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Investigation To-do and other stuff i may have

13
Hordes (talkcontribs)
  • Combat in Darkness

From what the game tooltips say, darkness precept applies after shooting/weapon accuracy, but before cover. I don't have the means to test if its true. Regardless the precept is absurdly good and why i mention it everywhere it's relevant

  • LMG & Darkness precept:

Good quality, Shooting 10, Distance 18, Combat in Darkness precept, no cover. Game displays that LMG has 50% to hit. AR has 68% to hit. Results in (Optimal DPS * expected accuracy) of 7.89 vs 7.34 respectively.

LMG staggers. But AR has a shorter TtK, which is relevant for killboxes. Shorter burst time = good. AR has its usual advantages like outranging centipede blasters. Plus this isn't considering HSMG (55% acc, 6.787 dps at this range) or CR (61% acc, 8.07).

If you're in a mountain then you would probably be using shotguns / HSMGs instead. If you weren't in a mountain you are most likely fluid + sunblocker and it's not worth the effort to make an entirely different set of weapons. Roofing over everything doesn't work unless the enemy is considered "indoors", which while possible would deviate from the normal set up.

  • Haygrass vs corn

I think one of the biggest pros of haygrass is growing speed. In year-round or like 50/60 you can just make the pen bigger or use dandelions (which should probably be added to more places inc. haygrass).

  • Turret cover

As of 1.4, apparently mini turrets use cover (see here)

  • Cheapest 100% comfort

MARKET VALUE:

  • Masterwork wood dining chair - $185
  • Excellent armchair - $322.5 (0.99 comfort)
  • Legendary cloth kneel pillow - $230
  • Legendary wood pew - $210 per seat, 630 all

However I believe the super wealth-managey meta would be to use bi-phasic or some other form of rest schedule, due to how quickly comfort rises and how slowl it falls.

Thus without considering wealth, dining chair better if you have production specialist and/or plenty of wood + work to burn. Armchair easier to make.

Hordes (talkcontribs)

splitting into second comment for length:

  • Mechanoid page format

My reasoning for the current format (like centipede gunner as-is) is as follows:

  1. Have parity between the 5 combat mechs in core, and combat mechs in biotech. Ideally it would apply to all mechs, but that is what to be improved.
  2. For existing mechs, put all biotech summary stuff in its own subsection. This would be less confusing for players who dont own the expansion

I would agree that it's messy. But I would at least request for "as an enemy" and "as an ally" be completely separate and grouped up.

Maybe the following order could work

  • Occurrence: Enemy appearances & enemy AI
  • Summary: mechanoid summary template & combat & possibly work
  • As an ally OR mechanoid creation OR acquisition: Biotech stuff. Creation & power need
  • Analysis / Analysis - as an ally

For the worker mechs it would make more sense to have acquisition over summary. As I'm writing this I realize that it would be the same as the format as-is but with enemy stuff closer to the top

Hordes (talkcontribs)
Harakoni (talkcontribs)

Either can be. A was considered but the reasons it wasn't implemented were:

1) the question of whether there will be instances where you want to directly compare two different tables like the its sister template, Faction Xenotype Table, does at Pirates#Xenotypes. Having different row number and orders makes comparing them frustrating. 2) The risk that suppressing the rows will confuse absence from the faction for absence of information, and vice versa. For example, a reader might see that the base game tribes are missing from table and assume the information is just missing rather than that non-baseliners don't spawn in them. And on the flip side, the tables don't currently list Ancients because I don't have xenotype distributions for them, not because they're all 0% (though they might be, idk).

Feel free to weigh in/disagree/agree with me on that, but there was reasoning behind it.

If you're happy with B instead, would you prefer that a single command collapsed all examples of Xenotype Faction Table on the same page (e.g. if you want to do something similar to Pirates#Xenotypes, one click collapses them all), or collapse them individually (more flexible)

Hordes (talkcontribs)

I suppose the other option would be to make better use of horizontal space, by making multiple columns. I forgot to ask for this but probably the better solution with that considered,

Harakoni (talkcontribs)

That makes it very wide and breaks sorting.

Edit: Actually rereading that, I'm not certain what you mean by making multiple columns in this regard. Columns for each xenotype make the template a lot more complicated and processor heavy.

Hordes (talkcontribs)

Columns for factions.

IE:

Gentle tribe | Friendly outlanders
Fierce Trible | Rough Outlanders
etc.

This is only in regards to the table found in the xenotype pages like Highmates.

I'm not sure what the actual utility of sorting factions is. For not-baseliners: every xenotype has, like 2-4 factions in which they can appear at all. Other than world generation, there's no way to explicitly choose a faction other than ally/enemy. And because there's like 2-4 factions per xenotype, the sorting wouldn't be very helpful

Harakoni (talkcontribs)

Columns for each faction would be very wide, and dynamically merging them (e.g. Pirates and Cannibal pirates have the same) would make maintaining the template a bitch when the whole point of this was to make it all updatable from one source (or 1 and 2 very very minor and easy addtions if new factions are added).

And sorting is handy and future proof. Each DLC has added factions and there are likely to be more and that is in additional to the current ones changing and the factions currently missing from the table that need to be added (Ancients etc). The current xenotypes and factions are already getting enough entries to justify sorting. Dirtmoles have 5, hussars and genies 6, neanderthals 7, baseliners 11. And its not just world gen when its relevant. Say you want a neanderthal pawn for whatever reason but didn't add the neanderthal tribe at world gen, you can pick fights with the factions that have the most, become friendly with the rest, and preferentially have raids with the chance of pawns you want.

And tbh the tables aren't that large. But I will make them collapsible regardless.

Harakoni (talkcontribs)

Collapsing implemented. Looks better when theres a title but it works with the base as well.

Also includes a precollapsed version for use on highmate, just add "collapsed" as the third argument to the template.

{{Xenotype Faction Table|Highmate|Highmate|collapsed}}
Highmate
Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 0%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 0%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 0%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 0%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%
Hordes (talkcontribs)

Re: Raid points & wealth management & wealth

Asking for feedback on recent changes to these pages. Added more derived calculations to raid point page, and removed them from wealth management. Also any other feedback is advised (I think wealth management is a suitable quality article at this point)

Re: Nearsighted

As I understand it, nearsighted lowers Medium range accuracy of the weapon. Since accuracy is linearly intropolated between Short (12 tiles) and Medium (25), then it would have an impact past 13 tiles, am I wrong?

Harakoni (talkcontribs)

Re: Nearsighted, I thought so at first too, given how the rest of the mechanics work, but according to the tooltip thats not how its implemented. See here for an example. Then again the tooltip is not infallible as the recurring turret cover issue showed.


Re: The other three How recent is recent? You've been working on those pages on and off for a while. Gonna assume the last few days, and only talk about the changes relative to the page state before. Lemme know if you wanna talk about a longer block of time/go over the page as a whole in depth.


Re: Raid points, taking recent as since the 19th of Feb.

  • The edits are pretty much perfect. The only issue I have is that the "1 pawn point is worth x storyteller wealth" might get confused as a true equality, where it adds to storyteller wealth directly. This should be understood by people reading the whole page, but its a pretty convoluted topic, and people might skip sections. Basically just idiot/newb proofing. I'd probably reword it to something like "Given (threshholds/pawn count etc), pawn points increases by 1 for every increase of x in storyteller wealth". I know its not something you started, its used elsewhere on the page but it is something I'd fix.

Re: Wealth, taking recent as since 17 of January.

  • No issues with those edits themselves, though the page does overlap significantly with the other two. The examples might be best on Wealth Management, the raid points are largely duplicates of parts of Raid Points. Duplicates like that make it harder to maintain and keep everything consistent (For example: Genes gets updated but the xenotype pages listing gene details don't - one reason I'm considering making their lists more like Hussars or template-izing them). It might be better to treat the page as a sort of "big disambiguation" or summary - give summaries and basics but leave detail to the main pages - basically all the other subsections would be fine as-is but analysis and raid points would shrink. But honestly that is just nitpicking.

Re: Wealth Management taking recent as since 20 Feb.

  • Again perfect. Solved the info duplication issue I had with the page, but left the important details. You could add the same short eqn summary for the other wealth bands, but again just nitpicking. The page as a whole is in a good state, and can definitely have the under construction banner removed now. Long term, some worked examples of common strategies people use might be good and some analysis of the expectation thresholds (and likely more importantly, how they trigger other things like Ideo requirements). The examples from Wealth are a good basis for the first one - a lot of the things people avoid like the plague actually have minimal effect on raid points.
Hordes (talkcontribs)

Re: Wealth management

The reason I left out the other wealth bands was, that if you are at 400k wealth, you are very likely at lategame or endgame stuff (bionics, charge rifles, etc.), so you should be able to handle the raids. The explanation for that was kinda clunky so I left that out.


Re: Wealth

Yeah, the idea [of the wealth page itself] was to put all the stuff together in 1 place.

The extra detail on raid points from of today/yesterday were to move the calculations from wealth management to a different place. The number crunching for wealth managmeent's 1 point = X wealth should be somewhere, but it'd be clunky on the raid points page (you'd have to place the "1 raid point = X wealth for real" section after all the actual factors to RPs). So the wealth page was the next best place.

I put the worked examples in the analysis in the Wealth page, mostly due to search optimization. Ideally the page should have some example of "wealth doesn't impact raids at <= 100%". Because when people say "wealth" / "too high wealth", they imply wealth management.

Hordes (talkcontribs)

TOPIC: User:Hordes/Basics Guide

I have 2 generalish questions that have to do with the basics guide rewrite and its content.

1. Wood generators vs wind turbine

What should be recommended for early game power? Wood-fired generators take a lot of work - even more so if you don't optimize base layout - and I often hear it's kind bad, even in the early game. Wind turbines are definitely easier, but are still inconsistent.

I really have no stance on this.

2.. Freezers

What should I recommend with freezers? Freezers make a new have to worry less about food. But as I write in the current version of the article, you shouldn't need to worry in the first place. There'll be details on how to make a freezer, regardless or not I actually recommend.

Being congruent with other rimworld guides (which do, most often, recommend a freezer) is also a positive.

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