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Messages - Skcuske_Lobuk

#1
Releases / Re: [A17] Orassans 🐱
October 10, 2017, 06:28:19 PM
Quote from: Goldenpotatoes on October 10, 2017, 01:09:28 AM
Quote from: Jdalt40 on October 09, 2017, 11:52:28 PM
If this was the case, my Raiderpedes mod would be extremely hated. Since they overwrite the pirate faction def to put them as a pawn in the raids. However nobody noticed this. In reality small changes are good since they really don't impact much.


Edit: However this entire argument was stupid and to think that it wasted over 7 hours of everybody in the argument's time is ludicrous.
Pretty sure the point of the argument is that they removed power armor from being something that can spawn with spacers and didn't bother mentioning it because they personally didn't see the issue. Most people aren't going to care about the underlining method of adding/changing your content as long as you actually tell them what it effects gameplay-wise.

Montezuma probably pushed it a bit too much due to their own issues with the mod but it's still a valid point.
Just edit the xml files if you don't like it. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.
#2
Releases / Re: [A17] Orassans 🐱
October 09, 2017, 07:50:17 PM
Quote from: IHateRegistering on October 09, 2017, 06:49:16 PM
As for the changes regarding vanilla, I agree totally - no mod should tinker around with things nobody would expect. If I download a mod that changes work orders and such, I neither expect nor want this mod to change the stats of say, animals. The argument that it doesn't break too much is pointless because if every mod author would hide some changes to the core game in their mod you'd have a real mess at your hands because everything would conflict with everything.
Just edit the xml files if you don't like it. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.
#3
Releases / Re: [A17] Orassans 🐱
October 09, 2017, 05:39:01 PM
Quote from: Jdalt40 on October 09, 2017, 05:23:38 PM
There is no negligence torts for mods, so if you don't like it, don't use it.

Quote from: Montezuma on October 09, 2017, 05:17:48 PM
As I stated earlier, I'll be removing this mod as soon as I finish my game.

Quote from: Jdalt40 on October 09, 2017, 05:23:38 PM
Second off, you are the person that has it installed, the author has no obligation to feed your likes or dislikes and can do whatever they want with it. If you don't like this, you can change it back in the XML. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.

Quote from: Montezuma on October 09, 2017, 05:00:14 PM
I expect mod authors to either integrate their visions in a non-disturbing way so I can enjoy my game, or at least mark their mods as "fun mods", "cheat mods" or "overpowered".

Quote from: Montezuma on October 09, 2017, 03:05:46 PM
Just stop constantly suggesting me to edit xml files. Thank you.

Thank you for your opinion.

#4
Releases / Re: [A17] Orassans 🐱
October 09, 2017, 05:17:48 PM
Quote from: Diana Winters on October 09, 2017, 05:12:18 PM
If you think it's OP then don't use it. For the last time, stop telling me to alter my mod for ~your~ specific tastes. It is not my job to make sure my mod is up to your specific specifications. You are not paying for this mod to be paid, so don't expect it to be absolutely balanced and polished work of code.
As I stated earlier, I'll be removing this mod as soon as I finish my game.
Thank you for your opinion.
#5
Releases / Re: [A17] Orassans 🐱
October 09, 2017, 05:00:14 PM
Quote from: IHateRegistering on October 09, 2017, 04:20:27 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM
Yes, absolutely. I love going through all my mods and find out which ones remove basic stuff from vanilla (and also all other mods which rely on the vanilla tags).

It's basically my fault, I totally get it. Thank you all.
You were sperging out because you didn't like the balance (or rather lack thereof) this mod provides, the issue that this mod here actually modifies vanilla values came up later and I'd actually agree that this is a thing that shouldn't happen. But again, your initial temper tantrum as well as your cats AIDS """mod""" were because of the balance issues you had with the mod. Which again, can be easily rectified by modifying the race .xml. You are just moving the goalposts now.
Because of the (not functional) balancing I started to scratch on the surface, and found some profound changes additionally to vanilla.
As I can't remove races from my current game, I came up with something that deals with the problem my way. As the Orassan mod author explained "Don't use it if you don't like it".

I expect mod authors to either integrate their visions in a non-disturbing way so I can enjoy my game, or at least mark their mods as "fun mods", "cheat mods" or "overpowered". Constantly coming up with some lore which explains non-sense helps in no way and shows that the author can't deal with constructive criticism. "No one noticed till now" is not really a satisfying answer, it just shows that the author doesn't care.

And for the last time: I'm not in the mood constantly looking through all my mods and see what the author has changed behind my back. Just stop constantly suggesting me to edit xml files. Thank you.
#6
Releases / Re: [A17] Orassans 🐱
October 09, 2017, 03:05:46 PM
Quote from: IHateRegistering on October 09, 2017, 02:33:31 PM
... so it probably wasn't mentioned because no one realized this had anything to do with the Orassans, after all you wouldn't expect a mod that adds entirely new content to modify the vanilla game without mentioning it.

It might have something to do with the fact that Orassans have 10x more apparelMoney than regular pawns.


OrassanGrenadier
<apparelMoney>
<min>5000</min>
<max>10000</max>
</apparelMoney>

OrassanRefugee
<apparelMoney>
<min>1000</min>
<max>3000</max>
</apparelMoney>

in contrast to

Pirate (Human)
<apparelMoney>
<min>500</min>
<max>1100</max>
</apparelMoney>


Quote from: Diana Winters on October 09, 2017, 02:16:11 PM
Just delete the patches folder. But since no one noticed till that guy pointed it out, despite it being like this for the entire existence of the mod, I don't think it's much of an issue.

All the patch does is remove the "spacer" tag from power armor. I have still seen pirates spawn with it (in vanilla and with my mod active) but have never seen spacers spawn with it (this is likely due to them not having a high enough "budget" for them to spawn with it)

I will also note that this mod used to completely overwrite the power armor def and there were no complaints.
Maybe no one took a deeper look at the source files before. Just because there's a lower probability for Spacers to spawn with a PA, it doesn't mean that it's not happening at all. "Not much of an issue" obviously means to you changing the balance of the game and weakening all other factions without mentioning it.

Quote from: IHateRegistering on October 09, 2017, 08:26:36 AM
I mean there's certainly room for discussion here but instead of arguing back and forth you could also make your own tweaks to the race so you can modify them more to your liking.

Yes, absolutely. I love going through all my mods and find out which ones remove basic stuff from vanilla (and also all other mods which rely on the vanilla tags).

It's basically my fault, I totally get it. Thank you all.
#7
Releases / Re: [A17] Orassans 🐱
October 09, 2017, 08:13:02 AM
Quote from: Diana Winters on October 08, 2017, 11:39:28 PM
Quote from: Montezuma on October 08, 2017, 06:59:51 PM
/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?

So the kitties don't spawn with it. I also recommend you not be so hostile.
I don't like my game being altered without any mentioning and additionally weakening the Spacer faction in general.
There are other ways to not let the Power Armor spawn on your cat people, e.g. the Borg race manages to let Borg armor spawn only on Borg.

Nothing to add, enough said. Have fun.
#8
Releases / Re: [A17] Orassans 🐱
October 08, 2017, 06:59:51 PM
Hi Diana, I wasn't looking for attention, I was looking for a fun race to play with. I've stated my arguments. I'll be removing them as soon as I'm finished with my current playthrough.
I've wrote a mini mod called cat AIDS which takes care of them within a few hours as soon as they enter the map. Now it's fun!

/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?
#9
Releases / Re: [A17] Orassans 🐱
October 07, 2017, 12:10:41 PM
Quote from: Oblitus on October 07, 2017, 09:18:17 AM
Quote from: Montezuma on October 07, 2017, 08:57:27 AM
Small creatures may be good sprinters, but they can't keep that speed up for long. Usain Bolt also only measures 5 feet, because he is the fastest man alive.
Wolf can run 80 kilometers without a rest and can sprint at 60-80 km/h. Felines tend to be worse at running, but better at sprinting.

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
Humanlike hands + claws?
Retractable claws, what is wrong with it?

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
The more intelligent a race is the longer a pregnancy takes the less offspring it has.
It's not a strict rule.

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
So more offspring on a scarce ice world
If only part of population is directly participating in reproduction.

Also, you are forgetting one thing: this is a space age race. So genetic engeneering can be widely used.
Mary-Sue!
#10
Releases / Re: [A17] Orassans 🐱
October 07, 2017, 08:57:27 AM
Quote from: Oblitus on October 06, 2017, 01:25:11 PM
Quote from: Montezuma on October 06, 2017, 01:12:42 PM
Small cat people walking on two legs faster than a human? Sure, my kitty does the same.
Cat people with paws handling guns better than humanlike hands with fingers? Sure, absolutely believable.
Small creatures tend to move faster. And human legs are not very good at running. Good at standing, yes, but not running. Modern prosthetics for both legs often looks a lot like a digitigrade animal leg.
They are anthropomorphic with humanlike hands.
Small creatures may be good sprinters, but they can't keep that speed up for long. Usain Bolt also only measures 5 feet, because he is the fastest man alive.
Humanlike hands + claws? Mary-Sue ...

Quote from: Oblitus on October 06, 2017, 01:25:11 PM
Quote from: Montezuma on October 06, 2017, 01:12:42 PM
If they are 50 % gay, it's not very likely they have a human like reproduction rate.
You are assuming human-level gestation time and single offspring per pregnancy. If they have 3-4 per litter, having relatives who can help can be a great benefit.
So more offspring on a scarce ice world + super human intelligence. The more intelligent a race is the longer a pregnancy takes the less offspring it has. It's contradicting, but sounds like another case for Mary-Sue. 
#11
Releases / Re: [A17] Orassans 🐱
October 06, 2017, 01:12:42 PM
Quote from: IHateRegistering on October 04, 2017, 08:58:02 PM
Quote from: Montezuma on October 04, 2017, 06:49:30 PM

33 % faster than humans, can tolerate -60 °C naked, ResearchSpeed +20 %, baseBodySize -20 % making them harder to hit, not talking about the weapons.
All in all the most boring race to play with. I've started killing them all as soon as they enter my map. I'd at least expect their leather insulate more, that way they can only be used for chairs. At least my colonists don't complain about the taste of their meat.
Once I finish my current game, I'm removing this boring Mary-Sue / Gary-Stu race.
You can easily tweak their stats, though. It's as easy as looking through the xml files and editing them with a simple text editor because everything is pretty self-explanatory in those files, you don't really need any experience with any programming language or somesuch.
I have no problem with changing stats, but I could expect from a mod author to at least mark his/her mod as game breaking and completely overpowered. No other race mod has such a Mary-Sue attitude.

They come from an ice world and have thick fur? Sure, make them superior to humans and let them endure up to + 26 °C. Ever wore a thick winter coat with outside temperatures above 20 °C?
Ice world ... Yeah, polar bears also vary in color.
Small cat people walking on two legs faster than a human? Sure, my kitty does the same.
Cat people with paws handling guns better than humanlike hands with fingers? Sure, absolutely believable.
If they are 50 % gay, it's not very likely they have a human like reproduction rate.
If they come from an ice planet, wouldn't their damage type of choice be fire instead of ice, when they can handle -60 °C?
And also heighten the research speed for no reason.
Also make them smaller so that they are harder to hit and even up the dodge chance – boring ...

No disadvantages, contradicting race backstory with "plot holes", sounds more like an episode of "Lost".
MARY-SUE!!
#12
Releases / Re: [A17] Orassans 🐱
October 04, 2017, 06:49:30 PM
Quote from: kubolek01 on October 04, 2017, 01:17:33 AM
Quote from: Montezuma on October 03, 2017, 05:52:08 PM
Quote from: Diana Winters on October 03, 2017, 10:42:31 AM
Update 4: Misc tweaks. Orassans have a higher chance to dodge melee attacks.
Don't you think they are overpowered enough?
Faster, but less durable. And their pets are erm... way too weak to use off base :P
33 % faster than humans, can tolerate -60 °C naked, ResearchSpeed +20 %, baseBodySize -20 % making them harder to hit, not talking about the weapons.
All in all the most boring race to play with. I've started killing them all as soon as they enter my map. I'd at least expect their leather insulate more, that way they can only be used for chairs. At least my colonists don't complain about the taste of their meat.
Once I finish my current game, I'm removing this boring Mary-Sue / Gary-Stu race.
#13
Releases / Re: [A17] Orassans 🐱
October 03, 2017, 05:52:08 PM
Quote from: Diana Winters on October 03, 2017, 10:42:31 AM
Update 4: Misc tweaks. Orassans have a higher chance to dodge melee attacks.
Don't you think they are overpowered enough?
#14
Releases / Re: [A17+] Change Dresser - Beta
September 20, 2017, 05:50:46 PM
Enjoy your trip!
#15
Releases / Re: [A17+] Change Dresser - Beta
September 18, 2017, 06:30:41 PM
Hi Kiame, really like your mod. Just noticed that the hair textures aren't scaled if changed, and stumbled across your code. It seems that you're changing the headgraphicpath, I guess RW also wants the CrownType changed if switching from Normal to Narrow and vice versa.