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Messages - Waveshaper

#1
Releases / Re: [1.0][MODLIST] Glitter Tech
January 14, 2020, 03:31:57 PM
Unfortunately that's how the mod is... And the modder behind it seems to be adamant to change that stuff - at least he was when I and a few others brought some of the major balancing issues to his attention some time ago.

At that time I made an overhaul for at least the mods weapon & armor stats to be easily implemented using another mod - unfortunately I don't think that I have the files still around, at least I can't think of where I might have put them at the moment.

It's been a few years since then already - but if I remember correctly the main issues I've found had to do with one weapon line - something like 'EMRG' or so I think - especially the pistol from this weapon type, since it's possible to get your first raid enemies using them, so you can equip your pawns early with some ridiculous one-shot weaponry. I - or 'we' - decided that mainly lowering this weapon types firing rate brought the best result. Also; IIRC shieldbelts from this mod should mostly be deactivated or heavily nerfed. And then there is the problem with Alpha & Beta Pole melee weapons... I would rather deactivate both materials before attempting to balance though. I remember seeing a fork of the mod once, where the autor claimed that he balanced this version in regards to those two materials - you might google around for it.

It's sad - the rest of the mod seems to be pretty well done and enhances the game quite in the right aspects.

EDIT.: Seems my memories aren't as bad as I thought. That was the project some of 'our' values got into - at least I think that one of us had a connection to the guy behind RWWB. Unfortunately that might not be helpful at all, since the project is obviously dead. https://steamcommunity.com/workshop/filedetails/?id=932311074
BUT he still has the mod descriptions with his changed values up - so if you're using https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457 or a similar mod to change in-game values, you might just import his values since nothing much should have changed in this regard since b17.
#2
Releases / Re: [1.0] Planetside Politics and Religions
January 12, 2020, 03:22:43 AM
 Not sure if there is any incentive in further developing this mod, but as it is right now it at least needs a specific item category for Polemics & Apologetics - putting every version of them into the main layer of 'Items' is just sloppy. No hard feelings, but that's not well thoughtout.
#3
Hi there!

Glad I found this gem of a mod. I'm currently digging into balancing a somewhat extended mod-setup for myself and (mostly) a few friends of mine and I'm running into the very same issues I've ran last time I played the game around A16; some mods add just ridiculous items & stats that don't fit into the games balance at all. *cough* Glittertec *cough* Orassans *cough*

Last time I invested quite some time in changing the values for Glitter Tec weapons by hand and since all the inofficial nerf-patch-mods rarely stay up to date I thought I have to redo all this work in a text editor. But you mod helps A LOT with working changes out in-game - because not everything on paper plays out as expected. :)

And while sitting in front of spreadsheets, DPS calculations, etc. one thing came to my mind and since my modding-skills are sub-par at best (I'm good in balancing things - but I always need someone for the coding-side of my projects ^^) I'm not sure if Rimworld would even offer the possibilities to implement it. But what's about adding an ex-/import feature for your mod using simple .txt file system?

I know, you're currently working on a 'updated' project to this mod - but same would apply there; a ex-/import system would allow more flexibility for balancing using your mod instead of having to rely on '3rd party' patch-mods for bigger content mods that don't fit in line with a particular setup.

I'm aware that your mod is technically doing exactly this with just writing the changes into it's .xml and patching the stats on the fly in-game, but a export feature just for the changed items would make it easier to export those changes into spreadsheets.
Guess there might exist ways to automate some restructuring of .xml files - but I have to admit that I can't think of an easy solution for it at the moment. All in all I guess such a feature could make your mod into a real mandatory instance for every reasonable mod-pack to be used - imho it would deserve this status. :)