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Topics - Tsilliev

#1
Outdated / [MOD](Alpha 7) BetterQuality
November 05, 2014, 04:18:09 PM
What the mod does is that it adds more research projects which increases the quality of the given object.
  The objects are:
  Geothermal Generator
  Batteries
  Doors
 
  I felt that when I went into mid to late game,there is no more research for me so it kinda gets boring and also hordes of zombies would come upon me and what I needed was
  1. More power for more turrets.
  2. Better doors to withstand ~30 zombies hitting the door at once (usually the door stands for 2 seconds)
  3. Embrasures with more health, (I will add them if I get permission from the creator)
  I may also add other things.
 
  Research goes as:
  Quality Control and Mechanization-> Advanced Doors v2 / Advanced Battery v2 / Advanced Geothermal Generator v2
  Geothermal Generator v2 ->  Geothermal Generator v3 .... -> Geothermal Generator v5
  Advanced Battery v2 -> ...... -> Advanced Battery v5
  Advanced Doors v2 ->  ... -> Advanced Doors v7
 
  Every level increases the object's health,cost,power,storage,work needed to be built and reduce flammability.
 
Advanced Geothermal Generator v2 research points are 1500 geothermal generator v2 with 650 health,4700 power,costs 450 metal and reduces flammability to 75%

Advanced battery v2 made from better materials, haves 200 health, flammability down to %90, costs 100 metal, stores 2000 energy. 1000 research points.

Advanced Door v2 doubles the health of the door as well as reduces the flammability to %80. 1000 research points.

  Advanced Geothermal Generator v5 (final) research points are 10 000, the geothermal generator v5 is with 2100 health,producing 12000 power,costs 1500 metal

  Advanced Battery v5 (final) haves 750 health, flammability down to %30, costs 300 metal, stores 6000 energy, efficiency up to %71, research cost 5000.

  Advanced Door v7 (final) haves 10 times the health of the original door, 9 times the cost and 10 times more time needed to be built, research costs 10000.

My original idea was to upgrade the already build objects, to upgrade their health and other stats, but for this I need to play around with .dll files and I am not good in that, so for now you will need to either deconstruct old building and build the better one on its place or build the new building at another place.
There may be some bugs and errors that havent caught my eye, I am still testing it.

Download from dropbox: https://www.dropbox.com/s/4gfyweux0rqmb0l/BetterQuality.rar?dl=0

The mod should be compatible with other mods and also with saves.


And if you want other objects to be included like walls, conduits or even cooking stoves,benches tell me.

When you research something and if you see that higher tier version is available to be built or researched instead of the next in line, tell me again.

if you think something is unbalanced like too low research points and too low cost for materials or the opposite too high, tell me.



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#2
Help / Change object's value after research
November 01, 2014, 11:55:11 AM
So I am trying to make a geothermal generator with refined stats every time the proper research project is researched, so I actually have 2 geothermal generators with the same deftype names, ie its the same generator, but the second one is providing more power if the proper research project is researched, if I do this, I get the research project, but the geothermal generator disappears from the GUI i guess its broken? Do I really need to make researchspecial and create .dll?
#3
Help / [SOLVED]GunTurretCooling
October 28, 2014, 03:03:16 AM
Hi

Can someone explain me how does the research GunTurretCooling, actually change the improvised turret to fire from 3 to 4 bullets after researched? I saw:

So I bet my money on this line, that it does the job, but I searched all over the def directory and couldn't find a file associated with specialaction or researchmodspecial that actually changes the burstcount to 4.

And another similar question, where does it specifically say for the power conduits to actually explode?
#4
Mods / [SUGGESTION] Spike/Electrocution Trap
October 19, 2014, 12:34:51 PM
Hi, how do you find the idea of having traps? Specifically a spike/electrocution trap, it should consume ~10 wats, and occupies 1 tile, when an enemy goes on the tile, he gets damaged and stuned for half a second, why stuned? Well if a metal spike stabs your legs you will know why you get stuned :D or if we are thinking about a trap that releases electric shock you will get damaged as well as stunned for a while. If it sounds too OP then just the damaging part will be fine, the damage will be like 1 point of damage, the lowest because if you put like 10 traps in a row, the damage stacks. What do you think? And the spikes will have a cooldown of ~5s or so? They should be ignored by the enemy but will take hits from thunder/grenades. If there are multiple enemies on a spike trap, only one enemy will be damaged.
So to summarize:
1. Consume 10 wats of power (have a second conduit version?)
2. When enemy is standing on the tile, the enemy will get damaged by 1 point of damage (0.5 s stunned?).
3. The trap haves ~5s of cooldown.
4. Ignored by the enemy.
5. Damaged by grenades and lightning.
6. Cost of 30 metal per trap tile?

And another idea I have in mind, I am thinking about a tile that slows down everyone that walks over it, I think this is super easy to mod so I will try to do it.

And my third idea is walls that auto repair themselves, they are mechanised walls that require power to operate. So if they get damaged they get auto-repaired in time.

Why am I getting these kind of ideas? Well I am playing the zombie invasion mod, so if you get like 60 zombies, you get the idea.   :D

edit:the mod is here https://ludeon.com/forums/index.php?topic=7222.0 thanks Jullia!