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Messages - rexx1888

#181
you're right, but decompilers arent always accurate, and dont have pretty little rad comments... i spose if you dont comment you're work it doesnt matter though lol
#182
also, is it horrible of me to ask that you upload the source with your mod. im really interested in how the insides work and itd be really awesome. pretty please with cherries.. also sorry if this has been asked elsewhere
#183
they are giant terror spiders... i got to ask why you dont hunt them to extinction under normal circumstances O.o
#184
im just starting to tonker with code and learn bits an pieces an was wondering, was i on the right track with the meteors being buildings as the problem, or was the bug somewhere else an i just didnt pick up on it?

also, feel free to tell me to bugger off if im annoying you for tips of the trade and you dont want to spill. im new to the modding scene and dont wanna step on anyones toes :)
#185
so, i was really excited when i got a meteor shower. twas rad... until the meteors learned to phase through matter and started splattering my colonists inside their mountain bomb shelter...

so i looked into why that was possible.. and the meteors are buildings not bullets? was there a reason to not build their code like the artillery shells, or is it just accidental... id like the ability to actually hide from a meteor shower so if there isnt an issue i can just fiddle with them :)
#186
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
April 09, 2015, 05:13:11 AM
Quote from: lordgiza on April 07, 2015, 11:30:13 PM
Are the Orion Corporations soldiers meant to be dicks? Because 30 of them just "visited" and ate all the food in my new colony.

this is caused by the faction xml, where it has the pawns and their costs associated. they all spawn with zero available food. I have seen it noted that others find it amusing that they raid your food, but it shit me so i fixed it.

as to the mechanoid versus replicator issue. i dont think its a dll thing but it may be. Setting the <mechanoid> def is linking to all sorts of behaviour stuff, but thats all located in think trees. you could create a bunch of "mechanoid" think trees that do replicator things to change that. However, i think your right that the mechanoid def is also causing the replicators to spawn when other mechanoids spawn. it must load it all in to a specific list for use with those spawn mechanics, so there must either be a way to create a new def there(which might require dll) or else possibly removing that specific line but implementing a think tree could fix the behavior stuff, an then just spawn them using the incident. course, this is all untested.
#187
Quote from: Orion on April 08, 2015, 12:15:26 PM
Quote from: rexx1888 on April 08, 2015, 07:44:26 AM
if were throwing out suggestions, how hard is it to make PAL a character?
It's possible, it's some amount of work. The question remaining is... why? And what are the benefits?

to the why, id like to say because you can, but theres more to it than that. i was actually thinking exactly along the lines of the multi body thread. rather than have each mech a character, i want to see PAL as the single character thats duplicated into each mech. have him have his own interests and abilities and be able to break all by his lonesome. of course, best outcome is that the character is synced over the multiple bodies, but that might be a bit difficult. Still, maybe have a character update where whenever you pull the mechs in they get synced. Then, you can have PAL get a negative mood mod from being turned off, and as future mechanics are released he gets to be more an more interesting, and also capable of getting more an more skills up to silly levels.
#188
if were throwing out suggestions, how hard is it to make PAL a character?
#189
heya, just a quick question, is this mod integrated with the storytellers. It seems the zombie hordes spawn on a timer of sorts. It creates some cool emergent gameplay, but its also shit annoying to have a half dozen raids and a horde turn up and then have to burn all the copious amounts of bodies(and deal with the random reanimations to boot). An i dont bring this up because its hard, it just creates a bunch of extra busywork. if the mods integrated with the storyteller, then it isnt your problem and its just a quirk of cassandra an such, but if it isnt an it just spawns them on a timer then the storyteller isnt taking the hordes in to account and just spawns more busy work.

basically, i dont find it hugely fun to have to haul dozens of corpses for hours of game time an was curious if that was somehow intended or a weird quirk?
#190
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
April 02, 2015, 05:03:26 AM
hey, so i havent worked out many of the kinks with the replicators, but ive been tinkering because i dont want to off my current colony. anyway, the problem where they are spawning 0 quantities of metal is caused by their body size being 0.01. not sure why, i dont really know much about the insides of this game yet, but once i work it out ill get back to you.

you can hotfix the issue by changing that to 0.1. saves will work with that.

the line in the xml is 72, the body size line :)

Edit: my continued tinkering has led me to the belief that you should pull apart the more mechanoids mod to fix alot of your problems. When i compare your xml with that of the core mod and the moremech mod it seems your missing a few possibly integral defs. I cant be certain, but its a safe bet since their xml's are working as intended.

anyway, i really hope this helps you tinker with your mod. Ill keep poking, but ill never make it the way you intended it an i wanna see your vision realised :D
#191
Mods / Re: Mod request: Fog of war
March 28, 2015, 05:04:22 AM
basically, your going to need to use dll stuff, which is more than just modding, its c# scripting. Youll need to decompile the core game, find out all the classes tynan is using relating to the map, then extend or override them with your own code, and then you need to find a way to change the core game so it uses your changed classes instead of whats already there(which may not be possible).

basically, putting in fog of war is not modding, its coding
#192
Quote from: tylers2001 on March 24, 2015, 04:03:12 PM
Dude if you dont like how the mods are then DONT LOOK AT THE MODS. just like cyber bullying. "Scientist have discovered an astonoshing way to stop cyber bulling" *shows picture of a power button* its the same principle.

complete derail, but thats not how you stop cyber bullying, thats how cyber bullying works... the goal is to hurt that person so much they stop using something thats useful to them... i hope you dont hand out that sort of advice everywhere you think its applicable :\
#193
considering the fact that bashing her brains in then results in that same mech being rechipped, isnt that the same as repairing it :\ like, its abstracted, and annoying that we need to bash the robot instead of using the shut down operation that other mechanoids have, but its still the same thing
#194
General Discussion / Re: Expanding/attacking
March 21, 2015, 08:48:41 AM
i cant see an element of the alpha so far that suggests this isnt a thing thats part of the goals, but its not something thats likely to be implemented before a fun system.

my guess would be that eventually you could wage war with other colonies and settlements and such, and raid an pillage them just as they do to you(so no, you wont be able to move. that sounds like it kinda goes against the point of a colony sim :\ )

maybe even some form of expansion is planned as well, but seriously that sounds like the sort of thing you implement late in development, not early
#195
General Discussion / Re: Difficulty
March 21, 2015, 04:16:34 AM
you are all raging at a thing in development that is very difficult to fix without more content. its like a snake eating its own tail. The game is hard because the enemies have good weapons and you dont, but in order to get those weapons you have to kill the enemies. The Logic that drives the Storytellers isnt worth refining until most of the systems they need to calculate are implemented, but in order to implement those systems more content needs to be made and round and round it goes. Weirdly enough, if you all went and grabbed a few of the vanilla style content mods, you might find your issues with the difficulty fade. The reason for this is because more content means you have more options(such as different guns for different problems, different turrets or different crew or more capable crew or more medicine etc etc). Basically, these problems will go away with more content.

that being said, the current storytellers and the tactics of the ai are rather dull. once again, its a dev thing, but your less likely to find mods to fix it couse that sort of Logic is difficult to code. Basically, it is what it is until it isnt anymore. Thats why game development is an iterative process.