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Topics - Nimrod

#1
Hello citizens!

I am modding my own game for some time now and just had the urge to change the setup of the human body.
It always bothered me, that you can loose fingers and toes but you cant shoot out peoples kneecaps, so I added those. I also thought, that lungs and the heart should be BEHIND the ribcage - so I added a ribcage (plus 12 ribs) and put the lungs and heart inside that.
Oh and there are guts now - who doesn't like those?

All works well so far, but I am not sure about the balance.
I've been shooting, stabbing and bludgeoning my pawns for hours but I need more opinions.

I will just add my 3 new files here if anyone wants to have a look or even live test it.
(20k char limit, I will put them in responses)

Note: I am thinking about dropping the separate ribs and sternum though. Thoughts?
#2
Hello,

My idea:
I want defs from <Resources> to carry the <damageMultipliers> setting (the ones you can set in <Buildings>) and pass them down to whatever def in <Buildings> is made from said <Resources>. Just like <statFactors> works right now actually.

example for easier understanding :
Glass (takes 8 times standard damage from Bomb):
<damageDef>Bomb</damageDef>
<multiplier>8</multiplier>

Steel (takes 0.9 times standard damage from Bomb) :
<damageDef>Bomb</damageDef>
<multiplier>0.9</multiplier>

Plasteel (takes 0.5 times standard damage from Bomb):
<damageDef>Bomb</damageDef>
<multiplier>0.5</multiplier>

so I could define a single building "Wall" that can be made from these 3 resources and have different <damageMultipliers> depending on the base material
pros:
.) consistent and easy to manage <damageMultipliers> - just add/remove/change them in <Resources> and it carries down the whole chain
.) only one icon in the build menu

Right now I would have to define a "glass wall" "steel wall" "plasteel wall" if I wanted different <damageMultipliers> for each of them.

I have been experimenting the last three hours but I am not getting positive results so far.

Any constructive input is welcome! ;)

Thank you!