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Messages - Somz

#16
Quote from: Dravinist on August 25, 2014, 08:19:00 PM
I only went in  roughly 7 pages in to the the Suggestions section - with a very loose skim - sorry I missed it (Not really sorry)

PS: NO nutrient paste for you Somz!

Not the suggestion section.
Here:http://ludeon.com/forums/index.php?topic=3809.0
I have not checked it in quite a while so I'm not even sure if it is being updated or not.
I'm not planning on asking you to read each and every suggestion, that'd probably take a day.

PS: I prefer raw potatoes anyway!  :P
#17
Ideas / Re: Deadly squirrels?
August 26, 2014, 04:29:12 AM
Quote from: Rahjital on August 25, 2014, 06:25:37 PM
This seems precisely like something that could generate a long and heated argument, so I'll leave it be... except for one thing that I absolutely cannot miss, I'm sorry:

Quote from: Somz on August 25, 2014, 05:20:30 PM
Melee units are easy to kite, easy to kill, hell they'd die by friendly fire alone most of the time.

Melee fighters dying of friendly fire? Are we even talking about the same thing here? :P

Yes, sorry I was annoyed by it more that I should have.
And yes, by dying of friendly fire I mean exactly that, while they (melees) are trying to charge on your colonists, their pals shooting at the colonists (with firearms) will have a great chance of hitting the one in front of them, the one charging on their targets instead of the targets.
That is if you're not thinking about full melee raids...

Just try to order a pawn to shoot a rock wall, then another to mine that exact rock wall and you'll see what I'm talking about.

Besides, it's melee, unless they actually reach you and start hitting you with light-sabers, they pose little to no threat at all,
simply moving around with colonists they're trying to catch and ordering another (or turrets) to shoot the pursuer(s) would solve the problem.

By "friendly fire" I did not mean "melee attackers accidentally hitting each other instead of the target". :)
#18
Ideas / Re: Tone down centipedes?
August 26, 2014, 04:19:00 AM
Quote from: Rahjital on August 25, 2014, 06:03:36 PM

YMMV on that one,
I have no idea what that means...really.
Quote from: Rahjital on August 25, 2014, 06:03:36 PM
inferno cannons have the longest range of all centipede weapons and are the 2nd fastest aiming weapons in Rimworld, after pistols (which you probably won't use to attack them anyway). The large spread also often works in their favour when they hit target that is dodging or even hidden from their sight behind a wall. Personally, I think they pose the greatest threat of all centipede weapons, being eclipsed only by the charge lances of scythers. It all depends on one's point of view, I suppose.
I really don't know what you mean. While those might aim fast as you've said (never compared it to anything before, but I'll believe you)
they have a forced miss value on them aside from being inaccurate to begin with. Out of 10 or more shots maybe one will actually hit the target but then again, these deal little damage.
That is if the colonists aren't standing next to each other.

And you are right, this game is about solving problems. All sorts of annoying problems. ^^
#19
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.3
August 26, 2014, 04:08:53 AM

Quote from: Sam_ on August 25, 2014, 07:02:36 AM
that said v0.4 will probably have a much rarer custom incident involving a handful of commandos dropping, so gear up!

Quote from: Sam_ on August 26, 2014, 12:53:47 AM
The xml files uses a tag system, which my weapons had as <tags>Gun</tags> which is the default for human weapons. Pirates just get a random compliment of guns tagged with Gun. And the same system for armour. There is no way in the xml files to define the count of weapons per colony population or your owned weapons. I feel like a custom event would be more fitting to get the weapons anyway. The idea is that these weapons are fresh off the assembly line. Only a squad directly from an advanced world would have them.

So...simply removing or changing "<tags>Gun</tags>" will do the trick?

But anyway, I must say I agree with your idea. Instead of having us deal with a hundred or more, out of which 40 is equipped with M24s...
Yep, a custom event with a commando (of 5? Or less? More?) dropping in, all equipped with these would be better.
Should be easier to deal with than picking the ones carrying these weapons out of a hundred or two.

Thanks!
#20
Ideas / Bed time! For everything...
August 25, 2014, 05:58:11 PM
So, we have our colonists going to sleep at night whether they're tired or not, in A6 even plants refuse to grow and sleep instead, so how about it:
A toggleable power saver that would turn off all the lamps around the base, maybe with customization: the possibility of including certain objects, such as the cooking stove or the machining table.
Thus when your colonists get the sleep order, your base would just turn your power-hungry machines off instead of letting them continue to devour the much needed juice unnecessarily.
#21
Ideas / Re: Suggest A Personality Trait!
August 25, 2014, 05:47:36 PM
I have only one:

Mentally challenged.
Doing random things, refusing to shoot but charging on enemies instead, sometimes eating raw food instead of meals, attacking objects randomly, would get lost and could hardly finish any task.

Would be pretty hard to implement, and would be pretty annoying but that's the point... ^^
#22
Ideas / Re: Tone down centipedes?
August 25, 2014, 05:41:05 PM
Quote from: Drone on August 25, 2014, 12:28:18 PM
5 is about managable by the whole "hit and run + take cover when they fire" stratagy, but any more than that and it's basically impossible to focus any particular centipede down since they clump together and are so tanky you end up splitting fire between them. On randy random I had a ship part drop right in the middle of 120 visitors, which caused a massive firefight between 15 centipedes + some reavers and said 120 visitors... The centipedes won despite being fired on from all angles.

I think part of the problem is inferno cannons make taking cover extremely difficult and that because centipedes are so large yet can fire over eachother you basically end up with the front 2 or 3 centipedes tanking for everything while the back line fires away with impunity. Making centipedes too large to fire over eachother would be a good way to solve this since that way you don't end up with a block of centipedes the size of your kitchen shooting a literal hail of shells and bullets in every direction.

Additionally I hope there's going to be some launcher type weapons like rpgs or maybe some armour piercing weapons at so me point which hopefully help with the centipede death-train menace.

EMP weapons are already in-game, great against mechanical targets.
Still if you are not cornered by centips, it's easy to kite them.

Inferno cannons are laughably inaccurate and pose the least threat. Even without EMPs, it's rather easy.
Again, if you're cornered, you're pretty much f****d, them dropping into your base is rather lethal.
If they just spawn somewhere then get Lee-Enfields and circle around, hit and run, hide & shoot, if you're any good they won't even have the chance of shooting back.
I've kited ~30-35 centis for about 2 days, managed to kill them all.

Scythers pose far more threat since they're fast and lethal in greater numbers.
#23
It is a good idea, it's just...
It was already suggested a few...
...hundred times...


Now I'm not sure whether the "list of already suggested ideas" (orwut) is being updated regularly or not, but you should take a peek at it anyway. :)

Peace ;)
#24
Ideas / Re: Deadly squirrels?
August 25, 2014, 05:20:30 PM
Quote from: Rahjital on August 24, 2014, 05:52:55 PM
The problem is simply that the melee combat is very undeveloped. 60 mercenaries clad in power armour and armed with machineguns can be managed without much trouble, but 60 mad squirrels is absolutely devastating.

I never had problem with animals, ever. All the muffalos, megascarabs, squirrels or a legion of boomrats, nothing posed any threat.

Quote from: Rahjital on August 24, 2014, 05:52:55 PM
Raids would be a lot more deadly if the attackers were trying to melee your colonists, which says a lot about the combat system.

...which says a lot about the combat system...? Really, just stop right there.
Melee units are easy to kite, easy to kill, hell they'd die by friendly fire alone most of the time.
Melee is good for beating down broken pawns, or to incap a fleeing wounded raider.

But melle raiders would be deadly? Yeah, the sight of suicidal potatos trying to charge on dozens of turrets and colonists equipped with miniguns would be a killer, they'd die of laughter.

Quote from: Rahjital on August 24, 2014, 05:52:55 PM
If the melee system gets a revamp to be more involving than having two pawns blindly throw punches in the direction of their foe, this problem should be solved. The ability to block enemy attacks, evade them, have melee weapons and so on would prove very useful here.

Pawns already have the chance to miss or "evade", it's but a matter of perspective. Again, the problem starts with ranged weapons, not the lack of kung-fu pandas.

The only way of using melee weapons to kill would be having a dozen of colonists stand around a corner with claymores and battle axes and whatever, charging on the raiders as they come around it, one by one.

Still it'd be pretty much useless mid/late-game against hundreds of raiders, not to mention that by the time a handful of colonists would eat themselves through a fraction of the attackers, by that time some, if not most of them would have the time to aim and shoot. Most likely a defeat.

Also melee weapons will take place in game, but as you might (or might not) guessed, there is an order of priority and melee weapons are kind of not the first ones, nor should they be.

#25
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.3
August 25, 2014, 01:05:42 AM
Quote from: Sam_ on August 24, 2014, 09:28:17 PM
Quote from: Somz on August 24, 2014, 02:06:18 PM
Alright, this is too OP. I've played around it a little, last time I've managed to get my hands on a minigun, 2 m-16s and a m24s, aside from that I had about 5 turrets defending one, cleared-of-covers death-zone, yet the third raid, about 20-25 raiders wiped me out easily
(where with standard armor/weapons not even 80 could've do it).
5 spawned with these weapons, out of those 2 was in nano armor/helmet, they literally one-shot my turrets and colonists.

In my opinion you should either make it extraordinarily rare, or remove the spawn chance altogether. =|

Speaking of which, which line should I delete or add to make the spawn chance 0? Thanks.

Like the license says, you are aloud to do anything with my files, but that said, thanks for the support. I'll look into removing the spawn chance from pirates, as you are the first to inform me they even spawn with them. However it seems it might require a more in-depth mod to change that particular feature, modding dlls instead of just xml files, which I have neither the time or the interest in doing.

If you would like to help the mod change in a way you would prefer, it would help me out greatly if you could tell me which weapons they spawned with and perhaps how far into your total play-through (not just single session) this raid occurred. Failing that maybe you could give me a screen-shot of the offending raiders, so as to debug the level you were at and the weapons to tweak.

Oh boy, I hoped that asking what to do in order to remove their spawn is a straight giveaway of my ignorance towards modding... Seems like I was wrong.  ;D

Well, if it does require dll modding to remove the spawn chance then...Yeah, that's not cool, since I couldn't even find out how to change anything let alone actually changing something, I wouldn't dare to ask you to do that.  ;)
In case it is doable via xml files...well, less spawn-chance would be better than no spawn-chance I guess.

In any case, raider spawn carry every piece of equipment randomly, their presence is independent of the progress of the colony, however their numbers seem to be affected by total wealth (much like the way M-24s spawn more often late game/for wealthy colonies).

I will provide screenshots and whatever else I can (just ask if you need anything else), although I'm currently playing with a zombie mod, quite funny, however most of the time zombies are the ones trying to undermine my colony, not raiders, and they carry no weaponry.
This task might turn to be quite a challenge...  ;D

Thanks!
#26
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.3
August 24, 2014, 02:06:18 PM
Alright, this is too OP. I've played around it a little, last time I've managed to get my hands on a minigun, 2 m-16s and a m24s, aside from that I had about 5 turrets defending one, cleared-of-covers death-zone, yet the third raid, about 20-25 raiders wiped me out easily
(where with standard armor/weapons not even 80 could've do it).
5 spawned with these weapons, out of those 2 was in nano armor/helmet, they literally one-shot my turrets and colonists.

In my opinion you should either make it extraordinarily rare, or remove the spawn chance altogether. =|

Speaking of which, which line should I delete or add to make the spawn chance 0? Thanks.
#27
What will I do without lazor drilling? And the roof removal? Oh, my, I'm lost... I should probably stop relying on mods that much... Yeah, I'll just tell the legion of the MAIs to build more solar panels...!
#28
God, this mod is crazy. It's just crazy! Madness!
In a good way...! Feels like an actual space zombie movie.
#29
Ideas / Re: New Power Source
August 22, 2014, 09:05:31 AM
Quote from: MajorFordson on August 22, 2014, 12:17:33 AM
Hopefully geo-power will become MUCH rarer at some point. Doesn't make sense for every inch of the planet to be covered in geysers.

Waterfalls for waterwheels, wind turbines, fusion would all be great additions.

In case you're thinking about our little planet, no, it makes no sense. But that does not mean it is a rule on every planet. It is plausible.
Waterfalls would probably require a third dimension, which will not happen as far as I know but rivers might do the trick, wind turbines, lightning towers (orwut) and nuclear reactors already exist in the mod called "betterpower+" which I would recommend using.
Also it contains a coal burner which can eat up the new resource (coal generator thing can be built on the steam geysers, don't ask, no idea), but can also run on wood, which makes planting trees reasonable.

Tyn might fuse a few things from mods like this or make his own, but there's an order of priority I guess, and these two (+ mods) are enough.
#30
Quote from: Argain on August 15, 2014, 01:29:35 AM
Sorry guys, but it looks like I won't be able to update this to Alpha 6 :( Been trying all day with no success... the generation of the colonists is just too hard-coded now.

Well...f**k. One of my favorite, can't-live-without-it mods and it is now out of order.
Sad day for us all...