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Messages - Jaxxa

#991
General Discussion / Re: Raider/Pirate Technology
September 28, 2014, 07:18:28 PM
I was just thinking that we need to mod in the ability for colonists to deep strike.
#992
Quote from: Materialjam on September 28, 2014, 06:05:05 AM
Perhaps we should look at this subject in a different way entirely. Rather than forcing the player to one strategy or the other, why not attempt to flesh both out with their own distinct downfalls and benefits, encouraging the player to play a mix of the two?

Exactly, I don't think that we should not be trying to force colonies into the open, but we need to make it a meaningful and balanced choice, not a situation where there is always one easier way.

I still like my idea of the rock creature giving you an intensive to line your caverns with constructed walls.

Quote from: ComradeCrimson on September 28, 2014, 06:08:57 AM
My suggestion: Make mortar shells cost ammunition to fire for the players, and have besiegers have LOADS of ammunition as well as being able to produce it on a small scale to more or else replenish what the lose.

Acts as a double edged sword too and makes it even MORE a war of attrition.

I have a mod that I am working on that makes artillery require ammunition.
#993
Some good ideas so far.
What about adding some subterranean dangers to consider when building a mountain base. Maybe something similar to a Horta http://en.memory-alpha.org/wiki/Horta

A possibly hostile creature that can tunnel through mountains (can spawn / disappear on any square that is next to natural rock). Maybe have it eat metal supply / damage existing buildings or power lines rather than just attacking colonists without reason, but retaliate if attacked and be rather strong.

To counter this and not have to keep pulling colonists to defend your base,
you can line the cave walls with a colonist made material.

But this means that instead of digging a 2 wide hallway and being done, now you have to dig a 4 wide hallway and then construct walls on both sides.

So you have the ability to build mountain bases, but you are spending the same amount of resources as you would on walls to build an outdoor base in addition to the mining time.
#994
There was this post back in march:
http://ludeon.com/forums/index.php?topic=2677.msg24711#msg24711

But I have not heard anything about it since then and it isn't in Alpha7.
#995
I have no inside knowledge of Shields being implemented into the Vanilla Game.

Some time after Alpha 7 release I am planning to release a mod that will include Shields as part of it.
#996
Announcement:

After thinking about the future of my mods with Alpha 7 and beyond, I have decided that I wont be updating this mod anymore.

This mod is now dead, dead as a Phoenix.
#997
This is my reply to the  Mortar Hoppers thread (http://ludeon.com/forums/index.php?topic=6148.15), but i figured it would be better over here.

Quote from: keylocke on September 22, 2014, 03:59:46 AM
Quote from: jaxxa on September 22, 2014, 02:41:34 AM
It won't change them out of the box. But it should only need some changes to the xml def. You may also have to add a power requirement even if it is only 1 watt, because that is the system it usses to sit it down. If you know a bit about modding you should be able to set it up with the instructions on the page. Of not let me know and I can help, or just make the mod.

thanks, i'll check it out later. (i'm currently looking into gameplay vids of this game someone recommended in the off-topic sub called.. "starsector". it looks so awesome..   :o )

anyways, which xml defs should i be looking at (asides from Buildings_Security) ?

edit : i checked it out, trying to compare a normal mortar turret to one of your turret artillery cannons : (sorry not much experience making mods on rimworld other than very basic stuff)

questions galore :

* verb? how does this work? (not familiar with this, is there a tutorial/ruleset for making custom verbs?)
* also there's ThingDef Name, and ThingDef ParentName for both the gun and the bullet. how does this work? why the need to separate?
* your turret comps are different from the default mortar comps (does this control self-destruct explosions?)
* e-type changed to equipment (normal mortars don't seem to have this tag)
* label,equipmentType,isGun, weaponTags tags? (mortars doesn't seem to have it, what does these do?)
* alwaysHaulable (is this the tag that allows hoppers attached to this to accept hauled items?)
* tickerType or cooldownTicks (does this control the reload/downtime?) or wait.. is it the warmupTicks and the cooldownTicks that control reload?
* what's the difference between combatTargetBuilding, from targetParams like canTargetPawns,canTargetBuildings?
* hasStandardCommand true? (do mortars need this tag?)
* the forcedMissRadius tag is attached to the mortar rather than the bullet? so does this mean i need different mortars to get different accuracy, instead of just switching to more accurate ammo types?
* also, i can't seem to find which tag requires the electricity part..

i'm still pretty much confused.. lol

So I am not certain about a lot of those things, but if you are only looking to add ammo usage to the Mortar you are making it 10 time more complex than it has to be.

All you really need to do is:

  • Install This mod, mainly to get the DLL's
  • Copy the Turret that you want to add an ammo requirement to. In your case copying the Mortars from core
  • Go through the modding instructions on page 1, the goes through what to do to change the thing def and thing type and additional stats that it currently uses.
  • You will also need a power CompPowerTrader, probably have a look at the improvised turret for examples on that
  • Changes to the Hopper to make it take ammo should already be in place from the mod

That should get you a Mortar turret that needs ammunition. For the specifics on customizing the turrets you would probably be best posting in the mod help forum.

Let me know how you go with that.
#998
I just closed the Poll. Final Results:

Personal Shields-116 (36.8%)
Wireless Power-68 (21.6%)
Warning Radar-29 (9.2%)
Kinetic CRAM-27 (8.6%)
Psychic Shielding-75 (23.8%)

Total Members Voted: 169
#999
It looks like I have a way to do the personal shields in the new version, but unfortunately I cant see a way to make it so that it depends on the damage of projectile, so rather than blocking 100 damage it will have to be 10 shots, not differentiating if they are 10 minigun bullets or mortar shells.
#1000
No problem, I was just joking, glad you like the mod. Although I realize it wont be for everyone.

I suppose that is the problem with mod packs. While they take all the mods and get them to work nicely with each other, but in doing this they usually combine all the mods and make it harder to disable parts that you don't want.

Really you are trying to do what the creator did in reverse. So you are going to have to edit parts and just keep running it and fixing the errors.

I would try removing building defs, I would not think that usually there should be too many other things that depend on a building def. Assuming that it is a building you want to remove from the pack.
#1001
Glad you got it figured out realitybend.

Quote from: Goldsmyths on September 24, 2014, 03:29:50 AM
Flat square shields...
7x7 or 3x3
Why? IMO, most people would have a straight defense lines.
and having that excess roundness, enemy could hide under one of your shield and use it against you...
I'm not sure if this is possible, but this would be a real flip against gun nuts. Like 7 colonist, a bunch of turrets against about 50 pirates...

While it would be possible, it would be a bit more complicated and I don't think I will implement this. Having the circular shields be able to be used against you I feel is a feature and cant make it more interesting.

Also what would square shields accomplish that the SIF Generator cant be used to do?
#1002
Help / Re: (Help) Messed up a core file on accident
September 22, 2014, 08:46:20 PM
Get it from the full Rimworld zip file that you extracted the game from.
Or download it again if you don't have it still. You should get 5 downloads per release.
#1003
Gnomoria got a quick mention.

Quote from: Neurotoxin on September 21, 2014, 08:16:02 PM
...

Recently out of early access I'd recommend Divinity: Original Sin if you're into RPG's. And Gnomoria if you are looking for something similar to Rimworld.
#1004
Quote from: C. Fenderson on September 21, 2014, 08:56:56 AM
If there's the same mod in two modpacks, all you have to do is tell your OS to not copy it when you unzip the pack.  Generally speaking, these guys don't change the names of mod folders inside their packs, so you don't have to do much.  If they did change the name of the mod folder, then you can just disable one within the mods menu of the game, or delete the folder inside of your mods folder
I don't know about that, that assumes that the modder has just done a single zip file with the separate folders inside. It looks like they are now merging them all into the same folder so it shows up as a single mod in the manger.

Quote from: Goldsmyths on September 21, 2014, 04:32:57 AM
Nice, thank you.

But can you also help how to remove a specific mod from a mod bundle?
For the sake of example (no harms intended),
How to remove Jaxxa Shield which exist in both Tech Tree Minami and Superior Crafting?
Or maybe the Project Armory (since the stand alone PA has an exe that lets us choose which weapon to add).
When half of my screen is filled with building options I'd never end up using, I prefer the freedom to choose what I add in the game.

You had to pick that example  :'(

Is your problem that there is some incompatibility between the two or you just not want them?
This will change depending on the specific mod but for most of them (including mine) if you just want to hide the buildings, commenting out the building def in the xml file would probably be easiest. I don't think this should cause any errors.
#1005
Ideas / Re: Mortar Hoppers
September 22, 2014, 08:05:13 PM
Might be better to continue this conversation in the mod thread:
http://ludeon.com/forums/index.php?topic=5183.0

I will have a look Tonight / Tomorrow and try to answer your questions.

And yes starsector looks awesome. Also Have a look at The Last Federation, I just posted about it in that thread.