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Topics - Valor

#1
Mods / [Question] Increasing melee skill for an animal
August 12, 2021, 07:58:48 PM
If I would like to have an animal species with higher melee skill than 4, how should I update the XML, please? Anyone could provide me with example.

Thank you!
#2
Hello,

I am looking for a mod that does not allow infestation spawn in home area.
Another option would be not allow spawn on floored titles.

If this would be a xml change I can do it myself if anyone would hint where to change it.

Thanks!
#3
Help / Badassanimal Tag
July 08, 2018, 02:52:13 PM
Hello,

I am wondering how exactly does <li>BadassAnimal</li> work in terms of  carnivore hunting. My rough estimate is that it doubles animal Bodysize for purpose of being hunted, but I could not find any reasonable explanation anywhere.

Thank you!

#4
Hello,

I am playing B18 and my animals get food poisoning from eating butchered meat. They never got food poisoned from eating corpses. It does not really make any sence for carnivores. Is there a mod to remedy this issue please? Or perhaps simple 1-2 line XML edit I could perform myself, please? Maybe add food poisoning immunity to the animals as crude solution?

Thanks!
#5
Mods / [Mod Request] Trait neurotrainers
January 24, 2018, 06:24:24 PM
Hello,

I am looking for a mod that would add neurotrainers for traits to merchants (same category as neurotrainers) that would either add the trait if pawn doesnt have it or remove it if he does.

Thank you
#6
Mods / [Mod request] Range 2 melee weapons
January 22, 2018, 09:41:56 AM
Hello,

I am looking for a mod that would add melee weapons with longer range (2) so you could attack from backline with them. They should follow all normal melee rules and when used in range 1 either be unusable or have halved damage?
Anyone could manage perhaps?

Thanks,
Valor
#7
Generally animals, visitors and enemies spawn on any discovered map edge. But I have an issue, via mod I had a map generated that was a river cutting through mountain. Montain is mostly solid with few crevices here and there serving as valleys, where plan life and animals are. River is encompased by a lot of shalloow wats so movement is possible on both side with few wade points between the sides possible. After the generation I noticed the one end of the river is inaccessible (due to few missing spots of shallow water). I fixed it with dev mode. Every pawn can now use it (and some often does) to leave the map, but nothing ever spawns on that end. Only the other end is used to spawn everything (both sides of that end) So my questions:

Are the spawn points determined on map creation?
Can I change (add) spawn point manually? Via dev mode or save file editing?

Thank you.
#8
Mods / [Mod Request] Less animal sounds
January 08, 2018, 07:26:43 PM
Hello,

I am looking for a mod that would make animal sounds much less frequent. If you have a dozen you barely hear anything else (unless they are cute silent rabbits :) )

Thank you
#9
Hello,

just as topic title says, how can I help storyteller (via xml edits) with equiping raiders so he is willing to send some? I play in icesheeet with vulcanic winter. Summer temperatures around -70C, winter is around -130C. But noone comes to visit me  :'(

Thanks!
#10
Mods / [Mod Request] Scenario editor modification
July 27, 2017, 02:10:31 PM
Hello,

how hard it would be to add global stat modifier into scenario editor for Growth Time, Regeneration speed (healing treated wounds) and gravidity time? Anyone can point me into the right direction maybe how to make it?

Thanks!
#11
Hello,

I am looking for a mod that would increase table search range (2-4 times), when pawn decides to eat if he is in home zone. Anyone could make it happen, please?

Thank you very much.
#12
General Discussion / Caravans means infinite meat
July 16, 2017, 08:06:23 PM
Hello,

just a small observation. In scenarios where its really hard to get something to eat, its enough to send caravan one hex away and then reform/make camp until something meaty spawns. Kill it, butcher it, and remake camp again.  In a day you can come back with few hundrets meats. And there is no limit. I dont think thats particulary balanced.
#13
General Discussion / Raiders and max temperature
July 16, 2017, 02:57:29 PM
Hello,

I wanted to ask, I play in extreme desert now, and in 30 days I had no raids (Rough difficulty). Temperatures range from 45-60C (winter). I even made a caravan to atack one bandit outpost and when I entered the map I immideately completed the quest. Outpost was empty (46C on the map at that time). Is it simply too hot for the game to generate any raiders for me?

Thanks!

PS.: I play Hardcore.sk, but I am unsure if that makes any difference
#14
Help / Min/max temperatures for plant growth
July 14, 2017, 10:14:32 AM
Hello,

I would like to create plant variants that can grow in extreme temperatures only, but I was unable to find where is the growing temperature range set. Can it be done in XML only?

Thanks, Valor.
#15
Help / Modifying Boomalope explosion
July 09, 2017, 06:52:35 AM
Hello,

I wanted to modify boomalope explosion in my game but I hit a bit of a wall. Can I modify it via XML only? I found that the linked event is <deathActionWorkerClass>DeathActionWorker_BigExplosion</deathActionWorkerClass>, but I am unable to find definition of this event anywhere else. Any help welcome. Thank you.
#16
Mods / [Mod Request] Improved melee techniques
May 02, 2016, 07:07:21 PM
Hello,

I always found melee quite lackluster, so I was thinking how it could be made more entertaining. I came with four ideas that if made together could make melee more engaging.

1. Allow only one pawn per square when attacking in melee.
2. Let idle pawns with melee weapon in drafted mode autoattack enemies in range (like they autoshoot) without specific command.
3. Make melee weapons with reach 2, that can be used to attack one square away.
4. Give a pawn chance to avoid a melee attack by having high melee skill (or make a separate skill?) and maybe some defensive stat of the weapon.

Hopefully it will make a sense to some good modder and he will take up the task.

Thank you kindly. Valor
#17
Mods / [Mod Request] Neurotrainers for traits
May 05, 2015, 03:11:17 PM
Heya, would it be possible to mod in items like neurotrainers that would add or remove traits? Lets say Lazy neurotrainer would either add lazy trait (if not currently present) or remove it (if colonist already has it).

Thanks
#18
Ideas / Making brawlers viable
April 20, 2015, 05:38:52 AM
Well, lately I have been trying to make mostly melee oriented group, my base was a maze and enemies did not really have a chance to deliver shots. Still there were some problems and was mostly unmanageable. So I have a small suggestion that could increase (or decrease) your colony lifespan if you decide to go mostly melee, or even just have few dedicated bashers.

1. Let the melee skill reduce opponents chance to hit - If your really good with weapon you can fight, deal blows and not be hit, mainly if your skill/weapon is superior to the opponents one.
2. Give attackers bonus to hit if they outnumber their target - Even skilled fighter will fall to many.
3. Change CqC weapons to give bonus(or malus) to attack and defence %.

I hope everyone can imagine impact of such changes.
#19
Mods / More slaves from slavers?
April 12, 2015, 01:52:44 PM
Heya,
is it possible to modify some XML file to have slavers offer you more slaves whenever they visit you? Or is there by any chance a mod that does a similar thing?
Thank you kindly.
#20
Heya,

is there a way to make world gen spawn more towns in the world?

Thanks Valor