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Messages - rexx1888

#121
Help / Re: more bodies man, i must have more :D
May 01, 2015, 03:57:51 AM
neither. lol.

ill just explain a bit clearer.

So atm the bodies Def uses bodyparts that are declared in the bodyparts def and then if you want you can make the body parts spawn things on removal(so an arm if you cut an arm off). Meaning if you have a bionic arm, and a pawn, you can put that arm on the pawn, and take it off. An while the arm is on the pawn it gets a boost to manipulation an such.

In my case though, i want to to make a whole new type of pawn, where the arms it already have give them a bonus to manipulation. So i want to make a new bodies def, that has body parts, that make that pawn better at doing things. I dont want to have to cut the arms off an put new ones on, i want the ones it has to make it better at things. Basically fiddling with the stats of the pawn without the need to attach bionics etc

thus, i could spawn whole new pawns with whole new bits that are better at doing things than the current human pawns.
#122
Help / more bodies man, i must have more :D <SOLVED>
April 30, 2015, 11:38:24 PM
so, bodies are fun :D

buttttt, is there a way to actually make the individual parts increase the functioning of the overall body ala bionics without actually having bionics.

so say you have a genetically altered thingy with huge arms.. can you make the huge arms better(or worse) at manipulation without needing that body to have new parts strapped onto it??

youd think this was a thing that could be done, so i think im just missing something tbh, anyone know?
#123
General Discussion / Re: My fiancee's colony
April 30, 2015, 09:33:33 PM
you know you guys sound kinda snobby an up yourselves..

its like your saying "they're not playing my way so they're a scrub" :\

everyone plays different, theres no "wrong" way to have fun :\
#124
i dunno if there is ever a situation where i want to piss off the locals.. they are annoying and blatantly insane.

they literally wander into your territory and then complain if you eat them.. then they send more food.. i mean people, to get shot an killed. An they just keep doing it, its bonkers.
#125
im predicting an ai overhaul. both enemy and colonist.

also a more in depth needs system that incorporates actual bio function of some sort(because if you're gonna let people eat other people, i see no reason why you'd avoid poop).

also, i figure crops and farming an such is probably gonna get another pass.

an probably a content pass as well.
#126
General Discussion / Re: Trade goods
April 29, 2015, 05:54:23 AM
... why not grow hops outside, and food in the basins then.. then you get a much bigger yield, and you get a return on your basins by not starving
#127
Quote from: Aarkreinsil on April 27, 2015, 10:01:34 PM
Oh god we NEED the heat distribution mod in the base game. I couldn't live without it. The vanilla vents are basically useless and ugly x_x

thats hella rude dude :(

its not what you've said, but the way you've said it. It drives me spare when people offhand things like "such an such is garbage code" when for all you know it took a lot of effort to code or to draw those vents or what have you. try to remember developers are people too eh.


as to code changing, you do see the advantage from it, but its indirect. Changing source code is always going to be nicer to players computers than using mod code, since modders are essentially making magic tricks out of other peoples string and paperclips :)
#128
you can also edit the cassandra xml in the core mods folder. atm her  happy colonist count is between something like 6 an 12. just increase the second one... and if you want colonists quick, increase the first one too
#129
General Discussion / Re: Solution for killboxes??
April 28, 2015, 05:22:20 AM
you guys get that the phrase "kill box" is military parlance for an area prepared for incoming fire so as to avoid friendly fire.

you will never take the kill box out of any game that involves a home and an enemy incursion, because they are just a thing, whether they be filled with turrets or happen to be a well thought out chokepoint or a nicely designed honeycomb colony. They arent some quirk of RTS design or anything bizarre like that, they are simply an approach to solving the issue of force multiplication. Meaning an inferior force will use whatever advantage it can to gain the upper hand, and home turf is one of those. So, its really bizarre that people want to "fix kill boxes" considering that you literally cant, you will just make people make them differently. Literally the only advantage people have on home turf is that they can prepare for an enemy force in some way.

Now, the question "how do we make enemy raids more interesting" is a question with merit. An its also a question that kegereneku already answered, and that the rest of us probably have some answers to as well.

still bugs me that people say things like "this isnt an rts" like its some golden bullet to arguments about how combat needs work. Good designers dont reinvent the wheel, an just because RW isnt an rts doesnt mean it cant learn from them.
#130
Ideas / Re: Series of Knitpicks
April 27, 2015, 01:31:27 AM
if you can recover bionic parts(or any parts) from corpses, the games economy is going to break in a big big way. Maybe if prosthetics were craftable and you could recover a few components from the bits thatd work, but whole hog bionic recycling will kill any meaningful economy five minutes after a raid
#131
General Discussion / Re: Solution for killboxes??
April 27, 2015, 12:32:53 AM
its an example is all. yes, its easy to overcome without, but thats kind of my point aint it. you can do without them, but when you first start the game its a quick an easily understandable solution. just because some players refine it instead of move on from it doesnt change the fact that its behaviour that occurs for a reason :)
#132
time wont pass on your original colony though.

Basically, it can be done, but its really complicated an you will probably need to override a bunch of stuff. if i was coding with the source and compiling it wouldnt be as difficult, so i think its probably on Tynan's list
#133
General Discussion / Re: Prisoner Fights
April 26, 2015, 11:10:11 PM
you could try sticking your prisoners in seperate cells. i know its a pain, but i kind of like the fact that prisoners that try to kill each other dont just stop just because you want them to lol
#134
General Discussion / Re: Solution for killboxes??
April 26, 2015, 11:08:05 PM
kill boxes have their drawbacks. however, when your new to the game, its an easy to understand solution to the problem of "holy fuck how many tribals just spawned" and you need that. Eventually though, it becomes clear that kill boxes cost too much money and that you should move on to a new way of killing. At least, it would do that if we had any other tools. but the games in alpha, cant complain that there isnt enough content atm couse thats twatty. i appreciate what ive got :D

basically, this is a self solving problem. Kill boxes cost alot but are easy to understand. Once you have more options and an understanding of the game, you leave them behind. Its not a problem that needs solving, itll solve itself as Tynan makes more things
#135
Help / Re: Bodies Def questions
April 26, 2015, 04:03:10 AM
for future reference, the problem was a null reference exception of epic proportions.

i used a bunch of the mechanical finger defs without actually checking if they existed(and one of them didnt) an as a result it couldnt reference them in the body part defs. and because apparently the Bodies Def's is important(or fussy) it was causing the game to hang rather than just outputting an error. so, kinda hard to diagnose, but rather simple to fix :D