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Messages - grifo

#31
Quote from: Knedl on December 23, 2016, 06:27:23 AM
Not sure if this has been addressed/said before in this thread but treating the femur is missing. At least I was never able to find it amongst options in the operation tab. Am I right or am I missing on something like research first?

Thanks on the great mod btw, it's one of those "must have" for me so keep up the good work!

I tweaking files from this mod for myself and planing to add all major bones to be repairable. I can post edited version somewhere or mail it to you when im done.
#32
Releases / Re: [A16] EPOE Hardcore Version 1.52
January 15, 2017, 02:59:20 PM
Quote from: Rah on January 15, 2017, 10:59:33 AM
In order to encourage bionic repairs and research, fingers and toes unfortunately can't be fixed up without replacing the hand. After losing 1 or 2 fingers, you should consider getting a bionic hand for that pawn. I know some people like the natural healing and surgeries, but it's tricky to balance it with bionic parts. EPOE is mainly a bionics mod, so those parts come first. ;-)

With regards to the destroyed body parts, that's a pretty good idea ! It could probably be done.

I see, Im ok with it. In fact natural surgery on turn (cut) off limbs are possible only if they were freezed and not much time passed, so it makes sense if there is no way to impose time limit on these surgeries. Like if you not managed to make a surgery in time, your only option is prosthetics. If this possible this would be super realistic and really balanced solution.

But now Im digging trough your mod files and if im correct you can harvest someone`s hand and give it to other guy? Now this is really unrealistic, 100% will cause a heavy infection and death. Again you can put back your own hand if you are quick enough, but that guy`s hand is never an option. )))

Okey, I hope Im not annoying you much. Im a paramedic and realism freak, so I always digging in those details, but I understand that balance is important. i will dig more in your mod and will tweak things for my taste if I have enough skill. Ill share it with you if you are interested.

If you or someone else will be able to introduce a pain for destroyed and missing body parts this will be a real blast!

P.S. If you need help with Russian translation, you are welcome!
#33
Releases / Re: [A16] EPOE Hardcore Version 1.52
January 15, 2017, 09:09:15 AM
Quote from: Rah on January 15, 2017, 05:27:24 AM
edit: will release a new version with natural clavicle, rib and sternum repairs in a few hours.

Good news, Rah!

One more question about your mod if you dont mind. How your mod deals with torn (cut, bitten) off toes and fingers? Doest it have prosthetic or simple surgery methods to restore them, or maybe both? While prosthetic method doesnt cause any questions, simple surgery method actually cause one. In reality simple surgery on cut off finger is possible in 30 minutes in summer or 4-6 hours if you managed to freeze it. Is it possible to model this in game? Like if you had torn (cut, bitten) off toe or finger then you have only one day to restore it or simple surgery is not an option anymore. Well, nevermind! This is probably to complicated and Im taking this game too seriously, just a curiosity!

And one more thing! Its not directly related to your mod, but I would like to hear your opinion on this. I realised that destroyed part of the body DONT cause any pain at all! Like some old scar causes 5% of pain, but shattered clavicle (which will actually cause and extreme pain and totally immobilize a human being in reality) is not!  This is obviously broken. Do you think its possible to make a mod which will introduce pain for destroyed body parts? What do you think about it?

Good luck, bro! Thanks for your job!
#34
Releases / Re: [A16] EPOE Hardcore Version 1.52
January 14, 2017, 09:28:19 PM
Hi, Rah!

One of my colonists just lost his clavicle and to my surprise I realised that vanilla game doesnt provide any means to heal this condition. Its kind of weird that individuals capable of building antimatter reactors cant do simple surgeries which were mastered at the end of 20 century.. Ok!

Only mod to deal with it that really make sense without adding a lot of stuff, changing balance and all is FixBones, but its abandoned..
Next best solution is DE surgeries, but this mod doesnt have some necessary stuff and adds some unnecessary stuff, but its a good candidate

So since I started to dig into medical mods, I said "well, maybe I should go with some more complex mod like EPOE?" but that mod is really overkill with unecessary content, so I encountered your mod of that mod  :D and it looks like you doing a good job of making it less complicated and closer to vanilla.

Now I have a simple question. Does your mod provide a means to fix all major shattered bones with simple surgeries, using industrial level of knowledge, materials and medecine or it concentrates on other areas? If its the case, then I should stick to DE surgeries and tweak it out for my taste.

Another question if I stick with DE surgeries can I use this mod as well, should they conflict?

Thanks for the mod and good luck!
#35
Mods / Re: (mod request) electric vents
January 13, 2017, 06:14:44 PM
You should look for a mod named "programmable vents".

Im agree that this mod should go straight into vanilla. Probably will take one minute to tweak building costs and add it to game core.
#36
Mods / (Mod request) Vanilla ranged combat +
January 13, 2017, 03:03:15 PM
Hi!

I was really dissapointed by vanilla ranged combat system. I understand it was meant to be somewhat arcadey in the first place but it can be better than that. So..

I dont want to completely overhaul that arcadey feel and well thought and simple design of vanilla, not really interested in hundreds of real world or futuristic weapons, I like "silent storm" depth of combat realism mod but I dont want all the complexity and deadly ARMA realism it comes with. I play grand strategies, flght simulators and ARMA with ACE but in case of rimworld I feel that too much realism is not good idea at all. There is already some mods that try to make vanilla ranged moderately more realistic but it seems that all they do is just increasing (decreasing) weapon stats and this fix only half of the problem for me. Let me explain...This!

https://cityofthesky.com/RimworldAccuracyCalculator.html

If this calculator is correct then all these mods are limited by vanilla accuracy formula. I would love to see something that make small changes to this formula so all these realism mods can benefit form it. I have some suggestions here, yet i can be wrong or base them on wrong assumptions or outdated information. Further I will use terms from that calculator. 

Problem 1:
Touch combat radius. Probably supposed to make rifle or MG less effective at close range, yet it doesnt accomplish its role at all. In reality rifle is not effective at 1 meter, but already somewhat effective at 4 meters. How it works in Rimworld if that calculator above is correct? It works in the opposite way. At 1 meter rifle is actually more effective then at 4 meters.

Solution 1: At one tile radius, larger ranged weapons turn into melee weapons. Totally make sense, but probably hard to implement.
Solution 2: Touch radius reduced from four tiles to one. You cant touch anyone 4 tiles away, right? Make sense and I hope its easy to do.
Soultion 2+: Intermediate "Very short" radius is introduced beetween touch and short. Make sense as well. Im not sure if tis hard or easy to do.

Problem 2:
Character accuracy curve. Its decline is too rough. With every new point in shooting skill you gain less and less advantage. I think 20 level shooter must shoot better, actually I think curve in formula should be curved in opposite direction, so 20 level shooter can actually have 100% accuracy at least at short ranges and probably at medium as well.

Solution 1: Cnange the formula behind character accuracy.

Problem 3
Sniping. There is no sniping at all in the game. I see its impossible to make any kind of realistic sniping with current formula, but I have an idea. Better than nothing.

Solution 1: Introduce "Sniper" trait providing almost no loss of accuracy over distance. Should be VERY VERY rare trait of course.
Solution 2: Actually fixing problem 2 is already a solution for this problem.

So modification which can fix these "problems" can be a fulcrum for all vanilla realism enchancing mods or authors of these mods can look into this. I even think developers can actually think about changing a core with these ideas  :D and this will not harm balance in any way.

What do you think about it? Maybe there is already some solution exists?

Good luck to everyone! My biggest respect to all modders and developers and if someone will make a mod based on my suggestions he will be my hero forever!  :D
#37
Outdated / Re: [A15] Weapon Rebalancing
January 13, 2017, 12:26:15 PM
Hi, Razzoriel!

I really like that simple and solid idea behind your mod since I was looking for more realistic experience in vanilla without adding tons of content or jumping to ARMA like realism when one bullet kills 9 times out of 10.

I dont have a skill to mod but I started to dig in to the theory and found this:
https://cityofthesky.com/RimworldAccuracyCalculator.html

If this calculator is correct, and it probably is, then unfortunately it seems that your concept may fall into conflict with core accuracy formula. Im not an expert in math but it seems that:
1) Final accuracy can never be higher than initial weapon accuracy (touch)
2) From that point it most likely degrades with distance, with exception for few rare instances

Correct me if I wrong here, but it looks like if you make your weapon a 30% accurate on touch its accuracy will hardly go up higher than 30 even if its 90 on short. So making weapons inaccurate at close range basically makes them useless at any range. I dont know if you are aware of this and changed a math which powers accuracy calculation. I can edit xml files and fine tune working mods for myself but I dont have a clue how to extract data from core files and compile all the stuff together and im terrible at math. I hope you are not abandoned your mod since your idea of making large ranged weapon useless at touch range is great and I would love to use your mod when its done.

Well, Im nobody to lecture you, I just hope you aware and able to beat all that math cancer and your idea will finally come into shape and compatibility with current version and will get acclaim, and good luck anyway!

:D