Perhaps, but do they "Have time to duck" behind cover to avoid getting shot, preventing the bleeding in the first place?
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#242
Ideas / Re: Butchering animals for meat/food? And rotting.
January 09, 2014, 10:37:39 AM
On update #7 for Kickstarter, it states he wants to allow cooking and butchering of animals. Due to time constraints he probably didn't have enough time to get it into the build for 254b build.
Link = http://www.kickstarter.com/projects/tynansylvester/rimworld/posts
Link = http://www.kickstarter.com/projects/tynansylvester/rimworld/posts
#243
General Discussion / Re: Difficulty scaling?
January 08, 2014, 07:45:00 PM
Randy Random can give you an easier game, or it can give you an initial raider band within the first 2 days armed with an Enfield. He is quite random, in that respect.
#244
General Discussion / Re: OST and threats?
January 08, 2014, 04:32:28 PM
If you have to haul things to be traded, wouldn't that discourage making extremely large trades? IE, selling about 2,000 units of Food? (Not my largest sale to date, but still)
By roofing, what do you mean by that? As you can remove thin roofs by selling the walls (makes huge nasty slaggy mess though), or is that referring to Thick Rock Roofs?
GFX? What kind of GFX are we talking about besides the aforementioned changes to the character models (being done by Rho)? It is after all a pixel-art game, where things like antialiasing, or soft shadows would be kinda pointless in adding to it...?
Well, cooking SHOULD be added if there is a skill for Cooking >.< What about Medicine/Doctoring or Crafting though? No mentions of that stuff?
By roofing, what do you mean by that? As you can remove thin roofs by selling the walls (makes huge nasty slaggy mess though), or is that referring to Thick Rock Roofs?
GFX? What kind of GFX are we talking about besides the aforementioned changes to the character models (being done by Rho)? It is after all a pixel-art game, where things like antialiasing, or soft shadows would be kinda pointless in adding to it...?
Well, cooking SHOULD be added if there is a skill for Cooking >.< What about Medicine/Doctoring or Crafting though? No mentions of that stuff?
#245
General Discussion / Re: Insufferable Fires
January 08, 2014, 04:24:59 PM
The fires themselves don't need rebalancing per say, Tynan. What needs rebalancing is determining which structures and buildings CAN catch fire. As almost all structures have a flammability of 1.0 (found via modding), this means that almost anything can catch fire. The most annoying part of fires is that they can light your conduits and walls on fire, which leads to internal blazes that are hard to keep in check.
What would be useful is to have buildings with flammability indexes between 0.0 and 1.0, where objects that can't get lit on fire, like concrete, has an index of 0.0, whereas highly flammable carpet has an index of 1.0. Other things like semi-flammable sandbags, with an index of 0.3 or walls with an index of say 0.5 (considering they do conduct electricity afterall). So, what could be done is that an index of 1.0 has a 100% chance of catching fire when an ember interacts with the object a 50% chance (if 0.5) of catching fire when an ember interacts with an object, etc... (dependent on the flammability chance).
Other important things is that you should be able to prioritize fighting fires (you can't currently), and have better tools (ie Fire extinguishers) or static objects to deal with fires (static objects as in a Fire Suppression System, as an example)
What would be useful is to have buildings with flammability indexes between 0.0 and 1.0, where objects that can't get lit on fire, like concrete, has an index of 0.0, whereas highly flammable carpet has an index of 1.0. Other things like semi-flammable sandbags, with an index of 0.3 or walls with an index of say 0.5 (considering they do conduct electricity afterall). So, what could be done is that an index of 1.0 has a 100% chance of catching fire when an ember interacts with the object a 50% chance (if 0.5) of catching fire when an ember interacts with an object, etc... (dependent on the flammability chance).
Other important things is that you should be able to prioritize fighting fires (you can't currently), and have better tools (ie Fire extinguishers) or static objects to deal with fires (static objects as in a Fire Suppression System, as an example)
#246
General Discussion / Re: Insufferable Fires
January 08, 2014, 03:41:23 PM
I don't think they should double as blunt weapons. Since fire extinguishers are basically pressurized containers filled with the chemical that extinguishes fires, it would act like a miniature bomb if the container was punctured or broken in some way. Its highly possible that you may end up killing your poor colonist if their extinguisher explodes.
#247
Ideas / Re: Silly Ideas
January 08, 2014, 03:31:43 PM
And do these potted plants on occasion turn into whales that think they can fly?
#248
Ideas / Re: Disguised Assassins/Bounty Hunters and Saboteurs
January 08, 2014, 03:34:23 AM
The two other closest topics I could find are:
http://ludeon.com/forums/index.php?topic=12.0
and
http://ludeon.com/forums/index.php?topic=158
http://ludeon.com/forums/index.php?topic=12.0
and
http://ludeon.com/forums/index.php?topic=158
#249
Ideas / Re: Defenses
January 08, 2014, 03:22:52 AM
That's the thing though. Raiders will sometimes ignore an opening and instead attack a wall and cause a breach that way, to avoid a killzone EVEN if the opening is like 10 squares away. Happened to me on numerous occasions.
#250
Ideas / Re: Raids, Sabotages, Kamakazi and Assaults
January 08, 2014, 03:18:39 AM
Well what about dropping a large Tungsten rod from outer space to kasplatter it. Or a Nuke. Or a flower pot turned into a Whale. If that doesn't kill the colony, then eating all that whale meat probably will
#251
Ideas / Re: Infantry Weapons
January 08, 2014, 03:15:21 AM
Are we talking of Air-to Ground Missiles or Annual General Meetings, now?
#252
Help / Re: Incapication
January 07, 2014, 10:53:51 PM
Theres a few values that you need to consider: (Using .NET Reflector with Reflexil, editing Assembly CSharp.dll)
1) PawnHealthTracker -> IncapThreshold -> get_incapThreshold
the.maxhealth * 0.4f
=> Determines when a shot can cause incapication. So without editing the value, the maximum HP level would be 40% or 40 HP for a colonist with 100 HP. So until the target in question reaches 40 HP, they cannot be incapped.
if num > 40; return 40
=> I believe this means that if the percentage of HP is greater than 40, then it lists it as 40 HP for when incapping can occur. This is important if the colonist has the trait Tough (+50 HP), or if you have changed the maximum health per colonist. So, normally a colonist with Tough would be incapped at 60 HP (150*0.4), but that colonist will also only get capped at 40 HP. I believe this is to make it so that any colonist can be incapped at the same level.
I personally have these set to 0.75 and 75 respectively.
2) PawnKindDefinition -> .ctor()
this.baseIncapChancePerDamage = 0.01f;
=> This states that there is a 1% chance per damage that a target will be incapped. This is important, as you can change the values in 1) and it appears to do nothing. Changing this value will increase the likeliness of incapping a target WHEN they are at OR below the damage threshold (default = 0.4 or 40).
I personally set this to 0.15 or 15% chance to incap a target per bullet hit when at the threshold or below.
3) PawnKindDefsHardcoded -> Definitions_Civil -> MoveNext()
this.<k>__0.baseIncapChancePerDamage = 0.13f;
=> This is the value used for YOUR colonists. I list it here, because the incap chance by default is DIFFERENT for Raiders and your colonists. Raiders, have a base chance of 1% per damage suffered to be incapped, whereas your colonists have a base chance of 13% per damage suffered to be incapped.
I personally set this to 1% so that my colonists don't get incapped all the time.
Hope this helps!
1) PawnHealthTracker -> IncapThreshold -> get_incapThreshold
the.maxhealth * 0.4f
=> Determines when a shot can cause incapication. So without editing the value, the maximum HP level would be 40% or 40 HP for a colonist with 100 HP. So until the target in question reaches 40 HP, they cannot be incapped.
if num > 40; return 40
=> I believe this means that if the percentage of HP is greater than 40, then it lists it as 40 HP for when incapping can occur. This is important if the colonist has the trait Tough (+50 HP), or if you have changed the maximum health per colonist. So, normally a colonist with Tough would be incapped at 60 HP (150*0.4), but that colonist will also only get capped at 40 HP. I believe this is to make it so that any colonist can be incapped at the same level.
I personally have these set to 0.75 and 75 respectively.
2) PawnKindDefinition -> .ctor()
this.baseIncapChancePerDamage = 0.01f;
=> This states that there is a 1% chance per damage that a target will be incapped. This is important, as you can change the values in 1) and it appears to do nothing. Changing this value will increase the likeliness of incapping a target WHEN they are at OR below the damage threshold (default = 0.4 or 40).
I personally set this to 0.15 or 15% chance to incap a target per bullet hit when at the threshold or below.
3) PawnKindDefsHardcoded -> Definitions_Civil -> MoveNext()
this.<k>__0.baseIncapChancePerDamage = 0.13f;
=> This is the value used for YOUR colonists. I list it here, because the incap chance by default is DIFFERENT for Raiders and your colonists. Raiders, have a base chance of 1% per damage suffered to be incapped, whereas your colonists have a base chance of 13% per damage suffered to be incapped.
I personally set this to 1% so that my colonists don't get incapped all the time.
Hope this helps!
#253
Ideas / Re: Infantry Weapons
January 07, 2014, 10:33:25 PM
An AGM isn't overkill Galileus. A MIRV or a MOAB is overkill. Though against infantry, maybe. Though you could also say anything with enough fear-inducing power behind it, such as a Minigun, or a Flamethrower, or a Naked Scotsman wielding a claymore screaming like a madman running right at you.
#254
Ideas / Re: Infantry Weapons
January 07, 2014, 01:05:06 PM
Psychic weapons like those in Red Alert 2: Yuri's Revenge?
#255
General Discussion / Re: The Big Patch Notes Topic
January 07, 2014, 01:20:24 AM
Can someone actually name a game with daily or weekly updates? I find that if someone can manage to do a 2-week update is pretty good, or even a 1-month update.
The other thing to consider is the 80-20 rule (80% work 20% return/goods/etc). If someone is spending time doing daily updates, that is 80% work to produce 20% return because the time spent iterating wouldn't justify a couple sentences for an update. Whereas if they wait a month, it would be 20% work and 80% return, because there is simply so much more to report. (Hope that made sense)
The other thing to consider is the 80-20 rule (80% work 20% return/goods/etc). If someone is spending time doing daily updates, that is 80% work to produce 20% return because the time spent iterating wouldn't justify a couple sentences for an update. Whereas if they wait a month, it would be 20% work and 80% return, because there is simply so much more to report. (Hope that made sense)