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Messages - thrakkemarn

#1
Sweet, looking forward to the update =)
#2
GIMP is the best! Much like this mod!
#3
Yeah I'd definitely keep these values for a vanilla version, maybe 1.5x for a modded version? But I like the numbers as is for balance with vanilla.
#4
This is amazing.

To quote my favorite show Farscape:
"Aeryn: You say you want to go back to this planet of pain and suffering!
Crichton: Well you guys don't have chocolate."
#5
I think removing silver is good, we have so many things to grow to sell.
We already have cotton as a fast growing high yield cash crop, so let that keep its place.

Instead lets compare to devilstrand, which sells for ~double the value of gold.
Your gold plant grows 5 times faster than devilstrand (it's 20x slower than potato), and devilstrand yields an average of 2 per crop.
So to be balanced, I think 1 solution yielding 2 gold is probably balanced (unless you want to adjust crop yields).
Using hydroponics, this will yield an average of 6 gold per table per week (or 30 gold, worth 540 silver, in the time it would take for a table of devilstrand to grow, which would have yielded an average of 8 devilstrand cloth, worth 320 silver).

This makes devilstrand less valuable to grow than gold, but as always devilstrand requires practically no work or research to start farming. Gold then becomes the go-to cash crop, but requires significant investment in research and time.

Therefore 1 solution should get you:
1 aspirin
1 resin
2 gold
10 metal (that's 30 metal per hydro table per week, worth ~92 silver, or ~480 compared to equivalent devilstrand of 320).

I personally am okay with these for balance. They're actually worth the effort to set up but not TOO powerful.
#6
I like this solution, I never even thought about longer growing times!

Using hydroponics, you'll have the plants in lots of 4. On average that will net a crop of 12 after ~5 days?. Which distills to an average of 3 solutions. So for an average yield you're looking at 45 aspirin, 45 resin, 450 metal, 90 gold, 216 silver (I'm guessing this would overall take ~1 week in game time, but your colonists only have to work for about 2 of those days). Then you can create 15 medicine and plasteel 22.

You got a ratio of 2 gold:10 metal:5 silver:1 medicine:1 plasteel. I think the value of metal:gold:medicine:plasteel is perfect.

I think you should increase silver based on its value to traders or simply remove silver as something you can grow. Currently there's no point to grow it, it's cheaper to grow something else and sell it for silver! Gold you grow for beauty, metal, plasteel and medicine are all REALLY valuable to use for building, silver is only good for trade, so let it be it's full value for trading! To this end, 1 solution should create ~400-500 silver (which is absurd, so I kind of think it should be removed).

p.s. and yes I agree the values overall are too high as the poster above suggested, but the ratios are on the right track!
#7
Love the mod.

As far as balancing goes, I would simply make it so that the end result of each of the IronWeed, GoldRoot and SilverLeaf chains results in the same <baseMarketValue> (so 1 gold = 18 silver = 5-6 metal). These are all easy to get from traders, so rarity shouldn't be a major factor. (Maybe have silver yield less since as mentioned it's used for trading).

You could even do this for plasteel and medicine, their rarity and usefulness are balanced by the extra research, materials and production step. (Plasteel and medicine are both ~double the cost of gold).

Request - could you add a way to grow hyperweave?

Keep up the awesome work you are doing!

p.s. You could either change the yields on growing, reduce the number needed of plants to combine into the material, or both.

p.p.s. You could also make the yields have ranges (even a small range of 1-2, but also HUGE ranged like silver could yield 1-10) for some variety/gambling!

p.p.p.s. You could also make it so the centrifuge accepts inputs of 4 and outputs 4, this will help reduce the work time and makes sense because of the way a centrifuge works.
#8
Nice! Thanks for the update the railgun is sweeeet and thanks for taking my request to add the tazer!
#9
I don't see it as too much of an issue as long as losing a hand impacts your accuracy (I think it does already?). You can strap a shield to your arm and brace most long guns on your arm (since you can't move and shoot I think this is OK).

I really do love the idea of the burst being used for clip size, and that some weapons can fire further than their effective range. I'm just worried there's no proper way to balance it with the way combat and AI work currently :/ it's kind of designed around weapons only being fired within their effective ranges and having warmup and cooldown as a pseudo handling/reload/clip size thing while burst is just a simulated trigger squeeze.

But only time will tell it's still early days!
#10
Yeah if you look you'll see lmgs have only middling sustained DPS. Compounding that is the fact that after a certain range their accuracy plummets and at long range it's basically 0. This is not how LMGs really work (I've fired the M60). We don't have suppression or recoil so we have to abstract things a lot.

My solution was to sharpen the accuracy keeping it high at mid ranges and low at close and long ranges. I basically split them into two groups: modern lmgs that have a stupid high fire rate (very very low burst tick) but a fairly low damage per bullet and ww2 era that fire much slower per bullet but hit harder. I kept the warmup time low (the only time it is hard to pick a target is if it's far or close simulated by accuracy). I made it so that they are the best class of weapon for sustained DPS but have long cooldowns.  the idea is that when enemies first come into range a long range burst goes off not very accurately but by the time the next burst goes off the enemies should be in the sweet spot.

P.s. I'll make a new spreadsheet when I have time showing my personal tweaks, but I'm not going to share the actual files because it's all 100% ripping off sooner's work!
#11
Took some time and put all the weapons into a spreadsheet with comparisons to vanilla weapons, some interesting things appear:
https://docs.google.com/spreadsheets/d/1FyOWhRylxnjdkktMAuUf2w0S3RyfdKAV0NNAWbH5vhg/edit?usp=sharing

Used the wiki formula for calculating RoF and DPS. Take a gander.

I love your guns but I think for the sake of gameplay (which I value over realism) I might just balance out a lot of the guns within their categories. Tweaking the warmup vs cooldown vs burst tick to equalize target acquisition times etc. Changing the lightsaber to not be so ridiculously OP. Also, getting rid of the <1% long range guns is probably going to be needed for the AI. Don't take this the wrong way I LOVE what you're doing I just have a few nitpicks (that are mostly my personal preference anyway).
#12
Sweet! I was just coming to report the missing weapons (hilarious getting raiders running in unarmed to punch your defenses). Can't wait to try out the dual wielding!

ModDB hurry up!
#13
Perfect! I modified it myself to test it yesterday and like the way it works that way.

It's a super high risk reward weapon out in the field but perfect for keeping the peace in the base and in between raids.

Could you also add a tazer that was the same thing but melee with a high hit chance?
#14
Cool going to test. Just curious why you went with a warmup of 10 seconds? Wouldn't a stungun typically be loaded and ready to fire requiring a second or so to aim, and then have a cooldown of 10 seconds to reload?
#15
Whoa sweet. Does the gunrack hold more than 2 weapons?
How about an armor stand like:

What do you need for the texture? Any topdown png image?