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Messages - Mythrell

#1
Well, to be honest, it was Friday. It's a common day for people to start working on intoxication.

Then again, to continue working on one, that might be a bit worrisome.
#2
General Discussion / Re: Thanks Tynan
January 24, 2015, 07:47:47 AM
I'll sign this, thank you for this wonderful game.  :)



#3
Quote from: MarvinKosh on January 22, 2015, 10:39:57 AM
Games in my Steam Library have one disadvantage compared to Rimworld. Basically, the length of time added to startup because Steam has to be running first.

Don't get me wrong, they're good games, but Valve needs to work on trimming that delay.

This, I cannot even describe how satisfying it is when I press Rimworld and poof I'm in game instantly. That is something I really haven't seen in Steam era. :)
#4
It would be great to see some actual numbers, but from what I understand to get more sales in Steam all you have to do is to find a way to get on the Steam front page (or recently released) as many times as possible. I would think that both Early Access and Release would warrant one appearance each.

Even those so called "forever early access" games like DayZ just keep piling money even tho I don't think that anyone expects it to be released ever. :)

If you look at Prison Architect, they're doing fine in  player numbers and they spent a good chunk of time in early access.

So yeah, to me business wise it's a no brainer. If you however think that there's something morally wrong in that is a whole different story, personally I don't think that there's any issue as long as you're open about it like Prison Architect for example has been.

You will probably miss that massive initial burst sales, but since you can already buy the game non-steam early access, I don't see much point in not doing it.
#5
Wow, that Vulcan cannon looks epic. Great stuff :)
#6
One mod solution could be simply color coding each colonists apparel so that for example Jack wears always pink, Mike has red clothes and Bill has transparent because he's weird etc..

Just something what came into my mind suddenly and I had to blurt it out quickly :)

#7
Quote from: Tynan on January 20, 2015, 04:46:21 PM
The graphics are deliberately abstracted. This helps story generation because it allows your brain to create the images instead of trying to make the game do it. Your brain can imagine much better than any software system.

Honestly, I never thought that there could be any particular reason to do it this way, I rather thought it was done out of convenience and to go with the art style you want to.

In any case, I would love to see a way to make every pawn visually unique in some way, as I for one am so absent minded that if I have more than 5 colonists I don't remember their names. Unless it's a special to me somehow (like exceptional doctor). So I'm in the same boat with Mikhail here.

I'm sure modding can create more variants of these, the spiked head guys for example are perfect example as long as you don't give them head gear. And I guess the gear they wear can go long ways too.

For visual side, I don't mind current pawn graphics.  They actually look very pretty. <3
#8
I was taking a peek into your turret code last night and was thinking about changing it to add custom turret tops (due to my mod Guns as Turrets), but honestly I don't feel very confident in that I'll be able to pull it off in a sensible way. C# is really not my strongest point and my trial and error attempts haven't really gone anywhere  :'(

The idea would be something like that if weapon has a turret top, it would show that instead, otherwise it would default to current method.

I could probably hack and mangle the code to do it with limited set of turret tops, but it probably should be dynamic to allow custom turret tops for all those gun mods out there.

From what I understand, it could be just as easy as to instead of comparing weaponPrice = parentTurret.gun.def.BaseMarketValue and then deciding on TopMaterial, to instead check if parentTurret.gun.def.defName + "_Top" material exists and put up that instead.

In practice it wasn't quite that easy or I couldn't get it to work :)

So what I'm asking is some tips or how you would go about it?


#9
I really like how you summarized my mod better than I could. Kudos to you :)
#10
General Discussion / Re: Introduce Yourself!
January 20, 2015, 10:12:07 AM
Heya everyone, might as well do one of these...

So, I'm Teemu from Finland, usually known by my "hacker" alias Mythrell :).

I'm pretty much ADHD in everything I do so mileage on my projects may wary, right now I'm spending too much time making a mod for this game.

Also, I had Rimworld game idea years ago and it's nice to see that someone is making my game. Well, ok, it wasn't exactly this, but close enough :).

-What introduced you to RimWorld? Or to this style of game in general?
Quill18 is the culprit behind my interest of  RimWorld, my big brother and Jagged Alliance back in 90's is for the second one.

-What's your favorite other game?
I have to say that currently it's Hearthstone. Or maybe Hearts of Iron 3. Probably both. There's really too many favorite games to list if you consider whole gaming history. :)

-Most embarrassing gaming-related story?
It's probably the moment in CS 1.6 when we were playing official clanbase match and I got -1/12 stats in first half. Then again, it has turned into one of those fun memories so I guess it used to be my most embarassing gaming-related story.

-What kind of breakfast cereal is the best?
Weetabix, it's not really a cereal.

Random picture of my Hearthstone skill (it's not luck based at all, I swear):
#11
Outdated / Re: [MOD] (Alpha 8f) Guns as Turrets V1.01
January 19, 2015, 03:23:21 PM
Basic idea behind it is that you have to build research table (which costs iron and time) and do at least 100 research to get the first turret (pistol is 2x 50 research), yet you can choose to go something bigger since the pistol is weak.  But yeah, it's something which could require adjustment.
#12
Help / Re: Is "Omniturret" possible?
January 19, 2015, 01:18:36 PM
Whoops, I'm pretty sure I checked those mods out more than once, I don't know how I missed that :) Thanks!

Just in case if anyone else is blind, haplos mod https://ludeon.com/forums/index.php?topic=3612.0 , he has done this with a .DLL mod which is quite interesting.
#13
Outdated / Re: [MOD] (Alpha 8f) Guns as Turrets V1.00
January 19, 2015, 11:30:45 AM
Thanks, I'm happy to be here. I simply love the game and modding it is made very easy, so why not do it :)
#14
Help / Is "Omniturret" possible? [solved]
January 19, 2015, 11:29:12 AM
So yeah, I'm quite new to the game and modding it, but I made my "Guns as Turrets" mod and was just thinking that would there be a way to mod turrets so that I could build turret "mounts" separately and then switch guns on the turrets how ever I please during the game?

I guess the issue is that  I don't know if "upgrading" a building by putting something into it is a possibility right now.
#15
Guns as Turrets v1.07



Description:
It's yet another mod which uses current guns as basis of turrets, also replaces graphics. Each turret has to be researched first in order to build them. Old turret has been removed (there's a version where it will still be in) which will cause issues in any old save games.

Guns in turrets use same stats as normal guns, and building a turret requires one gun and 120-160 steel. HP are unmodified.

Research

First off, every turret requires "Targeting Computer" research, which has research cost of 50 .

After that, every gun has to be researched (or fitted) separately:

















Turret Name:Research:Resources cost:
Pilum Thrower5050 metallic, 50 wood
Short Bow5050 metallic, 50 wood
Great Bow7550 metallic, 25 steel, 50 wood
Pistol5080 metallic, 20 steel
Lee-Enfield75100 metallic, 25 steel
UZI100100 metallic, 25 steel
Shotgun125100 metallic, 25 steel
M-16250100 metallic, 50 steel
M24250100 metallic, 50 steel
T9 Incendiary Launcher250100 metallic, 75 steel
L-15 LMG250100 metallic, 75 steel
R4 Charge Rifle300100 metallic, 75 steel
Minigun300100 metallic, 100 steel
Org. Improvised Turret-80 metallic, 80 steel

Graphics
All the gun graphics are free to use non commercially licenced images from 3D models, I do not claim any copyrights etc. Some of them are free 3D models, some just normal pictures. I spent waaaaay too much time with them, and yes, the minigun is untextured  model (replaced in v1.02, yay!) as I don't have 3D Max and I honestly couldn't be arsed to find another. It does look menacing still yet to a trained eye it will be a sore thumb.

As I'm not really any kind of artist, only way for me to put out any graphics is pretty much using 3D models or pictures, which means that they are a bit out of place regarding the art style.

Balance
I've played a couple of games with the turrets and they seem to be pretty fair, I would say that most of them are weaker than the improvised turret. If there's a need to balance them more, I'll see what I can do about it.

Future Developement
It's definitely a possibility, I'll do it probably for the next alpha which apparently changes a lot with weapons and of course, if any bugs are found, they must be killed. In the end, I didn't really set out to do this mod at all, but it just kinda happened.

Change Log:
v1.01 (19.01.15):
- Now also removes GunTurretCooling research if improvised turret is removed. No change in the other version.
v1.02 (20.01.15):
- Graphics overhaul, replaced all dubious gun graphics. Refresh banner image if needed to see new models.
- Repacked into zip instead of 7z for easier use.
- Version which has the vanilla turret will henceforth be identified by T.
v1.03 (21.01.15):
- Added turret structure with ammo box and nice little 90's security camera as "targeting computer"
- Adjusted Shotgun and R4 Charge Rifle graphics.
v1.04 (21.01.15):
- Fixed turrets FilthLeavings which caused an error when any turret was destroyed.
- Fixed typo on preview image
- Changed file folder names to have underscores instead of space. You should remove old folders before adding this!
- Mod needs to be reactivated as it does not directly replace the old one.
v1.05 (22.01.2015):
- BUG: Fixed Uzi Turret research requirement.
- ADDED: Neolithic weapon turrets, Pilum Thrower, Short Bow and Great Bow Turrets.
- BALANCE: Changed some turret research and building costs around
v1.06 (22.01.2015)
- BUG: Turret building costs were roughly twice the intended amount.
- BALANCE: Tweaked some turrets intended (and now actual) building cost.

v1.07 (30.01.2015)
- BUG: M-16 turret had Shotgun Turret as  research requirement. Fixed.

Download
Without the improvised turret: http://www.datagnomes.info/files/Guns_as_Turrets_v1.07.zip
With improvised turret: http://www.datagnomes.info/files/Guns_as_Turrets_T_v1.07.zip
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.