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Messages - Orion

#1111
Outdated / Re: [MOD](Alpha 8) More Mechanoids (v1.02)
January 31, 2015, 03:50:09 AM
Quote from: skullywag on January 30, 2015, 12:51:09 PM
Dont make the new droid tameable...i dont want to be called "my squishy".  :(
How about we all just pretend noone is renaming skullywag?

Quote from: GiantCookieEater on January 30, 2015, 03:17:07 PM
crawlers have a food bar? Also how do i install the chip into the crawler? i have a chip and a dead crawler but it wont let me add modifications
You need to do the research and then use the workbench. I'll have to see how I can make that clearer. I messed around with it for a long time and the workbench solution just turned out to be easier than the bill on the mechanoid.
Maybe I can fix the food bar to be hidden  ;)
#1112
Awesome! Will it also work with guns that are not part of the core game?
#1113
Outdated / Re: [MOD](Alpha 8) More Mechanoids (v1.02)
January 30, 2015, 03:21:05 AM
We've released version 1.02 of this mod! It's now called "More Mechanoids" to reflect the fact that there's more than just crawlers now.

Crawlers can be adopted in your base after destroying them (and maybe soon other kinds of mechanoids as well...).

We've got more new mechanoids in the lineup, so those battles will never be boring again ;)
#1114
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 28, 2015, 08:47:36 AM
Thanks for the feedback guys!

Quote from: caboose410 on January 24, 2015, 07:17:31 PM
When is the next version coming out?
When it's ready ;)
But seriously, I'm trying my best fixing the last loose ends for the next release. It will include convertable crawlers and maybe something Joey cooked up, we'll see.

Quote from: OldVamp on January 24, 2015, 07:37:04 PM
i'd like to see some mechs that act like the alpha beaver event but with exposed metal pockets.
maybe they could even multiply if they get enough metal.

That was actually the original idea for the crawlers, but it turned out rather tricky to program (as did everything else, tbh). Maybe we'll see that at a later point, maybe not.

Quote from: 200Down on January 25, 2015, 02:14:09 AM
This mod fits so well into the game you'll wonder why it wasn't already there.  Kinda like the modular table, chairs, and solar panel mods. Absolute must have and thanks for making it!
You're welcome! The fitting part is mostly thanks to Joey, but I wouldn't mind it becoming part of the main game at all ;)

They could be toned down a bit, but I actually feel they're easier to handle than the vanilla mechanoids. I guess plenty of playtesting will show...

The way converting them will work is as following:
- You can craft an AI chip at the machining bench
- You insert the chip into a dead crawler and choose a function (hauling, cleaning, plant cutting)
- You don't have direct control over them, so they slave away until they break

I might add melee later, but for now it turned out to be a bit more tricky than the rest. Unfortunately it takes more than just copy and pasting from another mod, else I'd have been done a long time ago.

I was considering that they'd need to rest / recharge, but it adds quite some more complexity that delays development unnecessarily. So I chose that they can short circuit, adding some amount of maintenance to your army of robot slaves ;)
#1115
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 23, 2015, 02:43:45 AM
We'll try our best ;)
#1116
Help / Re: Swap out pawn with new def?
January 18, 2015, 02:24:50 PM
Thanks so much for pointing me that way!

What I had missed was using
IntVec3 pos = GenCellFinder.RandomStandableClosewalkCellNear(Position, 2);
to find a suitable position and
GenSpawn.Spawn(newPawn, pos);
to finally place it correctly.

Awesome!
#1117
Help / Swap out pawn with new def?
January 16, 2015, 04:04:11 AM
I'm trying to swap out an existing pawn with a similar one that has a different pawn and race def. Obviously I'd like the new one to stay at the same position.

Also I want to retain all healthTracker data (this is the trickiest part, it seems). Does anyone have experience doing this?
#1118
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 16, 2015, 02:42:22 AM
Thanks for the contributions and the positive feedback!

I'm sure there'll be exploders at some point! I was also thinking a custom duty that ends with self-destruct would be the easiest way to accomplish them.
#1119
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 15, 2015, 04:43:22 PM


Good news: I'm making steady progress with crawler domestication. Probably next version you'll be able to get one yourself.
#1120
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 15, 2015, 02:38:54 PM
Quote from: Derringer97 on January 14, 2015, 09:23:56 PM
[..] i was thinking for those people who want to amp up the difficulty maybe a suicide bot that explodes much like a turret. Except it hunts walls and your defenses 8)

I think row 3, image 7-9 look like just that. If slow enough, it could be fun - especially if you manage to blow them up early and damage surrounding enemies with it.
#1121
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 14, 2015, 03:06:08 PM
Bredf, sounds interesting too... some sort of super high tech faction - maybe the ones behind the mechanoid attacks in the first place...
#1122
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 13, 2015, 10:34:52 AM
If I try to picture it, I also find it a bit odd if they convert a person on the spot. I'd expect some lengthy operation to get it done (at the very least an on the spot brain surgery).
#1123
Outdated / Re: [MOD] (Alpha8) Caveworld flora TEASER
January 13, 2015, 05:28:35 AM
Love it already!
#1124
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 13, 2015, 05:18:56 AM
That's indeed what I was thinking... the snatcher bot :)

EDIT: I read your post again - maybe not exactly what I was thinking XD but close!
#1125
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 13, 2015, 04:28:26 AM
Version 1.01 is released, featuring Joey's graphics, a bit of tuning and spawning together with vanilla mechanoids.

Quote from: Coenmcj on January 12, 2015, 07:52:44 PM
Orion, What are your plans for the future of this?

Good question. For now I'm gonna see if I can join forces with Joey, since he's got great textures and great ideas. I like the assimilation idea, although generally I think it's too powerful if the player not only loses a pawn, but the enemy gains one on the spot as well.

Maybe the AI could kidnap pawns and then release them as assimilated versions in return a while later. The player would at least have a chance to prevent it. I'll have to think about it :)