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Topics - Deer87

#1
Help / How to make new Precepts (or even Memes)
September 22, 2021, 05:14:01 AM
Hi everybody,

Love the new DLC, but I figured that the nature focused Memes could use a supplement that was less "Hippie".
I therefore wanna make a hunting precept that gives positive thoughts when hunting and one that finds ranching an abomination.
I also would like to make bonding with animals a positive thing (hunting animals like dogs and wolves) without going vegetarian.
On this note, i would also like to be able to have rituals be able to trigger animal migration in order to call in prey.

My qustion is if anyone either have a template for new precepts handy, or if they can help me setting it up.

Fluff/My idea:
Consider a tribe of Hunters, venerating the wolf (or other predators) and the hunt. They look down on crop growth, but are completely against ranching as animals, especially prey, should roam free.
Their specialist is the Hunter (ranged) and the Crafter that turn the Gifts of the Wild into tools and clothing.
They have a ritual that can summon a migrating herd of prey (which balace wise can help them through a hard winter but lore wise also seems awesome with a drum circle that kicks off The Hunt).

Semirelated: Im setting up an Artemis Cult with female superiority - Think the Huntresses from AC Odessy. Could be cool with a precept that can forbid one gender from specific roles. I know, I can do it manually and roleplay it, but I think it could be a nice addition to the DLC.

Thanks in advance
#2
Ideas / Meme Idea: The Hunter
September 16, 2021, 03:34:50 AM
Hi,
Love the new DLC, but I figured that the nature focused Memes could use a supplement that was less "Hippie".
Consider a tribe of Hunters, venerating the wolf (or other predators) and the hunt. They look down on crop growth, but are completely against ranching as animals, especially prey, should roam free.
Their specialist is the Hunter (ranged) and the Crafter that turn the Gifts of the Wild into tools and clothing.
They have a ritual that can summon a migrating herd of prey (which balace wise can help them through a hard winter but lore wise also seems awesome with a drum circle that kicks off The Hunt).

Semirelated: Im setting up an Artemis Cult with female superiority - Think the Huntresses from AC Odessy. Could be cool with a precept that can forbid one gender from specific roles. I know, I can do it manually and roleplay it, but I think it could be a nice addition to the DLC.

Anyway, it was just an idea :)
#3
Help / how to remove selected weapons with patch
March 11, 2020, 05:48:13 AM
Hi, im looking into how to remove spacer and modern weaponry from the game for an industrial/western themed playthrough. I tried expaning the existing mod for removing spacer equipment, but it is made for 1.0, not 1.1.
I also looked into the Remove Shield Belt mod, but the amount of entries discouraged me a bit, but maybe its just how it is in the new version.

Is there a simpel way to do this, or maybe even a tool im not aware of?
Or do i just have to get my sh*t together and do it the hard way by cloning the coding from Remove Shield Belts and adding the relevant Def names?
#4
Help / Gas for industrial era
December 17, 2019, 02:52:38 AM
Hello peps

I keep returning to the thought that a western/explororation/industrial era game would require gas as a fuel.
It was a very common fuel for stoves, lamps and so on, and hooking it up with the CoC gasfueld furniture should be possible.

I think about either subsidizing chemfuel or cloning it as it can be made in a gas generator consuming wood (and coal if i get ambitious).

Can anyone put me on the right track on how the mod structure should be. My problem is, that I know how to look in the script and see the possible fuels for a stove, and could add a gas option to the vanilla fueld stove, but I don't know how to make a seperate mod that does the same.

Thanks in advance
#5
Stories / Im going to deal with that tomorr....Oh crap!
December 10, 2018, 02:16:00 PM
So, first 1.0 game. Super excited. Starting up a tribal run with my usual mods (minus CE).
The little tribe is coming on great, finally figured out the needed amount of farms and we have finally started building huts in stones instead of wood. It was a blow that Komondo died of an infected wound, but we shall overcome the grief.

That was weird, I didn't know that infestations could occure in the river running under mountains. Hmm, thouse bugs look a little tough right now. We will just leave it be for now, and get some plate armour going.
...
...
...
27 hives later... Not really sure how or if we are getting out of this alive. The poison ship that just crashed is not going to be an improvement.

[attachment deleted due to age]
#6
Hi People

Im dabbeling a bit with a Firefly mod, but the concept af chronological age annoys me.
I get it in vanilla. And i understand the lore, so please, no discussion regarding where it makes sense or not.
In the Firefly universe, as well as other universes however, being 1000+ years old makes less sense and i woould therefore ask if anyone know how i can disable it? If i recall correctly, tribals don't have it, so it might be as simple as adding a certain tag or so, to my new factions and such.

But im no experienced programmer, All i know is a bit of reverse engineering, so i would hear if anyone know how it can be done?

Thx in advance
#7
Help / Possibility to add victory/defeat conditions?
January 03, 2018, 06:55:59 AM
As the Headline indicates, Im trying to figure out if it is possible to write additional defeat conditions.

To be specific:
Im working on a scenario where a group of soldiers are being tasked with establishing a new radio outpost.
The plan is to implement  two warring factions, and a new object - The comms tower.

My idea is, that the tower somehow becomes a crucial object, so that the player have 5 or 10 days to establish operations (builing the tower, a coms console, and sufficient power supply).

After that, a countdown should start everytime the tower is rendered inoperable, due to power shortage, short circuits, or destruction by the enemy. (due to solar flares the countdown need to be at least a few days).

If the count down reaches zero its game over (or at least a notice that the team faild their mission)

Is this possible within the programming of the game?
If so, can anyone help me with how to approach it?

Additionally i would like to make the tower a favored taget for the enemy faction during raids and sieges.
#8
First a disclaimer: I know it has been suggested before, but as far as i can see, never in detail. Why I don't make a mod: I have little to none experience with coding and graphics

The guard tower:

2x2 construction, with an additional accessfield (the ladder). Alternatively 4x4 including the accessfield, with the outer ring being unaccessible graphics reprecenting the posts/pillars and sandbags

L= Ladder, X=floor, C=cover/posts

XX
LXX

CCCC
LXXC
CXXC
CCCC

The ladder field has a very slow movementspeed (10% or so) to simulate the vertical movement

Turrets can be built in the tower or it can be manned by up to 4 pawns.

The railing provides low cover like sandbags (perhaps a bit better due to the angle, or little worse due to thinner materials?)

A pawn or turret can only shoot over a railing it is adjecant to

I havent figured the excact values for effects out, but i guess it will be something like:

Within a radius of 10 squares, shooting from a tower, all cover, except mountain, roof and trees, is ignored (trees may have reduced cover)

11-20 squares all low cover is ignored, wall, cliff and trees work normally (I dont know whether the system can handel calculating shooting over walls if the pawn is not standing directly behind it, if so, additional values for being partially hidden  by a wall a few squares away needs to be added)

21-40 squares reduced effect from low cover, high cover works normally

A tower will have hitpoints depending on material, and can be utterly destroyed. If so, any pawn within will suffer damage from falling and debris (similar to roof collaps)



Why a tower?
* Tactical position that can work with a non-perforated wall
* It fits the western'ish style of the game (having wood guardtowers in the corners of a shrubland encampment just seems like something you need)

* As long as the listed effects can be implemented within the existing code, we can get some pseudo z-axis effect

* It can make deeper defence more reasonable as one can put up mg gunners or snipers a little further back without risking shooting the first line in the back.(as for now, I always end up with a single firing line (possibly with some crossfire positioning)
#9
I have been working on this idea/concept for increased "reason to exist" for ones colony.
I will use a Communications Antenna for the example.

The core concept is:

  • There is a war going on between the colony's faction and another equally strong/advanced faction
  • The colony is created to support one specific purpose establish and protect said comms tower/antenna/station supporting the war effort
  • The player can opt for periodical supply drops or directly request these
  • The initial team will be less ragtag to illustrate the military purpose
  • Apart from the usual enemies the enemy faction attacks with the direct aim to destroy said antenna/station
  • The enemy faction will be equipped professionally
  • If the objective is destroyed, a countdown will begin, the player has to reestablish communications within the timeframe, or loose the game

Alternatively this objective could be a mine for rare resources, a slave marked or something completely different.

It is my belief that this scenario can be incorporated with relatively small effort, provided knowledge about programming/modding, and will give the game a new angle based on survival/protect the flag as well as a sustainable colony is still required. (Unfortunately I do not posses the programming/modding skills myself)

Best wishes and thank you for an amazing game.