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Yeah, got few around my base. Problem is when you go out to clear mech clusters which have those fire cannons.
It's not perfect, and again doesn't solve the issue at heart - but it might help. :-)
I know a mod that enhances AI behaviour when pawns are set on fire.
https://steamcommunity.com/sharedfiles/filedetails/?id=2362707956
Take a look at the description and make know if it satisfies you.
That's a decent looking mod, @The Manual. I don't know how OP will like it, but I appreciate you sharing the link.
In any case, my response would be the same - They're on fire. "Good Judgement" is not involved, here. If there was a pool of gasoline, they'd probably jump into it given that their reptile-brain state induced by "being on fire" only sees that the pool looks like water...
Thanks, will give it a try.
@Morkonan, I understand and partially agree about "Good judgement" and your argues, but I think too that the implemented AI about pawns on fire is a bit annoying, especially with mech clusters that using fire cannons. If you are a beginner/relaxed player or have a little distraction in equip your pawns properly, fire can be a matter of "I lose in 5 seconds". for me. And the mod "Stop, Drop and Roll" that I suggested, even there in my opinion, is a better way to deal with pawns on fire.
A pawn who is experienced (either in shooting, having a special job in the past, a firefighter maybe or something, or a special trait) should be able to think more clearly, not panic as much and try to extinguish himself by less... catastrophic means (up until a certain point of course, I don't think it's possible to think clearly when your whole BODY is on fire, but it's a whole different scenario if only a part of your clothing catches fire), while the vast majority of pawns should retain the way they deal with fire as it is right now (panic in random directions because hey, you are on fire and it hurts like hell and keeps getting bigger)
Should still make them flee a tile that's on fire though.
I’m as guilty of this as anyone else, but once you go down the rabbit hole of “it doesn’t make sense that…” Literally nothing makes sense. Why can pawn A build a wind turbine in the same space of time it takes pawn B to walk 500 meters? How can Industrial Lubricants beam my ratty t-shirt up to their spaceship and pay me 6 silver for it? How come my tribal who can’t build a chair can hack out a lung, leave it on the cave floor for 3 years, then stuff it into somebody else?
They’re just mechanics.
That said the on fire AI obviously doesn't always run at the enemy, it is truly random where they decide to run. They are just as likely to run away from enemies and out of combat than to run toward the enemy.
Having enough armor on colonist essentially removes the risk of death by gunshots in this game, something like 120% is good enough in most cases with only high AP weapons being a potential threat. So if you have colonist armored enough, which shouldn't be too difficult considering the point fire weapons become common on enemies, then being out of cover and in the middle of the crossfire while on fire isn't that much of a danger. They might be downed pretty fast, but they probably wont bleed out or suffer permanent injury.
Phoenix armor is another way to reduce the risks, that lowers pawn flammability so they can put themselves out faster.