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Messages - Razzoriel

#1
Mods / Mod Request: Time slows down
December 29, 2021, 10:35:27 AM
I was wondering if there is any mod that drastically slows down progression and build-up of the AI. As in, all activities are much slower to perform, and the AI responds as such by not building up the difficulty.

Also wondering if simply changing every single work to take longer and appropriately reduce EXP gain/degrading works and the AI interprets this as the player simply not developing his colony. Im talking like making playthroughs 10x slower, so you cannot build a huge map wall in a single day if made of wood.
#2
Releases / Re: [1.0] Vanilla Weapons Expanded
August 12, 2019, 09:22:35 AM
Quote from: publicuser on August 11, 2019, 05:01:02 AM
I got error message in red

Config error in VWE_Gun_ChargeRocketLauncher: description has trailing whitespace
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Inocuous, you can play with no problems if that is the extent of the errors.
#3
Releases / Re: [1.0] Equipment Deterioration
July 23, 2019, 06:37:18 PM
Quote from: LimeTreeSnake on July 18, 2019, 07:22:07 AM
Apologies for the late reply!
I am still using my mod, had no problems with it so far. :)

Your suggestion does sound neat but that'd require patching all weapons with said stat.
As of this moment, weapons that fire a lot of rounds tend to take (albeit I'd claim more realistic) more damage as a consequence which in turn does not bode well for miniguns and whatnot. Although you can tweak the rate of degradation to a much lower rate, say, 0.1% chance of 1 damage per bullet and just keep the daily chance of degradation.
I'll play around with the thought and I just might come up with an alternative calculation for individual weapons as per suggestion.
Yes, a very small percentage as a chance to damage the gun per shot is the ideal approach to take, since on average it will drop durability at the same rate. However, i'd warn you that it would only be feasible with other mods in conjunction, such as Mending, so players can maintain their Legendary weapons, or keep this percentage really really low so only a very unlucky streak would drop the weapon's durability.
#4
Unfinished / Re: [WIP] Deep Storage (functional)
July 22, 2019, 10:37:31 PM
Hello, sir, I'm interested in merging your mod with mine, Outer Galaxies https://ludeon.com/forums/index.php?topic=27162.0

Do you mind if I use the textures and assemblies? I'll give you credit as the guy behind the structure to store items in the same building, as this is exactly what i need for my mod that adds hundreds of guns. Thank you in advance.
#5
Mods / Re: Help a new Modder-Modding Weapon Sizes
July 22, 2019, 09:25:21 PM
As of today, I've tried using Jec's Oversized Weapon with the latest version of Harmony and it did not work. Just a heads-up.
#6
Releases / Re: [1.0] Equipment Deterioration
July 08, 2019, 09:26:50 AM
Hi, is this mod still functional? I'd love to see a version that adds a stat for a weapon so one can customize the amount of shots a weapon fires before it takes a degradation hit, so we can have different weapons with different degradation patterns. It would mesh really well with repairing.
#7
Happy to announce Outer Galaxies will feature roughly 50 weapons from Planetside 2. Probably also going to feature mounted turrets of the vehicles of the game as well. Tried to balance out as much as possible the branches of weapons from the three factions and the neutral Nanite Systems one. Lore already incorporated in the game.
#8
Quote from: Hjkma on May 22, 2019, 02:53:14 PM
Hi, I can't find a link to a githab project anywhere, neither in the main post nor in the comments. Does it exist or is there another place where I can download the mod?
Mod download is under request-only for the moment. Last version is not updated, and the new one will be available when this is done.
#9
Half of the spacer and nano-age weapons are finished. With the other half done, Outer Galaxies will have a ready unreleased version for weapon testing. If you have the patience and the guts to test 500+ weapons in a Rimworld mod, you can download this unfinished version and send me all bugs you'll find.
#10
Quote from: SansMasterBudaa :3 on February 25, 2019, 10:16:08 PM
But CE dont have those options???
I mean, i dont know if it will compatible with CE
A patch for CE will be made after the mod release is (somewhat) stable.
#11
Updated for 1.0.
#12
Quote from: wekenshion on April 14, 2019, 06:57:47 AM
After playing Rimworld and Xcom 2 constantly, it hit me. Why hasn't someone made the cross over? I think it would be amazing if someone made the armor sets and weapons that ADVENT use. Not a very talented artist myself so yeah, figured I'd make a request for it. Armor, weapons, sound, maybe a faction based around them and a scenario. Have it all nice and neat under a research tree or for vanilla just have them after a certain weapon research. Could be expanded on quite a bit. Please and thank you if you decide to take a crack at it  ;D
If you can be patient, im mixing XCom's weapons and two factions related to it in my mod, Outer Galaxies. It has no specific date for launch though, so you will have to wait
#13
I'd like to separate the discussion to this topic, which started here: url]https://ludeon.com/forums/index.php?topic=47447.0[/url]

Let's think about the mechanics and the rational process behind attaching a bionic arm in your pawn. A bionic arm is the whole kit; it includes hand and fingers, though it is not separate. This poses a lot of issues.

1) A finger has 7 HP. A hand has 10 HP. The arm has 25 HP. If a lancer shoots the pawn's finger, the finger is removed. If an autopistol hits the pawn's hand, the hand stays, but loses HP. Theorically, this means separating the whole appendage in multiple parts means losing the whole arm is more difficult. With a bionic arm, all damage goes to the 25 HP of the appendage. A hit that would otherwise make your finger go 2/7 HP now puts the pawn's bionic arm in 20/25 HP. This means theorically a bionic arm is a total reduction in HP compared to the normal biological arm.

2) Bionics/archotech have no separate armor values. This is the "tank tortoise" effect, where the whole body of a pawn has armor, or none. So if you shoot that tortoise's eye with your bow, it can deflect, even if only the shell theorically has armor. This is a huge problem. A metallic appendage surely should be more resistant than the pawn's flesh.

3) The description of archotech limbs says they regenerate on their own. ALL ARTIFICIAL PARTS DO. The dentures regenerate. The peg legs regenerate. The wooden foots regenerate. As if they are biological. This is because to heal your damaged bionic, mechanical arm, you use the same medicine items you use to sew up a bullet hole in your stomach. They are not repaired. And they regenerate because they use the biological code.

4) With all this being said, I still think artificial organs make sense. And the fact artificial limbs do not have pain values is also a boon. However, it can also be a negative, as your masochist tough pawn is shredded alive and does not get a pain shock, and your wimp character has all his appendages intact.

So to summarize, armor values to specific body parts, medical repairs that require components or something to put together bionics/arcotech makes more sense than using medicine to make them slowly heal like their arms and finally, the need to make bionic/arcotech hands/fingers also come with the package are corrections that need to be taken.
#14
General Discussion / Re: Bionic Hitpoints?
December 19, 2018, 11:35:02 AM
If that is true, than bionic limbs technically reduce the overall HP of the pawn.

Assuming each finger has 7 HP, the hand has 10 HP and the arm has 25 HP, suddenly the whole kit has 25 HP. This means a charge lance that would instead sever a finger now severs an entire arm.

This is another instance of how broken the limb system replacement is, and how Tynan needs to implement a full kit to transplants, so your bionic arm comes also with a bionic hand, and bionic fingers, but you NEED to install the whole arm to get the whole deal.

I also heavily dislike that bionic appendages need to be "treated", not "repaired". Also another very interesting thing: a pawn's peg leg will slowly heal to normal like it is organic if it is damaged.
#15
Tynan cut some complexity of the initial alphas, so I doubt he'll add any right now, but I'd be really glad if he added some sort of soil erosion system; faster-growing plants eroding soil faster, requiring you to grow plants that are less erosive or change the location of planting until the soil stabilizes again.