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Messages - rexx1888

#106
General Discussion / Re: Solution for killboxes??
May 03, 2015, 09:10:54 PM
my point in noting that everything is a killbox was to point out the ridiculousness of this circular discussion. There isnt anything specifically wrong with building a courtyard full of automated guns anymore than there is a problem with using natural terrain or the town layout. each one has pitfalls that work or dont work depending on your playstyle.

For instance, turrets are super ugly, and any area built with them in mind is going to both look shitty an make colonists feel shitty. They also cost a lot of metal, so they arent such a grand idea if you play on a grassy plain. They also explode, which can be a good or bad thing depending on how they are used. They also have a significant dependence on electricity and drain boatloads of it, so theres that. For this so called ultimate easy bake strategy, there are a lot of pitfalls. Honestly, i think that the freakout about turrets is overrated. Once upon a time they were the beat all solution, but in truth how long has it been since you just had a courtyard full of turrets and no colonists on watch. The answer is probably "a long arse time" because turrets cost alot an explode alot. They are a supplement. if you're not using them that way, thats your choice.

Point is, the real problem with the current turrety courtyard is that its so effective because the ai cant deal with it, an all this discussion is really saying in so many thousands of words is "please do a pass on the ai Tynan" an im pretty certain he got the message loud an clear centuries of internet time ago.
#107
ask yourself a simple question. If you had to actually buy the devilstrand seeds before planting, would you try growing them where you are. if the answer is yes, then by all means grow devilstrand. A greenhouse is a thing that exists for a reason in reality, an it makes sense to have the same thing in RW. If you wouldnt grow it when the seeds cost money, dont grow it.

simple.

I firmly believe farming and agriculture will probably get another pass during alpha like a whole lot of stuff, an as such just expect some weirdness till then :P
#108
General Discussion / Re: No "True Aliens"
May 03, 2015, 05:36:36 AM
you can create new needs no problem, thats xml. the problem is the differentiation. im not sure(because i havent looked) whether you can specifically set needs to bodies or not. if you can, then you can ostensibly make whole new races to join your colony no worries. atm you can certainly create mutated humans
#109
Ideas / Re: Few Suggestions
May 02, 2015, 06:59:36 AM
yeah the whole "hah you forgot to no roof that room so now ppl die" thing is kinda shitty. Those colonists are literally under that roof, of course theyre gonna be all like "hey joe, lets take the roof down afore we take the supports out" where as i, the player, cant even see the damn roof :\
#110
General Discussion / Re: No "True Aliens"
May 02, 2015, 06:48:07 AM
you dont need to use c# or dll to make aliens, but you will need textures if you want them to be non bipedal.

its just a matter of alot of xml stuff. Having said that, i dunno if you could make them a whole new set of needs or not, that might require Dlls
#111
Help / Re: more bodies man, i must have more :D
May 01, 2015, 07:59:51 AM
an on that note, does that mean i can use the statdef tags in the races_humanoid def to change stats like movement speed? like you would with a statoffset?

Edit: yeesh, thats it isnt it. it took me literally too long to figure that out. thank you both for your help :D
#112
Help / Re: more bodies man, i must have more :D
May 01, 2015, 07:57:32 AM
if that was true then there would be hediff's for human body parts. there arent, so that cant be what im looking for.

statbases sounds like the thing, ill try an find whatever that is :D
#113
Help / Re: more bodies man, i must have more :D
May 01, 2015, 07:43:47 AM
statbases?? whats that, an how do i fiddle with it(that sounds like exactly what ive been trying to find all day)
#114
General Discussion / Re: Solution for killboxes??
May 01, 2015, 07:41:19 AM
you guys get that urban warfare like your describing is just a different kill box right?? thats not lost on you all is it?? Seriously. what defines a kill box.

its a small area where the enemy isnt able to easily get a firing solution on your dudes, but where your dudes can line them up like fish in a barrel. Hello Alleys and city warfare. I mean, you're doing the killbox better than others, because you can move yours and flank better, but it is still, at the end of the day, a kill box.
#115
im not necessarily fussed about water in terms of needs. although theres nothing especially wrong with more granularity in the needs, its not like the food need isnt abstract enough to just think of it as sustenance. Still, the more work to be done the better. Water comes with all sorts of nifty things, and makes beverages stand out less(why is it my colonists have beer but not water. Dehydration seems to just not exist in RW lol)

having said that, id love to see rivers and such. i want flash floods and ridiculousness of that order. like fire, but more likely to move things than destroy them. Of course, im sure that for that to be a thing water as fluid would need to be a thing which is probably a rework of how maps an biomes are generated.. an id rather see ai be awesome first :P
#116
i dont know if ive said this before, but you're a pretty rad modder. nice work :D
#117
Help / Re: more bodies man, i must have more :D
May 01, 2015, 07:32:52 AM
ok, thats all done. the problem is its just a human with different parts.

i do indeed have a new body.
but all the capacities are the same as when it was a human. im trying to figure out how to change the capacities of the new body so that they are better at things(or worse at things).

the core game has a bunch of stat related xml, but none of it references the body type(human) and the body type never references them, so i dont think changing that will affect the new body. Bizarrely enough though, its got all the stats i actual want to change in it though.

i suppose i should try code diving to find out how the bodies interact with being a pawn and how they all tie in together, but without comments in the code im not sure i can work it out. was hoping someone else had already done the leg work on this one lol
#118
Help / Re: more bodies man, i must have more :D
May 01, 2015, 06:53:05 AM
your slowly getting there.

im not looking to change an already existing pawn. i want colonists that arent humans. i want them to spawn that way, start that way. i want to change their stats(like aim an such) as a whole racial thing. So, instead of humans, i have random tentacled monsters with humanlike intelligence that can be recruited.
#119
Help / Re: more bodies man, i must have more :D
May 01, 2015, 05:11:39 AM
i dont think your getting me mate.

ok. right now, pawns spawn in game with two arms. Normal, unchanged arms. They do this because they are declared as humans in the races_humanoid def. So, the game looks at that def an says "oh, they are humans" and then it looks in the bodies def and it finds the human def and then it spawns a pawn with all the bits that a human has. If you change that def to scyther, then they spawn with a scyther body. Change it to centipede, they spawn as centipedes. You get the general idea.

I want to spawn a pawn that is none of those things. So i make a new entry into the bodies def. I then have to make any new body parts that that thing uses and put those into the body parts def. So our new species is called RandomAlien. In the races_humanoid def we turn our colonist into RandomAlien. ATM ive just copied the human def and pasted it as a RandomAlien. Nothings different. If i then change all of the body parts to new ones, and then create those new ones in the body part def, suddenly my pawn has new body parts. BUT its essentially the same as a human pawn. It has different parts, but it still manipulates and all of that jazz the same as a human. I want it to be better. I want the RandomAlien bodies def to mean that pawns that are RandomAliens are better at some things than pawns that are human.

are you getting me yet or is this even more confusing?? Basically, im trying to find out what i need to change to make some pawns better than others because they just exist and are better.
#120
Help / Re: more bodies man, i must have more :D
May 01, 2015, 04:20:54 AM
no i mean body parts that are better.

so, atm humans spawn with an arm. Cut that off, you get an arm thing def.

i want humans to spawn with a tentacle. cut that off, i want a tentacle thing to appear.

BUT i want humans with tentacles to be better at manipulation than humans with arms. AND i dont want to try an force the game to add tentacles like it adds bionics. I want the Bodies Def to say that humans now have tentacles, and i want those tentacles to make the human better at manipulation.

If thats not possible, ill settle for just changing the stats of humans manually so they are better at manipulation, an then ill just spawn them with tentacles. i think thats what ill have to do, but i dont know how to change the stats of pawns without using the thing Offset that exists on bionics