Patch note questions

Started by Sola, August 30, 2018, 03:04:13 AM

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Sola

Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork items are extra hard to craft, and legendary requires an inspiration.
-What is "inspiration"?  How do a trigger inspiration?

Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

RawCode

inspiration can happen if pawn have mood over 50 max at inspiration per 10 days at 100 mood.

inspiration last 8 days, soo if you keep someone happy, he will be inspired 80% of time.

due to unfun logic of inspiration, you may get shooting inspiration on medic and surgical one on crafter, this basically waste inspiration and this likely to happen if your main crafter have low passion in crafting and high one in other skills you not using for him.

Awe

Quote from: Sola on August 30, 2018, 03:04:13 AM
Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?

Caravans for dummies(short version):
Dont go to caravans unprepared and all be fine.

Long version:
1. Dont go caravans alone. 2-3 melees and 2-3 shooters is ok. Must be well equipped. Must have doctor(s).
2. Take meds and some easy drugs with you. Psychoid tea help with fast recreation refilling, smokeleafs help with pain after fights. Both obviously help with mood(beer is also good option for mood).
3. Going for 3 days trip? Take week of food supply. Wounded/ill guys slow you significant.
4. Use pack animals. Even if you pawns can carry all you need. Usually dont - food, medicine is heavy. So having a few excessive pack animals increasing overall caravan speed. Muffalo females most optimal choice - easy to tame, good temp range, gives milk between caravan trips.

giltirn

Quote from: Awe on August 30, 2018, 06:52:23 AM
Quote from: Sola on August 30, 2018, 03:04:13 AM
Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?

Caravans for dummies(short version):
Dont go to caravans unprepared and all be fine.

Long version:
1. Dont go caravans alone. 2-3 melees and 2-3 shooters is ok. Must be well equipped. Must have doctor(s).
2. Take meds and some easy drugs with you. Psychoid tea help with fast recreation refilling, smokeleafs help with pain after fights. Both obviously help with mood(beer is also good option for mood).
3. Going for 3 days trip? Take week of food supply. Wounded/ill guys slow you significant.
4. Use pack animals. Even if you pawns can carry all you need. Usually dont - food, medicine is heavy. So having a few excessive pack animals increasing overall caravan speed. Muffalo females most optimal choice - easy to tame, good temp range, gives milk between caravan trips.

You must have gigantic colonies then to be able to spare 4-6 pawns for multiple days. How do you keep your base defended during this time? OTOH small caravans have a small 'visibility' making them less likely to be attacked.

5thHorseman

Yeah I send 1-person carvans all the time. 2 is also quite common. The only time I send more is when there are a lot of non-tribal enemies or I'm moving the entire colony.
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

Caravan raids really need to mainly scale based on the value of transported goods.

Awe

Quote from: giltirn on August 30, 2018, 02:48:36 PM
Quote from: Awe on August 30, 2018, 06:52:23 AM
Quote from: Sola on August 30, 2018, 03:04:13 AM
Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?

Caravans for dummies(short version):
Dont go to caravans unprepared and all be fine.

Long version:
1. Dont go caravans alone. 2-3 melees and 2-3 shooters is ok. Must be well equipped. Must have doctor(s).
2. Take meds and some easy drugs with you. Psychoid tea help with fast recreation refilling, smokeleafs help with pain after fights. Both obviously help with mood(beer is also good option for mood).
3. Going for 3 days trip? Take week of food supply. Wounded/ill guys slow you significant.
4. Use pack animals. Even if you pawns can carry all you need. Usually dont - food, medicine is heavy. So having a few excessive pack animals increasing overall caravan speed. Muffalo females most optimal choice - easy to tame, good temp range, gives milk between caravan trips.

You must have gigantic colonies then to be able to spare 4-6 pawns for multiple days. How do you keep your base defended during this time? OTOH small caravans have a small 'visibility' making them less likely to be attacked.

Typical colony for me is ~10-20 pawns. Base defense is not a big problem if i send 1/3 of total population outside. Also im preferring to form caravans right after any attack event and dont go for more than week trips, so caravans have a chance to do their job between attacks. And I stop to send small caravans after one weird manhunting arctic foxes ambush ~15 vs 2 pawns. With ~5 mans you literally never face hard situations - all is easy and safe.

Awe

Quote from: 5thHorseman on August 30, 2018, 05:06:10 PM
Yeah I send 1-person carvans all the time. 2 is also quite common. The only time I send more is when there are a lot of non-tribal enemies or I'm moving the entire colony.

And what to do if your only caravaneer got a mental state and ambush? Especially full sheilded melee or big and fast manhunting pack. Its possible. Imho too risky. I dont like too loose pawns and goods because of bad luck. :-\ And i dont loose even single caravan after i start use 2+2 setups.

5thHorseman

Quote from: Awe on August 30, 2018, 06:07:33 PM
Quote from: 5thHorseman on August 30, 2018, 05:06:10 PM
Yeah I send 1-person carvans all the time. 2 is also quite common. The only time I send more is when there are a lot of non-tribal enemies or I'm moving the entire colony.

And what to do if your only caravaneer got a mental state and ambush? Especially full sheilded melee or big and fast manhunting pack. Its possible. Imho too risky. I dont like too loose pawns and goods because of bad luck. :-\ And i dont loose even single caravan after i start use 2+2 setups.

It's possible sure, but for nearby peace talk quests the small risk is worth the large reward IMO. I also do it for very close (less than half a day walk) trade quests especially if I can do it without a pack animal. I will send 2 people if it's further away, but that's more for raids than breaks. I find mental breaks to not be all that common on caravans, mostly because I tend to make sure my at-home pawns are as happy as possible so they start with a good healthy base.

I've never lost a one-person caravan due to a mental break, and they almost never get ambushed because they're so stealthy.

For large rescues or stashes or bandit camps I'll send more. Sometimes a lot more. I've sent like 6-8 out leaving 2-3 home to hold the fort and those are fun and exciting times. I am more leery to leave too few home than I am to send too few out. If you lose a caravan of 2 people that sucks. If you get raided with 2 people at home and 8 in a caravan 5 days away, that could be game ending.
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.