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Messages - Karim666

#1
why does Rimworld recreate and parse every Def every start rather than simply dumping or serializing the Defs?


( Kerbal space program module manager does this exactly and also hash the Defs before reloading the patched Defs all over again. )
#2
General Discussion / Re: Killing killboxes.
March 01, 2020, 12:03:23 PM
Quote from: RicRider on March 01, 2020, 08:03:56 AM
Quote from: 5thHorseman on February 29, 2020, 09:52:53 PM
The real solution is to make the AI actually have a goal other than "fuck over the player in any way possible."

If they lose all 25 of their guys and one of our guys loses a finger, they win. Any "fixing" of combat that doesn't address that fails to address combat.

By goal do you mean purpose or victory condition? I bet you half the players, including me, don't know what winning is in RimWorld either. Good luck trying to define it for raiders.

Joking aside, there's mods out there that fix raider AI slightly but you and everyone else out there including really smart people all understand that we're not talking about how people would react - but sadly - our limitations are how bits and bytes react. I think is where RimWorld breaks down as a colony simulator (because they all do, they can't fix the lack of AI having a singularity - not that it ever will but that's a tangent).

No guys, the only thing that will fix the stupid aspect of RimWorld is when the game has a modded or official working player versus player mode where the goal is to wipe out the other guy's colony.

Isn't this like the oldest debate in computer science too by the way? You guys looking for the holy grail of AI fighting people are looking for something that's not real and never will be real. The real action is when players fight.

Hmmm. holy grail isn't, however the foundation of AI in this game for combat is good but rather weak. consider this: balancing is a purely statistical thing based experiments and results as in you would monitor the stats and periodically automatically adjusts the balance. the goal of a rimworld raid is easy to define because a raid is only one battle in a war...

i'm planning on working on a new AI for combat and would appreciate some help due to the fact i'm kinda rusty when it come to moding after 4 years of python only data science research.

tbh the AI should be able to build and maintain an attack base in every raid no only for sieges.

so no it's hard but not that hard.
#3
General Discussion / Re: Killing killboxes.
February 29, 2020, 11:10:44 PM
Quote from: 5thHorseman on February 29, 2020, 09:52:53 PM
The real solution is to make the AI actually have a goal other than "fuck over the player in any way possible."

what?

like entertainment as a goal? what mad scientist would make this AI? see my point is confirmed. the only AI suitble for rimworld is a heuristic search AI that would calculate all possible past, current, future events in order to make a suitble decision.
#4
General Discussion / Re: Killing killboxes.
February 29, 2020, 08:58:50 PM
ok then orbital drops of T-1000 may be the solution for you!!! CALL  NOW AT 214-555....
lol, reminded me. The good old hardcoreSK t-800 infiltrators as they would make me sit in the killbox. but to be serious i think you can solve part of this problem by forcing the player to move as a yearly thing due to folds ( as ex ) then the player would have to return to there ruiend base.

or you simply teach the AI not to attack through the killbox which i tried with CE team years ago (while they were implementing the melee system...) and baseded it on zenhier implementation of betterpathfinding back then we notcied the AI becoming "a pussy"  so much so if a sniper is trying to push they would all fallback regroup then attack at once just the sniper, thus a raid took more than 2 hours just of us watching them do that. unfortunaly i didn't finish the it and now i'm done my MS i feel i can return to it but god have rimworld changed a lot!!!
#5
what mods other than CE do u have?
#6
Hey Guys and Girls , after a terminator prototype join my colony colonistBar just started showing this error and after a while the UI disappeared and it would only come back if the terminator died or have been removed, and One other thing I'm getting an error that the terminator is not deep-saved and it would cause an error while loading the game which it don't


  • The ColonistBar Error is:
Object reference not set to an instance of an object
  at ColonistBarKF.PSI.PSI.DrawColonistIcons (Verse.Pawn colonist, Boolean psi, Single rectAlpha, Rect rect) [0x00000] in <filename unknown>:0
  at ColonistBarKF.ColonistBar_KF.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0


  • The terminator error is:


Object with load ID Thing_Human8799 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.Scribe:FinalizeWriting()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.<DoFileInteraction>c__AnonStorey381:<>m__4B2()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()


[attachment deleted by admin due to age]
#7
Mods / Re: [Mod Request] Skynet Terminator
February 07, 2017, 05:08:16 AM
I know but what I'm thinking of is making a pawn similar to DeadPool or Other super Soldier because they make the end game more fun cuz they can't craft or do any thing but combat and imagine a raid of These Kind of Pawns they could be really Pain to Kill...
Ok I'm going to try to make this mod any one who would like to join me in making it just contact me.

The functional requirement  are :

1- The Terminator must have of features in the SkyNet mod (minis the art of copy rights)
2- The Terminator after he die can be reprogrammed to work for you.
3- The Terminator can be Downed with an EMP attack for a long time.
4- The Terminator Mod must be Compatible with other mods as much as possible.
5- Terminator require nuclear fuel cells as there food source.
6- The Terminator must be able to Transform there body parts.

Non Functional Requirement :

1- Must BE FUN AND WELL BALANCED

if any One have any good idea just tell me  :P
#8
Mods / [Mod Request] Skynet Terminator
February 06, 2017, 08:52:05 AM
Hey guys and girls  8) ...
is it possible for someone to make a recruitable syknet terminator mod???
if no can you tell me where to start looking for rewriting this mod   :'(
Thanks
#9
Hey,Can you try fixing loading save game after recruiting terminator in skynet mod
because i tried to force recruit in dev mod but the save game wont load