allow them to consider longer distances with a caravan prepared for it.(caravan animal+food+Caravan experience.)

It would be interesting to be able to create a ground penetrating scanner as a resource that can only be obtained from a long range.

Greep

Quote from: Antaios on June 30, 2018, 03:08:36 AM
Quote from: Boboid on June 30, 2018, 12:16:33 AM
I get that you dont like trade but.. mathematically it's efficient and effective.

I think the big difference here is there are people who don't want to run the trade caravans basically on cooldown - it feels gamey and tedious.

It would be nice to have an "order huge caravan" that costed 60 faction and was 4x the size and cooldown.  I am pretty much just ordering bulk nonstop with only some combat/exotic
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

Got a NullReferenceException when getting a Item Stash quest. I suspect it was the Orassan faction who gave it because it was the only faction with no leader :P.

Item stash with Debug Console
Factions

Should be fairly trivial to fix. A simple null check!

Lech

Is malaria in tropical forests programmed to "just" happen? I save scammed 6 times and my pawn always gets it on 22th day of playing.

Greep

#1044
Quote from: Lech on June 30, 2018, 04:36:34 AM
Is malaria in tropical forests programmed to "just" happen? I save scammed 6 times and my pawn always gets it on 22th day of playing.

You get infected with malaria before the message, a couple days about, and malaria's progress starts progressing from 0% unawares to you.  So if you saved on the 18th or so you're already infected, so no amount of scumming at that point will save you  :P.

Quote from: ChJees on June 30, 2018, 03:49:56 AM
Got a NullReferenceException when getting a Item Stash quest. I suspect it was the Orassan faction who gave it because it was the only faction with no leader :P.

Item stash with Debug Console
Factions

Should be fairly trivial to fix. A simple null check!

Isn't orassans a mod? XD
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: hedgehogger on June 30, 2018, 02:13:14 AM
Finally decided to stop lurking and share some feedback on my Tundra base:
-Alphabeavers came two years in a row and completely cleared the map of it's remaining trees (and any trees I had attempted to plant in year 2).  Definitely an more impactful event on low tree count maps, but there were way too many beavers to stop in time even with all my combat capable pawns on active hunting duty.

Alphabeavers can be countered manually. Just dont try to kill them one by one. Hit one until he bleed enough, then switch to next. And just leave them to die by bleeding. Such hunting save a lot of pawn time in cost of increased micromanagement. Also, best weapon for such hunt is minigun. (if nothing changed from previous versions)

Greep

#1046
Just realized in the op you wanted wealth graphs and not many have posted this.  Here's a  wealth graph of a randy extreme on ideal economy map (temperate, small hills, no cold snap due to 19C min temp).  Also showing how my turrets are going so far :D

[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

PurpleTonberry

Tree sowing seems ridiculously too slow. At least cocoa trees, I haven't tried sowing any other kind of tree yet... Regardless, I wouldn't think it would take an Industrious level 14 grower 2 hours to sow a single tree. I understand that tree sowing can't be as fast as regular plants, but with how it is right now, it's going to take a week for 3 people to sow a medium-sized field of cocoa trees, a week that they will not be doing anything else.

Syrchalis

On that note, I find it funny, leveling my growers has become easy because of how long trees need to sow, while leveling my crafter is much harder now since nearly everything is crafted a lot faster.
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.

jamaicancastle

Regarding factions: the constant faction decay makes them feel not worth pursuing, at least to me. I would much rather they decay when you ask them to do stuff. I also feel like there needs to be some threshold or diminishing return when gifting stuff. Gifting vast quantities of generic stuff, though the numbers check out, feels rather off.

In particular, this sounds like something that legendary items and one-off quest rewards like artifacts could be useful for. There's no effective way of mass-producing them, so they can be much more rewarding and meaningful gifts without the feeling that you're buying a whole faction's loyalty with 10,000 rice.

Quote from: Greep on June 30, 2018, 04:40:05 AM
Isn't orassans a mod? XD
Yes, but the ability for a standard NPC faction (as opposed to say mechanoids) to not have a leader is core, even if none of the core factions use it. Either the letter should be modified to work properly with leaderless factions, or a standard faction not having a leader should be a config error.