Unstable build feedback thread

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

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Gohihioh

So I sort of found a bug.
I send single colonist for a quest which reward was - 1 chemfuel generator and 1 orbital bombardment targeter. I was in tropical forest and settlement was nearby so I was like okay I'll send there a guy. It took him few days, i didnt need to give him any food. When he arrived I accepted reward and thats were the problem begins. The total amount of gear and chemfuel generator exceeded the amout of total weight that he can carry. I can't drop his gear and I can't give back chemfuel generator since there is no option to do that. So this pawn is stack there forerver since he can't move(caravan can't move since carrying too much) and he can't lower his weight(he can't give back chemfuel generator or can't drop his gear)

Snafu_RW

Quote from: Gohihioh on July 07, 2018, 04:05:29 PM
So this pawn is stack there forerver since he can't move(caravan can't move since carrying too much) and he can't lower his weight(he can't give back chemfuel generator or can't drop his gear)
So send another 'van with a suitable pack animal & merge them?
Dom 8-)

Sirsir

Aren't seiges supposed to assault you when you break their mortars? Or has that behavior been changed?

ChJees

Noticed a inconsistency, you require construction skill to build a Tube TV but not for a Flatscreen TV. Also one time when tribals raided me with sappers they did not seem to retaliate to being attacked when they were traveling to the sapping spot.

Wintersdark

So, I'm three games into 1.0 now; and three losses before anything approaching late game.

The first involved insanely frequent raids (Cass:Hard) - like, a raid a day frequent.  Never time to heal between them, and from so early in the game I barely had any kind of defenses at all.  This appears to have been fixed, as it didn't happen again. 

Second game got going well, up to 8 people and decided to do some caravan quests.  Sent three people to pick up an injured refugee, but the caravanners where stricken by the flu mid trip.  Ended up with my forager incapacitated and carried, both slowing the caravan extremely *and* reducing/eliminating foraging, which caused me to run out of food a day before arriving at the refugee.  Set up a camp there to try and build a food stock for the trip back, however, the refugee turned out to be a Wimp who was going to stay in bed till he was fully healed... and that was a LONG time. 

While on that map, a Megasloth went manhunter, attacked and badly hurt the remaining two pawns.  Things infections struck, and my three pawns where well on to dying long before the new pawn would be on his feet.... so, they're done. 

Back at the main colony, the 5 remaining colonists met a raid which saw my remaining doctor killed and two more severely injured, surely to die of infection without adequate medical care and only a couple herbal medicine.  Not a true loss, to be fair, but I wasn't up to clawing my way back with 2 depressed colonists alone in a larger colony base.

This is what makes me very reluctant to use caravans until the late game.  If I don't have automated defenses set up (killboxes, turrets) I feel I can't defend safely enough to risk dividing my numbers, and as I don't play with Randy it takes a LONG time to get sufficient numbers to safely caravan.

This is a significant point that concerns me:  The game works best with fewer colonists, as it's easier to be involved in their stories when there's not dozens of them.  This is why Cass and Phoebe have soft pop caps.  Caravanning is incredibly risky, particularly before you've got high end weapons and armor.  I found, in B18, I'd often have huge piles of "quest" icons on the map, and I'd basically never touch them unless I was much more into late game.  That's not any different now.

Is this the design intent?  If so, that's fair enough.  But the game makes it seem that they're intended for use from early on.  Maybe I'm just bad at managing caravans (this is entirely possible!), but the majority of my colony ending events overall from the very inception of caravans into 1.0 come as a direct result of sending a caravan in the first place. 

So, keeping in mind that the game is primarily balanced around Cass/Phoebe (and thus having more than 12 pawns is the exception rather than the norm) I feel there either needs to be better scaling when you've sent pawns out, or maybe some sort of better player training (through the tutorial interface?) with tips on how to do this without dooming your colony.

*shrugs* or maybe I'm just terrible.  I dunno.  But the only posts I've seen end up talking about very late game strategies (lots of pawns, you've got power armor, or large numbers of turrets/mortars and an elaborate killbox, etc) vs trying to manage caravans with 8 pawns in a mid-game setting.

This is excluding trading runs to a *very* nearby town (~5 cells away or so) that you can reliably reach in a day, which are quite safe and profitable.

Sorry for how rambly this was.  Just a bit frustrated at the highly random (apparently) nature of caravan quests in terms of risk:reward.

NoQ

Quote from: Dashthechinchilla on July 07, 2018, 03:29:16 PM
Quote from: NoQ on July 07, 2018, 02:04:38 PM
I can't find my Vent thing anymore, it's not in the Temperature tab. Does it need to be researched? Tribal start.
complex furniture. I use doors held open until I get it. Slight risk of disturbed sleep but not bad if you put the bed away from the door.
Thx!

Wintersdark

Oh, third game: Naked Brutality start on Cass:Medium.

I love this start.  I really do.  It's hard and unfair, but the very early game is extremely entertaining for me.  Got myself up to three pawns and a really nice looking prisoner to hopefully be #4, living in caves and with 2 of those pawns being indoorsmen, this is great!

Sadly, Pawn The Third had a go-juice addiction I didn't notice when she joined, and was a wimp.  As soon as withdrawal started she was bedridden, and go-juice withdrawal has a +50% hunger penalty.  This made feeding the prisoner and her with my two capable pawns in a VERY early, basic colony where making a toque is a luxury extremely difficult.  I *should* have released the prisoner, but was greedy for manpower. 

Things got quite tight, then during a relatively simple raid (three raiders; two with pistols and one with a knife) my doctor was killed by the first shot against me, then my last pawn - my original one - managed to kill one of the raiders before the other brought took her down and captured her. 

This was followed by my addict pawn starving to death in bed, and the prisoner breaking out and leaving.  Good game all around!   

Thoughts on Naked Brutality as a game start: I really enjoy how this forces you to think VERY hard on how you spend your pawn's time.  Pawnhours are, for 99% of the game, your most valuable resource in any setting, but in Naked Brutality you need to really prioritize what you're doing in order to get basic survival down.  I do feel that you want to have at least Medicine 4 (so you can hopefully avoid dying to an infected squirrel scratch, as you're gonna end up having to bludgeon some animals to death) and Crafting 2 (so you can make a shortbow).  Now, I just had crafting 1, but was able to grab a pilum from my first raider to replace my club, and while I've always looked down on them before, man, those pilums are like sniper rifles when you've been struggling with a wooden club.

There's a healthy dose of RNG for NB starts, too, and that's inescapable.  But it makes the games where you do survive long enough to get things going way more rewarding.  In particular, this is a great way to "ease into" more difficult games as a very casual player.  A NB start on lower difficulty is still quite hard, but doesn't remain relentlessly difficult so a more casual player can have *some* very real difficulty, but not what feels like endless abuse.

IndustryStandard

Quote from: dearmad on July 07, 2018, 03:55:23 PM
Quote from: IndustryStandard on July 07, 2018, 02:42:36 PM
Okay I have experience on two things. The weaker doors and the early game power setup.

On Cass Hard Jungle, without a river, it feels absolutely terrible getting power early on because I can't rely on that perfectly reliable river power anymore. My options are to rush batteries, but I definitely have more important things that need to be setup early before that, wind power or fueled generators. The problem with wind power is that despite powering 2 lights and a cooler, I can go long periods of time without power and if I have a fueled generator I have to constantly shove wood into it which is a crucial material early on. It's just noticeably more difficult playing now if I don't have a river, my B18 strategy was building a solar generator and battery on day 1 which IMO was overpowered, but the alternatives is to put a torch inside my house for basic light, but those raise temperatures and anger everyone.

I don't know a solution to this, because I don't think having batteries or solar panels at the start would fix it, just make it as easy as B18 is. Maybe add some basic reliability to wind power? The output varies, but I don't think a wind mill ever truly stops completely. And I don't really understand not having batteries at the start, I'm not that hugely bothered by it now that I saw you made the research path to a better research bench less dumb.

And onto the wooden doors, which flat out killed my colony before the first month. Someone went hunting, maddened a group of elephants, elephants wiped her clean and then tore ass after my other 2 folks, shredding the doors like paper and chasing them through 4 different doors in the base not stopping. I tried taking 1 on at a time in the doorway but of course this happened after they got injured the day prior and 1 died and the other downed. Everyone died. This entire series of events just kinda felt unfair to me, because I wasn't even able to just accept heavy losses, I HAD to accept everyone dies from this, I couldn't run anywhere and they all got downed so I couldn't even wait out the elephants maddening status.

I like making that door cheese tactic not work as well, I am guilty of it on a few occasions when the odds are horribly one sided, but currently the better material the door is, the slower they open which seems like an unneeded trade off and makes it hard to stop using wooden doors since those precious seconds add up. IMO all doors should open at the same speed, this makes logically and from a balance standpoint they cost more materials and take longer to build.

Of course that leads to a problem of people never building a wooden door..

Idk, I wanted to give some experience feedback, this is all from the last 2 hours of playing on the newest version.

I really don't understand any of this complaint. All that you describe is the half the fun of playing the game. Go play on a river map if you want river power... I mean "balancing" the game to take out differences in difficulties due to terrain and other start situations seems like trying to tilt windmills ala Cervantes. Poor Tynan, I hope he sees this and just ignores most of this.

Overcoming "problems" is what this game is about, and none of what you describe is anything to do with tedium or busy work.

And yes windmills DO stop (we have farms of them out here).

Tone down the rudeness please.

My comment is not a complaint, it's just feedback from an experience I had in relation to two things I thought were worth bringing up. My issues regarding power is that if you are on a map with a river, power is a non issue since river power has basically no downside and doesn't suffer from lack of batteries like solar and wind power do. Don't interpret this as saying different environments shouldn't have different obstacles to overcome just the current way it's setup specifically for power seems off to me. I think water and wind power plants should be researched for alongside solar, and that chem/fuel generators should be the starting form of power generation across all games, but we also shouldn't have to research batteries. There are many other ways to create problems, except water power has no real downsides so I constantly feel the urge to play only maps with rivers. To me, this isn't good.

And for the elephants going mad and killing everyone despite running through 4 doors, that isn't a problem to overcome, that was the game turning on a kill switch from 1 small thing and deciding I was going to lose my colonists. It had very little interaction.


Dsbinbuffalo

My first time posting!
I have 200+ hours into the game.  I managed to launch the ship once prior to 1.0. Once I heard that we could test 1.0 I quickly abandoned all hope and lost myself in Rimworld again.

My first couple of colonies did not make it past year 2.  I had raids every 3 - 4 days, people were unhappy and went berserk, I couldn't capture a raider, animals kept joining so I ran out of food, or people would contract diseases and die. 

My current colony is: Crashlanded, Phoebe, Hard, Temperate Forest, Small Hills, Large River.

Some general feedback in no particular order:

1. I like more colonies to interact with (good and bad).  I like the faction system and the trading influence system.  It forces us to use caravans more to keep up the faction rating.

2. The Windmill is very powerful early game.  Almost so that it's kinda pointless to build on anything else, unless you're one of those sadist I keep reading about in this thread. :-)

3.  Early game feels way more important now.  Micro decisions matter.  Picking your pawns at the start matters more now.  I have to juggle the skills and jobs more now than I had to do before.

4.  Packs of animals join more frequently now in 1.0 than they did in versions A16, 17 and 18.  I had one colony that had to slaughter the chickens that joined because those cluckers were eating me out of house and home.  I stopped playing one colony because labs joined halfway through year 1 and I thought I would be good on food.  Turns out I wasn't.  I ran out of food before spring was near - I couldn't bring myself to eat the dogs, so I just erased that colony.   My current colony, I had three wild animals join before the end of the first winter.

5.  More often than not, animals tend to join with a male and a female.  I hope this was an intended change. If so, yay.

6.  The new dialogue options are amazing.  I had one couple get together over their mutual arousal of vomit.  They are due to marry soon.

7.  Getting passive coolers at the start of the game (instead of having to research them) is a good change in technology.  I dislike not getting any resources back after deconstructing them.

8.  I feel like the "merging" resources that haulers can do is not being praised enough.  With that being said, I also feel like the AI can be a bit better when making stacks.  If I had a stack of 60 steel, why make a new stack of 35? Why not deposit the 15, and make a new stack of 25? I say this not knowing how difficult it would be to program something like that.

9.  I am sure this has been said about 1 million times (and I know there is a mod for it), but the 75 resource stack limit is very limiting.  I tend to horde resources, and I KNOW we're not supposed to in this game and the 75 is there to make sure we don't.  I just wish that the stack limit was an even 100. 

10.  With factions/friends/ally's being so important now, I'm still not understanding the reason for the visitors that pass by.  I know there are mods out there to do something with them.  But for the base game, I mean, what am I supposed to do with them? Are they still kinda unfinished? When someone with the name of "scout" walks by, all of my SC: BW and Sc2 hairs stand on end and I'm like, OH NO YOU DON'T.

11.  Peace talk quests happen very early, which is nice since it opens more trading and gives less emphasis on raids.  However, since I'm capturing people less, it's always stressful (for me) to send someone away. 

12.  Wildlife tab? Love this.  LOVE this.  can I say that more? LOVE THIS TAB.

13.  Sapper AI was a bit wonky during one of my fights.  Three raiders went from their drop in point (which was right next to my base), walked ALL THE WAY UP to literally mine a path through some hills to then try and attack from the other side.  Now, I actually didnt mind this seeing as I had time to recover from the initial onslaught, but I feel like that *should* be a bug worth reporting?

14.  Escape pods are a LOVELY way to gain reputation and happen at least twice a year for me.  However, the majority of mine (this play through) the people have all been from other colonies so I had to let them go to keep up the good will.

15.  I REALLY like the changes to the quests/caravans.  They are worth doing now.  I've been out on no less than 5. 

Tynan, I apologize if this isn't the kind of post or indepth feedback that you're looking for.  I am very much afraid at this point, I need to restart my year 5 colony.  I have no defense, only 8 people (no one wants to join me - sad face) and my food stocks were just wiped out from a siege because they targeted my fridge.  Like, seriously.  I had a years worth of food in there.  Poof.  Gone.  I don't have walls up yet, because i couldnt get the food and what not under control.  I think I just made too many mistakes early game and now my late game is suffering from it.

I feel like I am playing the game wrong.  Everyone is seriously good at making defenses early and managing raids well, and I struggle against animals sometimes.  A pack of 5 panthers tore the faces off one of the 1.0 colonies.  Rest in peace you fine friends.

Wintersdark

Finally, on the changes to power generation:

When I read through the changelogs, and looked at the research tree etc, I was deeply concerned about how you can't get batteries up, windmills eat SO MUCH space, and watermills are Perfect Power Generation.

Practice, however, has shown that this is (in my never-humble opinion, anyways) a very good change.

First, watermills: I was dubious.  In previous versions, you needed batteries to "smooth" irregular power generation.  This just made that sort of power grid What You Do.  Watermills remove that, so you can get a basic power generation set up that's consistent and predictable without batteries.  It has inherent disadvantages, however: Watermills are large, difficult to spam, and difficult to protect.  They're great for keeping the lights on, but don't generate enough power on their own to run a heavy defense network and such.  Moving up to batteries and intermittent supply help diversify your power grid, which is a good thing but thankfully can be put off (so you don't need to race to batteries).  Finally, I really like how this makes maps with rivers ideal colony locations.  That *SHOULD* be the case: societies have always sprung up primarily around rivers, after all.  I also like how relying on this requires greatly limiting *where* on a map you build, so it's a lot harder to build a hard-defensive turtling colony in a mountain map and have easy power.

Second, generators: This change has made wood fired generators actually worth using.  Before, with easy access to solar panels and batteries, using wood fired generators was basically stupid other than as coverage during eclipses - which was also not terrible important as you could spam windmills too.  With windmills being much larger, you can't have as many around your fields.  So, now it's worth actually having generators early on - and then upgrading to chemfuel generators later as technology advances.  If you DON'T have good access to a riven for a watermill (or simply lack the room for multiple watermills) then the generators are the Next Best Thing.  This is *wonderful*.   Keeping them fed gets you more to manage, in a good way.

So, IM(n)HO, the power changes have made power management both easier (due to an easier component of consistent power generation) and more interesting (due to an increased dependence on fueled generation), with things like batteries being pushed back a bit giving you room to "grow" your power grids' capabilities over time.

Previously, my experience was: Solar panels and windmills with a couple switched battery banks (basically from day one) > geothermal later, and that was it.   

Now?  Wood Fired Generator+Watermill(s) early, with batteries and solar for capacity later, moving on to geothermal if possible (I've noticed far fewer geothermal vents in 1.0) and chemfuel generators for consistent generation.   I'm really appreciating how the consistency allows me to plan my basic grid better with regards to heating/cooling/lighting.


SchizoidCrow

I'm playing the beta for the first time, and I just experienced something a bit weird.

My colony is in a temperate Forest with large hills. Cassandra as the storyteller in hard difficulty.

It's 11th of Jugust, 5500. The fourth raid against my faction, Areria Accord begins, this time by a group of pirates from Mortar Rig. They decided to prepare before attacking. However, being the paranoids that they are, my colonists prepare immediately in a defensive position, while Darcie, the second-best shooter, decides to use her bolt-rifle to do a preemptive strike. As she gets closer to her targets she sees two men wielding a gladius and a club, wandering around an open area; one of them is walking far slower than the other. Darcie sets up and starts shooting the slower-moving man. BANG! A bullet goes through the man's lung. The other man immediately starts injecting a drug into his veins, and Darcie starts to run back to the sandbags, but after a few seconds... she realizes, there are no footsteps behind her.
The two men are still wondering like nothing happened...
Darcie, in confusion, just prepares to shoot again, and after a few misses, the wounded man perishes. The other flees. Victory! I guess.

Most anti-climatic raid so far. Not sure if that's a bug, a quirk of the difficulty or the game working as intended, this is the first time in ages that I attack preemptively, so I don't know. I expected them to either start attacking or look for cover, especially after one of them injected drugs on himself.

Either way, I'm enjoying the game so far. It feels a lot more comfortable with the new QoLs, I'm not micromanaging minor stuff as often, which is nice, I can focus on big projects better, I'm even considering caravaning. The new arts look really good. It feels very convenient (perhaps too much) how fast I can craft clothing, I don't think hypothermia is going to be a problem in winter. I'm looking forward to the mid and late game.

The only complain I have is that I spent a full 30 seconds figuring out how to change the materials for the butchering table. I'm too used to right-clicking that menu, and left-clicking doesn't feel as intuitive.

Gohihioh

Quote from: Snafu_RW on July 07, 2018, 04:08:25 PM
Quote from: Gohihioh on July 07, 2018, 04:05:29 PM
So this pawn is stack there forerver since he can't move(caravan can't move since carrying too much) and he can't lower his weight(he can't give back chemfuel generator or can't drop his gear)
So send another 'van with a suitable pack animal & merge them?
I can't since it's like first year of colony and I have no pack animals.
Ye, well I found out find you can just throw away items in your inventory in caravan window, so i throw away chemfuel generator and returned to base with nothing. But I think it's still a bug. Since I would rather just get rid of my equipment than chemfuel generator. It should be possible to get rid of your equipment in caravan menu.

What's the point of getting quests in early game if you can't fullfill them.

dearmad

#1902
Quote from: IndustryStandard on July 07, 2018, 04:37:46 PM


Tone down the rudeness please.

My comment is not a complaint, it's just feedback from an experience I had in relation to two things I thought were worth bringing up. My issues regarding power is that if you are on a map with a river, power is a non issue since river power has basically no downside and doesn't suffer from lack of batteries like solar and wind power do. Don't interpret this as saying different environments shouldn't have different obstacles to overcome just the current way it's setup specifically for power seems off to me. I think water and wind power plants should be researched for alongside solar, and that chem/fuel generators should be the starting form of power generation across all games, but we also shouldn't have to research batteries. There are many other ways to create problems, except water power has no real downsides so I constantly feel the urge to play only maps with rivers. To me, this isn't good.

And for the elephants going mad and killing everyone despite running through 4 doors, that isn't a problem to overcome, that was the game turning on a kill switch from 1 small thing and deciding I was going to lose my colonists. It had very little interaction.

Next time run away from the map as a caravan. Take nothing with you if you don't have time. Make multiple single person caravans (each man for himself, split up directions), and head for the hills (at least one person should be able to get away), while a pack of *elephants* is out to get you. Camp out for a few days. Meet up again as a group in some nearby hex. Go back "home" when it's safe again. Which it will be. They will calm down.

The game shouldn't sugar coat and hand you packaged solutions. This is what makes the game great. There ARE creative solutions (with sacrifice) to many, many things. Even Elephants vs. your wooden doors you chose to make...

And hunting elephants?? You really were tempting the fates... Better have a contingency if they do decide to wipe you out, which you didn't.

IndustryStandard

I need to clarify because I woefully screwed up my original wording, I didn't hunt the elephants directly, they got hit from cross fire while I was hunting monkeys.

And you can't leave the map as a caravan when the animals easily out run you.

Ramsis

Regardless, dearmad let me make it clear your comment prior was incredibly rude and not needed. Make sure you remember that everyone is entitled to their opinions and thoughts and that the team is carefully scoping through everything said to make sure that the overall experience is the best that can be offered for 1.0.

Negativity does nothing for anyone.
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


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