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Messages - NoImageAvailable

#781
Quote from: inman30 on January 30, 2015, 05:08:03 AM
Not a bad idea. :) You should be able to build roofs etc. but against mortar fire? That would have to be pretty thick. Maybe against incendiary but... Anyways only when you dig into mountains. Would your house stand up to a mortar shot? No, it would blow up half of the house.

A mortar would put a decent hole into the roof or maybe knock down a section of wall, but half the house? Certainly not with any modern regular size construction. The actual explosion is only in a relatively small radius, the big killer with military explosives is shrapnel. It is certainly not unfeasible to build some kind of concrete pillbox style structure that could absorb most of the blow.
#782
So, is the Baseball Cap supposed to make everyone hate you and charge you higher prices?
#783
Quote from: akiceabear on January 30, 2015, 06:15:05 AM
Could you please attach the mods to the post, rather than just link to a third-party? I find MediaFire extremely frustrating to download from, at least from Asia - constant errors...

Both archives are above the maximum filesize for attachments. The best I could offer you would be to upload it to another mirror like Dropbox.
#784
Help / Re: Modifying core game method?
January 30, 2015, 04:18:03 AM
Quote from: Rikiki on January 29, 2015, 05:31:53 PM
The M&Co. Laser weapons mod contains an example of how to override the core Verb_LaunchProjectile class (Verb_ShootWithCustomWarmup).
Have a look at it. :)

I looked at it but it seems to me like its also just a custom version of Verb_Shoot. The problem is that Verse.Pawn.GetTooltip() uses this:
Verb_LaunchProjectile verb_LaunchProjectile = pawn.equipment.Primary.PrimaryVerb as Verb_LaunchProjectile;
Meaning any class inheriting from Verb_LaunchProjectile will use the vanilla HitReportFor method and since I changed the hit chance calculations on the weapon it will produce inaccurate values.
#785
Outdated / Re: [MOD] (Alpha 8) Combat Realism
January 30, 2015, 04:11:56 AM
Quote from: Latta on January 29, 2015, 11:20:44 PM
This is the shotgun I expected, not vanilla's psuedo-shotgun!
May I use your shotgun source?

Sure. I've released the mod as Creative Commons so you are free to modify and/or include parts of this mod in other mods so long as appropriate credit is given.

Quote from: SilverDragon on January 29, 2015, 11:29:54 PM
Hi hi! :D

Am I the only one getting this fun little yellow thing?


I'm only assuming it comes from this mod, so just to be sure I wanted to check if anyone else is having this issue.
If noone else has it, I'll start to dig around to see if it's an incompatibility with a mod. :)
IT'S DEBUGGING TIME! ᕦ(✧ㅂ✧ˇ)ᕤ

The BodyPartRecord warning was indeed caused by this mod, it seems when calculating the body part coverage I didn't consider that arms and legs also count as part of the torso. I uploaded a hotfix.

Quote from: TheSilencedScream on January 30, 2015, 01:10:33 AM
*(Joke for emphasis: the point is, this mod makes using melee ALMOST impossible).

Well, you know what they say about bringing a knife to a gun fight. ;)

The range calculations are currently a holdover from Realistic Weapons. While it is sound in theory it kinda runs into problems in Rimworld because there are no Z levels and foliage doesn't block shots. I think its good enough on Large Hills and Mountain type maps but on Small Hills and Flat you might run into problems. I've also been considering doing another pass on that in the future although I'd rather wait for some more feedback first.

Also, I'm glad to hear people are liking the mod. :)
#786
Help / Re: Modifying core game method?
January 29, 2015, 05:10:45 PM
Quote from: Wastelander on January 29, 2015, 04:32:51 PM
There's no standard way to override core game classes, only where provided (I.E. where an XML lets you define your own class).

What are you trying to accomplish? Reduce the effect of range on fired weapons?

Yes. I implemented a custom Verb_Shoot which uses its own HitReportFor method and weapons will work just fine. However, the Pawn class still calls the method from Verb_LaunchProjectile, generating a faulty accuracy report for the tooltip and since it is typecast I can't simply hide the method.
#787
Quote from: eatKenny on January 29, 2015, 03:57:54 PM
thanks for the idea guys, but it's seems hard to code (i'm not a programmer), i'll try it if i have enough time.

and in my mind it should be more like CIWS rather than 88mm Flak(we are not shooting a B-17 bomber squadron are we?)

But the 88 could provide direct fire in case raiders rush you with T-34's :P
#788
Outdated / Re: [MOD] (Alpha 8) Combat Realism
January 29, 2015, 04:40:05 PM
Quote from: numen0r on January 29, 2015, 01:29:56 PM
can this apply the new rules to other new weapon mods in the game?

if not please tell me this is possible in an update.

Unfortunately no, while other weapon mods won't have any compatibility issues, their weapon values won't be balanced for this mod. The only way to fix it would be to manually adjust the weapon stats to fit in.

Quote from: HBKRKO619 on January 29, 2015, 04:30:06 PM
Great mod :)

I have just 1 question. Can you rename your modified version of PA "CR Project armory 217" for exemple ? Because I actually can't have your version and the original one in my mod folder without replacing it.

I ask this because I want the 2 versions and being able to choose to play with the original version or your modified realistic version when I want to begin a game.

Or, can I rename your version like my proposition for exemple without creating a bug ?

You can rename the PA folders just fine, the only issue is that PA's integrated Weapon Kit Switcher will give you an error message telling you to put it into the PA directory if the folder is renamed. You can safely ignore it and it will work just fine but that's the reason I didn't rename it. Ingame it doesn't matter what the folders are named.
#789
Development ceased, see this post

Combat Realism:

This mod is an extensive overhaul of the game's combat to make it both more realistic and more tactical and engaging.



Features:

All weapons have been rebalanced:

  • All weapons have ranges corresponding to their real life effective range. This means sniper rifles and heavy machine guns can easily cover half the map provided they have line of sight.
  • All weapons do damage in accordance with their calibers. No longer does putting a scope on your weapon make your bullets fly 5 times harder. Bullet speed is 1/5 of real world muzzle velocity.
  • Rate of fire is based on real world values.
  • Cooldown times are based on a weapons action type. Automatic weapons have very low cooldown, while pump- and bolt-action take significantly longer. For sniper rifles it is also based on type: .50cal anti-materiel rifles cannot be fired from the shoulder and need time to set up and tear down.
  • Weapons inflict penalties based on their loaded weight: -0.1c/s movespeed and -2% workspeed per kg.
  • Market values have been rebalanced in accordance with weapons' new power.
  • Shotguns fire 8 low damage pellets instead of a single projectile with damage depending on how many hit.
  • Many explosives now use a new fragmentation effect, scattering lethal shell fragments over large distances.
  • And more...
The health system has been rebalanced:

  • Generally, limbs are tougher while organs are squishier and bleed much more. A rifle shot to an unprotected heart is lethal, but it does not send an arm flying. Only repeated hits or a high power round (.50cal, Lasgun, etc.) can destroy limbs.
  • Internal body parts are significantly more likely to be hit. The human body is chock-full of vital organs and you are much more likely to hit one of them rather than this generic "torso" area that 80% of vanilla bullets would hit.
  • Battle wounds cause more pain, more bleeding and more penalties overall.
  • Walls and rocks are nearly impervious to bullets while explosives deal increased damage.
The aiming system has been redone:

  • Pawns have two stats, one for aiming and one for shooting
  • Pawns have to lead and estimate range on a target
  • Guns have inherent shot spread and dynamic recoil
  • Bullet height is tracked to determine collision. If a squirrel is behind a wall of sandbags you can't hit it
  • Collision is now dependent on how close the bullet actually passes to the target instead of pure RNG
  • And more...

New inventory and ammo system:

  • Pawns can carry various sidearms and items in their inventory
  • Carrying items confers penalties based on weight and bulk of carried items
  • Inventory space is limited
  • Weapons have magazines and need to be reloaded
  • Reloading consumes ammo
  • Different ammo types give different effects
  • Ammo can be looted from raiders, bought or crafted

Armor system has been redone:

  • Projectiles have armor penetration now
  • Deflection chances and damage depend on the relation of armor penetration to armor reduction
  • If penetration is too low damage won't go through the armor
  • Shots absorbed by armor might still cause bruises
  • And more...

New suppression mechanic:

  • Pawns have a suppression threshold dependent on their mental break threshold and current mood
  • Bullets flying past pawns will add to their suppression meter depending on the bullet's base damage and chances to penetrate the pawns armor
  • Once the threshold is reached pawns will run for the nearest cover
  • If suppression keeps building past the threshold a pawn will eventually hunker down
  • Hunkered pawns gain a lower profile, becoming impossible to hit through most hard cover but they also can't move or shoot

Important note: As many people have been asking about this, improvised turrets have been changed. Instead of being built they are made at the machining table and placed as minified furniture.

Current release available from GitHub here

Installation:

  • Download and extract the Community Core Library
  • Make sure you place CCL right below Core in your load order
  • Download and install the CR Core using standard installation procedure
  • Place Combat Realism Core below CCL in your load order
  • [optional] Download and install CR Defence, place below CR Core
  • [optional] Download and install any compatibility patches (see the "Compatibility" section below)



Combat Realism Defence:



This is an optional addon introducing various defensive structures:

  • Barbed wire: Slow the enemy, cheap to build and lets gunfire through without providing cover.
  • Embrasures: Walls that let you shoot through them.
  • M240: Medium manned machine-gun turret, excellent for decimating enemy forces as they approach your colony.
  • Cannon Turret: A manned cannon emplacement. Fires HEAT shells that are effective against enemy armor and clustered infantry alike
  • AGS-30: Light-weight automatic grenade launcher, punches through even the heaviest cover.
  • Heavy Turret: Heavy automatic gun emplacement with a high caliber gun and improved health.
  • Charge Blaster Turret: Rapid-firing advanced auto turret with high rate of fire and range.
  • KPV: Heavy machine gun firing large caliber rounds, good for suppressive fire and taking out heavily armored targets.

The embrasures and barbed wire can be built while the new turrets have to be bought from combat suppliers.

Installation:

Install the main mod.
Download and extract Combat Realism Defence.
Place the addon below the main mod in your load order (Recommended EdB Mod Order)




License:


Note that as far as I'm concerned taking donations falls under "commercial use" and you do not have permission to use my work if you plan on collecting donations.

Compatibility:

Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod. Compatibility patches for the following mods exist:

  • Rimfire compatibility patch available on the mod page
  • Expanded Prosthetics and Organ Engineering patch available here. Load after both CR and EPOE.
  • Auto-Equip patch by pestilenz available here

Known issues:
  • Sometimes enemies don't properly attack pawns behind embrasures.
  • When hunting, pawns will close to point-blank range for an execution but will be unable to hit particularly large animals like rhinos.

Contributors:

  • Alistaire - coding, misc art
  • fluffy - coding, misc art
  • Latta - coding, Korean translation
  • A friend - art
  • stinkycat752 - art
  • Shinzy - art
  • DaemonDeathAngel - consultant on the topic of pain caused by bullet wounds and knife attacks.
Credits:


Tips:
  • Combat is very lethal as most weapons have the potential to oneshot a pawn. Wear body armor to eliminate this risk as only a few weapons are capable of destroying organs through an armor vest.
  • Weapons are generally best at their individual range brackets. Shotguns, SMG's and sub-carbines rule close range combat, assault rifles dominate the fields and sniper rifles can take out enemies from far away. MGs also have a lot of range and firepower, however they are highly inaccurate and are therefore best used against clusters of enemies.
  • Make sure to build up your defenses in time. You don't need killboxes but a well placed heavy machine gun can make a group of tribals turn tail before they even reach the colony.
  • Stick to cover and watch your flanks. Pawns in the open are very vulnerable. Make sure you bring appropriate weaponry for the battlefield, charging through rifle fire to get into shotgun range is a good way to get killed.
  • Use rapid fire on automatic weapons to suppress high value targets. Suppression prevents the use of aimed shot and can make pawns hunker down. Putting a lot of MG fire on a pawn with a rocket launcher might make the difference between him whiffing or blowing up your pillbox.
  • Make intelligent use of aim modes. Use aimed shot to hit far-away targets and snapshot to get the first strike in close quarters. Use single and burst fire to take out single targets and auto fire to suppress or break up clustered enemies.
  • Choose the right ammo for the enemy you are facing. Hollow-points shred unarmored opponents but are easily deflected while armor-piercing rounds excel against body armor and Mechanoids.
  • Mortar shells are lethal but their fragments can be stopped by sandbags and other obstructions. Take cover to increase your chance of survival.
  • If you're having trouble with Centipedes, try crafting EMP weapons. Wait until they are in range of your defenders, then hit them with the EMP, it will stun them and do a fair bit of electrical damage. To take them down you will need weapons with high armor penetration or explosives so plan your loadouts accordingly.
#790
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 28, 2015, 04:25:47 AM
Quote from: Evul on January 27, 2015, 11:04:19 PM
Our stuff is coming together!

As we declare stuff ready and done our awesome documentation guy LittleMikey. Adds stuff to our weapon list on the RimWorld wiki!
http://rimworldwiki.com/wiki/Project_Armory_(mod)/weapons
Take a look! And please tell us if something looks way or strange off or if it is strange.

Really digging the new art style though one minor detail I noticed is the AK's lack their individual muzzle breaks. Compare:
AK-47 (no muzzlebreak)
AK-74M and AK-101 (AK-74 style muzzle break)
AKS-74U and AK-12 (each with their own muzzle break)
So the sprites for the AK's except the 47 need to be a bit prolonged in front of the sights. Might be a minor detail but to me as an AK nerd it sticks out.

QuoteYou can also see our current stage in development by looking here:
http://dev.evul.nu/mantis/roadmap_page.php

Considering the progress bar has shrunk down to 47% I take it the release on 17th Dec 2014 will be delayed a bit? :P
#791
General Discussion / Re: weapons - Armory Project
January 27, 2015, 11:28:31 AM
Quote from: Goo Poni on January 25, 2015, 02:02:35 PM
TAC-50. Three shot burst sniper rifle with highest range and one hit kill capabilities. Don't need anything else.

Three shot burst on a bolt-action .50cal sniper rifle?
#792
Mods / Re: Keep mods up to date
January 27, 2015, 05:14:59 AM
Quote from: Igabod on January 27, 2015, 05:01:33 AM
I can understand how it might frustrate someone that the mod list isn't being done in the way that they think is best, but that frustration would be just as much for me if I were to emulate the mod list you linked. And if I get frustrated with it then I'm not going to end up maintaining it as much as I currently am. So essentially I guess you are free to not use my mod list if it bothers you that much. But I'm sorry, I still won't be changing it. I hope you can understand that and there are no hard feelings. I'd certainly switch it up if there was an alternative suggestion that I like better though, so please don't hesitate to point me toward other examples that might be done better. I'd like to satisfy everybody's needs as much as possible without making the list a chore to maintain.

I'm not frustrated with it, I just think it could be done better. Personally I wouldn't use either list since I have been around long enough and active enough to see new mods when they pop up to the point where I don't need one. However, my considerations were more for new players who are less familiar with what mods are out there. They come here with the intend of either just browsing, or finding a mod to perform something specific. The latter would be helped more by a categorized listing since someone looking for medicine crafting might know to look under "medicine-related mods" but not "Distilled Xerigium". Of course you are free to maintain your list in the manner you see fit but it simply seemed like an obvious suggestion to me and if I come across as frustrated it is because tone is hard to convey over text, not because I demand it be done my way or as a personal attack against you or something.
#793
Mods / Re: Keep mods up to date
January 27, 2015, 04:34:22 AM
Quote from: Igabod on January 27, 2015, 03:51:08 AM
Quote from: NoImageAvailable on January 27, 2015, 02:48:26 AM
Quote from: Vonholtz on January 26, 2015, 07:21:14 PM
I do not know of the best way but this link list all the mod's for A8. And it has links to all of them so if it been updated you can look here.

https://ludeon.com/forums/index.php?topic=7930.0

Wow, that list really needs some categories. As it stands its just a giant unwieldy wall of text.

It's not going to be any less unwieldy by adding categories. For one, adding categories means more text, not less (and the 20,000 character limit per post is already a problem). And for two, I personally like it better being an alphabetical list of all the mods. More complexity to a listing system isn't what is needed. Not to mention, I think Evul is going to be adding the categories thing to the wiki modlist so it would be pointless for me to replicate it on the forum, especially since I don't have access on the forums to all the fancy features that are possible with the wiki. The unofficial mod list will remain an alphabetical order wall of text that makes it easy to find specific mods by name. If you're looking for a general type of mod but don't know what you want exactly then you'll have to wait till Evul adds the categories to the wiki list.

Take a look at this. At least as many entries while being much more readable thanks to categorization. Instead of one unwieldy list the categories split it into readable sublists. And alphabetical listing is pointless because if I want to find a mod by name I simply use Ctrl+F. But that point is moot if Evul adds a properly organized list to the Wiki, although then people should link to that one instead.
#794
General Discussion / The mechanics OF PAIN!
January 27, 2015, 04:05:10 AM
Since we're now getting alcohol to reduce pain I'm curious how the mechanics behind it actually work. Is it based on total body part health? Percentage health? Something else entirely? All I know so far is pawns are incapacitated when pain goes up to "Extreme" (>80%?) but it would be nice to know the exact calculations.
#795
General Discussion / Re: Tough Afternoon with Randy!
January 27, 2015, 03:09:06 AM
I only always seem to get clusters of events with Randy. So its like a raid, another raid, a third and maybe a fourth, followed by months of nothing until suddenly its malaria, malaria and more malaria.

Quote from: Kazuto Kirigaya on January 26, 2015, 08:48:29 PM
I cant even get to five hours gameplay time in a world......

I rage quit on my colony and usually delete the world and start a new after about an hour (more or less), because something happened I didn't like'..


Oooh, glowey text

Please don't use any "fancy" fonts, I suffer enough eyestrain as it is.