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Author Topic: Maia - Space colony god game  (Read 146168 times)

simoroth

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Re: Maia - Space colony god game
« Reply #780 on: August 31, 2015, 03:39:01 pm »

Nice to hear that!
One day I'll go back to trying to not die. Actually, last time I played I fared really well after losing 2 or 3 bases.  :D

This will sound silly to ask, as I haven't played for a while and this is not the best way to talk bugs..but did you manage to fix the issue with having multiple workbenches?
I remember that having more than 2 would somehow make everyone trying to build stuff go braindead. They tried to build a sofa for a long time, and I think one of them even died.

Also, last time I played I didn't know there would be animals. That scared the crap out of me when that huge hound thing decided to always sleep IN MY DOOR.
Creepy. And Fun.

Yeah. Have spent more time fixing stupid AI niggles than I have spent on features over the last couple months. With 0.50 the main feature is the colonists not bugging out. :D
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LoSboccacc

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Re: Maia - Space colony god game
« Reply #781 on: August 31, 2015, 04:08:51 pm »

so this is actually playable now?
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10ebbor10

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Re: Maia - Space colony god game
« Reply #782 on: September 01, 2015, 09:02:29 am »

so this is actually playable now?
As playable as you should expect from an alpha.
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simoroth

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Re: Maia - Space colony god game
« Reply #783 on: September 03, 2015, 12:50:21 pm »

As of today it's much more playable. The goal of 0.50 was to smooth out the gameplay. I'm down to 69 bugs in the tracker now with no criticals. Hopefully people will find it a lot easier to get along with.

As of 2 hours ago, I released 0.50: Stardystopia!

I made a video for those who want a look without playing: https://www.youtube.com/watch?v=RqYIkiqNiXo

Update log was so long Steam wouldn't allow it. Had to post it on our blog instead: http://blog.maiagame.com/update-stardystopia-0-50/
« Last Edit: September 03, 2015, 02:11:12 pm by simoroth »
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Gabeux

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Re: Maia - Space colony god game
« Reply #784 on: September 03, 2015, 06:58:03 pm »

Damn you. I can't watch videos of sandbox games without wanting to touch them.

Love the big push. Really feels much smoother, more interesting and playable.

The only gameplay-wise issue I ran into, was that I didn't remember doors needed workbenches to be built, was this always like that?
Colonists took too long to get the Engineering room ready (I never use the first airlock room for anything), and they started dying from fatigue.
Maybe this is the way it's supposed to be. But I'm glad that's the only gameplay-issue-thing I ran into this time.  :P

Here's a few issues, problems or suggestions:
- Game crashed on me once after telling me atmosphere was critical. Didn't happen again.
- IMP Bots trying to choose their next job still lag the game when, for instance, you give a lot of dig orders that depend on adjacent tiles/blocks to be mined.
- I <3 Repair bots. But they, most of the time, pick the same thing to repair and it becomes a Repair Train. But really, thanks for those! No more Atmosphere Generator Death Cascade!
- Building toilets is still weird. Colonists never build them, and when they get built, the blueprint thing bugs out and multiplies in the same place - it doesn't happen every time, though, so it's even weirder.
- There's still no way to tell why colonists aren't doing (or are doing) some jobs. It would be great to have such information. I also have an intuition that they pick jobs that are closer to them or something, so I'd suggest having a new object for the Workshop: a Building Materials Dispenser, so colonists don't have to pick up minerals to build stuff on the workbenches - they'd just have to fill the Dispenser up with minerals. (Of course, I'm still not sure how the conversion between Minerals and Conversion works, so this may be unnecessary).
- Some people still run through airlocks without putting their EVA suit - most of the time is to drink from a Water Barrel near the outside stills (which doesn't make much sense since they have closer barrels on nearby Storage rooms).
- People still don't build Flood lights.

I'm still playing around with it. I also noticed some colonists now walk around with guns, as if they were escorting fellow colonists in EVAs? That's cool.
I have to check the changelog out to see if I'm missing something too, because I think I got a proper base ready. Researching is flowing at light-speed.

PS: "IMP Robot self awareness added." -  8)
PS2: After an hour or so of gameplay, people still go brain-dead or overly suicidal..  :(
« Last Edit: September 03, 2015, 07:42:18 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

simoroth

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Re: Maia - Space colony god game
« Reply #785 on: September 04, 2015, 05:05:35 am »

Thanks for the detailed report. Glad to hear it's playing better. I'll take a look into those issues.

If you have them going really brain dead again can you grab a save and post it and I'll check in the debugger to see what caused it.
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Gabeux

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Re: Maia - Space colony god game
« Reply #786 on: September 04, 2015, 01:16:58 pm »

Sure thing. I was not sure where to post it, so I uploaded it to Google Drive. Link here.

I used cheats to fill the needs (full social, full mood, zero irritation, zero fatigue) and used autobuild to see if people would stop behaving oddly. I think all of them got back to behaving OK (except I think maybe one seem to be stuck in a wall somewhere? forgot to check that), so IIRC the only brain-dead person at this point of the save is the K Lee guy on the Workshop, hiding in a scary way beside the 3D Printer.

I wish I could provide better reports, but most of the time I have no idea what or why they are doing. To me it seems people started acting weird after the Toilet blueprint bugged and multiplied in place (which I think is fixed in this save), and when I tried to Build an airlock + Room Casing away from the base. Still, I'm not sure if some jobs just break people or if its unrelated.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

simoroth

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Re: Maia - Space colony god game
« Reply #787 on: September 08, 2015, 07:58:20 am »

Sure thing. I was not sure where to post it, so I uploaded it to Google Drive. Link here.

I used cheats to fill the needs (full social, full mood, zero irritation, zero fatigue) and used autobuild to see if people would stop behaving oddly. I think all of them got back to behaving OK (except I think maybe one seem to be stuck in a wall somewhere? forgot to check that), so IIRC the only brain-dead person at this point of the save is the K Lee guy on the Workshop, hiding in a scary way beside the 3D Printer.

I wish I could provide better reports, but most of the time I have no idea what or why they are doing. To me it seems people started acting weird after the Toilet blueprint bugged and multiplied in place (which I think is fixed in this save), and when I tried to Build an airlock + Room Casing away from the base. Still, I'm not sure if some jobs just break people or if its unrelated.

Yeah the toilet duplication bug is really weird.

Put out a fix today to reduce the braindeadedness a little when it comes to big surface walks.
Quote
A lot of colonists were starving or dieing of fatigue due to the length of some of the surface walks, and also the weighting of the safety need in regard to patrols.

Also some UI changes to smooth placing and moving objects more.

  • Colonists can now recover fatigue and energy(food) in the airlock whilst waiting for a guard.
  • Guarding is lower priority so a colonist won't take a guard duty instead fulfilling other needs.
  • The distance weighting for choosing a task is doubled for jobs involving a suit and so a colonist is less likely to do that job in preference of other tasks.
  • Left clicking an unbuilt item in interaction mode picks it up and changes the UI to object building mode.
  • Right clicking in object building mode drops the current object and takes the player back to interaction mode.


Hoping that will reduce the amount of people getting upset by weird deaths.
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Majestic7

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Re: Maia - Space colony god game
« Reply #788 on: September 08, 2015, 08:09:01 am »

I have corpses and I have starving colonists. I think this is a problem that has the parts to solve itself at the cost of some sanity...
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Urist McScoopbeard

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Re: Maia - Space colony god game
« Reply #789 on: September 08, 2015, 09:22:25 am »

Posting to say, Good Job!

Despite, having a slow development you've trudged on and really started to move the chain here, I think that's what everyone likes to see! Nice to know at least one game I bought in pre-alpha is going on in it's active development.
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Gabeux

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Re: Maia - Space colony god game
« Reply #790 on: September 08, 2015, 01:22:58 pm »

  • Colonists can now recover fatigue and energy(food) in the airlock whilst waiting for a guard.
  • Left clicking an unbuilt item in interaction mode picks it up and changes the UI to object building mode.
  • Right clicking in object building mode drops the current object and takes the player back to interaction mode.

Aw yeah!

A question, though, is there a job priorization system in place?
Quote
The distance weighting for choosing a task is doubled for jobs involving a suit and so a colonist is less likely to do that job in preference of other tasks.
Because I can just see people running around building colony stuff and ignoring critically needed power generators outside, for instance.  :P
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

simoroth

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Re: Maia - Space colony god game
« Reply #791 on: September 08, 2015, 04:01:48 pm »

  • Colonists can now recover fatigue and energy(food) in the airlock whilst waiting for a guard.
  • Left clicking an unbuilt item in interaction mode picks it up and changes the UI to object building mode.
  • Right clicking in object building mode drops the current object and takes the player back to interaction mode.

Aw yeah!

A question, though, is there a job priorization system in place?
Quote
The distance weighting for choosing a task is doubled for jobs involving a suit and so a colonist is less likely to do that job in preference of other tasks.
Because I can just see people running around building colony stuff and ignoring critically needed power generators outside, for instance.  :P

Yeah. There are about 40 different needs they are fulfilling (Basic personal needs alone include Food, water, atmosphere, light, warmth, rest, medical, hygiene, entertainment, social, safety.). Each based on their personal and the base needs. They might ignore a power generator if they already have enough power, or are very hungry etc.

Easiest to explain with the wiki. http://www.maiawiki.com/Colonists
« Last Edit: September 08, 2015, 04:04:57 pm by simoroth »
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forsaken1111

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Re: Maia - Space colony god game
« Reply #792 on: September 08, 2015, 04:19:19 pm »

Do the suits carry a small supply of water and food for surface ops? That might help if they're running into issues on long walks.
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simoroth

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Re: Maia - Space colony god game
« Reply #793 on: September 09, 2015, 03:19:47 pm »

Do the suits carry a small supply of water and food for surface ops? That might help if they're running into issues on long walks.

Not currently. But that's the new plan. Need to create a task to refill the airlock supplies though or it will be a bit cheaty.
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forsaken1111

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Re: Maia - Space colony god game
« Reply #794 on: September 09, 2015, 03:48:55 pm »

Do the suits carry a small supply of water and food for surface ops? That might help if they're running into issues on long walks.

Not currently. But that's the new plan. Need to create a task to refill the airlock supplies though or it will be a bit cheaty.
Is there a concept of colonist inventory? They could also carry a meal ration with them if the intended surface destination is beyond some arbitrary distance, or the total surface walk time exceeds a threshold.
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