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Messages - roxxploxx

#1
Sorry, got caught up in other things in life. Maybe i'll get back to it? I was kinda between tasks at the time but very busy now. Thanks for the kind words. I'd love to finish up this plugin someday.
#2
Awesome bug reporting guys. I'm swamped with work but hope to fix it this weekend. I have a pretty good idea what the problem is. Sorry about the delay. I know it's a bummer when you're trying to play!
#3
Quote from: PixelBitZombie on June 23, 2017, 03:24:39 PM
Is it save compatible? Also the download from the front page gave me a a16 version. Unless it works in a17, I need to explore your github probably.

Should be save compatible with Star Wars. Like I said, it seemed to work when I was playing the game. Also, I didn't put up v.4 of Unifica Magica which is RimWorld A17 compatible. You'll have to download from Steam. If that doesn't work for you, I can create a release. Just easier if it's all done in one place, on Steam.

Also, I will not work currently with an existing game. It has to be installed when the game world is generated. I'm sure I can fix this in the future, but it just leads to a lot of headaches.
#4
Quote from: PixelBitZombie on June 23, 2017, 01:38:54 PM
In terms of game breaking how is this? Cults is nice and almost in between, I just don't want magic to feel way over powered and out of touch from the rimworld feeling.

Agreed. Maybe I can add in some configuration options to change effort and resource to build things as well as spell power and recovery time. I tried to put a pretty severe limitation on mages by making them walk much slower and be more frail. That is the tradeoff for them getting a lot of power while basically sitting at a desk.

Play it and let me know.
#5
Quote from: Rexaurius on June 22, 2017, 03:53:09 PM
hey guy, i just wanna ask a thing, it says to put on top of the mod list, just bellow hugslib, but, no matter where i put it, an error appears and i cannot enter or create any game without desactivating it first, im doing any thing wrong?

The mod order should be HugsLib, JecsTools and then whatever mod that uses JecsTools. Which mod are you having issues with? Can you show some of the errors?
#6
Ok, here you go. I don't think it can be found by a search, so here is a direct link:
  http://steamcommunity.com/sharedfiles/filedetails/?id=952957360

Required Mods: HugsLib, JecsTools (in that order)

Here are the known issues:
  https://github.com/roxxploxx/UnificaMagica/issues

Enjoy and feedback welcome!
#7
Me too!

Waiting for an update in JecsTools for the Sparks spell to work. It shoots 120 sparks at enemies like a chain gun, but requires a patch in JecsTools or it only fires once. Maybe i'll just release it and then hope the patch rolls. Jecrell is swamped right now and people are banging down his door to get CompVehicles working. He's awesome so it will be taken care of shortly.

Also, let me know about other spell ideas. I'm updating the SpellBook in the forum post now.
#8
Quote from: assasinwar9 on June 19, 2017, 11:22:52 AM
Right on! looking forward to your latest work, i may have been watching your progress on github. :)

have you made sure the human pawns actually do things? when i tryed copying your mod from your github... i think the ai broke lol. you prob already fixed that tho lol

Awesome assasinwar9, glad to see some people are out there. Us modders wonder sometimes! :) There is a change in code, either JecsTools or A17, that broke a function call. It runs find on my machine now so you'll have to get an update shortly.

I'll probably post a closed Steam link tonight/tomorrow to the latest version. Wizards are fun to play but I need to give a starter wand, so wizards can defend themselves at lower levels, and I suggest running with something like the mod "Research Pal" which shows what you get in each research ability. I need to make the descriptive text more explanatory.

Thanks for the feedback!
#9
Work has eased up and am now working on this again. Testing with the version of JecsTools on Steam and seems to be working. Might release a Beta version on Steam.
#10
Been working on JecsTools to make much of this work. It's a pretty cool models mod. Just got a table to study wizard spells at, just need to get it as something a Pawn will do on their own.

#11
Just had a chance to make a video of some of the hard work that has gone into JecsTools. It's a mod for modders.

  https://github.com/jecrell/JecsTools

This video shows what happens when you add a slot, weapon and apparel powers via XML.

   https://m.youtube.com/watch?v=QJdF3YanRc0&feature=youtu.be
#12
Help / Re: Mod-making Tutorials on the Wiki
May 24, 2017, 11:54:13 AM
I'm on Discord as roxxploxx. Say hi.
#13
Still working. Works for A17. Exploring some of the mods to incorporate in this AND writing what I am learning in a tutorial:
   https://github.com/roxxploxx/RimWorldModGuide/wiki

Hope this helps others. Cheers!

If anyone wants an A17 release now, let me know.
#14
Released version 3a which cuts Rune costs by 1/5. Still need to fix the temperature items to use runes. It's in the normal releases section.
#15
Appreciate the comments all. I'll look into some balance. The Runes are all balanced between each other with some scalings I did. I haven't figured out what constant value to base those on yet so I need to update that it seems! What scaling factor would be good to reduce these? By 5? By 3?

Also, I was imagining walls to be late game. I want them to self heal and such. I really want wizards to be slow moving with machinations operating around them that they don't need to tend to.

Thanks for the feedback.

Also, here's a teaser... Druid plants growing outdoors on ice sheets... :) Took a lot to get it to work but I should have the ability for druids to craft locations that empower plants. I have this thought of walking across ice sheets and coming to an oasis of lush trees. With Druids gaining power around vegetation, they had to have something like temperature changing plots.



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