Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ncates1234

#16
Help / Need help with pawn mass! (Answered)
January 16, 2018, 08:57:21 AM
I've been trying to create my own race pawns on my own (personal use)
But I had come across a problem,
My pawn mass (weight) is stuck at 1kg (Not to be confused with carry weight)
So currently they're just a bunch of small feather bags and makes them extremely over powered when using pods, since you can fit almost 30 light armored pawns with just one pod.
I'd guess I missed something when making them.

Oh and when I try to put them in the pods, they appear as yellow templates, if this can be fixed aswell, I'd really wanna know how!
#17
The new tornado event is rather a fun addition but damn is it full of lags.

That Purple/Pink flora doesn't quite fit in with the rest.

This Hi-Tech shell is a little bit too deadly from seeing one shell killing a whole pirate raid if you're lucky enough to hit it just right. I'd still prefer a shell type that is either: 3x as large as normal but significantly less damage; A more accurate shell, but can be weaker/smaller explosion radius.

Other than that I think some of the mental breaks are... Weird? The corpse on the table should probably be locked behind a psychopath trait. Don't see anyone digging a rotten corpse and bringing it to the table, even at the most rough of the times.
#18
Quote from: Keychan on October 18, 2017, 11:22:26 AM
I believe it has to do with what you said.  Better armor absorbs more hits, thus taking more damage/degradation.  The thing is, no matter the quality, that power armor will always have the same amount of hit points. So worse armor lasts longer because attacks 'misses' the armor and it doesn't get degraded.  It either outright misses the pawn or hits them directly.  This is all speculation though.

There are no ways to repair power armor in vanilla, probably at best Tynan can rework the hitpoints to increase with quality.

There's the Mending mod which gives you the option to repair weapons and armor, but for power armor it requires a great craftsman.
https://ludeon.com/forums/index.php?topic=22894.0
Guess that will do it for some time, thanks!
#19
What I've taken into notice is that my newest legendary power armor broke down way faster than my three year old poor quality in the last raid.

It appears better gear absorbs more damage to itself than the pawn, but...
How come refined gear breaks down faster than some shoddy scraps put together?

To note armor was worn by the same warrior.

I haven't seen recent threads about armors. And I'd like to ask... Are there any plans to rework them? Or if any mods exist that change battle degradation.
#20
Ideas / Re: Infestations needs improvements.
October 09, 2017, 10:14:10 AM
Quote from: Gohihioh on October 09, 2017, 03:01:00 AM
I hate the current infestations system as well. I tried playing around it many times but recently decided that I would just turn the event off since, although it makes mountain bases too powerful.

My idea is that hives would spawn from a hole(looking similar to geyser). It would be a visible hole which would spawn insects from time to time. Holes would only spawn insects after you discover them. You can destroy it by entering it which would create a new map for event, area would be full of corridors and many many insects. This would create a high risk of digging into mountains - if you find a hole while digging you just made yourself an prolonged high threat(which you can play around better than you can nowdays) and to destroy it you would need a lot of manpower.
Thats a lot of work for insects so I doubt this will make it trough... Although idea is neat.
#21
Ideas / Re: Infestations needs improvements.
October 08, 2017, 05:23:38 PM
Quote from: tommiethegun on October 08, 2017, 04:40:52 PM
That's just it though, it changes them to spawn outside your home area, which is much better than spawning inside your barracks or kitchen.
Yeah it works better now with the mod. Much better....


@Wishmaster
Probably should mention that this whole base is in a mountain, so I dug rather deep in there, if that's not what you mean't by "The Deeper, The higher chances for infestations" "Fight them when digging, then forget they exist" Then I might be misunderstanding something.
#22
Ideas / Re: Infestations needs improvements.
October 08, 2017, 03:27:56 PM
Quote from: Wishmaster on October 08, 2017, 03:17:48 PM
I think the way you want to infestations would make them way too weak.

However it is true that it is a giant pain that they cant spawn in the middle of your base screwing you completely.

An alternative idea is that infestation should happen only when digging in a mountain. The deeper, the higher the chances are to trigger one.

Basically you would have to fight insects only when digging. Once you are done. You can live in peace in mountain.
Yeah, I agree it would make it much easier... But atleast it wouldn't be a dumb instant death to colonies.
Honestly I don't know why would they even exist if they are so lazily made and screw you over so quickly

EDIT:
Hahaha~~
Do you mean something like this perhaps?


Except I didin't see the other two hives that spawned in someones bedroom. There goes another savescum...
#23
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
October 08, 2017, 03:20:52 PM
Quote from: wedekit on October 08, 2017, 01:23:10 PM
To be honest, I just use simple sidearms with it. I put backpacks on my people that typically haul, scalpels and first aid kits on my doctors, chefs knives for the cooks, power drills on repair/maintenance/builders, and scythes (really speeds up planting and cutting) and my growers. Oh and whistle/leash for my handler. The encyclopedia on researcher.

Most of the other items are not really worth the time of micromanaging. And I suspect the door open speed items don't work as intended. I haven't tried them myself, but I've learned a bit about the XML and C# for modding the game and door open speed is strictly a building stat. It's the same as putting a bed rest effectiveness stat on a weapon... if it's not the bed, there's it does nothing.
The thing is, with side arms you manually have to switch their equipment aswell, except they don't have to go to the stockpile and get the item. There's plenty to micro manage already and that doesn't help alot... For now it's not worth it to equip an encyclopedia on my rifle wielder, atleast till Chrono can make them wearables. Hopefully...
#24
Ideas / Re: Infestations needs improvements.
October 08, 2017, 03:09:26 PM
Quote from: tommiethegun on October 08, 2017, 10:34:46 AM
Besides the mod that makes them more visible, there's also this mod which changes their behavior: https://ludeon.com/forums/index.php?topic=25549.msg259725#msg259725

It also changes bug behavior and give reproduction behavior a bit as well. Seems to make it more interesting and balanced.
Doesn't quite change the way they spawn out of no where, but still better than vanilla insects.
Thanks!
#25
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
October 08, 2017, 09:42:46 AM
Quote from: Chronometrics on September 04, 2017, 12:21:28 PM
Additionally, I have no plans to make objects such as pillows, blankets, or forks as accessories at the moment. Mechanically, the goal is to give the player interesting choices for their primary equipment slot. Having all the bonuses equipable without occupying that valuable slot defeats the purpose and would require rebalancing. Environmentally, you hold a fork in your hand and you can't hold both a fork and a gun and use them effectively.

Plus, it's hilarious to get a first raid with an Assassin background pawn carrying a pillow as a weapon =D
So I've read trough the comments...
Assassin with a pillow is rather scary actually, but could you atleast make a separate patch to make minor tools as accessories for those who don't like raiders with books and flowers raiding their home?

I mean you can still hold a pistol and that fork right? You do have 2 bionic hands after all...
#26
Ideas / Re: Infestations needs improvements.
October 08, 2017, 09:18:58 AM
Quote from: tonsrd on October 08, 2017, 08:19:47 AM
theres a mod that makes them more visable ( in stockpile they can be pretty coverd )

and theres another that will make the ants spawn a few hours after the hives ( giving u time to move ur men,

but there still the most op vanilla threat and I dislike them ( I turn them off in scenario )
I was looking for mods to change those things but I couldn't find it anywhere, could you perhaps link me to that mod?
#27
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 07, 2017, 05:08:32 PM
Quote from: dburgdorf on October 03, 2017, 03:52:37 PM
And... "gathering sand is hard"? I take it you're overlooking the fact that all you need to do is dig up some dirt and separate it into clay and sand at a crafting spot....
Oh shoot. You can do that? I need to look at everything I can do...
Makes more sense too now.

Sorry for the late reply do. Rarely visit forums of any type :/
#28
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
October 07, 2017, 03:50:00 PM
The mod is amazing, but has problems. Not bugs but just silly stuff.
You need to make a new clothing slot for "Tools" like bundle of roses, backpacks-duffelbags (especially)
little tools like screwdrivers, scalpel and stuff not made for fighting in general. although scalpel could be made more dangerous and made an actual weapon

Stuff like drill, axe, pickaxe kept as weapons.

It just seems stupid how raiders come with bundle of flowers or books to beat my colonists.

Most important would be backpacks... My god should you make it an actual clothing, not a weapon. Who carries damned "Back-"packs in hands?
#29
Ideas / Infestations needs improvements.
October 07, 2017, 12:27:45 PM
Its kinda dumb just how they appear outta thin air and maul your colonists to death.
I know there are counter measures to that- the most popular being "Don't live in a mountain"
Keeping the temperature up (Thanks solar flare)

I'm a mountain rat, and boy do I love mining deep into them. If raider sappers aren't annoying as it is, the infestations came... I don't run permadeath just because of them.

Now how would I improve it if I knew anything about programming.
When infestations do happen, don't spawn the whole bug army to maul everyone. Instead spawn a coupe of worker bugs that would try to build up the hive and only then spawn the armies if they were not cleared out. Maybe its a little easier, but atleast it won't instantly spawn and kill everyone out of nowhere.

Or atleast spawn the hives in places pawns haven't been for some time, instead of the middle of my workshop


EDIT: Probably should mention this.
There is something familiar with pirate raid "besiege"
I don't know if the code is salvageable or not, but it could be based off it.
#30
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 02, 2017, 01:13:47 AM
Quote from: Vlad0mi3r on October 01, 2017, 08:43:02 PM
Maybe it because some Mods try to provide a flavour or setting for the game.

Why would you want the old sandbag recipe anyway? You want to waste steel on sand bags? Not use bags of sand to make bags of sand?
I tend to use sandbags as early as possible and not live in deserts, gathering sand is hard. Steel is much better.