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Topics - grifo

#1
Outdated / [A16] DE surgeries (GE)
January 21, 2017, 02:59:00 PM
Hi, guys and girls!

INTRODUCTION (Skip it if you dont like to read)

Im a veteran gamer and realism freak and I always install mods that increase challenge, improve realism and add common sense. ACE on ARMA, GWX on Silent Hunter, SS on Total War, Black Ice on HOI3.. Rimworld is a good game it asks for mods, but these mods are not always what we want them to be. First I increased costs in RimFridge and Programmable vents, like it was not enough I took Sozzy`s Deadly Vanilla Weapon Rebalance and rebalanced it to be more realistic and deadly and next I finished up tweaking DE surgery for myself. Since I did some job to put things together I would like to share it with community.  Let me introduce to you a Grifo`s Edition.

DESCRIPTION

This version of DE Surgeries tries to add more sense to research chain and realism level of original mod. It uses all best ideas accumulated in mods like DE Surgeries itself, EPOE and RMS. It removes some content from original mod, adds some new and rebalance an redesign things a bit. Take a look further if you are interested.

FEATURES


  • Research tree redesigned to represent industrial era (with branches) and post-industrial era (gliterworld) surgery
  • Some features from original mod, like cure for common illness and parasites were removed
  • New features like surgeries to repairl all major destroyed bones and post-surgery effects were added. These are semi-prosthetic in nature
  • Surgery costs like required time and resources were rebalanced for most surgeries (less resources, more medkits and time)
  • Surgery success chances were rebalanced to represent the difficulty (restoration of hand bone is less demanding than surgery on spine)
  • Fast removal of permanent and fresh injuries is a post-industrial (smart-drug and nanorobotic) operation now. Its costly in medicine.
Continue if you like the idea..

ON DIFFICULTY


  • All surgeries require some steel or plasteel, plan your facilities accordingly.
  • Most modern surgeries are designed to be carried out by skilled surgeon with industrial level of medicine in mind, but you are not restricted to it.
Doing surgery with non-skilled surgeon and herbal medicine is an ATTEMPTED MURDER!
Doing surgery with skilled surgeon but herbal medicine is a GAMBLING, like its 1890 behind the window!
Doing surgery with post-industrial medicine is a huge boost to success in any situation!
  • Some surgeries are more dangerous than others, closer to vitals and spinal cord = more danger. Always use skilled, healthy, well-rested and well-equiped surgeon if you are not sure.
  • Most post-industrial surgeries are not even surgires themselves and can be carried out by less skilled personnel but post-industrial medicine is a must!
Mechanite manipulations are still risky and skill demanding.
  • Generally avoid surgeries if you doctor is below level 7-8 and you dont have at least industrial medicine.
  • Dont expect your patients to wake up like new right after surgery. Long post-surgery recovery and some disability is ahead!

COMPATIBILITY AND STABILITY


  • For a tweaks of unnoficial update to tweaked out version of abandoned mod made by a modding noob this one should be really stable. Shows no errors in log. Some basic beta testing went without issues
  • Should be A16 compatible as it states
  • Should be old save game compatible
  • Should be compatible with most mods which are not about medicine\surgery. Probably compatible with stock EPOE, since orginal mod is. I would love to collaborate with Rah to make it fully compatible (merge) with his EPOE hardcore edition. I suppose these mods can complement each other perfectly, but currently they can overlap, create plotholes and balance issues and maybe conflicts. Let me know if you have some usefull knowledge on compatibility

POSSIBLE ISSUES

This is my first release and Im not going to be surprised if I messed (missed) something. I really tried out to check and test all major things out, but such a repetitive and time consuming job as modding is asking for small errors. Should not be a big problem if you save your games from time to time. Let me know if you think something works not like it should be.

  • Very small possibility for error when surgeon cant operate and wastes his resources right before surgery, probably some vanilla bug.
  • Permadeth players should use it on their own risk ;)
  • BACK UP your savegame before installing this! Just in case!
  • Bad English (not my native language)


CREDITS

Ludeon Studios - for the game
DarknessEyes, Captain_kavern, Aristocat - for the original mod and tweaks. Stock version of mod here! -  https://ludeon.com/forums/index.php?topic=22120.0
Ykara - for his mods and ideas
Dingo - for the XML database
Various forum members - for their time to share some knowledge
Me - Im not even sure what to post here

DISCLAIMER


  • If this release offends someone, let me know. I decided to share my work with community with best intentions in mind
  • This release is not supposed to please anyone. It was made for personal use in the first place. If you want more casual experience and more options please download original version, if you want more
    prosthetic options please download EPOE
  • Feel free to post your feedback and suggestions

DOWNLOAD

https://yadi.sk/d/bndxSdLJ3AD4wT - Use "Скачать" button (small with white background one) to hack your congressman PC download

This is a Russian hosting\email\SE giant similar to Google. Let me know if you have trouble with it.
#2
Mods / [MOD REQUEST] Destroyed body part causes pain
January 16, 2017, 07:43:29 AM
Hi, guys and girls!  ;)

Recently Im realized that destroyed inner body parts do not cause any pain at all in vanilla and was really surprised to see this!

Yep, some old scar causes pain, but shattered clavicle (which will cause enormous pain and immobilization in reality) dont cause any. Is it possible to make a mod which will fix this? This will increase realism, challenge and importance of surgery mods.

Or maybe someone can at least provide me an example XML file to start with? From that point I can do all dirty work and build it up and add all body parts and pain values to it. At this point my modding skills are limited to tweaking out existing XML files, but im already addicted to it  :P

I really hope someone is interested in this!


UPDATE:

I found a dev mode button )) and it revealed some hidden stuff in game. Looks like destroyed body part still counts as active wound but have very low severity. All active wounds have severity close or equal to their damage value, but destroyed part have (fixed?) 0.5 severity. Is it possible to write some mod that overides this value or even better makes it adjustable? Any one can help?

#3
Mods / (Mod request) Vanilla ranged combat +
January 13, 2017, 03:03:15 PM
Hi!

I was really dissapointed by vanilla ranged combat system. I understand it was meant to be somewhat arcadey in the first place but it can be better than that. So..

I dont want to completely overhaul that arcadey feel and well thought and simple design of vanilla, not really interested in hundreds of real world or futuristic weapons, I like "silent storm" depth of combat realism mod but I dont want all the complexity and deadly ARMA realism it comes with. I play grand strategies, flght simulators and ARMA with ACE but in case of rimworld I feel that too much realism is not good idea at all. There is already some mods that try to make vanilla ranged moderately more realistic but it seems that all they do is just increasing (decreasing) weapon stats and this fix only half of the problem for me. Let me explain...This!

https://cityofthesky.com/RimworldAccuracyCalculator.html

If this calculator is correct then all these mods are limited by vanilla accuracy formula. I would love to see something that make small changes to this formula so all these realism mods can benefit form it. I have some suggestions here, yet i can be wrong or base them on wrong assumptions or outdated information. Further I will use terms from that calculator. 

Problem 1:
Touch combat radius. Probably supposed to make rifle or MG less effective at close range, yet it doesnt accomplish its role at all. In reality rifle is not effective at 1 meter, but already somewhat effective at 4 meters. How it works in Rimworld if that calculator above is correct? It works in the opposite way. At 1 meter rifle is actually more effective then at 4 meters.

Solution 1: At one tile radius, larger ranged weapons turn into melee weapons. Totally make sense, but probably hard to implement.
Solution 2: Touch radius reduced from four tiles to one. You cant touch anyone 4 tiles away, right? Make sense and I hope its easy to do.
Soultion 2+: Intermediate "Very short" radius is introduced beetween touch and short. Make sense as well. Im not sure if tis hard or easy to do.

Problem 2:
Character accuracy curve. Its decline is too rough. With every new point in shooting skill you gain less and less advantage. I think 20 level shooter must shoot better, actually I think curve in formula should be curved in opposite direction, so 20 level shooter can actually have 100% accuracy at least at short ranges and probably at medium as well.

Solution 1: Cnange the formula behind character accuracy.

Problem 3
Sniping. There is no sniping at all in the game. I see its impossible to make any kind of realistic sniping with current formula, but I have an idea. Better than nothing.

Solution 1: Introduce "Sniper" trait providing almost no loss of accuracy over distance. Should be VERY VERY rare trait of course.
Solution 2: Actually fixing problem 2 is already a solution for this problem.

So modification which can fix these "problems" can be a fulcrum for all vanilla realism enchancing mods or authors of these mods can look into this. I even think developers can actually think about changing a core with these ideas  :D and this will not harm balance in any way.

What do you think about it? Maybe there is already some solution exists?

Good luck to everyone! My biggest respect to all modders and developers and if someone will make a mod based on my suggestions he will be my hero forever!  :D