Unstable build feedback thread

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

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Greep

#1200
Ugh, second mechanoid drop pod attack.

I like that these occur in the game, as they are pretty much the penultimate, no punches held, time wreck your base time event.

But holy crap do they just wreck things.  I'm getting a little better at it, it looks like a way to deal with them with my style of fort is to open the doors to your fort so they at least stop wrecking your buildings.

Anyways, here's a before and after, going to cost a few thousand steel to rebuild, also lost a ton of faction and an ally -___-

Edit: also I just checked.  Bullface is apparently alive lol.

Edit: aaaaaaand... eaten by a grizzly bear

[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

Oblitus

Quote from: Madman666 on July 01, 2018, 05:17:52 PM
By the way, i wonder what brought on the huge door nerf. Are they made from paper now or something? The hp on them was already crap, aside from slow stone ones. Now any door that is not made from stone can be easily eaten by some mad bunnies. Funzies.
A door made  of steel requires 12.5kg of stuff. If we assume that door is a sheet of metal 1m wide and 2m tall, then it would be 0.8mm thick. So... Yes, they are made of foil.

Madman666

Quote from: Oblitus on July 01, 2018, 05:29:40 PM
A door made  of steel requires 12.5kg of stuff. If we assume that door is a sheet of metal 1m wide and 2m tall, then it would be 0.8mm thick. So... Yes, they are made of foil.

Hehe, thats a fun fact. Yeah, foil door for a house on a frontier world is the best. Who cares about dangers? Live free, die brave.

NiftyAxolotl

Quote from: Fritigern on July 01, 2018, 04:55:41 PM
incredibly wimpy-feeling 2 round, slow firing burst
What about a third bullet in the middle of the burst that is secretly guaranteed to miss? All the taste, none of the calories.

Quote from: Greep on July 01, 2018, 04:28:47 PM
Yeah animal swarms are fun :D  Still, this is intense, I wonder how this would hold up on extreme or when the inferno cannons and doomsday launchers start showing up.

How are you feeding them all on boreal anyways?  Human kibble?
Centipedes, with inferno cannons or otherwise, are not a threat yet. They maybe fire one shot before the Mob closes distance. Granted, the most I have had to fight so far is three plus two lancers from a poison ship, which is the most favorable situation for the Mob. Six centipedes walking across open terrain would be scary.

The last time (in A17?) that an enemy raider came with a doomsday rocket launcher, I created a special one-square animal zone in their path and restricted an elk to it. The animal sprinted to its forward deployment and was promptly vaporized. Not sure if this exploit still works. If not, I could be in trouble.

Feeding the animals was challenging for the first winter only. Now I have a large field of haygrass. There's a lot of big game, and I hunt it aggressively. I make a lot of kibble. I don't butcher raiders, but I leave them out in a hidden stockpile and let the boars eat them.

Quote from: Serina on July 01, 2018, 04:23:12 PM
You are awesome and I love your posts about your animal mobs/strike forces, very entertaining to read. I normally only play on tundra but you make me want to play on a different biome to try to sustain the same amount of animals.
D'aww, thanks!

stretch611

Well, if the purpose of 1.0 was to make it more difficult, you have succeeded.

Playing on Pheobe, Extra Hard, Crash Landed. For the record, when I start the game, I generally look for a good variety of pawns, not specialists. I avoid non-violent to start, as well as most people with restrictions. I will re-roll pawns that can't do dumb labor, unless I know that they have a full time job, like a cook. While I like toons that are 10+ in skills, I will be satisfied with 7+ in most skills(especially if they have a passion). That said, this run I had a pawns that were 10 in construction (6 for a 2nd pawn backup), 13 in Animals, 9 Doctor, 7 Social.

The game did seem to start slower than I remember with colonies I started in B18. There does seem a bit more time spent on Joy/Recreation. Not sure if pawns have a higher internal priority for it, or need more of it, but it does seem to slightly slow down everything else. This played havoc with my initial start and consequentially limited the time I had on initial research. I also did seem to notice that mental breaks occurred more frequently further slowing things down.

I'm used to using wind/solar power initially. However, due to the changes and slower initially research, I never was able to get batteries researched despite being my initial project. In retrospec, I should have added a normal generator for reliable power. (Note: I was not on a river, so new watermills were not an option.)

Early on, I was hit with gut worms... on both my doctors... my decent one (skill 9+passion) and my limited backup. (skill 4 no passion) Ironically, the next best Doctor had the adulthood background of "Medieval Doctor" yet that only gave him a +1 doctor skill for a total of 1, which seems quite low for someone that has the title of Doctor. With 2 people having gut worms, needless to say the colony was hamstrung for growth. My main constructor was the secondary doctor, and the backup was the doctor, so when these two were hit with gut worms, base construction was limited as well.

I had the usual problems... Heat Wave, the heat wave despite lasting only a short time removed all the wildlife from the map as the animals moved on, A 3 person raid that 2 occupied my pawns, while the 3rd started a fire on my wind generator. Killed one, incapacitated the 2nd, then the 3rd fled, the fire was put out by rain that was ongoing since before the raid began.

I had a tame Warg that attacked a squirrel(for food), prompting the squirrel's revenge... and the Warg fled. I thought that was quite odd for its behavior. I am ok with most of the taming changes, but maybe cut back a little on the taming loss... After all, while training will increase the bond between animals and their masters, a safe place to sleep along with a steady food supply is all that is needed to keep them from ever going wild. Also, the higher attack on failed tames seems a bit harsh IMO... After all, most of the taming process is giving a wild animal food... even if the wild animal doesn't like you, it has food in front of it, no need to chase off and attack someone who is leaving. Now, maybe it can be justified if wild animals get pregnant now... after all you never want to be near wild critters that are pregnant or have young ones near... but they should attack before a taming attempt even begins in that case. (I don't know if that has changed or not... but I did notice juvenile critters on the map, which is a change from prior versions.)

I am about to bail on the current colony though... The only good doctor got Malaria... he is still suffering from gut worms... I was treating him with the backup, I got immunity up to 77% while the disease is at 85%, but then he went on a food binge, right as he needed his next treatment... so he is close to death and psychotic so that he can't be treated even though he needs it. Even if he calms down and goes back to bed, with the catharsis overcome the amount of pain he is in from major malaria infection and gut worms? This colony has been a massively slowed down start to begin with... I don't want to deal with the extra slowdown once he dies and everyone else starts getting even more mental breaks from his death.

That being said, if you want to increase initial game difficulty, Success!! If not, you might want to tone it back a little bit. That being said, I will start a new game... I will probably hold out a bit more for better initial pawns... Hopefully RNG won't severely slow down (or incapacitate) 2 people early as well...

MerlinEngine

For the second time, I have encountered the ancient danger event, decided to open it up for the hell of it and found... nothing dangerous at all. I could understand this happening once, but twice in a row? It seems quite strange, considering every previous encounter I had with this event prior to 1.0 unstable ended really badly for me. I found a bunch of frozen people and a load of harmless bugs. One was crazy high on some drug and had to be gun down, but the others willingly let my merry band of teenaged tribals arrest them, strip away their stuff, execute them and feed their bodies to the sealed bugs in the ancient room (I fought I was done with that habit). There wasn't much point in carrying on with the save, as I had done exactly the same thing fairly recently, but if it is indeed a bug of some kind, I still have a save from before I opened up the building to check it out. Why aren't the frozen people attacking, why aren't the bugs violent? It just seems a formally dangerous event has become an easy colonial startup vault. I am playing at medium difficulty, but my previous deadly encounters with this event were also played on medium, so I don't think that's the problem.

Greep

Ancient evil has always been that way.  Sometimes you get a hive with no bugs.  Sometimes you get crazy weirdos.  Sometimes you get wandering mechanoids.

And sometimes you get aggresive mechanoids that charge your base.
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

Ser Kitteh

Quote
From my experience it works much better this way:
1. Drop pods to evacuate pawns to hospital with capable doctors
2. Drop pods to evacuate pawn to hospital with good meds
3. Drop pods to go there and back before penoxycyline expires
4. Drop pods for everything
5. Drop pods for... Why do we need caravans again? We can build drop pods to send things, other factions have them to send rewards, why we can't just send what they need by drop pods and get reward in same way?

I'd take you more seriously if you explain your caravans better. For all I know you have a level 3 doctor, no pack animals, and herbal medicine for all your caravan runs. From what I can gather, you have no penoxycyline, no medicine, no high level doctor, and no pack animals.

Why caravans? Well, Set Up Camp isn't vanilla and you can't always return with drop pods. You can travel with drop pods, but not return with them.

I also wonder how many people you send on your caravans, you don't say that either. A caravan run to sell stuff requires a minimum of only one person. Hell, my caravans are extremely small. I only have my best trader, third best doctor, and the minimum amount of pack animals for weight to send them.

Refugee quests? Two people. One melee fighter, one shooter. Either of them should be a medic. Barring refugee quests in enemy outposts that should need at least four people. Of course this is assuming you have good armor and weapons and good medicine. Which is why caravan runs should really be done when you're at least a year in.

You should experiment more rather than just complain about it. Or if you're gonna complain, at least explain your situation better.

Mistrornge

Beat it on hard tonight. 
Launched and the daily swarms were tough as I was getting spun up.  Lost 3 colonists while preparing.
Might be good to add a message 'hey if you start this reactor up you have 15 days of hell until you manage to launch.'
Is it intentional that some colonists who are bonded can't be a creatures master?  Just seems odd. 


Sig

Regarding the old "Ok" turned into "Dismiss", I personally feel it was good as it was. "Ok" being universally understood as "I get it, no action taken" while dismiss can be more ambiguous.

Example with a prisoner rescue quest: "Dismiss" or "Jump to location", made it feel like dismiss would remove or discard the quest, and jump to location would accept the quest.

Oblitus

Quote from: Ser Kitteh on July 01, 2018, 06:46:06 PM
I'd take you more seriously if you explain your caravans better. For all I know you have a level 3 doctor, no pack animals, and herbal medicine for all your caravan runs. From what I can gather, you have no penoxycyline, no medicine, no high level doctor, and no pack animals.

Why caravans? Well, Set Up Camp isn't vanilla and you can't always return with drop pods. You can travel with drop pods, but not return with them.

I also wonder how many people you send on your caravans, you don't say that either. A caravan run to sell stuff requires a minimum of only one person. Hell, my caravans are extremely small. I only have my best trader, third best doctor, and the minimum amount of pack animals for weight to send them.

Refugee quests? Two people. One melee fighter, one shooter. Either of them should be a medic. Barring refugee quests in enemy outposts that should need at least four people. Of course this is assuming you have good armor and weapons and good medicine. Which is why caravan runs should really be done when you're at least a year in.

You should experiment more rather than just complain about it. Or if you're gonna complain, at least explain your situation better.
I have 8 pawns (6 of them are good shooters), 3 of them are level 10 doctors. I have a ton of industrial medicine, penoxycyline and a herd of muffalos.
* Sending any caravan without at least four fight-capable, well equipped pawns is just too dangerous. Three is a bare minimum. Two is a russian roulette.
* Pack animals are slowing you down drastically. Caravan can move 2-4 times faster without them. More, if your pawns are bionic.
* Refugee quests tend to be heavily guarded for me. Usually outpost or mechanoids.
* If I send 4 fighters away, I'll only have 2 left to defend the base. And raids are tend to be much more dangerous now, unless you cheese them somehow.
Overall, travelling outside worth it if you can do it in no more than 3 days. Longer jorney are extremely dangerous undertaking that requires some heavy preparations. And at the point you have everything ready most rewards are not relevant anymore.

Ser Kitteh

#1211
Thank you for the more detailed response.

I must admit, I don't understand why your pawn died to disease considering you clearly have good medicine and penoxycyline. Perhaps you just had a bad run? I know it sucks, but hey, these things happen. Death is expected on the Rim, and while it totally sucks you were very well prepared when tragedy struck, you have a good story to tell.

A caravan needs 4 men minimum is quite untrue however. If you're just selling to nearby colonies, 1 man and 1 pack animal is good enough, provided said trader has good enough Medicine and is a good fighter. I've sent single man rescue missions just fine, with only outposts being a noticeable exception. Sleeping mechanoids are very easy to circumvent by just rescuing the refugee and GTFOing out of there.

Pack animals are needed when you collect silver based rewards for your quests. 2500 silver weights quite a lot. The idea that pack animals are slow is well, untrue. If you had to haul 500 silver with you, it's better to have a pack animal then doing it by yourself. It's why 1.0 shows that weight limit. The more stuff you have, the slower you are. That's why pack animals are great. They're not "slow" as long as you don't bring a pregnant animal.

As for base defense, traps, turrets, mortars, IEDs, really the game gives you enough options to defend yourself. You can also request help from allies if you're really hurting. You have the tools to make caravans work, use them! Or you know, just recruit more people.

Caravaning in 1.o is the best experience so far in RW. Barring a few issues, it's the most noob friendly it's ever gonna get.

EDIT: This was all done on Cassandra Intense.

Awe

Quote from: Oblitus on July 01, 2018, 04:43:40 PM
Quote from: Awe on July 01, 2018, 04:25:59 PM
Quote from: Madman666 on July 01, 2018, 04:15:26 PM
10 in medicine without a passion in couple weeks for several people sounds like sleeptalk, sorry. Unless i guess the only thing your people do all day is treat something.

You just dont know that to do. You dont need to treat something. You need exactly to install and uninstall peg leg to prisoner. 1 operation gives full daily cap of exp for 2 fires, 2 operations for 1 fire, a bit more for unpassioned but if you need a decent doctor you must do it instead of whining about rimworld cruelty.
To level from 2 to 10 you need 54000 experience. It is 13.5 days if you get 4000 every day. You can't really get overhead without 2 flames, so it is already more than you've stated.

If you get 4000 from 2 operations with 1 fires, you need 6 operations per day without passion. Or 81 operations in total. Which means that you need at least 3 prisoners and a solid stock of meds. I'd rather invest into drop pods.

Now i understand why Tynan dont like theoretics. 1 operation at 4lvl unpassioned pawn give him ~1100 xp. To level 2->10  in such rates you need like 50 medicines. Costly, but not problem even at first year, if you have 8lvl farmer and dont play extreme biomes. Also, FYI, leveling 1 fires is faster than 2 fires, because his first operation give him under 4k of xp and you can do second which lead to 6-7-8k(depend on current lvl) of xp per day.

TheMeInTeam

^ Whether you can get 50 medicine or not depends on the nature of your starting scenario, biome, and access to that grower, but there are other ways to guard yourself too. 

Given the buildup is pretty quick I'd still take the 2 flames and just run 1 procedure, bit easier on the medicine and more time to do work rather than grind procedures.  Still, this stuff is worth doing if you don't have a viable alternative as a failsafe.  Even one doctor you've leveled to 10+ this way on luci makes you pretty resistant to disease after you have access to normal beds for a bit better IGS too.

More common disease areas remain annoying, though the monitoring is less taxing with the 4 hr tend window so that is much appreciated.  I'd like a little indicator to appear on pawns that get to minor toxic buildup or with enough time to react to hyper/hypothermia with draft micro w/o checking the buildups, maybe some tiny symbol/color.  This way players don't have to leave GUI to account for the conditions. 

Still, it's already significantly better to manage than before in QoL terms.

Greep

#1214
I feel like mechanoid drop pods needs it's own special really long mtb separate from raids  :'(.  8 days later I have another mechanoid drop event.  Shoot me.  Literally in the same hour earlier I have an infestation, although that's Randy being randy so I can't complain  :'(

Hopefully they fight each other.

Edit: THEY DO :D  Sweet bug on bug action.  Betting on the centipedes, though.



[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