Unstable build feedback thread

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

Previous topic - Next topic

Greep

#4260
Hmm, that could be annoying on cold climates where humans generally won't rot.  Mass human incineration required. :-\

Edit: One downside to open forts:  Turrets just cannot deal with small targets, even sniper turrets.  A close call vs 20 manhunting snowbunnies.  I would absolutely wreck 6 thrumbos tho lol.

[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

bbqftw

Human corpse is only 165, its not so bad. I still think the mood hits from the corpses are more pressing problem.

That is why I fined the last tribal sapper group 2 lungs for littering.

erdrik

Quote from: Copperwire on July 31, 2018, 09:48:44 PM
Corpses, including humans, and mechanoids, now have a wealth value.  You can't see it in the info tab for an item, but you can see it in pods and caravan.
...
It is impacting colony wealth - checked a few old saves.
...
Do corpses in graves count?

giltirn

#4263
Storyteller: Randy
Difficulty: Rough
Biome/hilliness: Boreal tundra, large hills
Commitment mode: (yes/no): No
Current colony age (days): end of winter of second year
Hours played in the last 2 days: no idea
Complete mod list: none

I'd like to complain again about map rescue quests involving family members. This has happened both times I have been offered a rescue quest in my current game, and it basically means we are *forced* to risk our necks in a difficult world event to rescue a possibly useless pawn, often when another colonist is far from desired, or else incur a mood penalty that lasts almost half a game year. The first of these popped up while I was trying desperately to weather both toxic fallout and a volcanic winter at the same time! Please please, either prevent this quest from spawning family members or heavily reduce the timespan of the mood debuff. As it stands I'm going to edit the save file to remove the debuff as I just can't be bothered to go through this again. :/

Greep

A note on sea ice: Built a ton of solar generators, and am finding out that apparently the sun just doesn't come up much in winter, kinda making solar generators pointless on sea ice.  There was no easy explanation for why my power outages were getting worse and I ended up building like 10 solar generators only to figure out the issue.  It would be nice if this was made clearer somehow.
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

Sirinox

I've noticed that there are shortcuts for building dressers and end tables when a bed is selected and a shortcut for tool cabinets as well, but no shortcut for transport pod when pod launcher is selected. It'd be logical to have this as well, I needed it much more often than other shortcuts.

fecalfrown

Randy/Merciless/Naked Brutality (Tribal Start Scenario)/ Temperate Small Hills

My starting colonist got muscle parasites on like day 3, and shortly after got food poisoning, which rendered her incapacitated on the kitchen floor. Immediately the 'stranger in black' showed up, which felt a little like cheating? I like the concept of the 'the stranger' but not so early in the Naked Brutality scenario. If you play unsafe and get mauled by a megasloth then you should lose.

Worse yet I can imagine a scenario where you incapacitate yourself on purpose to cheat out an early stranger (which in my limited experience tend to have good stats, as well as gear).

anitram

Storyteller: Cassandra, changed to Phoebe
Difficulty: the easiest  :)
Biome/hilliness: Temperate forest, flat
Commitment mode: (yes/no): Yes
Current colony age (days): cca 150 days
Hours played in the last 2 days: 6+
Complete mod list: none

Tried naked brutality, easiest setting (I'm a coward who reacts poorly to shocking events).

- Went an entire year without wanderer joins, escape pod, refugee chased or wild man events. Got only prisoner rescue quests, which was a no for a naked guy with a bow (tried growing cotton, got blight on 75% grown...). That's the reason I switched to Phoebe.

- First escape pod - a mediocre pawn to be captured, meaning - a resource hog. Left him to die. Second one came soon, good overall skills, but non-violent. So I had a non violent pawn and a naked one with a bow (second attempt to grow cotton was destroyed by cold snap. Hunting wasn't an option.)

- Refugee chased. Accept. Non-violent pawn again. The naked pawn, with shooting skills 0, getting mauled by the chaser with a knife. Suddenly, a man in... nope! A mad wild boar appears, joins on the mauling. Rage-quit via Alt+F4 (see the comment earlier on reacting poorly).

- A couple of pawns latter, another refugee chased. I accept. The pawn, instead of running straight to the base decides to take a walk (seriously, it said: "Going for a walk"), in the opposite direction of the base. Naturally, dies by the hand of the chaser with machine pistol.

- Designated two muffalos to be tamed. Both went to revenge rampage, downing 2 of my pawns, one of which died (is this new? I've been taming muffalos in all the builds, never had it so harsh).

- Wild boar designated to be hunted killed another pawn. Is this because of the naked brutality scenario or? It seems I cannot hunt anything but hares until I make flak armor. Haven't had this issue before.

- On hunting: would it be possible to designate which hunter hunts what? F.e. a guy with a pump shotgun should take on a boar, while a guy with a bow in cloth apparel should be hunting rabbits.

- Why was medicine stack size changed to 25?

- Social fighting is getting bloodier each time. They started ripping out body parts.

That's it for now. Perhaps I'll up the difficulty a bit today.

5thHorseman

Quote from: Sirinox on August 01, 2018, 01:08:42 AM
I've noticed that there are shortcuts for building dressers and end tables when a bed is selected and a shortcut for tool cabinets as well, but no shortcut for transport pod when pod launcher is selected. It'd be logical to have this as well, I needed it much more often than other shortcuts.
I hate to both "there's a mod for that" AND plug my mod, but I literally just uploaded it to Steam so check out https://ludeon.com/forums/index.php?topic=42988
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.

zizard

I found that some starts are a lot easier now! Step 1: pick all wimps. Step 2: punch animals until all downed. Step 3: enjoy free person in black. I think this is a great way to make NB less RNG based.

InstantAli3n

I have a colonist that refuses to carry more than 75 even though her carrying capacity is 108 (manipulation is 144% from trauma savant).

Picture attached



[attachment deleted due to age]

m44v

#4271
Storyteller: Cassandra
Difficulty: Rough
Biome/hilliness: Arid shrubland/Flat
Commitment mode: no
Current colony age (days): 262
Hours played in the last 2 days: ~10-15hs
Complete mod list: none

Crashlander blind start, I only hit random until got arid shrubland cuz I wanted. No river but growing all year around so that helps in the food department. I have been playing this colony for a while so I don't remember much about the beginning, only that my best constructor had 1 skill and no passion, so it was a slow start. Now the colony has ~230k wealth and 14 pawns, she's still my best constructor (now a go-juice addict) with 15 points but other pawns with passions are caching up, the other 2 of my original pawns are dead, one of a heart attack cuz he was old and the other got grenaded to bits in a raid. About the dificulty I don't find myself struggling too much, although the raids of late have become more interesting I'm still repelling them without many injuries. The 2 most hairy moments were destroying an early hive that I couldn't deal with immediately (ended with some downed pawns) and a grenade-only raid where I got sloppy and one pawn died as mentioned. The raids of the chased refugee event are indeed scary, so far I only accepted them when the refugee has some relation with a colonist, although in retrospect I would say their strength wasn't unreasonable since in all cases I got a pawn that could do something and I could repel them without anyone going down.

I don't find caravaning to be risky at all, so I'm doing it often for trade stuff, ambushes are weak, too weak perhaps since is usually just one or two melee raiders (or manhunters) that go down without me doing much. The "surprise" ambushes that pop-up at the incapacitated refugee or item stash quests are a different thing but usually I'm able to flee if needed.

The most aggravating issue I have with the game so far is dealing with pod launchers, the loading process is so bad that I try to avoid pods unless is something that I can load quickly, like a single pawn with food. Another poster went into detail about this so I'm not going to rehash it.

Other poster talked about pawns not following drug policies very well. Indeed, either they don't (or take too long) to take their drugs for a given mood level, or straight not follow their policies. I have a bunch of pawns scheduled to take penox every 5 days, one got the plague while under the effects of penoxycyline, which means she failed to timely take a pill at some point. When I looked at it more closely I had two pawns that have penox scheduled but didn't had the "penoxycyline" health status, one took penox the next day, while the other didn't for several days, despite having one in his inventory, he only did after I changed the drug policy and assigned it again. Those 3 pawns returned from a caravan recently so I bet there's a bug going on there.

Other notes:

  • Regarding drug policies, I really wish to have to option for carry some in their inventory but not to consume it on their own, such as the slider having a 'never' position and actually picking it up, because as far as I can see, they only pick the stuff when they go to consume it.
  • I would like to see the actual coverage of firefoam poppers and turrets, you see the range but it doesn't account walls. Like grenades do when you use them (their damage radius).
  • A rescued pawn from a incapacitated refugee event gets a 'I was rescued' mood boost but in the chased refugee event there isn't something similar. We murdered half the people that probably had a good reason for chasing you, get happy will ya?
  • What's up with non-pirate factions getting an automatic -100 goodwill if I use a psychic lance when they raid me? They raid me, I gun them down and even destroyed some of their outposts, no goodwill change at all, but if a psychic lance is involved that's crossing the line.
  • When a caravan returns, pack animals don't follow the pawn that's unloading them. Since it takes so long I usually have to zone them over my stockpiles and unload them from the gear tab.
  • "hats shown only on game map" could be a toggle next to the other visual toggles at the bottom right, since I usually like to have hats off but occasionally I want to check if everyone is wearing helmets at glance.
  • I don't like that a colonist instantly disappears from the UI if his corpse is destroyed, I understand why it happens but I would want to take a last look at who I lost and what stats he had, maybe keep it in the colonist bar for a day even when there's no corpse?.
  • I feel we should have the means to save some presets for time assignments, sometimes I have to set them all to 'anything' so they can attend their needs, restoring that when some have a night shift can be a chore even with the copy&paste. Parties are annoying because of that too, I try to put recreation at 8 hours so everyone can attend parties but since it can last a while I have to extend their recreation time every time as well, then the party is over and gotta revert the changes. I also don't like the interface, I would prefer it if it could show me the length of the assignments instead of having to wonder "is that 7 or 8 hours of sleep?" and having to count the blocks.
  • I would want to see the size of growing zones, displayed somewhere or as a tool like the room stats display but for zones, is hard to get that information if the shape is not rectangular.



Quote from: Tynan on July 30, 2018, 03:47:40 AM
Refinements to items visuals.
Yes, I know you reverted the changes in the visuals of components so you could read about all the people that actually liked the new textures. So here ... I'm among those that liked the new textures of components and would prefer them over the old ones.

[attachment deleted due to age]

Koek

About drug policies: I'd love to have some buttons/checkmarks for minor and major break risks and use only during parties and marriages.
I know we can set percentages but I'd like to see these little QoL additions to that menu.

cheers :)

Bolgfred

Storyteller: Cassandra
Difficulty: Rough
Biome/hilliness: forest / flat
Commitment mode: yes
Current colony age (days): 25
Hours played in the last 2 days: 4

Gift-Event
In this playthrough I noticed the new 'gift' event gifting me stuff when I look needy.
Within the first season I did get 50 medicine and 5 glitter med in three visits.
On one side this is pretty nice but too much, as I am drowning in medicine early on. On the other hand I did grow herbs at day one to be prepared, which was kind of wasted time.
Above points might be things of balancing, but what bothers me the most is the events argumentation "you were having a hard time recently". As I started recruiting just at the beginning, having 6 pawns, a single down and  about 50 wood traps spread around on the map which pushes my wealth - I don't feel like having a hard time, so I don't know why these lonely wanderers dare to question my colony management.



Since 1.0 I am very happy with the world events -  at least some of them.

Rescue Missions:
Great! Everytime a colonist needs to be rescued I start a doctor and medicine which will come back with a recruit or some organs, whichever was the better choice.

Peace Talks:
I never take these, as I don't the the benefit. If a faction likes me or not, raids will occur and if they don't want to trade with me another faction will, so no reason to bother. For becoming allies I need more ressources, so I see these more as a lategame thing.

Bandit Camps:
I only take these wen I feel very strong. Anyway, most of the time I didn't achieve anything by it, as I will find weapons and recruits. While organs or organ carriers are always welcome, the weapons bandits use are rarely intresting for me, so it's just stacking up wealth, for not getting a benefit like higher  colony security or such.

Hidden stash:
Most of the time these things are traps. Either its very useless crap they sell like a excellent granite bed with a masterwork wooden stool which has no real value, or they are things that could have value but are not needed. As an example I did find a legendary marine armor at day 5 or so. First, I thought great it's a great armor, but then I did mind that it will be much wealth and only protect one part of one pawn, whilst head and leg, plus all other pawns will have no benefit, but more trouble.
Another example would be a antigrain warhead, emp grenates, statues and mostly anything - even a flatscreen television(!). If you take them before you need them, it will cause you trouble. There are only drawbacks by cool stuff and when you need things, you are better up to produce them by yourself. It's better to stay low until you can give things to everyone. This stands for weapons, armor, luxury items like statues and so on.
The best stash I can remember were three LMGs with normal and good quality. These had a equal buff to my 6 people, while not pushing wealth too much.
"The earth has only been lent to us,
but no one has said anything about returning."
-J.R. Van Devil

zizard

Quote from: Bolgfred on August 01, 2018, 03:48:57 AM
As an example I did find a legendary marine armor at day 5 or so. First, I thought great it's a great armor, but then I did mind that it will be much wealth and only protect one part of one pawn, whilst head and leg, plus all other pawns will have no benefit, but more trouble.

Give it to a prisoner and then kill them to make it tainted, massively reducing the wealth impact, at the cost of only -3 mood for the wearer.