Time, AI, To many items!!!!

Started by Fishirboy, September 01, 2014, 11:01:05 AM

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Fishirboy

So I have been playing for a great deal of time but there seem to be some big things that make me so agitated. For one the time, how I hate how little time you have in the day to do things. These must be the slowest human ever. I have been over run by the bodies of enemies, allies, and insane people. I will never get this cleaned up before the next assault. in what reasonable way is the amount of time to get stuff done remotely fair?

I also have a problem with the AI that stop by my base to sit around and slowly starve to death. Then if they come in contacted or just don't feel like leaving in time they all kill each other with no thought of who is in front of them and their target. My guys are caught in the crossfire and this should not be a thing. At least let me have a designated zone for these guys to go and sit in instead of the center of my base so they slowly go insane. 

And again the amount of people is just too damn high. How does the game expected me to defend alone with around 25 men against 3 times as mean coming at me? The only reason I have lived so long is because people keep walking into my attackers.

Ok, I am done blowing off steam. But this felt like some real issues that need to be fixed to make the game more enjoyable.  ???  ???


here are some snap shots of my game and why I am a little angered at the way the game plays.

http://imgur.com/6HTXhwP
http://imgur.com/iYlBS8w
http://imgur.com/gmm53ND


*also quick edit, my colonists went insane because I did not realise that one day old prisoners made people happy and I sold them... and then the bodies rot and my colony fell apart. now I need to start back from an older save and not sell the prisoners... god damn it why do they have these giant d-buffs I understand if someone dies they smell but really!?!*

daft73

#1
A few things to mention, first welcome to the forums.
The amounts of raiders have to do with your base essentially, or how well off it is. Are you building up military right away?..ie buildings turrets, defenses if so slow that down. You can do these things, but it just encourages the game to send more raiders.

A good idea is to hold off on all the military build up until you feel your base is stable enough to withstand raider attacks. Just because the game is saying build defenses, does not mean that a tsunami of raiders is showing up..it's just there as a reminder.

Also what game difficulty are you setting up? Ease it up a bit, get comfortable with the game before heading straight forward into the frey ;)

Here is a pic of my current early-ish colony. I'm still working on getting the base to be a self-maintaining, so it is a little small. I have 5 colonists, the 3 originals, a crash landed, and a captured raider. Just now getting to the power needs working on that, and technology. As you plainly see in the bottom right hand corner that it's March 10th..so the base is not brand new.

I also play with mods to alter the experience to something a little tastier ;)
List of mods used:
EdB Interface
Colonists Doors only
Apothacarius
Apparello
Embrasures

Bodog999

Your not the only one having a massive dead body pile just outside your base. A thing you can do it place 5 cremators and assing 5 crafters and suspend every other crafting recipe. That should do the job. Or if you want it easier use the def console and destroy the corpses with the destroy tool.

BabyFestus

I too think that a stranded astronaut should be able to build a geo-thermal power plant out of raw iron more than twice a day.

:P

Fishirboy

Thank you to the both of you, I actual never built turrets a saw them as a big waist in iron and used the iron on other importent things. I also am accustom to the game itself. I have survived fine but the main reason is not that I have to much defences I just cant get rid of the welth. It kind of goes like this for me.

I need more people to work and get stuff done in a day
                         |
                        \/
I need to expand to add more people.
                        |
                       \/
I need more tasks so I need to add more things.

Welth increases.

Repeat. At the end of the day I have a big base trying to hold all the people to do stuff. (by the way they can almost never get much done even with 25-30 people) This adds to my wealth and I can't really stop that. I have 2 mortars but that is for siges.

daft73

I see, more of a snowballing effect. The best advice my cloudy-morning-brain can think of is to try to slow down the pace :-[, but that's not too usefull :(
I sure others will have more useful ideas. Need more coffee.

Goo Poni

I noticed the same thing. More colonists does not necessarily mean faster working. I'm running TechTreeMinami and have a major deficiency in utility metals despite having three metal synthesizers (the workbench that creates utility metal from regular metal) all set to produce refined metal until I have 800 of it. I'm also trying to build Charge Lances which require Uranium which requires Oil and Metal. There are two deposits of Oil near the colony and they've churned out over 80 stacks of the stuff (can't select more than 80 items at once) each and I've unforbid as much as I can, but still no-one ever goes to collect.

Think I'm gonna need to dedicate literally half the colony to crafting and hauling. Oh, wait, I've already done that.

Fishirboy

And that is why the days should be about 2 times longer. It's so much more of a hindrances.

Bodog999

Quote from: fishirboy on September 01, 2014, 12:23:39 PM
And that is why the days should be about 2 times longer. It's so much more of a hindrances.
By making the days 2 times longer people are gonna suffer from the darkness debuff for a longer time and you would need to reduce the sleeping and food drain (in the health tab)

HatesYourFace

If you are having problems clearing corpses you just need to build a more efficient solution, make sure you have a couple Crematoriums near the entrance to your base and a stockpile for dead bodies right next to them, after an attack set your colonists to manual priorities and set hauling to 1 on every one except 2 or 3 guys who you will set to craft. Now let them focus on disposing the corpses until its completely done, if anyone gets close to breaking take them off all jobs (or draft them) and send them to a flower field to chill out. I clean up 50+ sized raids in about a day easily.
If you have any 2 of the following 3 things: Time, Interest, or Ability; Head on over to the RimWorld wiki and help improve/update it! http://rimworldwiki.com

daft73

Quote from: fishirboy on September 01, 2014, 12:23:39 PM
And that is why the days should be about 2 times longer. It's so much more of a hindrances.
Would not that just mean longer nights?..My colonists are never all in sync, some are awake some asleep, the time of day does not seem to have much effect on their work performance. At least were I have noticed. Have you tried to allocate your colonists on the Overview, not the standard 'X''s using the number system..like so


Fishirboy

To daft73, Yes I have its working fine its just i have a wave of raiders, then a passing of tribes men that ran into the raiders, then 2 colonys that wanted to spend there last dieing breaths at my place for a grand total of around 200 bodys.

Goo Poni

For myself, it doesn't seem to be the length of days, but rather that there is too many steps. To build a Charge Lance, it goes

Metal > Gun Parts
Metal/Oil > Uranium
Metal > Utility Metal > Shells
Gun Parts/Silver/Uranium/Shells > Charge Lance

The main workshop in my colony where everything gets crafted needs to be doubled in size simply so that I can double up all the workbenches, get more people working and get stuff produced faster. I'm always seeing people working in there throughout the day, but it has little bearing on the progress of construction. The colonist AI doesn't seem to be capable of going "Okay! I wanna make me a big shiny mechanoid railgun!" and go about building all the parts to do just that. I have to tell them to prioritize each individual step then prioritize the final crafting while hoping someone else hasn't made use of the parts in the meantime. A lot of my projects have broken down because no-one is crafting utility metal, again, despite those workbenches available for use.

HatesYourFace

Quote from: Goo Poni on September 01, 2014, 12:39:26 PM
For myself, it doesn't seem to be the length of days, but rather that there is too many steps. To build a Charge Lance, it goes

Metal > Gun Parts
Metal/Oil > Uranium
Metal > Utility Metal > Shells
Gun Parts/Silver/Uranium/Shells > Charge Lance

The main workshop in my colony where everything gets crafted needs to be doubled in size simply so that I can double up all the workbenches, get more people working and get stuff produced faster. I'm always seeing people working in there throughout the day, but it has little bearing on the progress of construction. The colonist AI doesn't seem to be capable of going "Okay! I wanna make me a big shiny mechanoid railgun!" and go about building all the parts to do just that. I have to tell them to prioritize each individual step then prioritize the final crafting while hoping someone else hasn't made use of the parts in the meantime. A lot of my projects have broken down because no-one is crafting utility metal, again, despite those workbenches available for use.

You're talking about content from a Mod, so it doesn't really apply to a discussion about the core gameplay balance.
If you have any 2 of the following 3 things: Time, Interest, or Ability; Head on over to the RimWorld wiki and help improve/update it! http://rimworldwiki.com

Goo Poni