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ChickenWing
Jul 22, 2010

:v:

ChickenWing posted:

Did this game get harder? I swear to christ I'm running out of food and medical supplies way faster since .11 (last time I played). I came close to failcascading three times in the space of an hour and a half last night.

Update: four dead colonies over the course of the weekend.

I'm a monster.

Things not to forget:
  • turrets
  • don't queue up infinity things to do at once
  • stockpile food for winter
  • turrets
  • cook lots of meals
  • don't cook the super good meals if you don't have a food surplus
  • turrets

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Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat
I just got a 9th colonist and a volcanic winter just started. Thankfully I have about 4,000 potatoes. I was about to sell them to make space but I may hold on to them for a bit now.

boner confessor
Apr 25, 2013

by R. Guyovich

Ratzap posted:

I just got a 9th colonist and a volcanic winter just started. Thankfully I have about 4,000 potatoes. I was about to sell them to make space but I may hold on to them for a bit now.

cook them all into a giant pile of simple meals then sell them when you don't need them

most food is slightly more valuable cooked than raw. the easiest way to make money is to just grow acres of corn and have a colonist constantly cooking

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Popular Thug Drink posted:

cook them all into a giant pile of simple meals then sell them when you don't need them

most food is slightly more valuable cooked than raw. the easiest way to make money is to just grow acres of corn and have a colonist constantly cooking

Yeah good point. I've been making beer to sell since it doesn't need refrigeration so it's easier to store. Mind you my colonists keep necking it but I suppose it keeps them happier.

OwlFancier
Aug 22, 2013

Drunk in Space posted:

I've not had much fortune with animals yet, and the ones I do train up to hauling seem to spend most of the day just wandering about and only randomly hauling things here and there. Is there a good way to make them work more consistently?

As mentioned, they won't haul consistently, but three or four dogs are easy to feed, useful for defence, and can equate to something like an extra dedicated colonist's worth of hauling. They also are good for picking up all the crap that ends up scattered around the map, because they don't need as many things as colonists do (and huskies tend to be very cold resistant)

Basically they're like colonists that you don't care about much. But you should deffo build them badass tombs because Good Dogs should be rewarded.

boner confessor
Apr 25, 2013

by R. Guyovich

Ratzap posted:

Yeah good point. I've been making beer to sell since it doesn't need refrigeration so it's easier to store. Mind you my colonists keep necking it but I suppose it keeps them happier.

i screwed around with beer, statues, tools, etc. and the simplest effort/profit ratio lies in exporting huge amounts of raw produce. corn seems to be the best, the only downside is that it takes forever to grow but it creates so much food you can get like $12 per plant easy so it's relatively labor efficient compared to quicker growing crops like rice or berries. for pure money though i think berries are the best

art takes forever to make and i don't like that you have to grow hops just to make beer, which doesn't sell that well. i just make it for my colonists to drink

OwlFancier
Aug 22, 2013

Raw food is a good seller because you can never really have too much of it, art is only really worth it if you have a really good artist, because it's really useful to have (massive beauty/impressiveness stats that are hard to get otherwise and translates into great mood buffs if you put it in bedrooms) and any extra quality pieces you can sell on. But yeah it will take loving ages to make and isn't worth anything without the quality multipliers.

Same sort of goes for clothing/forged weapons, having some good stuff on hand can be really useful, good clothing doesn't wear out fast and can give you killer protection bonuses, both environmental and physical, but you need to have a good tailor to make it. A good longsword can hack enemies to pieces in the hands of a brawler but again, hard to get and difficult to field.

But yeah food is available all the time and you want loads of it anyway. Sell it in the spring if you don't know how much you'll need, then get the next harvest in. Bear in mind it's worth more if it's undamaged so make sure to assign extra haulers for harvest time (or grow indoors)

On the other hand, chickens can be pretty profitable as they grow quickly and sell for a decent little chunk of cash. They do take up a bit of food though so YMMV on whether it's worth it. You can use eggs to make fine meals though which can improve your colonist food efficiency.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
re: 4000 potatoes

Popular Thug Drink posted:

cook them all into a giant pile of simple meals then sell them when you don't need them

Name the colony "Would You Like Fries With That"

FairyNuff
Jan 22, 2012

Popular Thug Drink posted:

art takes forever to make and i don't like that you have to grow hops just to make beer, which doesn't sell that well. i just make it for my colonists to drink

If you want art to be made faster make it out of wood, sure it'll sell for less but its really quick to make in comparison.

Drunk in Space
Dec 1, 2009

Putin It In Mah rear end posted:

Randy Random will also loving ruin your day with blight > cold snap > toxic fallout. Holy poo poo that actually all happened to me in year 1.

I had a similar chain of events (also on Randy) and quickly ran out of food. My camels began drinking all the beer to stay alive, and my base quickly turned into a shitheap of passed out dromedaries and camel vomit everywhere. About half of them died anyway from alcohol poisoning.

Popular Thug Drink posted:

art takes forever to make and i don't like that you have to grow hops just to make beer, which doesn't sell that well. i just make it for my colonists to drink

protip: make sure you give your best artists bionic arms, since sculpting is one of those skills where the actual skill level doesn't influence work speed, but manipulation does. Same goes for tailoring and smithing. Bionic eyes help too, though sight doesn't have as much of an effect as manipulation for those jobs. (It's enormously beneficial for shooters, though).

Drunk in Space fucked around with this message at 02:18 on Sep 15, 2015

OwlFancier
Aug 22, 2013

Drunk in Space posted:

Bionic eyes help too, though sight doesn't have as much of an effect as manipulation for those jobs. (It's enormously beneficial for shooters, though).

Actually not universally true.

It's quite easy, with moderate skill and especially with the careful shooter perk, to rapidly reach 99% accuracy, and sight will not raise that any higher, you can't get 110% accuracy. At that point I believe the weapon and environment is the primary determining factor in accuracy, not shooting skill. Unless you're using a high grade rifle, you'll miss because of the weapon, and otherwise you'll likely miss because of cover/darkness, not because of the shooter.

Sight can help make a bad shooter better, but it has little effect on already skilled shooters.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
On the other side of that, am I wrong in saying that trigger happy is one of the worst god drat perks ever?

OwlFancier
Aug 22, 2013

Overwined posted:

On the other side of that, am I wrong in saying that trigger happy is one of the worst god drat perks ever?

Yes you are. It is situational, but consider that a minigunner, or grenade thrower, does not actually need to aim, but does benefit from firing one-and-a-half times faster.

To a degree this is true of all weapons. Your to-hit rates are much higher than they appear at low percentages. The percentage chance to hit is more accurately described as the percentage chance to hit what you are aiming at. Or rather your percentage chance to intentionally hit.

It is entirely possible and indeed probable that by virtue of sheer volume of fire, a trigger happy gunner will hit something, even if their accuracy is absolutely abysmal. This likelihood increases the more enemies there are in the line of fire. Trigger happy gunners are extremely useful for dealing with masses of enemy troops. It is also worth noting that trigger happy colonists aren't prevented from becoming skilled at shooting, though they will always have an accuracy penalty, but they only start off with a negative to the skill. As colonists train every time they shoot, a trigger happy colonist trains 50% faster than their peers because they shoot 50% more. You can build a sort of gunkata wizard by putting them at close range and giving them pistols, PDWs and shotguns to just unload into people. It's quite fun.

Consider it a tradeoff. A careful shooter is somewhat wasted on a machinegun, while a trigger happy colonist is somewhat wasted with a rifle. But one is very good at picking people off, while the other is very good at spewing gunfire downrange. Both are useful in their way.

OwlFancier fucked around with this message at 02:36 on Sep 15, 2015

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
I don't know. I never fancied thrown weapons except EMP grenades against mechanoids. Regular grenades and moltovs are too dangerous for friendly troops. And I don't think I've ever bought a minigun.

OwlFancier
Aug 22, 2013

Overwined posted:

I don't know. I never fancied thrown weapons except EMP grenades against mechanoids. Regular grenades and moltovs are too dangerous for friendly troops. And I don't think I've ever bought a minigun.

It works with LMGs and assault rifles too. The minigun is just literally unable to hit what it's aiming at (you can facetank a mechanoid like this, try it, you'll almost never get shot) so it doesn't matter in that case. Thrown weapons are a bit specialist but they are very useful for crowd control. Dangerous yes, but less dangerous than a horde of angry tribals breaking through your door.

The incendiary launcher also works in that it lets you spray fire all over the place. Anything that does collateral or area damage, as well as rapid fire weapons benefit from trigger happy. The PDW in particular is monstrous, it produces a near endless stream of bullets.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
Speaking of guns, I really want a crew-served turret mod. I know there are like a billion of them, but they all come with a bunch of other turret poo poo I don't want. Anyone know of one that does just that and little to nothing else?

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
The modpack in the OP has some nice turrets.

https://ludeon.com/forums/index.php?topic=6895.0 is the unedited version for plebs who don't use the goon modpack.

Azhais
Feb 5, 2007
Switchblade Switcharoo

IAmTheRad posted:

The modpack in the OP has some nice turrets.

https://ludeon.com/forums/index.php?topic=6895.0 is the unedited version for plebs who don't use the goon modpack.

The avenger turret owns

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

OwlFancier posted:

(snip)
...You can build a sort of gunkata wizard by putting them at close range and giving them pistols, PDWs and shotguns to just unload into people. It's quite fun.
(snip)


You've made some very good points, especially for someone who has probably made a very bad judgement call by watching Equilibrium. :v:

OwlFancier
Aug 22, 2013

It's like the matrix if you mainly watched the matrix for the fighting and for Keanu Reeves's abs.

I think I should make a colony where everything is covered in crosses and everyone wears black trenchcoats.

OwlFancier fucked around with this message at 12:15 on Sep 15, 2015

Drunk in Space
Dec 1, 2009

OwlFancier posted:

Actually not universally true.

It's quite easy, with moderate skill and especially with the careful shooter perk, to rapidly reach 99% accuracy, and sight will not raise that any higher, you can't get 110% accuracy. At that point I believe the weapon and environment is the primary determining factor in accuracy, not shooting skill. Unless you're using a high grade rifle, you'll miss because of the weapon, and otherwise you'll likely miss because of cover/darkness, not because of the shooter.

Sight can help make a bad shooter better, but it has little effect on already skilled shooters.

Nope, you're wrong about this. Well, mostly wrong anyway. It's something I actually happen to know quite well because I took an interest in it a while back when I first started playing and did a lot of testing on it. I remember I was bothered because I couldn't understand why my hunters that had eye and arm injuries had such pathetically poor hit chances at long range despite the accuracy stat in their colonist tab still being fairly high. That's when I discovered that sight, consciousness and manipulation play a pretty big part in determining final hit chance which isn't necessarily apparent from the accuracy stat (in other words, there's stuff going on under the hood which isn't transparent to the player).

I've got a fair amount of data on it and can go into detail with some good examples to show you just how significant sight is for shooting accuracy and thus why enhancements to it are extremely beneficial, particularly at long range, but it will probably be kind of spergy. Since it's your thread, I'll leave it up to you. You and others may find it interesting because it will shed some light on the mechanics of the game, but I'm sure many will find it groan-inducing and think "who gives a gently caress, just give them a gun and shoot." It's your choice.

One thing I will ask in advance, though. When you say it's quite easy to rapidly reach 99% accuracy, are you talking about 'hit chance', that is to say, the actual chance to hit as displayed in the info box when you mouse over an enemy, or are you talking about the post-processed accuracy stat shown in the colonist info sheet?

Also, what would you consider 'moderate skill?'

Drunk in Space fucked around with this message at 23:23 on Sep 15, 2015

OwlFancier
Aug 22, 2013

I know the hit chance is calculated by-square though how exactly the maths works to produce the end result I'm not sure, given that 99.99% accuracy in the colonist info screen does not translate to 99% accuracy in the field. Sight, consciousness, and manipulation are factored into the base accuracy calculation as listed in the info screen but the effect is often a fraction of a percent due to the weird and arcane maths involved in calculated the final accuracy value.

As best I can gather there are rapid and serious diminishing returns to colonist shooting accuracy, where around probably level 10 you seem to top out the scale more or less. Combined with imperfect weapons, cover, environmental effects, and the somewhat odd random chance to hit anything you're shooting towards, I don't really find accuracy to be especially important a lot of the time. Certainly it's good to have a skilled shooter and careful shooters tend to hit more, but it's rather secondary to all the other factors in play, I find.

If you want to make an effortpost about it feel free, it's not really my thread, I just look after the OP occasionally, and the game isn't very clear about how the shooting accuracy thing works.

OwlFancier fucked around with this message at 01:01 on Sep 16, 2015

Sub Rosa
Jun 9, 2010




Drunk in Space posted:

I've got a fair amount of data on it and can go into detail with some good examples to show you just how significant sight is for shooting accuracy and thus why enhancements to it are extremely beneficial, particularly at long range, but it will probably be kind of spergy.

Yes please

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I've heard there is a cap on the amount of people you can get through slave-traders and events using any narrator but Random. Is there a way to remove this cap, or will I have to get used to getting prisoners? And is there a way to change difficulty on a save? I hate having tough attacks early on, but similarly I'd like some semblance of threat.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



HerpicleOmnicron5 posted:

I've heard there is a cap on the amount of people you can get through slave-traders and events using any narrator but Random. Is there a way to remove this cap, or will I have to get used to getting prisoners? And is there a way to change difficulty on a save? I hate having tough attacks early on, but similarly I'd like some semblance of threat.

Hit escape, options, change difficulty and story teller. For the other, no idea.

Skaw
Aug 5, 2004
Two waves of chickens joining has solved food woes forever. Egg seemingly have a ridiculously high nutrition value in game. Simple meals only use two and I probably gather 6 dozen eggs a day in my 7 person colony. I replaced growing potatoes and strawberries in my fields with haygrass to keep this food factory running.

I still hydroponically grow some potatoes though, along with rice.

FairyNuff
Jan 22, 2012

HerpicleOmnicron5 posted:

I've heard there is a cap on the amount of people you can get through slave-traders and events using any narrator but Random. Is there a way to remove this cap, or will I have to get used to getting prisoners? And is there a way to change difficulty on a save? I hate having tough attacks early on, but similarly I'd like some semblance of threat.

Just capture and convert.

Drunk in Space
Dec 1, 2009

OwlFancier posted:

If you want to make an effortpost about it feel free, it's not really my thread, I just look after the OP occasionally, and the game isn't very clear about how the shooting accuracy thing works.

I'll probably have something up on the weekend when I've got a bit more time. I can tell you that most of the testing I've done is with sniper rifles at long and medium range, and mostly in perfect conditions to give a baseline from which to compare other results (such as the effects of cover). In good conditions, the effect of adding bionic eyes is very impressive, and can turn snipers, especially those with the careful shooter trait into crack shot killing machines. But in general having bionic eyes is a boon for anyone with any kind of gun, though there may indeed be diminishing returns in certain circumstances. A lot of what you're saying about the accuracy stat being inscrutable is true, but I'll give you some examples to show that past 99% you can in fact get some big gains with bionic eyes, and also why the stat can be a bit misleading on the face of it.

Level 8 shooter with no health problems (all the pawns I use for my tests are young 20-somethings with no disabilities). Normal quality sniper rifle at 45 tiles (max range), daytime, clear conditions, no obstructions.

Without any special traits or bionics, his accuracy stat is listed as 96.50%. Shooting at a target in the situation above, his hit chance is just 18%.

With careful shooter his accuracy stat becomes 99.16. This translates to a hit chance of 60%, so a pretty big jump (careful shooter is a very good trait!)

If we now give him one bionic eye in addition to careful shooter, the accuracy stat goes up very little to just 99.43. But his hit chance now? 81% That's a pretty nice gain.

How about another bionic eye? Accuracy stat becomes 99.51, but now his hit chance is a whopping 98%. So a level 8 shooter with the careful shooter trait and two bionic eyes is essentially a crack shot at max range with the sniper rifle, albeit against a target in the open.

Now, the thing about careful shooter of course is that it's a trait, so it's not something you can just add when you like, unless you're cheating or using mods that allow you to. Bionic eyes, on the other hand, are something that you can give to colonists at will, supply permitting. Therefore it's pertinent to know how useful they're going to be to colonists without careful shooter, in other words, most of them. (There's also the fact that the aiming time penalty means it's mostly intended as a sniper trait and in fact you probably won't want it on all of your ranged fighters, whereas you will want to boost sight as much possible for all them.)

Using the same scenario above, with 1 bionic eye (but no careful shooter now), his accuracy stat is 98.64 and his hit chance is 57%, so slightly worse than careful shooter but still pretty drat good compared to normal. I should note as well that as the guy with a bionic eye closes with his target, he actually becomes more accurate than the unmodified careful shooter does. In other words, boosting the sight stat seems to influence the rate at which a colonist gains accuracy as range decreases, which is very useful. A quick example on this: at 22 tiles the careful shooter has a hit chance of 71%, whereas the guy with a bionic has a hit chance of 76%.

With two bionic eyes, his accuracy stat is 99.04. Now, this is where the weirdness of the accuracy stat becomes apparent. This accuracy is actually less than the unmodified careful shooter's accuracy (99.16) and yet his hit chance is 79% compared to the careful shooter's 60%. So this is telling you that the sight stat is having an effect on hit chance which is not apparent from the accuracy stat. On the hit chance itself, 79% is obviously decent for max range, and I should mention that he will reach 98% himself at about 21 tiles.

Okay, that was actually more extensive than I was planning for this post. I will give more examples and data in my next one and probably talk about cover, environmental effects and the like too, the effect (or relative non effect) of shooter skill as well as some examples with different weapons, but this should at least give you some idea that boosting the sight stat is in fact a very big deal.

Drunk in Space fucked around with this message at 23:36 on Sep 16, 2015

OwlFancier
Aug 22, 2013

It's weird that you can have greater accuracy than the weapon itself permits. Doesn't the normal quality sniper rifle have a base accuracy which is lower than some of those numbers? I was under the impression that it worked by starting with shooter accuracy (decreases per tile, presumably by the remaining percentage from 100% in the shooter's accuracy stat) and then that number was modified by the weapon base accuracy (so it can't possibly be higher than that) and then it figures in cover and concealment, which tend to be serious cuts.

In open terrain with a 100% accurate weapon you should be working with just the shooter's accuracy which can get quite high, but I thought you needed a good quality sniper at least to get close to 100% accuracy on it.

OwlFancier fucked around with this message at 23:52 on Sep 16, 2015

Drunk in Space
Dec 1, 2009
Weapon accuracy acts as a modifier on the 'shooter' value that you see in the target info box. This value is important because that's what is ultimately modified by various other factors like cover and darkness to determine final hit chance.

So taking the level 8 shooter again. Unmodified he has an 18 percent chance to hit at 45 tiles with his normal quality sniper rifle. When you look at the target info box, you'll see several values:

Hit Chance (i.e. "Shot by XXX"): 18%
Shooter: 20%
Weapon: 88%

The shooter value is determined by range, presumably the accuracy stat, whatever other effects sight, manipulation and consciousness are having in addition to the changes they make to the accuracy stat, and possibly some other stuff that I don't know about (and probably only Tynan does). This value is then modified by other factors. Since in this scenario it's perfect conditions, the only other factor is the weapon accuracy - 88%. So it's quite a simple sum: 20 * 0.88 = 17.6, i.e. 18% hit chance. If you have a 100% accurate weapon, all that means is that it won't be a negative factor anymore: it'll actually disappear from the target info box, leaving you with the shooter value and whatever other factors are at play. In the scenario above, it would simply mean that he now has a 20% hit chance.

Just as a point of comparison, a max level (20) shooter would have a 38% hit chance (33% with a normal quality sniper rifle), so actually not that spectacular an improvement. With careful shooter as well they would have a 70% hit chance (61% normal quality). But you know what? If you gave the level 8 guy careful shooter as well, he would have almost the same accuracy: 68%. The difference in shooter skill flattens considerably when you add careful shooter into the mix and becomes almost a non-factor in differentiating colonists.

After doing a load of tests, it actually occurred to me that I probably should've used a 100% sniper rifle, because that would've eliminated the weapon accuracy penalty as a factor from the baseline results and thus simplified things a bit. But the fact that I did consistently use a normal quality weapon means that the data is still consistent itself.

Drunk in Space fucked around with this message at 00:52 on Sep 17, 2015

OwlFancier
Aug 22, 2013

I mean I'm confused how you get 98% chance to hit with an 88% accurate weapon.

If it goes shooter accuracy > modified by weapon accuracy then you shouldn't be able to get a more accurate shot than the weapon accuracy, becausse your shooter accuracy can't go over 100%

So, a 100% accurate shooter using an 88% accurate weapon should be 88% accurate, you shouldn't be able to get 98% chance to hit unless there's some other factor, as in, if good eyesight makes your gun more accurate.

I mean the other possibility is if your shooter accuracy can go over 100% with sight modifiers, but it isn't listed properly in the stats page? But I kind of like the idea that putting robot eyes into someone makes their gun work better.

OwlFancier fucked around with this message at 02:34 on Sep 17, 2015

Drunk in Space
Dec 1, 2009

OwlFancier posted:


So, a 100% accurate shooter using an 88% accurate weapon should be 88% accurate, you shouldn't be able to get 98% chance to hit unless there's some other factor, as in, if good eyesight makes your gun more accurate.


This is pretty much exactly what's happening and why enhancing sight is a big deal for shooters.

Firstly, though, you use the term "shooter accuracy" a lot and I think you mean what I've been referring to as "shooter value." I didn't want to use accuracy again because I'm already using it to refer to other stuff and I felt it might be confusing, but I'll use "shooter accuracy" from now on so long as it's clear we both understand what that means.

I may have made a slight mistake in my last post when I said that 'shooter accuracy' is influenced by consciousness/sight/manipulation (CSM). Actually - I don't think it is . . . well, it is indirectly, because I'm fairly sure that the post-processed accuracy stat factors into shooter accuracy and that stat itself is affected by CSM.

However, CSM seems to have an additional effect that factors into hit chance directly and is calculated separately from shooter accuracy. And here's why:

Take our level 8 shooter again. When I told you about the non-bionic examples, the relationship between shooter accuracy and hit chance is pretty clear: shooter accuracy is modified by factors like weapon accuracy to get the hit chance, e.g. 20 * 0.88 (normal quality sniper rifle) for an 18% hit chance at 45 tiles. This is still true when you add the careful shooter trait as well, e.g. 68 * 0.88 = 59.84 (60% hit chance). Essentially it means that hit chance should never be higher than shooter accuracy, as you yourself surmised, as with a perfect weapon and perfect conditions, the hit chance is the shooter accuracy.

However, when you add bionic eyes into the mix, in other words, when you adjust the sight stat, that rule no longer works. For instance, our level 8 shooter with one bionic eye (no careful shooter trait) at 45 tiles has a shooter accuracy of 54%, but his hit chance is 57%. With two bionic eyes it's 65/79. At 22 tiles it's 74/76 with one bionic eye and 81/97 with two. I haven't worked out exactly what's going on there yet and what calculations are taking place. The only hint we have is that sight apparently has a 95% importance as a health factor. Admittedly I've mostly been data collecting and haven't really sat down and tried to crack it yet. But someone here more mathematically minded than me could probably do a better job anyway, and anyone is welcome to try.

I decided to do the above with a perfect weapon as well, so you can see the relationship between hit chance and shooter accuracy without having to factor in weapon accuracy. This should make it easier to work out how exactly the sight stat is affecting final hit chance.

45 tiles, 100% weapon accuracy:

1 bionic eye: shooter accuracy 54%, hit chance 65%
2 bionic eyes: shooter accuracy 65%, hit chance 91%

22 tiles, 100% weapon accuracy:

1 bionic eye: shooter accuracy 74%, hit chance 89%
2 bionic eyes: shooter accuracy 81%, hit chance 99% (he actually reaches 99% at 37 tiles out)

I should note that it would appear that hit chance is capped at 99%. I've never been able to hit 100% under any condition.

EDIT: I don't think I've said it yet but it bears mentioning that each bionic eye enhances sight by 20%. So in other words, someone with 2 bionic eyes will have 140% sight efficiency.

Drunk in Space fucked around with this message at 05:31 on Sep 17, 2015

Tupper
Sep 1, 2007

Fun will now commence.
God drat I play this game a ton but didn't even think to check for a thread.

So I started playing last night again after a long break. I usually play heavily modded so I thought I'd at least try (mostly) vanilla for a bit since they added animal taming. I had a lady vatgrown soldier turned starship cook named Strong who was really good with shooting, so I gave her the survival rifle. What a badass. Oneshot mad animal after another. Shot off monkey legs, anaconda heads, the works. I was running low on food, so I sent her off after some capybara after I got a little homestead established.

Like a minute later when I was loving with animal zones in preparation for my dream of having a alpaca farm, Strong screams over the UI "COLONIST NEEDS HEALING". Jump to her and apparently the entire herd of capybara (about 12 animals) went batshit, charged Strong, scratched and bit her finger off, kept going until she fell over from bloodloss/pain, and then beelined for my meager fortifications.

Something like three downed colonists later, the herd decided to turn on my (badly placed) cluster of turrets and gibbed themselves on the detonation.

gently caress capybaras. This is the best game.

barkbell
Apr 14, 2006

woof
I wish the crash landing mod was better balanced. I love the idea of it, but the execution is so... off.

SirViver
Oct 22, 2008
Hit chance is a complicated matter, but if you really want to know the gritty details, I'd say you should simply look at the source code. Use a free decompiler tool like ILSpy and open ...\RimWorld\RimWorld914Win_Data\Managed\Assembly-CSharp.dll. I'd suggest you start at Verb_LaunchProjetile.HitReportFor(TargetInfo) and go from there. :)

From a basic look and ignoring all the fine details like cover, weather, target size/stance, darkness, etc., the formula is basically this:

HitChanceTotal = AccuracyPawn^DistanceTarget * HitChanceEquipment * SightEfficiency

With the final hit chance being clamped between 1% and 99%. The pawn accuracy seems to be some crazy combination of different factors that is much too difficult to follow without an actually attached debugger, but has a huge influence on total accuracy due to it being squared by the distance. The equipment accuracy is pretty much just a straightforward linear interpolation between the Touch, Short, Medium, and Long accuracy values depending on the target distance, where the actual distances associated with those definitions are 4 - 15 - 30 - 50.

Given your earlier examples of that would be
pre:
Base lvl 8 shooter: 0.9650^45 * 0.88 * 1   = 0.1771 = 17.7%
+ Careful aim     : 0.9916^45 * 0.88 * 1   = 0.602  = 60.2%
+ Bionic eye      : 0.9943^45 * 0.88 * 1.2 = 0.8165 = 81.7%
+ Bionic eye #2   : 0.9951^45 * 0.88 * 1.4 = 0.9877 = 98.8%

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



KyloWinter posted:

I wish the crash landing mod was better balanced. I love the idea of it, but the execution is so... off.

You can tweak variables yourself in the options file, I changed it a bit and now it's somewhere I like a lot.

So I had a pretty nice little outpost going, up to seven people, we had some good defenses in place and had fended off various raids nicely, I was expanding our production and everything for trade, etc.

Then I get an event where every squirrel on the map went berserk. Not so bad, right? Well... there were a LOT of squirrels. We managed to fend them off but two of my people who happened to be out and about at the time were downed by it, and I had not thought to change away from my flamethrower on someone else. Flamethrowers are great at medium range, not so much point blank. Before the last of them was even dead, I got an event of a huge toxic storm that poisoned everyone who was outside, and seemed to infect just about every wound the squirrels had inflicted, but that may have been coincidence.

Long story short I want from seven people to one.

e; Speaking of tweaks, is there any way I can make it so dropped items are not automatically forbidden and suchlike? It's kind of a pain going around checking for eggs or whatever the poo poo.

e2; Hahaha a Prison Block just crashed through the roof of my residence building, setting fire to everything because it's made out of wood, but a couple of the prisoners were spawned outside so they're okay. My last couple of people (I recruited someone new, sucks to be them) are now dying of extreme heatstroke because the temperature has shot up by a couple hundred thousand degrees. RIP this colony, this game is GOTY, Randy doesn't gently caress around.

Ms Adequate fucked around with this message at 19:59 on Sep 17, 2015

Tetracell
Feb 16, 2008
My bicycle masters boardwalk and quagmire with aplomb. Those that doubt me... suck cock by choice.

Mister Adequate posted:



e; Speaking of tweaks, is there any way I can make it so dropped items are not automatically forbidden and suchlike? It's kind of a pain going around checking for eggs or whatever the poo poo.



This would be the best thing in the world if anyone has a way to do it. I'm so goddamn sick of having the "Colonist left unburied" negative modifier. I can never find whatever corpse they're talking about, and if they weren't marked as no-use like 95% of the time it'd probably be no problem.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
I tried that epic overhaul mod, and it just is way too made for spergs.
I think my people would know how to build a bed even if they lived in a feudal colony. Perhaps not if they were cavemen, but the chances of only having cavemen in your colony are very rare.

The goon modpack is much better balanced. Adds some things but doesn't overhaul the entire game.

That being said, is it wrong to butcher humans and then use their meat to train my beasts?

Stretch Marx
Apr 29, 2008

I'm ok with this.

IAmTheRad posted:

I tried that epic overhaul mod, and it just is way too made for spergs.
I think my people would know how to build a bed even if they lived in a feudal colony. Perhaps not if they were cavemen, but the chances of only having cavemen in your colony are very rare.

The goon modpack is much better balanced. Adds some things but doesn't overhaul the entire game.

That being said, is it wrong to butcher humans and then use their meat to train my beasts?

It's only illegal if you get caught.

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Danaru
Jun 5, 2012

何 ??

IAmTheRad posted:

That being said, is it wrong to butcher humans and then use their meat to train my beasts?

I honestly haven't buried a corpse in forever, they either get used for training, or sold off. There must be entire civilizations of cannibals considering how willing bulk traders are to take the stuff off my hands.

Also FYI human leather clothing is a drat good money making product.

I think I'm the bad guy.

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