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Messages - levgre

#1
someone helped me set it up in chat, but perhaps you or someone else could help with this question.  Could I potentially make raids scale 'only' with time (threatScale?).  Having a tough time navigating the Assembly-Csharp and seeing what happens where.  Not sure if IncidentMakerUtility finalizes the raid, or if another class(es) does.

Gonna do a test run, make the scaling .01 and set threat scale to a huge amount and see what happens
#2
Have looked at the storyteller XML before, not seeing right now how to control raid scaling.  I see some variables are set in XML that seem to determine whether small or large threats occur, can other variables be set similarly?  Like even wealthbase or pointsper1000wealth?

<StorytellerDef>
      <defName>Randy</defName>
    <label>Randy Random</label>
      <description>Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.</description>
      <quotation>The world is random, dude. Stories should be too! Hey, you got a light?</quotation>
      <incidentMakers>
      <li>IncidentMaker_MainRandom</li>
      <li>IncidentMaker_Disease</li>
      <li>IncidentMaker_ShipChunkDrop</li>
    </incidentMakers>
    <listOrder>40</listOrder>
      <portraitLarge>UI/HeroArt/Storytellers/RandyRandom</portraitLarge>
      <portraitTiny>UI/HeroArt/Storytellers/RandyRandomTiny</portraitTiny>
      <desiredPopulationMin>4</desiredPopulationMin>
      <desiredPopulationMax>13</desiredPopulationMax>
      <desiredPopulationCritical>50</desiredPopulationCritical>
    <random_AverageIncidentsPerDay>1.45</random_AverageIncidentsPerDay>
    <random_GeneralWeight>0.79</random_GeneralWeight>
    <random_ThreatSmallWeight>0.095</random_ThreatSmallWeight>
    <random_LargeThreatWeight>0.095</random_LargeThreatWeight>
    <random_MaxThreatBigIntervalDays>13</random_MaxThreatBigIntervalDays>
  </StorytellerDef>
#3
I want to mod the game so raids solely scale with time, rather than wealth.  I'm guessing this has to be done in the C#

So far the two files I've discovered that may be key are IncidentMakerUtility and IncidentMaker_MainRandom. 

PointsPer1000Wealth and PointsPerColonist I would like to adjust, Although I haven't coded C# I think perhaps IncidentMaker_MainRandom may be where those variables are used.

namespace RimWorld
{
    public static class IncidentMakerUtility
    {
        private const float WealthBase = 2000f;

        private const float PointsPer1000Wealth = 11.5f;

        private const float PointsPerColonist = 40f;

        private const float MinMaxSquadCost = 50f;

        private const float BuildingWealthFactor = 0.5f;

        private const float HalveLimitLo = 1000f;

        private const float HalveLimitHi = 2000f;




public class IncidentMaker_MainRandom : IncidentMaker
{

        public override IncidentParms ParmsNow(IncidentCategory incCat)
        {
            IncidentParms incidentParm = IncidentMakerUtility.DefaultParmsNow(base.Def, incCat);
            IncidentParms incidentParm1 = incidentParm;
            incidentParm1.points = incidentParm1.points * Rand.Range(0.5f, 1.5f);
            return incidentParm;
        }       

So I guess I'm looking for help to see if I'm on the right track, and at least an overview of the steps that will be needed. I already have a decompiler and IDE set up to make dll mods, not sure what files I'll need to make/change.  It seems maybe I could just adjust some numbers in IncidentMakerUtility?  Although it seems them being private const may require some workaround.
#4
Outdated / Re: [A13] Tougher base building
May 15, 2016, 07:19:51 AM
Quote from: axeladalidez on May 15, 2016, 07:03:18 AM
Hello the mod is awesome and very realistic , thanks for making it!

Also I don't know but seems like it doesn't work with prepare carefully , Am I the only one that has that problem? Also in my debug console there's some errors since I installed this but it seems to work correctly.

Anyways , thanks for the mod!

Also I edited a bit the weatherdef so it can be compatible with darkness revamp.

Glad you enjoy it, still working on making changes to have it more dynamic.  Biggest goal is making more random events :).

I can take a look at "Prepare carefully" to see what the problem could be, since I think that is a popular one.
#5
I figured it out. it was this chunk of XML, just had to remove it. 

<ThingDef Name="BuildingBase" Abstract="True">
   ******
  </ThingDef>
#6
Hi, I tried to use this mod in combination with my mod (https://ludeon.com/forums/index.php?topic=20061.msg220883#msg220883), and it stopped chairs being built even though my mod and yours do not use any of the same xml files.  Any ideas on what the conflict could be?
#7
Outdated / Re: [A13] Tougher base building
May 14, 2016, 09:56:35 PM
For some reason adding the bulk cooking files, even though bulk cooking worked perfectly fine, stopped chairs from being built.  So those files have been removed and everything appears to be back to normal.

edit: figured out the problem
#8
Outdated / Re: [A13] Tougher base building
May 14, 2016, 08:19:12 PM
Done a large amount of balancing so far after play testing several games, reformatted the description here in this thread to make the changes easier to see.
#9
Outdated / Re: [A13] Tougher base building
May 11, 2016, 05:02:03 PM
Quote from: pbr7994 on May 11, 2016, 09:49:23 AM
one other thing I noticed, the animals have been made a lot faster...
if the guns are doing vanilla damage then this is going to make hunting a lot more dangerous...
when even a cow can outrun you unless you're putting them down in a few shots then if you anger one, they will almost certainly catch you and then bye bye hunter, I get the feeling that we'd have to micro teams of hunters at a time if we wanted it to be safe :/
the only way I can think to keep this balanced if you want those kinda speeds is to reduce the health of the animals to compensate for their new speed

I've been testing this a little.  So far I've found that most animals retaliate only very rarely anyways, and the upped damage for weapons can stop a critter in less shots.

But I think it might be fine to have non skilled shooters or shooters with weaker guns needing a backup melee defender for hunting larger stuff.  Will keep an eye on it though.
#10
Outdated / Re: New A13 Mods announcement thread
May 11, 2016, 06:40:31 AM
Tougher base building

https://ludeon.com/forums/index.php?topic=20061.0

This is a balance mod that makes base building slower and more challenging.  This is done through reducing work speeds, increasing unhappiness, and so on.  Joy activities will have to take up a larger portion of the day to keep colonists happy.
#11
Outdated / Re: [A13] Tougher base building
May 11, 2016, 04:03:16 AM
Quote from: pbr7994 on May 11, 2016, 03:33:45 AM
This sounds like a lot if really good changes, though one thing that I'm curious about is, is it even going to be possible to get enough food before your first harvest with all the changes to the farming times?

Quote from: levgre on May 11, 2016, 02:17:41 AM
even bigger drop for melee accuracy (ranges from 10% at level 1 to 70% at level 20)


This is probably my favourite change, it gives a real reason to check the enemies melee skills against your own do you know if you're 12melee y stands a chance

I've actually done relatively little combat so I'm just making ballpark guesses for that. but it seems melee combat hitting all the time isn't necessary. And longer battles could be easier due to letting your guys escape, being able to make decisions, so on. I'll end up seeing if the decreased accuracy is too harsh over a range of tiles.

I think food should be fine, I'm pretty sure I'll increase animal counts.  On more maps the player may need to scrounge for food at first by trading or making nutritional paste. I could also increase amount of foraging plants. 
#12
Outdated / [A13] Tougher base building
May 11, 2016, 02:17:41 AM
http://www.mediafire.com/download/414osmsg5ujhhrd/tougherBaseBuilding.rar

This is a balance mod that makes base building slower and more challenging.  This is done through reducing work speeds, increasing unhappiness, and so on.  Joy activities will have to take up a larger portion of the day to keep colonists happy.

To offset this increased difficulty, combat will be much more infrequent than is normal on extreme difficulty.  Wanderers will join more often, and enemies will be easier to recruit as well (you will need that larger workforce).

This is an example of a base you might expect to have after one year of time (although results can vary greatly)



Instructions: Install mod, choose difficulty. The only differences between difficulties now are happiness, and how fast threats scale up.

Each difficulty beyond basebuilder is -5 happiness, to a max of -20 at Expert. 

The rate at which threats increase (such as raids and random events) now maxes at what was rough difficulty in vanilla.  Here's a table comparison



Threats now scale at equal pace for Cassandra and Phoebe.  However Phoebe has a much larger minimum days between large threats.
____________________________________________________________________________________________________________________________________________________________________________________________________


This mod makes use of Bulk Meals v2.4,  with some changes to the professional stove cost, time to build, and longer time to make bulk meals.

https://ludeon.com/forums/index.php?topic=11155.0

Bulk simple meals are 65% the work of individual meals, bulk fine meals are 85%, bulk lavish meals are 95%. Keep in mind fine and lavish meals have a larger base time to make, plus all bulk recipes save the time of transporting ingredients.  So the actual time saved might be 50%, 75%, 85%.

____________________________________________________________________________________________________________________________________________________________________________________________________

If you have suggestions for other mods you'd like to see implemented into this mod, feel free to make suggestions!  For many mods I'd have to tweak a few stats before they were fully compatible, for example the cost and time to make of items.


Other modpack makers can include this mod in their modpack


Other modders can make derivative mods based on this mod



Here is a list of most of the changes, although not all.

Meals can be made with any combination of foods, meat is not needed for fine or lavish. However fine meals and lavish meals take more time and more resources to make.  Part of the reason is it's much harder to grow crops, meat might even be easier to gather than plant food.

Joy activities are now much less efficient, won't fill colonist joy meters easily.

Wanderers will join your base much more often, it's a bit less frequent than visiting traders now.

raiders other than sappers should now most likely stage before attack

Walls and Doors all take 15 resources each, most furniture, crafting, floors, etc. require less resources now.  Expanding your base is more expensive, improving it is less expensive. Mostly everything takes longer to make, except art statues and clothing.  Electronic items take much longer to make.  Power production items take more components and a lot more time. Abandoned walls will give you a lot more resources for deconstructing as well.

Wind and solar generator 25% less energy.  Thermal generators, wind, and solar all cost some plasteel now.

Batteries can store 20k energy instead of 1k, and are 30% efficient instead of 50%. Short circuit events have been removed.  The goal is long term energy storage to be viable, and battery breakdowns are enough of a hassle.  Requiring a separate network for each battery is pretty annoying.

Skills level up slower, and levels have a lower impact on reducing work times.

Trading sells prices start at 60%, and go up 2% per social level so can reach 100% for even trading.

Lots of item prices changed to make cheap resources worth more and some expensive items more affordable (lots of basic guns are cheaper now, but not high level guns)

Research is much slower (remember you can use multiple research benches)

Melee and shooting are a bit more inaccurate.  Most weapons have been buffed a bit for damage, although grenades have been nerfed from 40 to 13 damage,  and a bit less range, but the delay for them to explode is a lot shorter.

Training animals takes a lot more work.

Crops grow at half speed, take 4x longer to plant, 2x longer to harvest, and some of them last a lot longer before rotting.

Hauling and Cleaning is no longer "dumb labor", but mining and plant cutting are.

Fog, rain, and snow all have a bigger penalty to move speed and ranged accuracy.

Green thumb is half the happiness.

Traits that affect move speed, work speed, happiness (or unhappiness) are all about half intensity, to make people more stable.

Many negative mood modifiers like disturbed sleep, shared bedroom, eating raw food, etc. have been made weaker.

Art sculptures half the work and resources, 2/3rds the beauty.
Snowmen doubled beauty 4 to 8, half the work

Crash ship parts take much longer to deconstruct.

Standing lamps, comp trade, stoves, and turrets require less power.

Gold is more beautiful (6 to 9, was same as silver).

Deadfall traps are much cheaper to build, although longer to make.

Work Tables and multi-analyzer have 2x the bonus.

Some utility items like batteries, windmills, and Fire Foam Popper are a lot less ugly, either neutral or slightly ugly.

Fueled Smithy and Fueled Oven consume wood at half the rate.

electric smelter power reduced from 700 to 450, heat per tick doubled

Beer and Chocolate joy increased a bit

kibble takes 2x more work, but gives 6x product for same materials. The goal is to make more animals actually worth keeping.  I'm looking for how to change each animals' food consumption but haven't been able to so far, so this is a workaround.

Meal items + milk give more joy, paste hurts joy less

Herbal medicine potency reduced from .75 to .5

Gold beauty increased from 6 to 9

Personal Shields Max energy increased from 1.1 to 1.7

filth and animal filth a bit more work to clean, sand is same amount of work

Wild plant harvest times cut significantly, growth time doubled

Trees take longer to cut down, grow back at 3 times slower.

eating meals is sped up by 30%

Chances to recruit increased by 33%, pirates and other raiders are less resistant to recruiting.

Social skill levels have more impact for social chatting, diplomacy, trading, etc.

damage modifier for shoddy through legendary weapons narrowed (shoddy weapons are stronger than before, legendary weapons are weaker)

Animals self tame much more rarely, more a realism change.

Thrumbos arrive about 50% less, to make them more rare and special.

Solar Flares are less common.

Animals all sped up, you'll need a backup plan other than running away if a herd or predator turns on you.

Cougar speed increased from 6.5 to 9

Wild Boar speed increased from 5 to 6.5

Warg Speed increased from 5 to 8

Yorkshire speed increased from 3.1 to 4

Husky Speed increased from 5.2 to 7

Labrador speed increased from 5 to 6.8

Cat speed increased from 4 to 6

Hare Speed increased from 5.5 to 6.5

chicken speed increased from 2.1 to 4

Pig speed increased from 3.6 to 4.5

cow speed increased to 5.5

Alpaca speed increased to 5

Bear speed increased to 6.7

Muffalo speed increased to 5.5

Iguana speed increased to 4.5

Rhino speed increased to 6.6

Dromedary speed increased to 7.5

Elephant speed increased to 6.5
#13
The purpose of this mod is to make the building and management of the base slower and more prone to complications.  This is done through reducing work speeds, increasing negative random events and unhappiness, and so on.  Joy activities will have to take up a larger portion of the day to keep colonists happy.

To offset this increased difficulty, combat will be much more infrequent than is normal on extreme difficulty.  Wanders will join more often, and enemies will be easier to recruit as well, since you will need that larger workforce.

There will also be changes made for general realism and distinctiveness of different conditions.

Here is a list of changes made as of now, both for my own records and to show the guts of the mod.  Subject to change, of course.

Work Types

Hauling and cleaning no longer 'dumb labor'.  Mining is now dumb labor, so mining and plant cutting.

Weathers

Rain move speed multiplier: .9 -> .8
Rain accuracy multiplier: .8 -> .7
fog move speed multiplier: .9 -> .7 (tougher to find footing, navigate path)
hard snow speed multiplier: .8 > .6
hard snow accuracy multiplier: .8 > .5
light snow move speed: 1 -> .8
light snow accuracy: .8 -> .7

Traits Singular


Green Thumb - reduced from 2 to 1 joy buff

Trainables

Steps for training animals drastically increased

Traits Spectrum

Speed traits, work traits, and happiness traits all cut in approximately half by intensity to make them more stable

Thoughts

Note: since the goal of this mod is to make mood management a more important and deliberate strategy, most effects will be reduced in degree to reduce randomness/strictly necessary needs.  Many of these will likely be adjusted for balance after testing.

artifact mood effect 15 -> 5
Expectations -> now 2/4/6/8
damaged/tattered apparel now -> -2/-4
crowded penalties -> -3/-6/-12
shared bedroom -> -2
naked -> -4
joywire -> 10
disturbed sleep -> -1 (part of the logic is they wouldn't wake up every time)
ate raw food -> -4
ate corpse -> -10
joy buffs/penalties cut in half
comfort statuses reduced
ugly and pretty reduced
cramped and spacious reduced
psychic drones reduced
random moods reduced
Impressive room buffs reduced
party, sex, and attending wedding buffs reduced a bit
ugly/beauty 'opinions of' reduced
brawler/prostophs reduced
optimist/pessimist/depressive halved

ThingDefs_Races


Cougar speed increased from 6.5 to 9

Wild Boar speed increased from 5 to 6.5

Warg Speed increased from 5 to 8

Yorkshire speed increased from 3.1 to 4

Husky Speed increased from 5.2 to 7

Labrador speed increased from 5 to 6.8

Cat speed increased from 4 to 6

Hare Speed increased from 5.5 to 6.5

chicken speed increased from 2.1 to 4

Pig speed increased from 3.6 to 4.5

cow speed increased to 5.5

Alpaca speed increased to 5

Bear speed increased to 6.7

Muffalo speed increased to 5.5

Iguana speed increased to 4.5

Rhino speed increased to 6.6

Dromedary speed increased to 7.5

Elephant speed increased to 6.5

ThingDefs_Items


Beer and Chocolate joy increased a bit

Meal items + milk give more joy, paste is only -.01 instead of -.04

Herbal medicine potency reduced from .75 to .5

Rice/potato/corn day to rot start increased by +50%

Gold beauty increased from 6 to 9

ThingDefs_Buildings

Art sculptures half the work and resources, 2/3rds the beauty.
Snowmen doubled beauty 4 to 8, half the work

Crash ship part HP doubled

Beds work to make doubled, immunitygainspeedfactor slightly increased, stuff to make decreased

All other furniture reduced in resources needed, double work to make

standing lamp power consumption 150 -> 100

Tube television work to make quadrupuled, same as billiard's table now

Comp trader power consumption 200 -> 100

Multi-analyzer bonus .1 -> .2

Work table speed factor .06 -> .12

FirefoamPopper beauty increased from -8 to -2

Power generators resources needed doubled, work needed times 10

battery work needed x5, +50% resources.  Efficiency increasesd from .5 to .75.

Wind turbine beauty -12 to 0, battery beauty -18 to -3

NutrientPasteDispenser work needed x5, resources needed increased somewhat. Hopper work needed x2, resources decreased somewhat

Fueled Smithy consumption halved, capacity halved

Electric Stove power consumption 350 to 200

Fueled stove capacity and consumption halved

electric smelter work needed x5, power reduced from 700 to 450, heat per tick doubled


Turret power needed 350 to 100, work needed x10, mortars work needed x5, all beauty -60 to -10

Dead fall trap resources drastically reduced from 70 to 15, work to make 2000 to 6000

ThingDefs

PersonalShieldEnergyMax increased from 1.1 to 1.7

filth and animal filth a bit more work to clean, sand is same amount of work

work to sow plants quadrupled, work to harvest doubled, growth time doubled

Wild plant harvest times cut significantly, growth time doubled

9 of 30 max folders edited so far

Various tailored apparel resource to make reduced

thingDefs

Trees take much longer to cut down, grow back at half speed

Weapons generally increased in damage, guns longer to make, melee/bows weapons quicker, all use less resources

terrainDefs

floors take much longer to make, less resources needed

StorytellerDefs

statDefs

Accuracy made into a gradual increase, overall drop in shooting accuracy, even bigger drop for melee accuracy (ranges from 10% at level 1 to 70% at level 20)

Learning factor changed from 1 to .4

eating speed 1 to 1.3

carrying capacity reduced to 20

recruiting chances increased by 33%

bonus factor per level for social chat doubled

bonus factor per level for diplomatic gifts doubled

bonus factor per level for trade discount doubled

bonus factor per level for mining speed halved

bonus factor per level for smoothing floors halved

bonus factor per level for research halved

bonus factor per level for construction halved

damage modifier for shoddy through legendary quality narrowed

recipedefs

Kibble work +50%

cremate work doubled

beer brew work doubled

install painstopper and joywire work tripled

new part surgery work x3 to x4 (x4 for scythe, powerclaw, heart)

RaidStrategyDefs

raiders other than sappers should now most likely stage before attack

difficultyDefs

for extreme, threat scale changed from 1.3 to .2

colony mood offset decreased from -10 to -20

incidentDefs

Wanderer Joined event baseChance tripled
#14
Ideas / Re: "Gay" as a trait
May 09, 2016, 07:01:22 PM
"gay" could have a gameplay mechanism if you were more able to romance your colonists.  Right now I think it's just random who romances?  Then knowing they are gay (which is indeed the less common trait) would let you know to try to romance them with the same gender.

Although sexuality is very dependent on culture(encouraging or discouraging same sex interaction), so homosexuality/bisexuality it could range anywhere from 2% to 20%+ on a theoretical colony world.

Perhaps conservative numbers like 2% homosexual 6% bisexual would be a good for the game.

#15
Mental illness is arguably more common in modern times than it was before (it may have just been less documented in the past).  More material belongings or comforts isn't always a direct path to happiness.