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Messages - Zagrom

#1
Quote from: pidggit on July 16, 2014, 01:41:57 PM
Quote from: Zagrom on July 16, 2014, 10:21:02 AM
I never knew this existed..

Well, in my obviously unbiased opinion, it's pretty much the best mod ever.  ;D

I just wish I had time to finish updating it at home.
Its sort of annoying that it exists though, I thought of trying to make essentially this exact same mod a few days ago but didn't have the skill yet to make it. haha.
#2
I never knew this existed..
#3
Outdated / Re: [MOD] (Alpha 5) Up and Over
July 15, 2014, 02:50:38 AM
Quote from: WolfgangPolska on July 15, 2014, 02:41:14 AM
I think mortars can shoot when under roof too, so this is game bug
No, mortars shoot through thin roofs, it doesn't go through the thick roofs that you get from deeper mountains.

Edit, I just realized I misread your comment, you mean the mortars shooting when they themselves are under a roof, that I don't know, I never tried to do that.
#4
Help / Re: Light without power?
July 14, 2014, 09:51:44 AM
Quote from: Cala13er on July 14, 2014, 08:24:23 AM
I have a dll self made that allows you to make stuff light up, and all you do is remove the powercomp bit, I can send It to you if you wish. I can also help you with the second bit easy :)
I'd be interested in seeing it just so I can understand the code a bit better, and the help is appreciated as well. I'd like to learn more about this.
#5
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 14, 2014, 09:47:09 AM

Quote from: TenSaidYes on July 14, 2014, 09:39:34 AM

If the mod maker is alright with it, I wouldn't mind getting my hands on a modified version of the mod that makes it so that the turrets don't explode and all that.

If thats all you want you can do it yourself in about 20 seconds, just open the xml file in notepad and remove this bit of code;
      <li>
        <compClass>CompExplosive</compClass>
        <explosiveRadius>3.9</explosiveRadius>
        <explosiveDamageType>Bomb</explosiveDamageType>
      </li>

Done.
#6
Help / Re: Light without power?
July 14, 2014, 08:09:54 AM
Quote from: mrofa on July 14, 2014, 08:03:02 AM
Dont worry we all start with overcomplicated ideas :D
Trust me, I picked what I though was the easiest of my list of Rimworld mod ideas haha
#7
Help / Re: Light without power?
July 14, 2014, 07:50:22 AM
Figures my first mod had to be immediately complex haha.

Anyway, I found the tutorial, but I expect Ill be back here asking more questions in no time. Thanks.
#8
Help / Light without power?
July 14, 2014, 07:36:34 AM
Hi, Im working on a mod but Im not sure how to make light without using power. I know I can set do this,

<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>0</basePowerConsumption>
</li>

But I don't want it to need to be wired at all. Is there a way to do this? I have been looking for a solution myself but all I really cam across was the old fireplace mod which used 'CompGlowerX' and that is no longer a viable option so I figure the code is different there now.


A second thing I need help with. Is it possible to have a built object be degradable in a similar manner as food and when it ends it countdown it ether A) destroys itself in some manner, or B) deactivates until resupplied with some item?  From other things I am looking at I believe it can be done but will probably need to be done as a dll, which I have pretty much no experience with.

Thanks for any information you may provide.
#9
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 14, 2014, 01:20:39 AM
Quote from: BetaSpectre on July 14, 2014, 12:42:13 AM
If it doesn't explode then I think it'd be pretty rad, also it should take up only one square if you ask me, but well code is code.
Id also like to see these take up a 1x1 grid-space, and I think it it doable in the code. I don't know how, I havn't looked, but it should be doable.
#10
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 14, 2014, 12:34:53 AM
I made a sprite for this is your interested



If it needs edits it can be done.
#11
Outdated / Re: [MOD] (Alpha 5C) Embrasures v2.0.0
July 13, 2014, 05:20:08 AM
Quote from: jaxxa on July 13, 2014, 05:01:31 AM
Quote from: Zagrom on July 13, 2014, 02:12:22 AM
If Im understanding right, that's exactly how its supposed to work, its literally a hole in the wall which you shoot out of, not like a force-field or something to that respect.

Funny you should mention that, I have been thinking about modding in a one way shield wall.
That would probably be cool, I have been shying away from the other shield mods, one in wall for may be neat,
#12
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 13, 2014, 02:20:49 AM
Well, you would need more then a 3 man army to ward off 20-40 raiders, and this is never going to be an ARMA simulation game. But I understand what you mean. You can only balance a game verses its core gameplay, if your trying to balance it to be realistic then you have a realistic gun and an unbalanced game. But once this game gets in beta stages there will be all sorts of rebalancing mods I'm sure.

And Im not against realistic gameplay and making games harder on a survival level or anything like that, I just think your trying to overbalance it, however if you for example made the gun better via research or something which makes it more expensive and time consuming then having a high-powered gun in the mid to late game makes sense and makes it more valued to position a guy on a mounted gun the a turret. Just my perspective.
#13
Outdated / Re: [MOD] (Alpha 5C) Embrasures v2.0.0
July 13, 2014, 02:12:22 AM
Quote from: remrant on July 13, 2014, 02:06:20 AM
I'm not sure if I'm expecting too much or if something isn't right, but every new game that I've begun has the embrasures acting as a two-way wall, where fire can go both in and out but no one can pass through. I've never tried the metal embrasures, but it's occurring on the wooden and stone ones.

If Im understanding right, that's exactly how its supposed to work, its literally a hole in the wall which you shoot out of, not like a force-field or something to that respect.

If Im misunderstanding you mean fire and in hot flames and not gunfire, in which case Im not sure, fire spreads on most things so it would makes sense for it to go through, except stone walls which I figure should stop it.
#14
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 12, 2014, 10:56:44 PM
Its not just about making it realistic, its about balance. With those modifications it seems like it would be massively overpowered. If it works for you that's great, but I'm pretty sure those modifications should not be applied to the primary mod, at least not without having some kind of research to upgrade them to behave like that. I do thing the exploding is a bit much though, as I have previously mentioned.
#15
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 11, 2014, 09:09:45 PM
I used it the other day. Honestly I dont see the logical reason for it to explode, its just supposed to be a mounted gun, guns dont blow up. I like it but the turret seems like a better option just cause its cheaper, and it blows up the same amount. The benefits are that non-violent users can use it, it doesnt need power and if you don't have a gun for everyone it allows them to do something. All helpful, but seems not worth it considering its likely going to blow up and leave holes in your defenses.

I say it needs some research stuff to make it a bit more worth the effort. One that reduces or removes its blowing up, and one that reduces the cost.

Also would be cool to see a sandbag variant, basically a gun that will form with the sandbags.