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Messages - harpuea

#1
I go with color, shape, etc + jima. Kiirojima, Akaijima, Kurojima, Hirobajima, etc.
#2
I would like see stick grenades. They have farther range and accuracy than ball/pine apple, but less explosive power and radius/ Up to you to balance them as you see fit.  They don't roll down hill either, which make them excellent for charging up hill. Too bad Rimworld have no elevation.  IE, German M24 Stielhandgranate aka Potato Masher, Russian RDG 33

If you really want to make grenades realistic, you should consider making fragmentation grenades range close to real life counter part. Defensive Frag grenades are not safely used unless you got cover since the shrapnel range greatly exceed human throwing range from prone and kneeling. As nobody is likely to throw them in perfect baseball pitching form standing upright and stationary during combat. You are going to be running or taking cover. Offensive grenades are classified as having very short blast radius since you don't want your attacking force to charge right into the blast and fragging themselves.  This convention follows WWI trench warfare school of thought and all the way to WWII. Stielhandgranate complements the German Blitzkrieg tactics for example. So it is best if you only give raiders offensive grenades. Otherwise, they would frag themselves.

Balance the Rifle Grenades, Grenade Launchers, and RPG that already exists in PA.

These are natural evolution of Offensive grenades. They are they reason Stick grenades became obsolete. The range they provide greatly exceeds the range of stick grenades. In Rimworld, I suspect they are basically handheld siege weapons. I suggest making them less accurate and less powerful than the mortar.

Modern grenades nowadays don't really differentiate between offensive and defensive types. Instead, most are now just frags for multipurpose use. The only equivalent of an offensive grenade is the Flash Bang.

I really wish that Colonist can carry multiple weapons. As in guns and grenades.

Reference video.

https://www.youtube.com/watch?v=4-miuPd3VLc
#3
Quote
Yea, now that with more testing dumping the whole mag isnt the best idea, I do plan on fixing that ASAP. Originally I wanted to give some weapons their ammo capacity advantage,but there simply isnt a way for me to implement a reload system (long reload) and a burst system (short reload) with only a warmup timer and a cooldown timer. I plan on adjusting the burst rounds in proportion to clip sizes so weapons with large clips still keep an advantage, not sure how if it will cause pistols to be utterly useless though.

Don't bother trying to make pistol viable. Just try to balance the long weapons. Make them lethal, yes, but trying to make pistols beat any other long arm is futile. The reality is they can't compete against Rifles and SMGs and are meant as a backup weapon more than anything. In civilian application, they are portable that's what people carry them. In war, nobody use a pistol as their main weapon. That's just the way it is. The phrase is something like "Use your side arm to fight your way to a rifle." Too bad colonist can't carry more than one weapon and they don't even need ammo for their guns.

#4
Great work. I have been wanting something like this! Will test!

Edit.

The full auto mag dumping according to their ammo capacity doesn't work too well and leads to funky, negligence, and outright dangerous behaviors.  IE, doesn't stop shooting even when the target is dead, mag dumping at allies cause of crazy squirrels and the like.

The damage model and combat system is too simplistic right now, there is not much you can do to replicate a decent level of realism. I think it is best to balance for single shots/ burst speed and have the accuracy determines the weapon type. IE Assault rifles is all a rounder with decent speed/burst and accuracy. Battle Rifles have higher accuracy for lower speed. SMG have speed and accuracy at close range, but no accuracy for long range, etc.

It would be great if colonist operate their weapons differently at different ranges. IE single shots for long range and burst for closer ranges. Right now going full auto all the time is a bad idea.
#5
Cool update!

Requesting a variety of Asian Apparels and Hats.

Firefly the TV series, one of the inspiration of Rimworld, had a lot of Asian reference. They even mixed mandarin in their language. I thought it would fit the nature of this game.
#6
There's a bug where each time a faction shows up, Armor Vest spawns at the bottom left of the map. The Colonists often run there all the way there to get it. If you don't pay attention, the colonist either go mad from no rest or hunger, if not shot by the enemy they run into.

Edit:

The most convenient thing to do is to uncheck Armor Vest from your stock pile.
#7
Statues doesn't appear to add to the mood. I already have a Beautiful Environment +15.

Edit:

I can't use the Still. Colonist can't work on it. The issue have something to do with the Still machine. Pasted the Recipe onto the cooking stove and the colonist can make alcohol from the cooks stove.
#8
Neat. Will play test and report things as I find them.
#9
There's a bug where the injured keep falling out of their bed even though incapacitated and getting Misc Damage added in the process.
#10
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.09
August 18, 2014, 08:13:25 PM
I tried fooling around and I see that the enemy siege build order becomes my build order.

IE: 36 Buildings are missing materials on the Lower Right Notification

Without any mods at all, that doesn't shows up. Somehow it became my buildings instead.

Edit:

Got them to siege properly.

All I did was make sure the formatting was correct in your Building_Security from ThingsDef. Pasted the original format from Core. Just for the sandbags and nothing else.

What program are you using? I am using Notepad++ which preserves all formatting. Highly recommended from me.
#11
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.09
August 18, 2014, 07:25:51 PM
Despite the bugs, I want to tell you that I am having more fun on this than other mods. It is harder. Maybe I am a masochist. Haha.

For the sieges bug:

The enemies put down their build plan for sand bags first then they immediately got that on their build order and move to grab sand. However, they appears to need to move to their designated spot first before they get their supply drop. So they run to grab yours.

I suggest for a fix that you make 2 Sandbag recipes. One for the player where we require sand to build and one recipe for the bandits where they don't require sand.

Not sure if that possible to make something exclusive use to NPC or Player. If you can't then dodge the whole thing and simply buff the sand required sand bags and call them Hesco barriers. And the cheap none sand required one simply sandbags. That way they bandits can keep their free to build sandbags and your mod get even more item diversity. If you want, you can lock the upgraded sandbags behind a research tree in Construction somewhere. It is kind of like a middle ground between sandbags and Embrasures.

http://en.wikipedia.org/wiki/Hesco_bastion
#12
Thanks, I have been waiting for this.
#13
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.08
August 18, 2014, 02:48:05 AM
I assume the Bunker Targetting AI is bugged. It doesn't auto target any enemy within range at all. You have to set force target to shoot, which is just needless micro and isn't fun. Also, the range is terrible. Even Tribesmen with arrows out ranges it and destroys it without taking any damage.
#14
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.06
August 16, 2014, 11:56:20 PM
Amazing work.

I am playing with the mod, I will post bugs and things that bugs me as I find them.

I can't shoot through wooden fences. AI also treats it as a solid wall and doesn't shoot through them.

By default, you should have Silver storage turned on.
#15
This mod is great, but I feel that the mod is too powerful. 2 Artillery Canon is enough to decimate any and all enemies I encountered withing 2 year in game play time. Including multiple Mechanoid AI core events. Building anymore is just overkill. The reason being is that the cannons are not supplies constrained. You only need ammo once to build them and don't need ammo to keep firing. As long as you have enough power, you can pretty much kill any force that dares enter the map.

To balance them, I would suggest the respective cannon requiring ammunition for each shot via a hopper. You can make your custom hopper and call it a "Magazine" if you wish. That way it would provides a balanced and conscious decision to whether unload all your stored fire power or saves some for later enemies. Also, it could help differentiates each type of canon and its ammo usage beyond just resource requirement for construction. IE Flak requiring one shell for 6 shot burst. Artillery have larger blast radius but takes longer to fire 1 shell. Kaytusha fires missiles fast but have smaller blast radius and accuracy. ETC. And if enemies attack you when you run out of shells and missiles, it is once again time for small arms fire fight.

Right now the cannons is just build to win, which is quite boring in the long run.