Unstable build feedback thread

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

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Broken Reality

First post so here goes.

I've played several colonies so far in 1.0. Most have not gotten to late game, most not even to turrets, partly because some of the games were tribal or NB starts. The one game so far I have gotten to turrets (yesterday's build not the one just released) I haven't felt the steel cost for barrel replacements yet, however I do only have a few turrets.

Combat feels good, I like the armour changes though centipedes were a nightmare until I got a sniper rifle and even then they take a lot of kiting. Looking forwards to testing the faster weapon charge times. Shotguns feel underwhelming as do machine pistols. My main problem with combat is now how few prisoners I get. Most raids that happened I got zero prisoners as every raider died. I struggled for a long time with getting colonists, more than in previous patches. It didn't help that the first new colonist I got was a pacifist which made going on missions to rescue people a lot harder as I was lacking firepower. I've been waiting for a raider to take a heart from to replace my pacifists heart as it has a blockage and not had a chance to harvest one yet.

My other main issue is how often background based mental breaks happen. One of my few recruits had chemical fascination, three days in a row he went on drug binges, then worked for 2 days and then had 2 more back to back binges. This sort of pattern kept happening his mood being high did nothing to regulate his binges. Normally I wouldn't have recruited this pawn but I was desperate for any half capable pawn.

The changes to animal handling don't seem too onerous, i started with one of my pawns being an animal handler and they managed to keep a decent group of things tame and i didn't have any go feral or lose any training. 

The other problem i had were all the traders decided they wanted to hang out in my base entrance with the turrets and deadfall traps. Before i built that part of my defences traders would come in to my base fully, after they only went to the very edge of my base. Not sure what to do about that but it made fighting some things impossible without me shooting the traders so several times I just had to let them fight it out with whatever was attacking me (this did accelerate my wealth quite a lot when one exotic goods trader fell foul to a manhunting pack of 30 alpacas, two of the traders pack animals died as did most of the traders two of whom died to my deadfall traps).

I should have made notes as i played as I'm certain I've forgotten things.

Tynan

Tynan Sylvester - @TynanSylvester - Tynan's Blog

Oblitus

Quote from: Broken Reality on July 01, 2018, 08:26:10 AM
The changes to animal handling don't seem too onerous, i started with one of my pawns being an animal handler and they managed to keep a decent group of things tame and i didn't have any go feral or lose any training. 
My handler spends his days trying to catch hauling animals to train them.

Broken Reality

Oh one other thing has the construction/repair priority changed? My builders would ignore anything in need of repair if there was anything queued up to build. To get them to repair I have to either forbid or cancel all construction plans. In the past I used FLuffy's work tab mod and that gave the option to set priorities for sub categories for skills ie repairing. So I could have a builder set to repair things and others left to build first. Right now I have a lot of damaged walls and things and they are insisting on replacing my stone floor with carpet rather than fix things.

East

Quote from: Broken Reality on July 01, 2018, 08:26:10 AM

The other problem i had were all the traders decided they wanted to hang out in my base entrance with the turrets and deadfall traps. Before i built that part of my defences traders would come in to my base fully, after they only went to the very edge of my base. Not sure what to do about that but it made fighting some things impossible without me shooting the traders so several times I just had to let them fight it out with whatever was attacking me (this did accelerate my wealth quite a lot when one exotic goods trader fell foul to a manhunting pack of 30 alpacas, two of the traders pack animals died as did most of the traders two of whom died to my deadfall traps).


https://steamcommunity.com/sharedfiles/filedetails/?id=1322328003
It is a mod that speaks to the merchant immediately and returns.
How about joining this mod with the Vanilla game? I think this can be a solution.

Ambaire

Quote from: Broken Reality on July 01, 2018, 09:01:51 AM
Oh one other thing has the construction/repair priority changed? My builders would ignore anything in need of repair if there was anything queued up to build. To get them to repair I have to either forbid or cancel all construction plans. In the past I used FLuffy's work tab mod and that gave the option to set priorities for sub categories for skills ie repairing. So I could have a builder set to repair things and others left to build first. Right now I have a lot of damaged walls and things and they are insisting on replacing my stone floor with carpet rather than fix things.

It used to be repair then construct, then people complained because builders were repairing 80% walls before building new walls, so it went to construct then repair.

We really need separate repair and construct priorities in the base game.

Broken Reality

Quote from: Ambaire on July 01, 2018, 09:45:30 AM

It used to be repair then construct, then people complained because builders were repairing 80% walls before building new walls, so it went to construct then repair.

We really need separate repair and construct priorities in the base game.

Yeah splitting construction in to construct + repair like plants is split in to grow + plant cut.

Oblitus

Quote from: Ambaire on July 01, 2018, 09:45:30 AM
It used to be repair then construct, then people complained because builders were repairing 80% walls before building new walls, so it went to construct then repair.

We really need separate repair and construct priorities in the base game.
Why only those?

Madman666

I kinda hoped Fluffy's magnificent Work Tab will make an appearance at some point of RW development.

Gfurst

Quote from: Broken Reality on July 01, 2018, 09:01:51 AM
Oh one other thing has the construction/repair priority changed? My builders would ignore anything in need of repair if there was anything queued up to build. To get them to repair I have to either forbid or cancel all construction plans. In the past I used FLuffy's work tab mod and that gave the option to set priorities for sub categories for skills ie repairing. So I could have a builder set to repair things and others left to build first. Right now I have a lot of damaged walls and things and they are insisting on replacing my stone floor with carpet rather than fix things.
Controversial topic, people often complained about it being like that. I for one was fine with fixing priority, in case someone is banging on the door, or turret about to get destroyed and they go build some pointless piece of furniture somewhere. Either way I think is fine though, you just have see whats happening case by case, there isn't a easy catch solution for this one.

krizs

Just a suggestion, since we got the ability to assign a bill to a certain pawn, would it be possible to assign operations as well? So if we have multiple doctors, only the best (or the one in training) will do said operation?

Cheers

xion1088

Damn most of my hydroponics basins and 2 Geothermal Generators broke, at least all the components are there to rebuild them

Oblitus

Quote from: krizs on July 01, 2018, 10:46:32 AM
Just a suggestion, since we got the ability to assign a bill to a certain pawn, would it be possible to assign operations as well? So if we have multiple doctors, only the best (or the one in training) will do said operation?

Cheers
And since we can now install peg legs on humanlikes, why not on animals?

iamomnivore

#1153
Quote from: Broken Reality on July 01, 2018, 08:26:10 AM
...
Combat feels good, I like the armour changes though centipedes were a nightmare until I got a sniper rifle and even then they take a lot of kiting. Looking forwards to testing the faster weapon charge times. Shotguns feel underwhelming as do machine pistols. My main problem with combat is now how few prisoners I get. Most raids that happened I got zero prisoners as every raider died. I struggled for a long time with getting colonists, more than in previous patches. It didn't help that the first new colonist I got was a pacifist which made going on missions to rescue people a lot harder as I was lacking firepower. I've been waiting for a raider to take a heart from to replace my pacifists heart as it has a blockage and not had a chance to harvest one yet.
...

This. Totally, this. It's never been easy to pick up colonists, in this game but, the extreme death rate on raiders has really put a cramp on expanding a colony's working body. In full disclosure, I play only on Extreme difficulties and I don't expect a lot in the way of mercy from the game; however, going multiple raids without any survivors starts to feel disappointing and ... artificial. Perhaps, there is a better way to handle this? I don't have any ideas but, I just want to throw some weight behind the abject disappointment of surviving the worst this game can throw at one and then still being stuck with the same 3-4 pawns, slowly degrading to injuries ... Thanks.

Madman666

#1154
Its all because of increased death chance for raiders.  It was already 66% and although i don't know current value, it was upped even further. There was absolutely no reason for raising it. At least i don't see "Refugee quests are now doable" as a valid reason. Refugee quests can't replace taking prisoners at all.