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Messages - Wildfire628

#1
All damage types are defined under <YourRimworldPath>\Mods\Core\Defs\DamageDefs\ if you want to see how much default damage they do, who they do it to, and how they do it.
I don't have a lot of experience with buildings, but I believe IDE's use the CompProperties_Explosive class to achieve the desired effect when sprung. You can try to use damageAmountBase to modify how much damage you want it to do, but I'm not sure that is valid as I've never tried to use it under CompProperties_Explosive. Otherwise, you could use the BombSuper damage def and lower the explosiveRadius. If BombSuper is too powerful and damageAmountBase doesn't work then you might just want to define new damage types so you can set it exactly how you want it.
As for the whole 3.9 thing I don't have a good answer for you, I've been using ranges that way and mentally rounding it up because I figure there's some reason for it even if I don't know what it is. Anyway, going from 3.9->2.9 shouldn't mess with anything unless you are using damageFalloff.
#2
Help / Re: Can't seem to get my patch working
November 08, 2018, 06:28:56 AM
Set the <success> field value under the test operation to Normal
The way it's set now if it finds the defName "LotR_TableSmithy" it returns True and then the Invert value inverts the value to False causing it to register as a failed test thus ending your patch sequence.
#3
Thank you! That was exactly the example I needed and my implementation worked like a dream!
I was also toying around with turning the constant value into a value to be parsed from the damageDef to make it adjustable outside of the explosion radius, but I've been struggling since my C# knowledge is limited to concepts. Gives me something to work toward though I guess lol
#4
I've been looking for a way to modify the amount of camera shake explosive projectiles generate using XML. I've tried using the CompProperties_CameraShaker with a negative value under the projectile's thingDef to no avail (the effect does seem to apply to the weapon's thingDef when it explodes by CompProperties_Explosive however). Am I missing something or would this require a C# solution?
#5
Bugs / [B19 and 1.0.2047] Merc Money Issues
October 06, 2018, 07:07:49 PM
Mercenary Grenadiers don't have enough money to buy frag grenades. Grenadiers are only allocated $250 and frags cost 265 now. I've dev spawned a small army of them (80+ non-consecutively) and all I've seen spawned with Molotovs. I'm assuming that this wasn't intended anyway...
#6
Help / Re: Help Squelching Non-Critical Errors
September 26, 2018, 07:51:22 AM
Found an answer by digging through other mods. I just needed to add <success>Always</success> after the start of the sequence.
#7
Help / Help Squelching Non-Critical Errors
September 26, 2018, 07:15:56 AM
I'm using PatchOperationTest to check a value before I replace it, but this has the unfortunate effect of throwing "critical" errors when the value doesn't need modified. Is there something in the PatchOperationTest class I can change to prevent it from printing the error or at least lower the severity?
#8
Ideas / Faction Relations Influencing Raid Size
August 01, 2018, 01:51:11 AM
Sorry if this is modeled in game and I haven't noticed it, but I was thinking about using the faction relation system to influence raid size such that the less hostile you are with faction the fewer people they are willing to send after you so as to emulate the warming of relations. This could also be applied to the friendly side of relations and would work to model a friendly faction willing to devote more resources to the aid of a good friend. This would also reward the steps between hostile and neutral, and friendly and max relations.

Since raid sizes need to be balanced at the extremes, especially for permanently hostile factions, and in order to easily fit it into the current system, the simplest implementation in my mind would be to add a negative point modifier to friendly and hostile groups as they move closer to neutral. Maybe 30-40% max reduction near neutral relations so it is noticeable, but not enough to completely change the event.
#9
Is there any way to tie melee weapon spawning to the brawler trait? I'm running a scenario with the brawler spawn rate at 60% and it's strange to see raids/caravans/visitors/friendlies who supposedly prefer melee bringing ranged weapons and then taking a huge mood hit for it.
#10
Bugs / Error on Add Bill Inspect V1.0.1962
July 12, 2018, 10:01:50 PM
When inspecting a bill in the add bill drop down menu this error is thrown and the inspect menu still opens as expected

StatRequest for null def.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.StatRequest:For(BuildableDef, ThingDef, QualityCategory) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatRequest.cs:58)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Def, ThingDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\StatsReportUtility.cs:45)
Verse.Dialog_InfoCard:FillCard(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:189)
Verse.Dialog_InfoCard:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:166)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


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#11
Quote from: Greep on July 12, 2018, 07:12:06 PM
Luckily, deadfalls still pretty much wreck everything non-sapper/ship/etc  8) I would definitely be dead outside of the mountains.  So, just a friendly warning to anyone wanting to pick up a refugee being chased.
That reminds me, I had a chased refugee with in the first 20 days and (luckily) only one enemy spawned, but he had a bionic eye and an autopistol! I wish I would have screenshot it...but yeah, the scaling still seems a bit extreme compared to normal raids.
It was a NB, Some Challenge(Medium?) game so my wealth and point scaling should have been trivial
#12
I haven't been able to gauge most of the researches because Randy is being stingy with people on my NB run, but I'm a fan of it so far because some of my biggest gripes since A15 has been that research and skill gain speed were too fast for my taste.
Also, is there any way we could get a research cost modifier added to the scenario menu? I find the Research Speed Factor and the Research Speed multipliers are a bit difficult to get right.
Edit: I just remembered and wanted to comment on how much I dislike the new tree planting time. It took 4.5 hours for my level 9 grower to plant one poplar...
#13
I had a raid come in with a single raider with nimble, 5 melee, 2% blunt protection, and a 20% revolver vs my naked brawler, 7 melee, and a wooden club. It went about how I was expecting and it came down to whoever got the last hit in would win.

Nimble is an interesting, albeit niche, trait. However, It seems to be extremely powerful within that niche. Granted it does fall off at level 20 melee, with the non-nimble having 30% dodge and the nimble at 38%, but as it stands now nimble takes the crown as the premier melee trait in my mind and I would choose it over brawler every time for a melee pawn.

[attachment deleted due to age]
#14
Couple of notes, I've been hunting with melee and since that needs done by drafting the animal corpses default to forbidden. I'm assuming that it's WAD (not that it's a huge issue since I have to go back and undraft them anyway). Opportunistic hauling still feels kinda wonky for single harvest jobs. For example, when I have a job to cut a berry bush the job finishes and they head back home to the next job without hauling the berries back. I'm assuming that it's because the next job is decided before the berries "drop" or are counted as an available job?
Edit: I'm also playing on climate cycle in a 20/60 boreal forest and it's reporting the seasons as permanent winter for my starting year even though it's around 80F during the day. The growing zones are all working right though
#15
Quote from: Tynan on June 29, 2018, 07:22:03 AM
Regarding melee, bear in mind that the ranged weapons are also melee weapons. They'll hit people with gun butts, poke them with barrels, etc. Stats about this are even output on the stats card.

If we need to balance ranged weapons in melee, we'll be balancing the melee verbs of those weapons.

Enemies have always been prevented from shooting while in melee. We removed that for a few days and people were quite disturbed when their melee dude got shot in the face by a sniper he was beating on. So now it's symmetrical, not a trap for noobs (e.g. you don't need to use an unintuitive "shoot him in melee" direct r-click command - this also reduces micromanagement), and a lot easier to balance since the melee and ranged numbers are totally separate for each weapon.

I suspect there may be some balance to do going forward. That said, even with low DPS there are great uses for melee fighters. E.g. have one engage the enemy in melee and let a friend shoot him in the side of the head with a shotgun. Combined arms (just try not to miss too badly).

A sword will lose against a gun at range; a gun will lose against a sword in melee. I think it makes so much sense I'd almost call it an invariant; we'll balance the rest of the system around that.
The more I think/play with it the more I like it. However, I do hope you implement a way to make it easier to get shooters back to shooting range once engaged since a gun should lose to a sword in melee, but I think I'm starting to repeat myself so I better head to bed.