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Messages - DestroyX

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31
Does this mean CR disables the vanilla behaviour of auto-killing downed raiders then?

Not sure which behavior you're talking about, pawns shouldn't attack downed enemies to begin with.

*snip*



i think what he means is that currently some enemy raiders just die to basically.. randomness.

you can hit 2 bodyparts with 1 hp damage and at least some enemy will still die from it instead of being incapped.
i made a thread about it before, and i guess this is what he means.

also, i second his question :D

32
General Discussion / Re: How to incapacipate everything?
« on: April 15, 2016, 12:18:17 PM »
well, this is true for your pawns, right.
however, enemies mostly just die to randomness

33
General Discussion / Re: How to incapacipate everything?
« on: April 15, 2016, 11:34:32 AM »
well, i just completely deleted the population settings from my storyteller in my current game.
i did a test with the debugging stuff before, there were still ppl killed from literally a scratch, however, in an extended gameplay it seems a bit more bearable. however, the (hardcoded..?) core of the problem is still there, sadly

i'd really wish this would be more like in dwarf fortress where everyone is way sturdier.. but a lucky hit (or a bite to the eye ;D) can still kill you out of the cold.
however.. that'd probably need some kind of melee rework.. i also made a post about it, since i really think there should  be more benefits to the melee stat, like dodge and parry chance, maybe counterstriking etc.
right now its just the average hit a bit better skill thats basically useless since its bumrush anyways

but i'm drifting away^^"

34
General Discussion / Re: How to incapacipate everything?
« on: April 14, 2016, 02:36:47 PM »
duh... sucks then.. i hoped fiddling with the files would be maybe enough, but c# mods are still beyond me.. sadly

35
Mods / [Mod Request] Melee Dodge/Block
« on: April 14, 2016, 02:13:02 PM »
Hey there^^

i always found it quite unrealistic that you can basically have a bionic beast with 20 melee skill in the game, that isnt able to dodge a single strike from a naked man with a wooden club.

is there any way dodging and/or blocking can be added to the game, which is affected by melee stats, moving, possibly manipulation etc?

because i'd love to see melee get more use in the game.. but at the moment it just feels really lackluster and wonky.. since well, its basically bumrushing the enemy and hope you bash them more than they bash you~

36
General Discussion / How to incapacipate everything?
« on: April 14, 2016, 01:44:02 PM »
hey there^^

so, while playing with some mods regarding non lethal weapons i started to wonder, what is it that makes enemies magically die after  the smallest hits ever all the time?

i modded around some weapons so they do way more pain to the enemy to make them incap faster, since i want to make a prison in my next base.
however, whatever i do, most enemies just die for no reason, even tho they only have like 3-4 damage on some bodyparts.
even with fire the chance they survive is quite low.
so.. what causes it that some raiders need every bodypart cut off till they finally accept to die, while others just dont feel like it and succumb to a breeze?

i read that it has to do with storytellers.. is there a way around it?
i want enemies to behave just like colonists, they survive through hell and back all the time.. well mostly :D

so basically.. what can i do to achieve that, either ingame or while fiddling with the gamefiles?

37
Outdated / Re: [A13] Mrofallo - here to "dominate the trade"
« on: April 12, 2016, 05:49:16 PM »
eh, these jewish muffalos, always after my gold silver :<

38
hey there^^ while i really like the idea of your mod in general, i kinda dislike the fact that the balance is kinda off. i mean you basically spend 36 steel to pack away 75 of any resource. and when you unpack, whoos, your steel is gone.
can you make it so you get to keep the steel plates, or at least the raw 36 steel in the end?
in this way it would be at least usable... but right now its sadly a waste :/

edit, while looking through the files i realised you get 3 plates from 6 steel and not one, which is at least not THAT bad :D
but the point still stands, there is no reason to throw away perfectly good boxes :P

39
Outdated / Re: [A13] Colony Manager V2
« on: April 11, 2016, 06:39:26 AM »
as awesome as the mod is so far, i ran into a few small problems.

namely, the forestry designation works as far as it marks trees all the time, however, even tho i have 1500+ wood it still shows 0 in storage and 381 expected from designations.
so basically, its just turning it on or off, and not automatic at all.
any idea what could cause that?


next one is hunting.
same stuff, it doesnt show any meat in my storage, even tho there is some there.
and it doesnt seem to mark any animals at all.

halp :D

40
How to make this work with an existing save:
*snip*

dude... you are like.. literally jesus!
you saved my save :D

was getting alot of ppl and at some point it just gets super messy when you're already used to the bar

41
Ideas / Re: The way armor works (bonus suggestion: melee rework)
« on: September 19, 2015, 07:30:28 PM »
on the other hand, i'm not too sure if middle age weapons vs middle age armor is the same as neolithic weapons vs futuristic armor^^

42
Ideas / Re: The way armor works (bonus suggestion: melee rework)
« on: September 16, 2015, 04:57:49 AM »
well, in the end it still comes down to skill.

mass doesnt matter if your enemies can barely hold a weapon and got cataracts in both eyes, so they should be glad if they can at least swing it in your general direction.

yet, a bunch of crippled unskilled guys have no problem beating up an experienced elite soldier in a full power armor.
dont know about you, but this certainly doesnt make a lick of sense to me^^

43
Ideas / Re: Godsend mods that should be integrated
« on: September 15, 2015, 04:11:26 AM »
cant agree more with you :D

i'd also like to add this one: https://ludeon.com/forums/index.php?topic=15964.0

especially the animal ui. right now its soooo crude, with alot of micromanagement and no possible automatisation at all.
this mod is just THE quality of life change needed for keeping animals^^

44
Ideas / Re: The way armor works (bonus suggestion: melee rework)
« on: September 15, 2015, 04:06:08 AM »
dang, i should be a dev too :D

well, i wanted to do a heavy armoured melee squad once.
it works fine vs ranged enemies, since they are split, and cant do much vs shields.
however, vs other melee enemies, even if they are only tribals its kinda useless, just because the defensive stats are so wierd.
you get stunlocked all the time, which is the biggest problem.
and i really wish there would be a block and/or parry mechanic, since, call me crazy, but i totally think that a swordsmaster (even without a damn power armor) would have no problem dealing with 5 guys who can barely hold the right end of their club in your general direction.

tl:dr  right now melee stats dont matter. mass matters, skills dont

45
Ideas / Re: Hydroponics is *far* too ineffective.
« on: September 13, 2015, 11:21:23 AM »
I agree, this is one of the main reasons that I modded in plants growing through the night.


waaaaait wait wait wait.

how you did this? >.>

ihaveamightyneed!.jpg

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