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Messages - Kapun

#1
Releases / Re: [1.0] Trading Economy 3.1
December 09, 2018, 04:32:29 PM
Noticed a small typo in the description
"Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."
I believe it should be:
"Extremely resourceful at finding buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."
#2
Mods / Re: Can you create mutually exclusive techs?
November 13, 2018, 08:22:10 AM
You can with C#
#3
You could make it a separate add-on that can be installed it addition to the main mod.
#4
Can this decision-making be tied to a relatively simple formula? Pawns are supposed to hide behind cover when reloading right? So if the guy is using cover he will hunker down or hide behind the corner if its a wall to reload so he won't be in danger unless flanked or rushed to engage in melee. So for example the AI can keep reloading unless one of the following happens: the pawn is hit, the pawn is fired at from an angle the cover doesn't protect from (in this case he should change position or something), there is an enemy within 5 tiles with a clear line of sight
#5
Releases / Re: [1.0]Enhanced Battery
November 03, 2018, 08:43:15 PM
Looks promising
Is it just me or the descriptions of the batteries aren't really clear? What does "step-by-step energy supply" mean? Is it balanced to have a battery with more than 100% efficiency (i am talking about SpeedCharge)? ResonanceCell and VoidCell Batteries both store and produce energy without any cost or downsides?
#6
Great! Another question: are raiders supposed to target things like water wells (the metal wells)? I mean it is kinda weird that pirates and mechanoids treat these things are their first-priority targets.
#7
I think you have a typo in the description of the foot (the natural one). It says "A biological human arm. Dampens downward going motions and are great for foot baths"
#8
Outdated / Re: [A18] High Tech Laboratory Facilities
October 30, 2018, 07:17:36 PM
Never tried the mod but i can try to make it work with 1.0. Does it give any errors expect that the version is wrong? I did just a quick look but i didn't notice anything that should make a incompatible with 1.0. Although the stats for the armor will need some tweaking (pretty much just buffing) because of the changes to the armor mechanics. So post any errors you have and i will try to fix them and post the updated version here
#9
Releases / Re: [1.0] JecsTools [10/18/2018]
October 30, 2018, 04:18:08 AM
Yes, the stats will work but the texture will no be applied correctly without C# modding. When i say 2 textures i mean not legs and torso but head and torso. It could probably be done with a single large texture but that will cause certain problems. Either way, it requires C# modding.
#10
Outdated / Re: [B18] Custom Death Randomness
October 29, 2018, 02:17:23 PM
Uploaded the old one by mistake :-[ How did you get it to work on 1.0??
Anyway here is the good link: https://www.dropbox.com/s/o0sqjuenzve3332/1.0%20CustomDeathRandomness.rar?dl=0
I updated the other link as well
#11
Releases / Re: [1.0] JecsTools [10/18/2018]
October 29, 2018, 02:00:36 PM
Jecrell, are you planning to add new features to the mod? I think it would be really great if your tool could add the ability to create a apparel piece that covers the whole body.  For example now we have marine armor and marine armor helmet. But you can't make marine armor suit as a single item. I mean so that a single item could have 2 textures  for each direction/bodytype combo (body texture and head texture). I tried to add such a thing myself but modding graphics seems rather complicated
#12
I believe that will require some coding because the current system doesn't allow to change hp of a bodypart
#13
Quotebut raider can use it too
This is not a valid argument. You can't just take an OP item and say that AI uses it too so that makes it fine. Items should be balanced for several reasons for example because OP items make other items useless. So in case of protective gear, it make marine armor useless because it need much more research, much more expansive materials like plasteel and its only advantage is a slightly smaller move penalty. Its very illogical that industrial tech-level armor is better than spacer tech-level armor (protective gear has 115% sharp armor and marine has 108%)
#15
Sorry, i think i am not explaining this right, When i say higher/lower i mean "higher"="closer to the camera" and "lower"="in the background". So if a texture is lower than some other texture it will be fully or partially covered by the texture that is higher if they occupy the same space. So if i use your textures it won't work because the helmet part will be covered by the head texture so the player won't see the helmet.