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Tony Montana
Aug 6, 2005

by FactsAreUseless
I'll say.. I'm digging the game and spent a lot of time with the build before this.. but I can't find the mojo to get going again because..

it's the micro-management. It's when bad dudes land, pausing and manually telling people to man mortars and then manually cycling them out when they get tired. It's sending my soliders hunting knowing I need to watch them or they'll shoot each other (and the guy I've spent a ton on bionics for is now dead because his stupid buddy just blew his head off with a M24 when trying to shoot a deer nearby). It's a hundred little manual tasks that just make me think.. bleh..

In RTS games I always lean toward a macro focus. Selecting individual units and making sure the strongest armour is always facing the enemy or kiting the AI, to me, is the height of boring bullshit. My tank has a tank commander in it, surely they can keep their individual tank facing the right way? Surely I can tell my hunters to loving well BE CAREFUL with their sniper rifles and missing the target is to be expected, but I do not expect you to 'accidentally' blow each others drat limbs off!

For me.. that would be the difference between a fun little game I'll play a couple of times and the NEXT THING that I sink countless hours into. If a huge pile of scripting could be done to really shape and detail the 'thought processes' of your colonists, that is what I think this game needs.

Leave extra features like padding out environments and weapons and concentrate on the actual gameplay. Everytime I have to reload because some idiot did something stupid that no reasonable person would do is just tiresome. I'll bet a certain spergy fanbase will put up with it (Dwarf Fortress) for whatever reasons but myself and many others just have enough actual mindless morons in our everyday lives that then controlling a virtual colony of them doesn't appeal long term.

Just my 2 cents.

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HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I hate micro too, but I always thought Rimworld was reasonable when it came to that. It doesn't force micro all the time, so I've always felt any battles were a good change of pace. The hunter thing you mentioned though, should be fixed as that is complete and total bullshit.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
i've noticed my guys haven't been shooting each other in A8. maybe i've just been lucky, but it seems like incidents of friendly fire have gone way down

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

HerpicleOmnicron5 posted:

The hunter thing you mentioned though, should be fixed as that is complete and total bullshit.

The big culprit is that the miss system is poorly implemented. A missed shot has an excellent chance of hitting a dude standing next to the target, and, in some cases, an even higher chance of hitting the bystander instead of the target itself. It's silly when you sometimes would kill an enemy faster by having a colonist shoot at a friendly colonist instead of trying to shoot directly at an enemy.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
An acceptable solution to me would be to remove the chance of friendly fire, but leave it in as an event - so that, on rare occasion, Bumble McFuck ambling in the way of someone hunting will get his head/limb blown off. This makes it more in line with it being a random mishap, rather than something that happens all the time.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
As more and more moving parts get added to the game more and more micro is going to be needed. It is going to be a problem he needs to mitigate or else its going to collapse on itself when you spend more time in pause trying to do something than letting the game run with you properly i the overseer role.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
I just always assumed that at some point, Tynan would spend some time bulking out the AI features so that your colonists act a bit more like DF dwarves, in that they have a bit more of a routine in their day based on their personal stats and can somewhat react to external events (such as being attacked), rather than simply performing work, then sleep regardless of whether a mechanoid is chomping on their face.

Tony Montana
Aug 6, 2005

by FactsAreUseless

oohhboy posted:

As more and more moving parts get added to the game more and more micro is going to be needed. It is going to be a problem he needs to mitigate or else its going to collapse on itself when you spend more time in pause trying to do something than letting the game run with you properly i the overseer role.

It depends how more parts are implemented. That's my point. Rather than continue to add more features I think more time needs to go into the existing ones. I don't really care about temperature variance when playing is frustrating.

Leif. posted:

I just always assumed that at some point, Tynan would spend some time bulking out the AI features so that your colonists act a bit more like DF dwarves, in that they have a bit more of a routine in their day based on their personal stats and can somewhat react to external events (such as being attacked), rather than simply performing work, then sleep regardless of whether a mechanoid is chomping on their face.

Yeah, this is what I mean. In fact, if the focus was here and the colonists really quite smart and complex the game would be something fairly unique and (for me) a lot more fun. The 'stories' have more meaning when your colonist is fairly autonomous and emergent gameplay results from their own decisions.

Tony Montana fucked around with this message at 15:13 on Dec 14, 2014

Drunk in Space
Dec 1, 2009
On hunting chat:

If you don't mind changing gear now and then, you may find it useful to equip your hunters with uzis. There are several advantages of this:

They fire quickly, making them useful for training up shooting skill.

Individual shots do little damage, meaning the odd stray shot or burst won't harm a friendly too badly, certainly compared to something like the M-24. This is especially true now that clothing has damage reduction properties, meaning that uzis will frequently do as little as 2 points of damage per shot if your guys are wearing vests and helmets.

Because of their short range and high rate of fire, you'll likely find that hunters tend to take down game reasonably quickly, often faster than if they were using a more powerful, longer-ranged weapon. This is because they have to get in close and will therefore get off a fair amount of shots before the animal moves away. Compare this to the M-24 where its long range and high warmup/cooldown can be a major source of frustration if the animal is constantly moving away from the hunter, forcing them into a stop/start pattern as they constantly try to set up a new shot. (The dev really needs to fix hunting AI to have them move to within something like 50% of the weapon's max range instead of trying to engage as far away as possible).

Pornographic Memory
Dec 17, 2008

Drunk in Space posted:

(The dev really needs to fix hunting AI to have them move to within something like 50% of the weapon's max range instead of trying to engage as far away as possible).

This would probably help a lot with the friendly fire problem too, since a big part of the issue is that missed shots with long ranged weapons can make for pretty big danger zones for other colonists to wander into.

FairyNuff
Jan 22, 2012

Leif. posted:

I just always assumed that at some point, Tynan would spend some time bulking out the AI features so that your colonists act a bit more like DF dwarves, in that they have a bit more of a routine in their day based on their personal stats and can somewhat react to external events (such as being attacked), rather than simply performing work, then sleep regardless of whether a mechanoid is chomping on their face.

I think he isgonna bulk up the Ai as someone complained about Parkas being OP and he responded with

quote:

Properly solving this would require an AI that can automatically don and remove clothing. I just didn't have time to do that yet.

So I guess in future less micro regarding clothing is in the works and so I'd hazard a guess he'll sort out some more ai behaviour too.

Drunk in Space
Dec 1, 2009

Geokinesis posted:

I think he isgonna bulk up the Ai as someone complained about Parkas being OP and he responded with


So I guess in future less micro regarding clothing is in the works and so I'd hazard a guess he'll sort out some more ai behaviour too.

If this kind of AI is implemented, I hope it opens up the possibility of someone making a Mars mod, where colonists have to go through airlocks and automatically don spacesuits when doing so. Being able to design traps with the idea of venting atmosphere in strategic locations would be hella fun too.

Sylink
Apr 17, 2004

How do you survive/get metal on non-mountainous maps?

I've been trying to get away from immediately hiding in a hole for the challenge but the lack of nearby metal makes it very very hard. And trade isn't often enough (or I get 5 exotic goods in a row) to get reliable supplies.

Tony Montana
Aug 6, 2005

by FactsAreUseless

Drunk in Space posted:

On hunting chat:

If you don't mind changing gear now and then, you may find it useful to equip your hunters with uzis. There are several advantages of this:

They fire quickly, making them useful for training up shooting skill.

Individual shots do little damage, meaning the odd stray shot or burst won't harm a friendly too badly, certainly compared to something like the M-24. This is especially true now that clothing has damage reduction properties, meaning that uzis will frequently do as little as 2 points of damage per shot if your guys are wearing vests and helmets.

Because of their short range and high rate of fire, you'll likely find that hunters tend to take down game reasonably quickly, often faster than if they were using a more powerful, longer-ranged weapon. This is because they have to get in close and will therefore get off a fair amount of shots before the animal moves away. Compare this to the M-24 where its long range and high warmup/cooldown can be a major source of frustration if the animal is constantly moving away from the hunter, forcing them into a stop/start pattern as they constantly try to set up a new shot. (The dev really needs to fix hunting AI to have them move to within something like 50% of the weapon's max range instead of trying to engage as far away as possible).

This is smart and makes a lot of sense, but I'm sure you see it's a gamey, lovely way to have to make decisions about weapons. It's not really acceptable as a finished game (I know it's not finished) that way - oh use uzis for hunting coz it works better with the AI!

BurntCornMuffin
Jan 9, 2009


Today's lesson: when landing in cold weather, building a shack over the nearby geyser to warm them up may seem an efficient idea.

In reality, it is in fact way too efficient, and your colonists will be cooked alive.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

BurntCornMuffin posted:

Today's lesson: when landing in cold weather, building a shack over the nearby geyser to warm them up may seem an efficient idea.

In reality, it is in fact way too efficient, and your colonists will be cooked alive.

What are you complaining about? Free meat, pre-cooked even.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Only one way to learn!

Apoplexy
Mar 9, 2003

by Shine
IT'S loving OUT!!! EdB's Interface has been updated for this alpha! EdB's Interface: https://ludeon.com/forums/index.php?topic=5258.0 and then, because it's equally awesome and important and all, EdB's Prepare Carefully mod: https://ludeon.com/forums/index.php?topic=6261.0

I know I couldn't fully play RimWorld without the interface mod, so here's hoping someone else was equally held back by the lack of it and will enjoy this post!

bobtheconqueror
May 10, 2005
You, can, however use a geyser room as a furnace for the rest of your terrifying indoor mountain fortress base. Put coolers in there, that push heat out into the next room, make a chain until you vent outside. It's not terribly energy efficient, but pretty neat. So far I've only screwed around in cold tundra. How do you deal with the heat in the summer months of a desert region? Just don't go outside?

Tony Montana
Aug 6, 2005

by FactsAreUseless
That's pretty much how Australia works.

In 2007 the World Health Organization (WHO) found that 67.4% of Australian adults are overweight, ranking third out of the major countries in the Anglosphere, behind the United States and New Zealand


I guess we just need to model video games and foreign forums now, so the colonists can refuse work and spend their days arguing the finer points of nothing with people they'll never meet.

OwlFancier
Aug 22, 2013

bobtheconqueror posted:

You, can, however use a geyser room as a furnace for the rest of your terrifying indoor mountain fortress base. Put coolers in there, that push heat out into the next room, make a chain until you vent outside. It's not terribly energy efficient, but pretty neat. So far I've only screwed around in cold tundra. How do you deal with the heat in the summer months of a desert region? Just don't go outside?

A cowboy hat and duster will increase your heat tolerance enough to make most deserts livable.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Really? That's neat!

triad
Jan 6, 2007

YOU KNEADED SOMEONE TO BLAME, SO YOU CRUST IT ON ME
My first colony: I obviously don't know what I'm doing so I try to deconstruct one of the abandoned buildings and the roof collapses on my miner, killing him.

The remaining two soldier on for a few days but neither of them will mine any iron and I start to realize I need more colonists. There are a couple of those sleep pods sitting inside some structure on the edge of the map, so I decide to check them out, hoping some friendly dudes will pop out and join me.

I send one guy to open the pods, and instead of a friendly worker greeting me, a soldier jumps out and starts shooting at my colonist with an m16. He runs out into the forest, and the soldier opens the other pod, producing a second soldier with an incendiary grenade launcher. They chase my guy through the woods and gun him down, leaving him to bleed out alone.

I quickly pan back to my base and see that the other colonist is sleeping. I have no idea whether he's going to wake up when the soldiers get there, so I try the draft thing and have him run out to fight. He almost takes one of them down but gets his rear end grenaded, and slowly burns to death. I just quit before the guy in the woods bled out, it was game over for me.

My new colony is running a little smoother, but I have a few questions

1) Would my guy have woken up when the soldiers got there and started making noise? If he had woken up and defended himself automatically, would he have had a better chance of fighting and surviving (can the AI fight better than I can control him)?

2) Do those sleep pods always pop out angry dudes, or do you have a chance of waking up friendly colonists as well?

3) How do you get colonists to mine? My miner dude had been mining the mountain I ordered him to, but once he died the other two wouldn't mine. I didn't see any gear on the miner that the other two would have needed, do I need to just re-issue the order to mine an area?

4) Not important: why are the guns so boring? M16's, handguns, lee-enfields? I don't get it, shouldn't there just be a bunch of sci-fi space guns?

Moridin920
Nov 15, 2007

by FactsAreUseless

triad posted:

1) Would my guy have woken up when the soldiers got there and started making noise? If he had woken up and defended himself automatically, would he have had a better chance of fighting and surviving (can the AI fight better than I can control him)?

I don't think they defend themselves at all if you don't draft them, they'll just try to run away and get killed.

quote:

3) How do you get colonists to mine? My miner dude had been mining the mountain I ordered him to, but once he died the other two wouldn't mine. I didn't see any gear on the miner that the other two would have needed, do I need to just re-issue the order to mine an area?

You have to enable the mining labor for the others in the jobs screen. Certain colonists can't do certain things, in which case the checkbox for the respective colonist and job will be greyed out.

quote:

4) Not important: why are the guns so boring? M16's, handguns, lee-enfields? I don't get it, shouldn't there just be a bunch of sci-fi space guns?

There's scifi guns too, it's a mix. Usually you won't see those right off the bat though.

I haven't played in a while so I know nothing about the pods.

egg tats
Apr 3, 2010

triad posted:

My first colony: I obviously don't know what I'm doing so I try to deconstruct one of the abandoned buildings and the roof collapses on my miner, killing him.

The remaining two soldier on for a few days but neither of them will mine any iron and I start to realize I need more colonists. There are a couple of those sleep pods sitting inside some structure on the edge of the map, so I decide to check them out, hoping some friendly dudes will pop out and join me.

I send one guy to open the pods, and instead of a friendly worker greeting me, a soldier jumps out and starts shooting at my colonist with an m16. He runs out into the forest, and the soldier opens the other pod, producing a second soldier with an incendiary grenade launcher. They chase my guy through the woods and gun him down, leaving him to bleed out alone.

I quickly pan back to my base and see that the other colonist is sleeping. I have no idea whether he's going to wake up when the soldiers get there, so I try the draft thing and have him run out to fight. He almost takes one of them down but gets his rear end grenaded, and slowly burns to death. I just quit before the guy in the woods bled out, it was game over for me.

My new colony is running a little smoother, but I have a few questions

1) Would my guy have woken up when the soldiers got there and started making noise? If he had woken up and defended himself automatically, would he have had a better chance of fighting and surviving (can the AI fight better than I can control him)?

2) Do those sleep pods always pop out angry dudes, or do you have a chance of waking up friendly colonists as well?

3) How do you get colonists to mine? My miner dude had been mining the mountain I ordered him to, but once he died the other two wouldn't mine. I didn't see any gear on the miner that the other two would have needed, do I need to just re-issue the order to mine an area?

4) Not important: why are the guns so boring? M16's, handguns, lee-enfields? I don't get it, shouldn't there just be a bunch of sci-fi space guns?

1)God no, as far as I can tell colonists will ignore anyone attacking them from range unless they're told. you did right (and I don't think there's a penalty for waking someone up prematurely either)

2)idk lol it's probably got a chance of being good.

3)They need to have the mining job turned on. there's a colonist management button in the bottom right of the UI you can use to turn jobs on or off (and it also lets you manually set priorities), likely either they were both doing higher priority tasks (planting, for example) or didn't have mining turned on at all.

4)It's a beta maybe? the real answer is that this is also trying to invoke a wild west style feel, so it wouldn't make sense to have a ton of sci-fi space guns (basically it's a lower tech firefly). I imagine the fancy guns are coming at some point though.

bobtheconqueror
May 10, 2005
In the grim dark of the future, there will still be gunpowder weapons, especially since they'll probably be easier to fabricate in relatively low resource environments compared to sci-fi lasers n' poo poo. The game just uses conventional names so people can tell at a glance what kind of gun it is, although it is kind of strange that they don't just use generic titles, like assault rifle, hunting rifle, or sniper rifle for the M16, Lee-Enfield, and M24.

A big part of this game is that the world you're stranded on is kind of a shithole. Crazy sci-fi guns do exist and you can get them off raiders and merchants as the game goes on, but gunpowder stuff is cheap, so early game raiders tend to use those, although they don't usually start off with M16's. I think the pod soldier might have just had one cause he was a pod guy.

bobtheconqueror fucked around with this message at 20:55 on Dec 15, 2014

triad
Jan 6, 2007

YOU KNEADED SOMEONE TO BLAME, SO YOU CRUST IT ON ME
thanks for the answers, the game's fun as hell. I didn't even realize there was a jobs screen somewhere, that's cool.

Good news is my new colony has upwards of 30 sleep pods scattered all over the map. I'll open some up tonight and let you all know what happens.

OwlFancier
Aug 22, 2013

The game does have a plasma rifle, a fire shot launcher, EMP grenades, and a minigun, some enemies will also carry heavy plasma cannons, and giant exploding fireball launchers.

But yeah the idea is that not everywhere is actually technologically advanced, some have regressed back to the stone age, some are more like modern earth, some are warhammer 40k style shitholes where they can make fancy stuff but nobody does because it's easier to throw bodies at the problem.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Has anyone confirmed yet that there are actually any positive benefits to opening a sleep pod?

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
The dev is a humongous Firefly fan, should tell you all you need to know about why this game does what it does.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
Are there plans to open up the map so you can explore a little more?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Zigmidge posted:

The dev is a humongous Firefly fan, should tell you all you need to know about why this game does what it does.

Yes, I've been playing since like Alpha 3 so I'm aware of why Tynan does what he does. That's not what I asked though.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
That was for the guy asking about the weapons.

Apoplexy
Mar 9, 2003

by Shine

Leif. posted:

Has anyone confirmed yet that there are actually any positive benefits to opening a sleep pod?

Yep, you can get unconscious people who can be captured. Dead bodies that pop out already dead can be stripped for clothing and have weaponry, usually.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Set up turrets in the pod rooms before opening?

Drunk in Space
Dec 1, 2009

triad posted:

My first colony: I obviously don't know what I'm doing so I try to deconstruct one of the abandoned buildings and the roof collapses on my miner, killing him.

Always place a "no roof" zone over buildings you want to deconstruct. This will remove the roof instantly and you can then take down the walls with no risk. Remember to remove the zone if you want to place another roofed building there in future, though.

Leif. posted:

Has anyone confirmed yet that there are actually any positive benefits to opening a sleep pod?

Interesting thing about the pods is they will open when attacked. I had a bunch of pirate seigers spawn near a couple of pods at the same time some visitors from a friendly faction were wandering through the area. They got into a firefight and the pods were hit by some errant shots, causing an angry spacer and a load of scarabs to burst out. The beetles ran through the pirate group, causing many of them to get shot to pieces by their own men. Eventually they took so many casualities they broke and fled before they even had time to set up their mortars. Obviously in this case I wasn't the one who opened the pods, but whatever, I still benefitted from it.

On another ocassion I got into a fight with some pirates near a different set of pods and when one was hit a couple of incapacitated dudes popped out, one of whom had a power suit. The pirates then rushed in and kidnapped them :argh:

bobtheconqueror
May 10, 2005
There's a mod that gives you sleep pod popping charges you can make, that will either blow them up, kill the thing inside, or render it unconscious. It's kind of neat.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Anyone else encounter a bug/problem with tailoring tables? When winter came around, I ordered it to make 4 parkas, but I can't make my colonists begin the task. Right-clicking over the table just results in nothing, no menu or anything.

Drunk in Space
Dec 1, 2009

Tias posted:

Anyone else encounter a bug/problem with tailoring tables? When winter came around, I ordered it to make 4 parkas, but I can't make my colonists begin the task. Right-clicking over the table just results in nothing, no menu or anything.

Are you sure you have the materials you need? Parkas need something like 120 cloth/leather/whatever. Unlike in the previous version, it doesn't appear as if you can mix materials for a single item anymore (e.g. using 30 hides and 70 cloth to make a 100 mat item): You must have the specific amount required of one kind of material to make something out of that material.

Also, there's a bug with unifinished projects where they will timeout eventually if left aside for too long, and the 'authors' can't be made to work on them anymore. This is apparently resolved in the latest hotfix but I haven't tried it yet.

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Tias posted:

Anyone else encounter a bug/problem with tailoring tables? When winter came around, I ordered it to make 4 parkas, but I can't make my colonists begin the task. Right-clicking over the table just results in nothing, no menu or anything.

And do you have crafters assigned? Is the crafters skill level high enough? No idea what is required though.

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