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Keeshhound
Jan 14, 2010

Mad Duck Swagger

StrixNebulosa posted:

Is there any benefit to meditation if you don't have psychic powers?

It still counts as a recreation type, but I wouldn't bother scheduling it unless you're using the anima tree for your tribals.

Harvey Baldman posted:

Moreover, how do you... start getting the powers? I understand different 'types' of pawns need different things to focus on, but I don't know how they start developing the ability to cast stuff in the first place. My only experience with this has been the empire, which gives you the psyfocus items to use on the pawns in question.

You can get Psychic Neuroformers as a quest reward which can give anyone a psychic level, up to a max of 6. Tribals can do a song and dance in front of an anima tree to do the same thing, but it only works for those with tribal childhoods and it consumes psygrass which grows around the tree when colonists meditate near to it.

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Moon Slayer
Jun 19, 2007

Just had my first bug infestation and it resulted in a full-colony wipe. It was from a quest where a new colonist shows up and is running from something but won't say what. Thanks lady, you got us all killed.

What killed me for sure was the fact that I had very narrow hallways, which was mentioned as something to avoid upthread, but what's the other advice for fighting bugs? I was at the stage of having LMGs and flak vests.

Danaru
Jun 5, 2012

何 ??

Moon Slayer posted:

Just had my first bug infestation and it resulted in a full-colony wipe. It was from a quest where a new colonist shows up and is running from something but won't say what. Thanks lady, you got us all killed.

What killed me for sure was the fact that I had very narrow hallways, which was mentioned as something to avoid upthread, but what's the other advice for fighting bugs? I was at the stage of having LMGs and flak vests.

I've had good luck jamming a melee colonist in a doorway with a firing line shooting over her shoulder. It's still dangerous and even with good armour you have to be careful of getting a million tiny wounds and bleeding out, but it's way better than equal ground

Plus you need a good melee colonist which is rare as poo poo :froggonk: bonus points if they're nimble since every attack dodged is a free burst of bullets into the bugpile

HelloSailorSign
Jan 27, 2011

Danaru posted:

I've had good luck jamming a melee colonist in a doorway with a firing line shooting over her shoulder. It's still dangerous and even with good armour you have to be careful of getting a million tiny wounds and bleeding out, but it's way better than equal ground

Plus you need a good melee colonist which is rare as poo poo :froggonk: bonus points if they're nimble since every attack dodged is a free burst of bullets into the bugpile

This is what I do.

For long hallways, you can even consider sticking in a single door (with walls, obviously) every now and then as defense chokepoints that are always held open. The colonists all stand on one side of the door such that when the bugs come, they can only have 1 bug in the doorway while 3 colonists can melee them. You can then have about 3 lines of ranged colonists behind the melee and they usually won't shoot each other. The bugs will probably tear up whatever poo poo is in the room they spawned in, but you'll survive, usually.

If you've got a psycaster with blindness or vertigo pulse, bugs are even easier. Just try not to cast the pulses on your melee line.

I've wondered if a colonist with a molotov in the 2nd row tossing into the bug hallway would be good... though then you run into the issue of heat management when enough are on fire. But, nothing stops bugs from melee combat better than lighting them on fire!

Danaru
Jun 5, 2012

何 ??
Yeah that reminds me, something a surprising amount of people dont know since I dont think the game makes it clear, colonists three tiles(? Maybe two) away can't friendly fire each other. You can have your gun dudes just hose down the bug pile without having to worry about Swordman catching a mag in the back

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Does anyone have a good scenario that starts you off with a Save Our Ship 2 ship?

Mzbundifund
Nov 5, 2011

I'm afraid so.

Moon Slayer posted:

Just had my first bug infestation and it resulted in a full-colony wipe. It was from a quest where a new colonist shows up and is running from something but won't say what. Thanks lady, you got us all killed.

What killed me for sure was the fact that I had very narrow hallways, which was mentioned as something to avoid upthread, but what's the other advice for fighting bugs? I was at the stage of having LMGs and flak vests.

There's a dev mode command that displays infestation chance overlay, and from it you can learn a few things. Bugs like to spawn:

a) far from the surface
b) in darkness
c) in moderate temperatures
d) near player-owned structures

When the game spawns an infestation, it will pick a random underground location with a (significantly) higher chance of picking a spot that fits the above criteria.

Here's an example. Darker blue = higher chance.



The chance of spawning in the central corridors and stockrooms are pretty low, since they're well-lit and near the surface. Note the small 2x2 storerooms (meant for storing mortar shells safely) to the south of the main stockpile are slightly blue tinted. This is because they are dark.

The easternmost bedrooms, being far from the surface and containing player-owned furniture, have a low but not zero chance of spawning.

But by FAR the most likely spot for the bugs to spawn, is in that big dark hole to the far right. I dug it out, left it dark, and smoothed some wall spots (counts as player-owned constructions) to create an infestation trap. Every single infestation this colony had, and there were many, spawned here. The bugs wandered around in the dark causing no harm until I got the colonists in position.

I hadn't yet built it in this screenshot, but In order to kill the bugs, I used my favorite anti-manhunter setup, which looks like this.



Force the bugs to come in single-file down a 1 wide corridor, where 3 melee-specced soldiers stand to greet them. This way the bugs are always at a 3-to-1 disadvantage in melee, and spend much of their time stunlocked. The rest of the colonists should be using CHAIN SHOTGUNS and shooting over the heads of the melee crew. As others have said, as long as the shotgunners are within 3 tiles they will never friendly fire the melee crew. When facing a massive swarm of melee-only enemies, this setup is unbelievably lethal. You will kill a hundred bugs easily without anyone going down.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Bugs are very vulnerable to critical mass firing squads due to the friendly fire protection and being simple minded animals that rush attackers. They'll chase a bait character for 20-30 squares and once one bug in the infestation is hit almost every single one will aggro with them almost every time. If you're getting infested and overwhelmed earlier this behavior can make them simple to lure into kill boxes or heat traps. You can also avoid bugs that don't erupt in your base for a relatively long time and prepare to face them, they will mine a few squares per hive per every few hours. I had a 200+ bug(51 hives) infestation on year 7-8 of Snake Head.



I usually have everyone in my colony wear devilstrand -> thrumbofur dusters, cowboy hats, pants and button down shirts, any good hard leather(i.e. rhino leather) can provide lots of sharp bonus. The layering stacks up high resistances, thrumbofur set is 110%+. If you mod for it you can get gloves and boots too and they will provide protection checks to hands and feet. They cost resources to make and degrade like other clothing so they're not free. Well layered colonists can take a lot of abuse and survive without even scars(after healing and rest) from primary sharp foes like infestation bugs. Once I get later game techs I work on getting my 3+ best melee guys in heavy armor with real nice melee weapons. My premier melee dude in junglelisk base got a persona blade reward, he is fabulous and deadly. Simple sidearms is a must have mod IMO, all of your gunners can carry back up knives or maces that they'll use if they end up in melee or their gun is disarmed.

If you control or get lucky on where the infestation spawns you can set up cover or zone a dump stockpile and drop a bunch of rock chunks in front of where you'll fight, the greatest danger with bugs is being overwhelmed. You're gonna think "megaspiders are the most dangerous" but the 2-3 little guys per mega spider want to get you in melee and knock your nice guns out of your hands. Melee guys in front in as wide a line as you can get(Arlene, Owl, Wit, Guilermo. Arlene, Owl and Guile are brawlers even!), control the approach, steadily mow them down.

JonathonSpectre posted:

God drat that Snake Head post is just Rimworld ambrosia, thanks for it.

Thank you, this brightens my day further. I can't wait to shoot for a pure design porn aesthetic next, with like a paint mod and vanilla carpets, really go wild!

Danaru
Jun 5, 2012

何 ??
Anyone here use Dubs' Paint Shop? I just discovered it existed and I was wondering how easy it would be to make colour coded jumpsuits for everyone to wear (yes I watch a lot of star trek, micromanaging jumpsuit material types is too much of a pain)

Mzbundifund
Nov 5, 2011

I'm afraid so.
I haven't used Dubs' Paint Shop, but I can confirm Change Dresser is good for on-the-fly uniform coloring. You can give colonists a color scheme that persists even while they change armor.

toasterwarrior
Nov 11, 2011
I got a question about enemy raid AI pathing: I can wall off entire sections of my base except for one entrance, and if the enemy has no sappers, they will always go for that entrance? I have basically surrounded my town with defensive positions and barbed wire, and TBH my 12-strong colony will still struggle against insect swarms or whatever because it's just too open.

Second question: enemies will attack structures just sitting out in the open, right? So I can't put like, watermills outside the base and expect them to be ignored in an assault?

OwlFancier
Aug 22, 2013

Enemies will prefer to walk through open entrances rather than knock down walls if you give them one, yes, but as you say sappers are an exception. A curtain wall is generally a good idea.

They will also, as you note, attack structures in their way, but you can sort of get around that by building walls around your thermal/water generators in the field, as they will be less prone to attack those and it will buy you time to chase them off.

Moon Slayer
Jun 19, 2007

quote:

Bug stuff.

This is good stuff, thanks everybody.

I think I'm going to take this opportunity to start a new colony and incorporate all of these ideas. I was getting kind of bored with the old one already. I think I'm going to make a custom scenario with two fighter pilots that have been shot down.

Maybe someday I'll actually finish a full game, but given my track record, I highly doubt it (ask me about having 600+ hours in Crusader Kings II and never once getting past 2-3 generations).

Asimo
Sep 23, 2007


OwlFancier posted:

Enemies will prefer to walk through open entrances rather than knock down walls if you give them one, yes, but as you say sappers are an exception. A curtain wall is generally a good idea.

They will also, as you note, attack structures in their way, but you can sort of get around that by building walls around your thermal/water generators in the field, as they will be less prone to attack those and it will buy you time to chase them off.
Yeah, enemies will almost always beeline for exposed pawns, presumably at your barricades or sandbags. About the only non-sapper time I've seen them do otherwise is if there was no setup time and they choose targets before pawns get out in the open, and even then it just means they'll beat on a wall or cable until it breaks then immediately retarget the exposed pawns. It's why walling or double walling geothermal generators and the like keeps them safe, and also why you don't want to have every pawn out of reach behind embrasures or windows or whatever if you use mods like those.

Danaru
Jun 5, 2012

何 ??
I had a couple break up due to a rejected marriage proposal, then the next day they got back together. To my surprise it actually removed the "I got dumped" mood debuff :unsmith:

HelloSailorSign
Jan 27, 2011

Asimo posted:

Yeah, enemies will almost always beeline for exposed pawns, presumably at your barricades or sandbags. About the only non-sapper time I've seen them do otherwise is if there was no setup time and they choose targets before pawns get out in the open, and even then it just means they'll beat on a wall or cable until it breaks then immediately retarget the exposed pawns. It's why walling or double walling geothermal generators and the like keeps them safe, and also why you don't want to have every pawn out of reach behind embrasures or windows or whatever if you use mods like those.

It's literally the one pawn in front of the gate, mooning the attackers, while everyone else waits on the walls (embrasures).

Katt
Nov 14, 2017

I'm not very impressed with these psychic powers. They don't seem to scale well.

I'd want powers like "set someone on fire from 30 spaces" or "mind control them and bring them to your side for 20 seconds"


Or utility stuff like "Make a worker work 200% faster for 30 seconds and then instantly collapse from exhaustion." Or powers to heal wound, increase mood etc.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Katt posted:

I'm not very impressed with these psychic powers. They don't seem to scale well.

I'd want powers like "set someone on fire from 30 spaces" or "mind control them and bring them to your side for 20 seconds"


Or utility stuff like "Make a worker work 200% faster for 30 seconds and then instantly collapse from exhaustion." Or powers to heal wound, increase mood etc.

According to one of the dev's videos he didn't want to make utility spells because then everyone would want them to play optimally

In my opinion the best spell is the one that makes people in an area vomit, which is hilarious and useful during fights.

Katt
Nov 14, 2017

Give me a spell that pulls out organs with mind powers.

Omnicarus
Jan 16, 2006

StrixNebulosa posted:

According to one of the dev's videos he didn't want to make utility spells because then everyone would want them to play optimally

This one is curious to me because it's not like there are other options for these gameplay elements. :psyduck: I could see it if pawns choices could be mutually exclusive, like you can be a robot or a psychic or a biological space marine but not all three. But right now the options are psychic or not psychic so why not just go whole hog but make it a big investment or risky?

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Omnicarus posted:

This one is curious to me because it's not like there are other options for these gameplay elements. :psyduck: I could see it if pawns choices could be mutually exclusive, like you can be a robot or a psychic or a biological space marine but not all three. But right now the options are psychic or not psychic so why not just go whole hog but make it a big investment or risky?

https://www.youtube.com/watch?v=POK0YU47pPc

I don't remember where in the video he said it, sorry. But Tynan is gonna Tynan.

Leal
Oct 2, 2009
If you ever question "why" tynan do what he do just remember that he actually said he keeps the ludicrous surgery failures in cause tHAt'S WhAt hAPpeNed iN MedIEvAl tIMeS

Danaru
Jun 5, 2012

何 ??
Tynan: "Everything has to be as accurate as possible, which is why pawn sexualities are based on data from a dating site."

Also Tynan: "Drinking two beers makes your liver explode and kills you instantly."

Katt
Nov 14, 2017

Personally I assumed that social use of beer and weed would just be a net positive. The game rewarding the effort put into making them with a general chill mood boost.


Instead it leads to universal catastrophic organ failure for 100% of users over a given amount of time.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
My initial psychic power is a 48% snare I can spam on enemies and a shop let me buy a level 5 power to drive humanoids into berserk rages, so since I don't know any better this seems pretty bonkers strong to me. I do have to reach level 5 first but that's a raid winner. :shobon:

Coolguye
Jul 6, 2011

Required by his programming!

HelloSailorSign posted:

You can then have about 3 lines of ranged colonists behind the melee and they usually won't shoot each other.
my understanding was that if ranged was literally touching some dude it is not possible for them to friendly fire like that. is that not the case? i've certainly never seen it happen but a guarantee is different from a very low chance.

Leal posted:

If you ever question "why" tynan do what he do just remember that he actually said he keeps the ludicrous surgery failures in cause tHAt'S WhAt hAPpeNed iN MedIEvAl tIMeS

they basically only happen in game when you have someone do a surgery with like 2 medicine, i have no idea why people make this such a big deal still. like yeah if you send someone with no anatomical knowledge off to cut off an arm he's gonna gently caress it up in insane manner because he doesn't know that the armbone's connected to the shoulderbone.

Omnicarus posted:

This one is curious to me because it's not like there are other options for these gameplay elements. :psyduck: I could see it if pawns choices could be mutually exclusive, like you can be a robot or a psychic or a biological space marine but not all three. But right now the options are psychic or not psychic so why not just go whole hog but make it a big investment or risky?

psi right now is a pretty reasonable time and payoff thing imo. it can be super useful as another dirty trick to play on a particularly annoying attacking group (sapper teams in particular are just fantastic to gently caress up with psibois) but if you don't want to put in the substantial effort to make it good, you can work around it.

i feel like you only need to install the jedi mod and see how insanely loving OP a utility skill like force healing is to see why you want psi to have a pretty focused end goal.

Coolguye fucked around with this message at 19:38 on Jun 9, 2020

Keeshhound
Jan 14, 2010

Mad Duck Swagger

Katt posted:

I'm not very impressed with these psychic powers. They don't seem to scale well.

I'd want powers like "set someone on fire from 30 spaces" or "mind control them and bring them to your side for 20 seconds"


Or utility stuff like "Make a worker work 200% faster for 30 seconds and then instantly collapse from exhaustion." Or powers to heal wound, increase mood etc.

Psychic powers are there to disable and rearrange enemies; you have guns and swords to kill them with. Also, if you think "Everyone in a 20 meter radius vomits and staggers around uncontrollably" doesn't scale up I don't know what to tell you. Vertigo Pulse is utterly overpowered.

Katt
Nov 14, 2017

Coolguye posted:

they basically only happen in game when you have someone do a surgery with like 2 medicine, i have no idea why people make this such a big deal still. like yeah if you send someone with no anatomical knowledge off to cut off an arm he's gonna gently caress it up in insane manner because he doesn't know that the armbone's connected to the shoulderbone.

Low skill doctor trying to apply a bandaid to a cut on the forehead and accidentally jams his fist through the patients face and out the back of the head.

As one does.

Roundboy
Oct 21, 2008
My lvl 11 medic with one flame has failed the last 3 attempts to install a peg leg.

At this point it's probably the medical room quality which is pretty bad.

Coolguye
Jul 6, 2011

Required by his programming!

Katt posted:

Low skill doctor trying to apply a bandaid to a cut on the forehead and accidentally jams his fist through the patients face and out the back of the head.

As one does.

0 skill doctor with no medicine can bind wounds and stop bleeding no problem, no risk whatsoever of immediately harming the patient.

now, their work will be slow and slipshod, and is drat likely to cause an infection or scarring, but that's a separate matter.

Keeshhound
Jan 14, 2010

Mad Duck Swagger

Coolguye posted:

they basically only happen in game when you have someone do a surgery with like 2 medicine, i have no idea why people make this such a big deal still. like yeah if you send someone with no anatomical knowledge off to cut off an arm he's gonna gently caress it up in insane manner because he doesn't know that the armbone's connected to the shoulderbone.

The issue that I run into is having multiple surgeries set up once I get bionics and a proper hospital. If I forget to micromanage everything a doctor who's just gotten new arms can get up and decide to try them out by jaming a new eye into someone before the anesthesia wears off which seems to result in a "hilarious" fuckup 9 times out of 10.

Coolguye
Jul 6, 2011

Required by his programming!
yeah anesthesia tanks your consciousness so the dude might as well be trying to do that one drunk off his rear end and stoned out of his mind. i can definitely see how that would cause a catastrophic fuckup.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
Tynan: "Everything must be as accurate as possible"

Doctor: *Tries to install a peg leg. Ends up cutting open the patient's eye and ear.*

Coolguye
Jul 6, 2011

Required by his programming!
i mean he's never said that and that scenario won't happen unless you have someone who barely knows his rear end from a hole in the ground doing the sawing but if we're just memeing then yeah it be like that sometimes, for sure

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
It happened in a clean hospital room with a rank 8 doctor not under the influence.

Like, I get you're trying to argue, but as far as I can tell it's a percentile chance regardless and it's plain amusing how wildly off the mark it gets. Also something something confirmation bias.

Katt
Nov 14, 2017

Vanilla surgery failure rate really sucks and makes the game less fun.

BattleMaster
Aug 14, 2000

Coolguye posted:

i mean he's never said that and that scenario won't happen unless you have someone who barely knows his rear end from a hole in the ground doing the sawing but if we're just memeing then yeah it be like that sometimes, for sure

I had a Doctor 12 colonist with no impairments catastrophically fail to install a bionic arm in a sterile hospital with a medical bed and medical monitor and standard medicine. Either you need some combination of maximum skill and beyond 100% sight and manipulation and Glitterworld medicine to reduce the chance of a catastrophic failure to 0 or there is just always a base chance.

Heffer
May 1, 2003

I generally assume that colonists come from high tech backgrounds and are so used to technical wizardry that they can barely breathe without assistance, let alone do surgery without robots. Heal root is probably generically engineered super aloe and seeded by the terraforming process.

Submarine Sandpaper
May 27, 2007


BattleMaster posted:

I had a Doctor 12 colonist with no impairments catastrophically fail to install a bionic arm in a sterile hospital with a medical bed and medical monitor and standard medicine. Either you need some combination of maximum skill and beyond 100% sight and manipulation and Glitterworld medicine to reduce the chance of a catastrophic failure to 0 or there is just always a base chance.

Were they high. Much like real life you gotta smoke smoke leaf before bed.

I wish you could schedule drug dosing times.

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Coolguye
Jul 6, 2011

Required by his programming!

Drakenel posted:

Also something something confirmation bias.
yeah it's this

like tynan did a rundown of the mathematics involved here and under the circumstances you describe there's something like a 0.5% chance for something like this to happen. unless you are playing the game for 1k+ hours like all of us turbonerds it just doesn't happen. :xcom: and stuff.


BattleMaster posted:

I had a Doctor 12 colonist with no impairments catastrophically fail to install a bionic arm in a sterile hospital with a medical bed and medical monitor and standard medicine. Either you need some combination of maximum skill and beyond 100% sight and manipulation and Glitterworld medicine to reduce the chance of a catastrophic failure to 0 or there is just always a base chance.
there is not a 'base chance', as it were. it's probably best to read the doctoring page on the wiki because a lot goes into it. note that a 'ridiculous' failure requires failing three surgery rolls in a row. so in your case with a 12 colonist and assuming 100% average on other stuff (which is probably close to true considering your stuff), you had 5% cubed or a .01% chance of a ridiculous failure. a catastrophic failure (one level better than ridiculous) was .2%.

Coolguye fucked around with this message at 22:31 on Jun 9, 2020

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