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Messages - TrashMan

#106
Ideas / Re: Your Cheapest Ideas
January 27, 2018, 07:05:53 AM
Wood treatment - I got an idea for this after researching Japanese castles. They were made mostly from wood, bu the japs treated them with several layers of a mixture that made it very hard to set on fire and served as an additional protection from outside elements.
Basically a realistic way to make wood walls far less flamable
#107
Mods / Re: [Mod Request] Rimworld's Bizarre Adventure
November 17, 2017, 07:02:28 AM
Quote from: dburgdorf on November 15, 2017, 10:07:21 AM
Quote from: Canute on November 15, 2017, 04:07:49 AMNot sure what you want.

Googling "bizarre adventure" led me to a manga titled "JoJo's Bizarre Adventure," which I assume is what Racerboy is referencing, but yeah, his post is rather lacking in any sort of detail regarding what he would actually want in the mod he's requesting....

He's a fanboy that wants others to make an entire mod for the manga/anime.
Since that entire anime/manga contains copious amoutns of bullshit powers (stopping time, invading dreams, precognition, etc..) and posing, the amount of coding work it would require would be massive.
#108
Ideas / Re: Your Cheapest Ideas
November 17, 2017, 06:58:45 AM
1. Integrate some must-have mods in the game, like Hospitality and Sidearms. Fishing/pier mods too.

2. Ammo. Simplified (just a few ammo types. Small caliber - pistols and smg's, large caliber - rifles, anti-material, shells). Make turrets also use ammo. Balance raid size and frequency accordingly.
#109
General Discussion / How is attraction calculated?
October 31, 2017, 09:46:08 AM
Seems like a value that gets RNG'ed at the start and then does not change.
#110
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
August 09, 2017, 09:00:31 AM
Quote from: Orpheus on July 28, 2017, 04:16:14 PM
Other races aren't "officially" supported as playable factions (the only option is Imperial Colony), but you can use Prepare Carefully to create colonists from the Space Marines, Sisters of Battle, Mechanicus, Eldar, Chaos Cultists, Grots and (I think) Tau.

Another scenario?
Survivors from an inquisitor ship? Since Inqusitors do tend to work (sometimes) with some xenos, you could have a SoB, Eldar, Space Marine, guardsman and Space Marine (mayhaps a SM would be overkill) crash-land on a chaos-infested planet, and banding together to fight chaos off.
#111
Ideas / Re-wroking armor
August 02, 2017, 09:02:17 AM
As it stand now armor has a % damage reduction. It is simple, but unsatisfactory.
Some games use damage treshold (completely negate up to X damage). I recommend a combo.

Armor has a damage resistance (to damage type) and damage reduction (to damage type).
Any damage below the resistance value is completely negated - 0 damage.
Any damage above that is reduced by the %, with the remaining % taken from the armor.

So an armor with a 10 pierce damage resistance and 60% damage reduction:
- hit by a 5 damage shot - 0 damage to pawn, 1 damage to armor
- hit by a 30 damage shot - pawn takes 40% damage and armor takes 60%

Since armor has HP, it gets damaged with every hit - either only scratches or bigger damage. As armor condition worsens, so does it's protection. Both values take a 5% reduction for every 10% HP lost. So even an almost destroyed armor will still have 50% of it's original protection.

To add to this, ability to repair armor - time depends on HP to repair and material. Assuming 1 HP repaired every in-game second, a heavy power armor that has 1000HP might take a while to repair.

This is way more realistic system that gives armor more value, but also gives the ma mainteinance requirement, costing time and resources to keep in good condition.
#112
https://github.com/Cpt-Ohu/Warhammer40k-Corruption/tree/A17
https://github.com/Cpt-Ohu/40K-Corruption-RenderPatch/releases/tag/v1.2

@SpaceDorf - dunno, I had my own definitions of astartes body and organs. But I can't recall if I ever gave them to Ohu.
#113
I find some aspects of implementation odd. Astartest for example.
It seems like you just took a normal human, removed his ribs, removed his limbs and replaced them with bionics. Why didn't you define a new body with a chestplate and gene-ssed organs?
Seems far more accurate.

Also, while the mod works with several other mods (including hospitality and psychology), a few things seem a bit off. Like SoB not being able to wear normal human clothing.
#114
Why aren't there any links o updated stuff in the thread?

Keeping everything on Discord and only discord is bad.
#115
Quote from: SpaceDorf on July 28, 2017, 03:39:04 PM
This is absolutely true.
A melee engagement on open field against any number of ranged forces is an absolutely stupid idea. If you outnumber them 10:1 .. you could win ..

Not entirely true. I depends on a lo of factors.
If I have full plate and shield and you have bows? Good luck, you won't scratch me (even 400lbs draw crossbows couldn't penerate good full plate). Rimworld has Shield Belts to boot.

The issue is closing the distance. If you have a way to close distance - weather it be superior armor or positioning or drawing the enemy inside buildings - then there really is no issue.

But the core of the problem this aims to address is not so much melee vs. ranged (tough ti's there too), it's melee vs. melee.
#116
I downlaoded the mod, bu can't get a world to generate....

Off, I do have some other mods, bu hose are prety basic mods that shouldn't conflict with anything (more furniture, rimfridge, farming, melee hunting, small paste despenser, more hairs, etc...)
#117
Quote from: Songleaves on May 14, 2016, 05:59:48 PM
Right now the only technique I have to prevent animals from engaging in fights while still being able to fight with all my colonists involves getting the animals in a room and locking all the doors. It's a bit tedious.

You idiots do realize that you can simply turn off "follow maters when drafted" in the animals tab, right?
#118
I still say reach should be in, simply because it is VERY important in real melee combat. Calculations can be very simple.

Fists - 0
Knives - 1
Shortswords/Maces/Hammers - 2
Swords - 3
Longswords - 4
Two-handed swords/spears - 5
Long Polearms (pikes/halberds) - 6

So you simply take the reach difference and apply a penalty to hit (let's say 10% per point of difference) to the one with the shorter weapon.

So two-handed sword vs. shortsword = 5-2=3, which means 30% penalty to the shortsword guy.
OR you can make a roll based on skill and speed to determine if the guy with the shorter weapons gets close enough to strike
#119
A WIP of something that might be useful:

[attachment deleted by admin: too old]
#120
An unarmed man that knows how to fight can be very dangerous.
Given that melee weapons do 10-20 damage, I don't see fists as overpowered.

Give weapons a reach value - weapons with greater reach have an advantage over weapons with shorter reach. The greater the reach difference, the greater the effect.
What exactly would that advantage be - could be reduced chance to doge  or hit for the enemy, slowing enemy attacks (because closing in to strike is more difficult), or a chance to interrupt/stop an enemy attack, etc..

If I have a spear and you have a knife, you're going to have a damn hard time getting close.