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Messages - Profugo Barbatus

#1
So to anyone who's a little more curious about how the mod works, Here's an excellent mod spotlight from Barky!

https://www.youtube.com/embed/awz4kqtqts4
#2
I voted refinements.

With as active of a modding community as Rimworlds, supporting it is important. Longer release cycles allow Tynan to both improve the quality and consistency of what he delivers, and to fill out new features with the content he wants them to have, properly test everything, and allows better mods to develop over the longer release cycle. Everyone wins in the end.
#3
Quote from: TolSatha on February 04, 2017, 06:54:44 PM
Quote from: Telefonmast on February 03, 2017, 08:30:54 PM
Will be done soon with the TiberiumRim 1.2 update.

Just a thought on this - it might be better if you did smaller, more frequent updates.
People love this mod so much that waiting for an update becomes excruciating  ;D

The bigger issue behind it is that I'm a student. There's only X number of hours for coding in a day, and my class schedule is very busy this semester. As much as I'd love to be able to go so far as to be writing this mod full-time, there's only so much I can do :P
#4
Quote from: TolSatha on February 02, 2017, 08:23:07 PM
Absolutely love this mod, can't wait for the next patch.

One thing I find strange tho is how it's spreading over water, turning it into Tiberium Soil. From what I've read in this thread this seems to be intentional behavior. I feel this makes Tiberium very exploitable - in a single day you can dry water that would take several seasons with moisture pumps, and afterwards just cut down all the Tiberium and pave the ground to get rid of it - all without even needing any resources or energy for the pumps to do it.

From my limited understanding of Tiberium lore, it should infect and mutate algae, resulting in some form of toxic surface goo. Shallow water would still be shallow water (retaining it's movement debuff), just infested with Tiberium algae (with an additional debuff?). This would make much more sense then it simply drying out water completely, and could have interesting gameplay mechanics - it seems intuitive that Tiberium would spread faster over water then on the ground, and walking thru it would be probably be deadly (since your skin is completely in contact with water, and thus Tiberium).

It's possible you've already thought of this for a future patch, or maybe there's an issue that I'm overlooking?

Another exploit is allowing Tiberium to spread and cover the exits of the map, and then waiting for / calling in a trade caravan. In most cases they all drop dead before they leave the map, spilling all the loot on the ground. Obviously this also makes sieges mostly a non-issue as well - they get a few artillery shots off before they fall over.

We are still debating exactly how we want to handle Tiberium with water. Likely, we will introduce an algae component, but no work on it has been done yet.

While there's not a huge amount we can do about vanilla siege behavior, the Faction update will face you off with people equipped to deal with Tiberium, and should make that more dangerous as a result. As for Caravans biting it and spilling loot, Tiberium is going to be much more aggressive in 1.2 and caravans will become much less of a loot pinata.
#5
Quote from: Birdy on January 31, 2017, 07:04:19 AM
Will there be a powerplant or something that creates energy in 1.2, or will it be in later updates? :D

Later updates. 1.2's been feature locked because we keep wanting to add new features, and there's more good ideas going on than I have free time to code them for XD.
#6
Quote from: Birdy on January 17, 2017, 01:59:04 PM
Is there any way we can help? :D

Haha, unless you wanna help me with my schoolwork, not quite. Progress is still going, just might take a bit longer than anticipated.
#7
Quote from: re1wind on January 07, 2017, 04:25:15 PM
Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored.  For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.

I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.

While this might be your opinion, It is not the opinion of the mod team, nor is it the universal opinion of the community that so far is playing the mod. I personally hold that Firestorm was the Peak of the C&C games, but I did also enjoy C&C3. I never actually played C&C4, but I'm perfectly willing to take some of the ideas from it, and manipulate them to our own ends. Just because the latter stuff was 'designed by committee', doesn't mean there aren't some ideas we can use from it.

In this case, Crystallization of limbs was both a more immediate danger, and a simpler thing to represent and express. I don't know why your talking about Radiation, as our crystals aren't radioactive. They cause contact infection. Lore wise, Tiberium infects flesh on contact. It might not be perfect, but its a satisfying, and reasonable gameplay mechanic.. Saying that " everything C&C3 changes is simply wrong" isn't a grounded fact, or a compelling reason to change said mechanic.

Ultimately, This isn't a C&C game. This is Rimworld, with some C&C elements transposed via this mod. We'll be using elements of lore from C&C3 and C&C4 where appropriate, because 3 and 4 covered more aspects of the ongoing wars, and covered aspects of Tiberium control, a matter that this mod is focused on.

Quote from: re1wind on January 07, 2017, 04:25:15 PM
I'm experiencing a strange bug, at least i hope it is one, where pawns with high quality protective masks and suits are getting tiberium infections. I'm assuming the protection is absolute because i haven't read anything suggesting partial protection based on apparel quality or deterioration. Could be that other apparel and/or implants are interfering with the tiberium protection.

Are you running the latest version of the mod? There was a mistake in distribution of V1.0.1 that caused Tiberium protective gear to not work right. Its fixed in V1.1.

For people curious about the protection mechanics, it works as follows.

The game picks a random part on the pawn to try and infect. Then it gets the list of clothing on the pawn that covers that part. If any of the clothing is Tiberium resistant (Denoted by having TBP in the thingdef, for any modders who want to make their clothing defend against Tiberium), then it doesn't infect the part, regardless of damage to the item, or quality. Otherwise, it finds the item with the highest sharp protection value. If that value is over 59%, the Tiberium fails to puncture the clothing, and the pawn isn't infected. So Armor vests and Power armor will protect against infection to the parts they cover (Vanilla power armor doesn't cover hands or feet). If the value is below 59%, then it rolls for infection, with lower armor values increasing the chance of infection.

So even without Tiberium suits, clothing does provide protective value.

Quote from: Bodog999 on January 07, 2017, 05:01:11 PM
And I cant imagine someone checking out tiberium by sticking their head into it first. Plus if they stand on the tiberium, logically, for me atleast, the lower body would have a much higher chance of being infected than the upper body unless the crystall is around the same height as the person hugging it.

Having height factor in to the decision of which part to infect is something I'll look into.
#8
Quote from: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.

However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.

Huh..why didn't I think of this sooner?

Thanks for the heads up, I'll be fixing that :P
#9
Quote from: iWilliBlecha on January 03, 2017, 07:04:35 AM
Damn, seems like I wont use this mod for long. You see, and I am just giving you my opinion here, I dont like it when mods try to add to much in one package. The idea of Tiberium? GREAT! The suit? Yes, needed! Research stations? Yes, as long as the textures are vanilla like.

But than there comes factions (like I dont have enough on my planet already) etc, etc, etc. and I dont want to much added from another game. Now I know a lot of people will like it and I am not saying you shouldnt make it the way you want, but there are sure also people like me who like to add something from another game, without actually adding everything from another game (if that makes sense?)

So, what I would ask you then is to maybe make a core for your mod with the minimum of content or make a seperat, basic version just with Tiberium and thats it. I know I may sound entitled, but so often mods.

Don't worry, 2.0 is more of an internal number we've had. The plan is that you can run just the Crystals without the Faction pack. We've already set a plan into motion in regards to making that feasible, so far as managing difficulty. I think you'll like what I've got in the works for it.
#10
TiberiumRim 1.1 Update!

Patch Notes:


  • Myriad of New Textures: Lots of stuff has gotten an art pass, and your fields of glowing death should be just a touch nicer to look at now.
  • Emergency Containment Protocol: Tiberium spawning entities (Craters, Monoliths, etc) are now extremely tough, but can be killed. Fight back!
  • Tiberium Evolution: The Crystals have become just a little more durable, and are now immune to natural Blight events. Gonna have to rely on your pawns to keep it under control now.
  • Suit Up: Tiberium protection suits should be less common among people now.

Just download the update from the main post. Should be save game friendly
#11
Quote from: lacrimi512 on January 02, 2017, 11:35:16 AM
This

Unable to reproduce with Tiberium Rim v1.0.1 and Prepare Carefully 0.16.1.4. Its convinced that some textures it needs to render the visceroid in the prepare carefully menu doesn't exist, but they do in the copy right off the github release page. Try deleting the mod from your mods folder, redownloading it off git, and reinstalling the mod. You'll have to swap the .dll again though.

Or you can wait until Friday (Or maybe sooner) for v1.1, your call.
#12
Quote from: Encrtia on January 02, 2017, 11:11:35 AM
Crack. Guess a new game it is. Ta

Don't trash that save just yet. You might have convinced me. I think I was looking too far ahead, not considering what might be fun right this second.
#13
Quote from: Encrtia on January 02, 2017, 10:20:57 AM
Ok, I need to know if it's possible, or I highly recommend adding this in:

A way to actually "Kill" the spawning Crystal/Tree. Every time I wall around the areas, the raiders decide to poke holes in the walls just for the lulz, then my guys decide to start repairing walls in the middle of a Tiberium field without me even knowing, get poisoned; then repeat EVERY single time ANYTHING raids me. Quite irksome :p

So yeah; I would like a way to invest my resources/time/etc. into neutralizing the tree/mother-crystal itself. I'm not sure if that's in your plans, but I'd really like to enjoy this mod with that 1 minor addition if possible. Otherwise, too hardcore for me :P

We're still considering whether to allow complete destruction of them. Its easier to nerf something that's hard, than it is to make something easier more difficult, so we're waiting on that until most forms of spread control are implemented.

Quote from: lacrimi512 on December 31, 2016, 02:50:40 PM
I did the Rimworld Project.dll fix thing and it didn't help. So, i wait for 2.0?

So sorry about that. We'll have a 1.1 release within the coming days that'll drop the new textures and some patches and misc fixes, including the fix for the DLL. Just to be certain, what was the exact issue you were having?
#14
Quote from: nephlite on December 30, 2016, 07:34:38 AM
I think, this mod need endcontents for control or destroy device for all of Tiberium center objects.
(blossom, shard, anyway)

Control equipment is planned, don't you worry.
#15
Help / Re: Code for solar flares
December 29, 2016, 06:33:46 PM
The solar flare check is actually handled in Rimworld.PowerNet.PowerNetTick(). The incident def itself doesn't actually do anything, all it does is check to see if an incident by the exact name exists, and then all power grids know to start shutting themselves down.