Unstable build feedback thread

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

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bbqftw

#4110
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush or other encounter I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

"But its not 10 pm yet! Of course we cannot rest!"

In a game where resources were tight, this can straight up cost you days worth of meals. In early game caravan scenarios where I commit a far higher % of my pawns onto caravan, this is very significant.



Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?



By the way, I loaded bedrolls too. Of course they are not used. Maybe this has to do with me manually loading them after starting up the caravan?

Combination of uncomfortable, lack of consistent recreation control measure, people randomly not resting - instead of calling it caravan you can call it "mental break storytelling generator"

Greep

#4111
Yeah but you keep resetting your game because of broken mods syrchalis :P  Have you gotten into the end game?  They get quite annoying at higher levels.

Mine wasn't too bad but could have been much worse:

@xeo.  That's pretty hardcore.  How are you dealing with infestations?  Growing outside the mountains to keep your mountains cold?  I guess you could just kill your plants and freeze them 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

erdrik

#4112
Quote from: bbqftw on July 29, 2018, 08:35:24 PM
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

...

Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?
...

I think that button needs a rename. I think it is specifically for letting the sick rest, and focusing on foraging.
You can stop the caravan to actually rest though:
-Select the caravan.
-Right-click the world tile the caravan is on.

This should cancel their route and they will then rest as appropriate.
Once done resting:
-Select the caravan.
-Right-click the world tile the destination is on.

EDIT:
The downside to doing this is you will lose all of the travel the caravan made to get to the next tile.
(the caravan icon will "pop" back to the center of the tile, and will have to re-travel that distance to get to the next tile)

East

#4113
Storyteller: Cassandra Classic
Difficulty: Merciless struggle
Biome/hilliness: Arid shrubland, Flat
Commitment mode: yes
Current colony age (days): 380
Hours played in the last 2 days: may be 15~20
Complete mod list: HugsLib, No Froced Slowdown, Numbers, Display Radius[1.0], Easy Speedup, Allow Tool, Lolidrop's hairshop

Scenario : Naked Brutality
Status: Escape to space.
Game version : 1977~1978
Save file : https://www.dropbox.com/s/pvohphgydtys8x6/fire.rws?dl=0
Map: https://i.imgur.com/ojIOzle.jpg
World Map: https://i.imgur.com/IlQp40B.jpg




The day was so hot and I did not have air conditioning at home so I used internet cafe. (In Korea, internet cafe is very common.) I came to experience the Rimworld Steam Cloud.The mod was automatically downloaded and the save file was surprisingly well shared. Of course, I had to install the mod which is not in Steam separately. One thing I regretted was that key binding did not apply to the cloud. I am sorry that I changed 5-6 keys and it is in use. I also want to include the key bindings in the cloud.

Zone change UI is required. Attach video. shift + zone change QOL is required.
https://youtu.be/be5fzej4lsY

Turrets are powerful but incompetent. Turrets are very helpful when the enemy is below a certain level. But it is too weak for enemies beyond a certain numbers. Maybe you will only be able to feel more than a certain property at the highest difficulty level.  It is fatal to be unable to retreat when enemies are piled up. Especially in the last space ship reactor turn on attack. I would also like to spam the turret here, but it lacks uranium and steel. I still do not know how to use an effective turret. I think I should study more.

The utility of the trap has decreased a lot. Catch some enemies through 'fire net'. Usually used to protect the turret. The factor of consumability makes it difficult to spam.

The IED has been amazingly useful. To defend the sapper was very good and useful, even against the mechanoid. When an enemy clusters into killzone, colonist attacks the EMP IED is very effective. I can explode at the timing I want.

LMG was very good. Stopping power was fine. I used more than two at the end. It was very useful against scyther. However, I would like to raise the stopping power of the LMG to 1.2. Then stopping power to the insect will be very useful.(megaspider size is 1.2)

Shotguns have a long gap, making it difficult to have a stopping force. In addition, it is difficult to hit a single shot. Of course, it is powerful but it does not match the stopping power. The short range also makes it difficult to use. Armor hardening also weakened the shotgun. I think the developer needs to balance the shotgun.

The medicine now accumulates 25. Happy. I hated 75 nesting too much.

I'd like world map planning mode to tell me the straight line distance. It is necessary to calculate the fuel of the transpod.

It takes a long time to plant trees. Especially saguaro cactus is serious. It can be planted at narrow intervals and is much slower because it plantes so much.

world map I would like to have a confirmation window for the village attack button. It is very close to the trade button and is easy to push by mistake.

Set the mortar shell settings to copy or paste, or select multiple, all at once.

I want to see the world map town refresh information.

In the late game, caravan requested 79 bowlerhat. In late games, I think it is right to want a more high value product by eliminating low value product requests. And at high difficulty the value of things is different. Sometimes I get a very bad deal.

Is there any way to add specific items during the caravan configuration? I always forget bedroll.

This game was funny and there was not a lover. I even made a royal bed! HAHA........HA....HA....

[attachment deleted due to age]

MoronicCinamun

Quote from: bbqftw on July 29, 2018, 08:35:24 PM
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush or other encounter I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

"But its not 10 pm yet! Of course we cannot rest!"



In a game where resources were tight, this can straight up cost you days worth of meals. In early game caravan scenarios where I commit a far higher % of my pawns onto caravan, this is very significant.



Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?



By the way, I loaded bedrolls too. Of course they are not used. Maybe this has to do with me manually loading them after starting up the caravan?

Combination of uncomfortable, lack of consistent recreation control measure, people randomly not resting - instead of calling it caravan you can call it "mental break storytelling generator"

I had an issue before with colonists on caravan's saying they're using bedrolls but still at zero comfort, that seems to be fixed.
But yea, the "add to caravan" and "remove from caravan" buttons seem completely broken: when I try to add something, it results in them unloading everything else, and when I try to remove a person from a caravan it just cancels the entire bloody thing.

bbqftw

Quote from: erdrik on July 29, 2018, 08:45:51 PM
Quote from: bbqftw on July 29, 2018, 08:35:24 PM
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

...

Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?
...

I think that button needs a rename. I think it is specifically for letting the sick rest, and focusing on foraging.
You can stop the caravan to actually rest though:
-Select the caravan.
-Right-click the world tile the caravan is on.

This should cancel their route and they will then rest as appropriate.
Once done resting:
-Select the caravan.
-Right-click the world tile the destination is on.

EDIT:
The downside to doing this is you will lose all of the travel the caravan made to get to the next tile.
(the caravan icon will "pop" back to the center of the tile, and will have to re-travel that distance to get to the next tile)

Does this force them to rest or will they still only rest if the hour is 10 pm ~ 8 am?

Greep

53 snipers chasing a naked refugee in -39C weather.  Chased refugee is definitely the weirdest event now.

[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

erdrik

Quote from: bbqftw on July 29, 2018, 10:04:09 PM
Does this force them to rest or will they still only rest if the hour is 10 pm ~ 8 am?
Did a quick test, and it appears to be related to the pawn's rest bars not time.
I let the caravan rest all night, they awoke around 3h and I had them wait the entire next day. That next night they didn't rest until 22h.

EvadableMoxie

Quote from: Polder on July 29, 2018, 05:30:03 PM


I'd like to see incapable changed to a kind of anti-passion where they have 0% learning rate and get a mood penalty for doing the work, so while they *can* perform the task, they can never get any better at it and take a mood penalty for doing it.

At the very least, I feel like feeding pawns should be under Basic or something and not Doctoring.  Refusing to do medical work I can understand, but they won't even feed someone who is starving to death right in front of them, which is just really jarring and makes zero sense.

Greep

Apparently "drop at edge" is slang for "drop directly into the center of an ambush in a threat: none" sometimes.  Lol.  meals abandoned, about to abandon the lump run into the snow with no food  ::)



[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

zizard

"Known threats: none" is misleading. Should be "Threats: unknown".

Greep

#4121
It'd be nice if "known threats: none" was in fact just none.  Does anyone enjoy these ambushes?  Late game I'm unable to even do the threats at lumps because it's like 20 manhunters or a full on fortress :-\  So my strategy for that is just building more scanners and never doing anything except potential ambushes and then just running if it is one.

It actually feels kind of lame that threats at lumps scales at all.  Should I really be fighting large forces for a net of 1000 steel?  If I have to launch like 10 pods there and back just to fight them, I will end up with basically nothing.  If I had to fight over a dozen dudes and got 10,000 steel, then we'd be talking.
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

5thHorseman

Quote from: EvadableMoxie on July 29, 2018, 10:48:07 PM
At the very least, I feel like feeding pawns should be under Basic or something and not Doctoring.  Refusing to do medical work I can understand, but they won't even feed someone who is starving to death right in front of them, which is just really jarring and makes zero sense.

"Incapable of caring"

I'll say.

Here here on that. I'll never understand "incapable of" though it's one of those things I'm leery to mod out because the game's (being) balanced around some of your people not doing some things. It's a flat out buff to the game giving them that option. I'd want to at least add something to offset it, be it a mood penalty, greater loss of supplies on failure, or what. I like the idea of not gaining xp on it so therefore just always being at level 0.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

Jibbles

Quote from: Greep on July 29, 2018, 11:26:36 PM
It'd be nice if "known threats: none" was in fact just none.  Does anyone enjoy these ambushes?  Late game I'm unable to even do the threats at lumps because it's like 20 manhunters or a full on fortress :-\  So my strategy for that is just building more scanners and never doing anything except potential ambushes and then just running if it is one.

It actually feels kind of lame that threats at lumps scales at all.  Should I really be fighting large forces for a net of 1000 steel?  If I have to launch like 10 pods there and back just to fight them, I will end up with basically nothing.  If I had to fight over a dozen dudes and got 10,000 steel, then we'd be talking.

I don't like ambushes at all.  Honestly find it strange to even deal with threats when venturing to mineral map provided from scanner.  It's why I don't even use it.  If threats are scaling up then resource lumps should scale up if not already done so IMO.

bbqftw

Quote from: erdrik on July 29, 2018, 10:20:08 PM
Quote from: bbqftw on July 29, 2018, 10:04:09 PM
Does this force them to rest or will they still only rest if the hour is 10 pm ~ 8 am?
Did a quick test, and it appears to be related to the pawn's rest bars not time.
I let the caravan rest all night, they awoke around 3h and I had them wait the entire next day. That next night they didn't rest until 22h.
It seems thoroughly odd and bad that you can't control your pawns resting, since it feels like with the chance to get ambushed at any time you'd much rather have them be rested instead of having to roll for mental breaks during a fight.

Just one more reason I just don't feel that caravaning risk/reward is balanced at all, at least on merciless. There is already the risks of dealing with much more volatile situations than on the home map, it doesn't need to be mechanically cumbersome atop of that (hello -20 mood from poor recreation control, uncomfortable from randomly disappearing bedrolls, -6 to 12 mood from tiredness during fights)

I think there is potential there, just make it so that we're fighting the game's threats, not wrestling with the game's limitations.