Unstable build feedback thread

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

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Uruk Ragnarsson

Quote from: fritzgryphon on July 17, 2018, 04:29:18 PM
Wow, the adjustment to difficulty in .1967.  The fun points in my save increased by 40% in a week.

Figured I would accept the next chased refugee.  Turned out to be 18 enemies (vs my 10) with good guns, 2 Doomsdays and 1 Triple RL (Cass Medium). With some insanity lances, bionic leg kiting and shield belt dancing I beat it.  Even if most of my guys, and the refugee, died.  My pawns had decent armor and assault rifles, save for 2 who had a bionic eye, arm and leg each, and charge lances.

It was a fun challenge, but it seemed odd to meet a force stronger than your own on medium.  I only fought the raid as an experiment; there's no way this would be worth the risk in serious play. 





edit:  And next day, no kidding, a raid of 8 guys with bolt rifles and machine pistols shows up.  I have 2 pawns that aren't dead or incap.  Fun points is 45 and adaptation is -30.

e.  Made them chase me in circles through my base waiting for incap to get up.  Repelled the raid and captured one.  Yay!

Cue Benny Hill :-)
What did the hat say to the scarf? You hang around and I'll go ahead.

Lanilor

So far I like the changes to the prisoner recruitment system. All in all I think "easy" prisoners are a bit harder to recruit now while "difficult" (99%) prisoners are bit easier.
It also makes sense to not be able to start recruiting instantly while the guilty-timer is still there. I just don't understand why I also can't release or execute them.

If you remember, I wrote yesterday that I had way too much wood in my arid colony. Now after the changes I get too less. In the last 20 days with the current version, plant regrowth spawned maybe 6 cacti/trees.

I also like that on a new map, rich soil has way more plants than normal soil. Would be nice to have that on ongoing maps with the plant spawning system too. That would feel more natural and consistent.

Is there a (fun) reason why emus have 100% attack change on attack and taim fail? Not even wolfs, bears and thrumbos are that aggressive. On the other side, some animals like elefants could need and increased attack chance. Elefants are currently a free source of a gigantic amount of meat und good leather, even for a single colonist with a bow. I can't remember any time an elefant attacked back.

The current research tab design really encurages to rush microelectronics and multi-analyzer, even more with the streight and clear like without other requirements. I'm currently testing if rushing microelectronics is even worth it, but it sure is tempting.
Maybe a system where these key-researches have a high research cost like now or even a bit higher, but for every research left of them, they get 100 points cheaper. So it is a bit rewarding to keep it slower and research other stuff first.
Even if it is not the best idea to rush better research since you don't have armor/weapons/other stuff, I think many people will try to get it and then feel upset when they get raided by too strong enemies. Sure early faster research is the most optimal, but it has no value if you die.
So if the system keeps like this, maybe a better communication would be helpful, to say that something else might be immidiately more important to survive that to boost later research. It's basicly the usual "good early game vs. faster late game" problem that exists in many other games too.

dritter

Loading caravans is really annoying.  For some reason, all of the colonists I want loaded into the pods but one do so, and then its just the one loading it up.  This was excruciatingly annoying because I had a trade deal I wanted to make that required 38 knives.  Took so long, the other two colonists in the pod started starving to death and I almost missed the deal.

DariusWolfe

#3018
dritter: For now, possibly try adding colonists to the pods later on. 1.0 allows you to add or remove things, so that'd probably be a good workaround to the problem; you'll just need to ensure that you leave enough room for them to fit.

Sirsir

Quote from: Lanilor on July 17, 2018, 06:02:17 PM


Is there a (fun) reason why emus have 100% attack change on attack and taim fail? Not even wolfs, bears and thrumbos are that aggressive. On the other side, some animals like elefants could need and increased attack chance.


Have you read Emus description? I suspect Tynan is Australian, or has an Australian friend...

Boboid

As an Australian who has personally interacted with Emus on 2 separate occasions - Can confirm. Bastard coated bastards with bastard filling.

The only acceptable thing to do near an Emu is attempt to make a belt out of its neck.
Even then if you somehow managed it without being clawed to death the belt would probably become sentient and kill you in your sleep.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

mcduff

Quote from: Lanilor on July 17, 2018, 06:02:17 PM

It also makes sense to not be able to start recruiting instantly while the guilty-timer is still there. I just don't understand why I also can't release or execute them.
I was wondering if this was a bug, too. Apparently you can now only recruit prisoners, not release them.

protobeard

Quote from: mcduff on July 17, 2018, 07:19:04 PM
Quote from: Lanilor on July 17, 2018, 06:02:17 PM

It also makes sense to not be able to start recruiting instantly while the guilty-timer is still there. I just don't understand why I also can't release or execute them.
I was wondering if this was a bug, too. Apparently you can now only recruit prisoners, not release them.

Yeah, this definitely seems like a bug to me -- if you can't execute them while they are considered guilty, what's the point of the considered guilty feature?

Lanilor

Quote from: Sirsir on July 17, 2018, 06:39:49 PM
Quote from: Lanilor on July 17, 2018, 06:02:17 PM


Is there a (fun) reason why emus have 100% attack change on attack and taim fail? Not even wolfs, bears and thrumbos are that aggressive. On the other side, some animals like elefants could need and increased attack chance.


Have you read Emus description? I suspect Tynan is Australian, or has an Australian friend...

I read it month ago and then forgot it. Well, if it's meant to be fun, it is amusing. I'm just not sure if it's worth the impact on the game. Early hunting is a pain and especially in my current game where I had lots of emus. My colonists had more injuries from emus than from rhinos and that feels a bit weird.
It's not really a big thing in general I guess, just in my current run it was.

----

I haven't used execute in a long time. I don't really see a big use for it. Iirc it gives -3 mood while innocent prisoner died is -4. But if I don't want the prisoner, I just release them. So the only use I see is when he is short before dying and I want to save 1 mood.

giltirn

Just a quick piece of feedback. Very early on in my current colony (1.0 latest version as of yesterday) when I was barely scraping by day-to-day for food I got a world quest to rescue a downed pawn. Normally I ignore these, especially when I can barely keep my existing colonists alive. Unfortunately however this particular downed pawn was the spouse of my best pawn. So now I had the choice of going out on a rescue quest with my pawns armed with only poor quality shortbows and barely any food in order to rescue another pawn that I don't want or need (another damn mouth to feed!); or accepting my pawn getting sad. I felt I had little choice but to choose the latter. However after the timer ran out I was horrified - my pawn now had a 28 DAY -18 mood buff. That's nearly half a year of mental breaks! Could you please tone down the strength or duration of this mood debuff? We shouldn't be forced to participate in world events, especially so early on.

bbqftw

get storytold :D

but yeah, enjoy the punishment event. Odds are you made the right call anyways - no use risking your entire colony over a probable junkie / pyro / addict

giltirn

Quote from: bbqftw on July 17, 2018, 08:26:45 PM
get storytold :D

but yeah, enjoy the punishment event. Odds are you made the right call anyways - no use risking your entire colony over a probable junkie / pyro / addict

Punishment is what came later. Two of my pawns including my best doctor simultaneously developed the plague. Of the remaining two, only one could heal but he had more passion than skill. After a couple of days of intense micro and a dwindling of my food and medicine supplies to near exhaustion one of the sick idiots decides to have a mental break and starts wandering around the base. I proceeded to try to arrest him but he goes berserk and ends up getting cut down by my gladius-wielding melee guy while getting shot in the back by the other. So now this moron is cut to shreds as well as 75% progressed in the plague, and of course promptly develops an infection. So now I'm microing another injury. Of course the general state of disrepair causes Mr Misses-His-Spouse to break and start beating up the furniture. Ugh. Looks like I'm going to pull through though, thankfully.

DubskiDude

Playing on RR Rough with 245k colony wealth. Got blitzkrieged by Mechanoids, and yet again the melee Scythers and Centipedes are insanely hard to kill. The Centipedes basically shrug off half (or more) of the bullets that hit them, and have a giant health pool, so they just don't die. They also stay out of range of turrets and snipe them with inferno cannons. Scythers die quicker simply because they bumrush our fortifications, but they're shrugging off almost as many bullets. Lancers die comically quick to bullets even though their DPS is obnoxious.

Sharp armor for melee Scythers and Centipedes needs to go down, down, down, bar none.

erdrik

I hope this becomes interesting...

For the last few days my colonists have been trying to recruit a raider they downed from the "Eaters of Guts" pirate band faction. After taking a look at his social tab he has become fast friends with both of the wardens tending to him(+100, and +93). Thats when I noticed his third social relation: Dan 'Grill' Griliopoulos, Brother, Faction Leader.

Hopefully a fun raid will be coming my way if I pull him to my side.

Greep

#3029
Eh, this whole new prisoner system is kind of ridiculous. 

Pre-1.0:  no resistance, extremely low expectations. 
current: takes a week before you can even start recruiting, and they're whiny bi%^&es

Main issue is that in the beginning of the game, you're forced to spend time you don't have building a snazzy prison because even the low expectations is going to hurt, and towards the end of the game, prisoners usually start out with about -50 from mind shattering pain, being imprisoned, seeing a bunch of their friends die etc.  So it's just a recipe for unstoppable berserk every prisoner.  If this hits live, chopping prisoner legs off while be standard practice, not a joke.

There's ways of going around that, but I just think a total reversion of the expectations part is best imo.  You're already forced to making a somewhat decent prison just to make the resistance process go quicker, which already feels punishing.
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