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Messages - JinxWolf

#16
Not that this is not a great mod, but i'm struggling to find a usage for it beyond just the idea of keeping tabs on my enemies. Out of the four things listed in content, I vaguely only see a census feature.
#17
Quote from: Blackjack1000K on May 16, 2014, 11:28:04 AM
no... GIMP was a nice start for me, you really just need to get used to it,
Then i bought Photoshop Elements 4 and SAI which are totally beast!

I second this, GIMP was a great start for me.
You learn many of the basic abilities Photoshop has to offer
#18
Outdated / Re: [MOD] (Alpha 3) Project K9 v1.0
May 16, 2014, 12:31:51 PM
Quote from: pidggit on May 14, 2014, 03:26:34 PM
Quote from: JinxWolf on May 14, 2014, 02:08:03 PM
In general, this mod is excellent. Using this mod, i've grown fond of my pups. With that in mind, here's some things I myself would not mind to see fixed, removed or added in addition of this mod. As of now, I will attempt my best to issue some constructive criticism, expose some well-known bugs and give some suggestions.

Thanks for this write up! I've basically only been testing this by myself, so it's great to have some other eyes on it now.

To address some of the points:

  • I would like to re-do the way the Dog's psychology is set up. Currently, it's just inheriting the Colonist's psychology. Hence why they don't like eating Human meat, or raw food or sleeping outside, etc. I plan on eventually overhauling that part to have a Dog Psychology instead (it might be impossible in Alpha 3, I still have to look at how the Psychology is created)
  • I would also like to make dog management more like colonist management. Right now they're completely autonomous, but I do plan on creating some sort of user interaction to determine which dogs do what jobs, and making them have to be trained to do jobs, etc.

You're very welcome.
If you ever need someone to test for bugs
I'll gladly help do so at any point.
#19
Outdated / Re: [MOD] (Alpha 3) Project K9 v1.0
May 14, 2014, 02:08:03 PM
    In general, this mod is excellent. Using this mod, i've grown fond of my pups. With that in mind, here's some things I myself would not mind to see fixed, removed or added in addition of this mod. As of now, I will attempt my best to issue some constructive criticism, expose some well-known bugs and give some suggestions.

    Yellow - Bug
    Red - Suggestion/Addition
    Green -  Constructive Criticism



    • Dog taming complications - Every once in a while when taming a mutt, they will allow themselves to be tamed but also attack the human that is in the nearby area, most cases the tamer.
    • In-Depth training system (Domestication) - As beautiful as it is to see my newly recruited pup cadets hard at work. I would find it more accomplishing if the addition of me teaching them how to haul and hunt are added.
    • Overly-Domesticated - To some degree, there was entirely too much cross over of the human's trait and animal traits. The dogs seem more demanding than the human colonies sometimes.
    • Insanity Warning - As stated by the sub-topic title. The alert of your puppy companions levels of insanity should be included. The micro-management of my dog is soon very monotonous. Also in addition, I don't see why sleeping outside and/or sleeping with others should really alter the way a dog feels towards the colonies loyalty UNLESS in someway its inherited ability traits (Like humans), but these are wild dogs.. they were pretty much born outside and lived outside.
    • Human meat: Tamed vs Wild - I don't entirely understand why the dogs feel the need to all of a sudden shun the whole "eating of humans" after they've been tamed, but it's rather annoying for my dog to hate me after they've dug up and chewed up a raider.
    • Mating - It's ever so quickly squirrels, wolves, fires and game bugs seem to freeze the ability for dogs to really exist beyond the first couple days after the launching of a new game. I would hope so in some way they will have their "In heat" periods and reproduce.
    • Individual orders - Depending on tamer, a menu could be added in addition to somewhat "control" your dogs in their behaviors. I may not want them to eat the near-by squirrel or boom-rat.
    • Invulnerablity - When some die, they retain the almost seemingly odd ability of continuing an action while have 0/100 HP.
    • Standing Bug (Untamed) - Sometimes the wolves and dogs will stay still for days at a time in one spot. Congregated by a food source or a kill of another wild dog.
    • Very slow HP gain - What takes colonies 5-6 in-game days, takes a dog almost 9-10 to heal up almost seemingly full. As the dogs seem to always be on the hunt, they are rarely healed. And the wounded negative seems to plague the inevitable doom for ever housing them.
    • Relationships - The dog may have a loyalty to the colony as a whole, but the decisions to which the dog may or may not assist in combat, be housed with, eat from or listen to.
    • Attacking Colonist - Sometimes during combat, they will mistaken colonist for enemies and attack the colonist rather than the raiders. Seemingly holding animosity towards anyone whom may or may not attack another dog on occasions. I've had my tamed mutt and a wild mutt attack me at the same time when my tamed mutt turned on me. I can guarantee he never lost sanity, perfectly fine at that.
    [/list][/list]

    I hope this helps in some way.
    Edit: It keeps doing "[/list]" twice, it's asinine.
    #20
    Outdated / Re: [MOD] (Alpha 3F)Doors (v.0.1)
    May 14, 2014, 11:08:01 AM
    Simple, yet efficient. Good work!
    #21
    Mods / Re: "Project Sky" Testboard
    April 22, 2014, 06:31:52 PM
    I'd gladly join in on this team :)
    #22
    Outdated / Re: [Mod] (Alpha3) Production+
    April 21, 2014, 06:41:38 PM
    Can we get some screenshots bro?
    #23
    Mods / Re: [REQUEST] "GET OVER IT!" Mod
    April 21, 2014, 04:04:58 PM
    Quote from: iame6162013 on April 21, 2014, 11:39:35 AM
    i think it should be in the game not a mod ;)
    because it sound quite logical doesn't it?

    That's cool for a long term aspect of looking at things.
    But we're playing in Alpha 3 and honestly would like to experiment with said change. Besides, it would be a hell of a lot easier to seek from the community what Tynan would need to make that possible.

    It would already be a mechanic.
    #24
    Mods / Re: Project Armory Poll "Pack Size"
    April 19, 2014, 12:36:29 PM
    Quote from: LittleMikey on April 19, 2014, 12:24:38 PM
    I've voted for slightly smaller packs. While I like having as many different weapons as possible (and want to make the least amount of work for modders!), firstly it gets confusing as to what the good weapons are when you have too many, and secondly so you can theme your game more (no lasers, for example).

    Well there is always the option of asking for a listing of DPS..
    Only if the case revolves around not knowing which is which.

    Though I do believe some of the weapons should slowly be revealed to the player with each wave of the storyteller. And we have the factions and what not, there's a lot less of a threat of every faction having these weapons versus Alpha 2. A steady gain will keep the player in listing to which is better than what they have, creating an endgame appeal.

    #25
    Quote from: Sunspots on April 06, 2014, 04:14:42 PM
    One pretty basic thing that I'd like to carry over from the other thread is the use of same IDs (which overwrites defs, in the order of mods loading).
    The thing about IDs though is that they can easily be prefixed to create a sort "namespace" for your mod. Instead of everyone creating a new "wood", modA calls it modA_Wood while modB calls it mobB_Wood.
    It doesn't really matter if the mod maker intended the mod to be used with other mods, it makes compatibility much less of an issue and I think players should be able to choose however they want to play, even if the mod maker didn't intend it (at least if the incompatibility is fixed by simple means).

    Looking at resources and materials for crafting, I really think we would benefit from having a way to share the definitions, because duplicates of materials that only work for one, but not the other recipe doesn't make much sense. One way of handling it would be if wood in general was defined as a category so that any wood registered by any mod, under the category "Wood" or "WoodRaw" (or something seemingly intuitive), could be used for the same recipies.
    This should actually be possible for crafting recipies already, the only problem being one globally defined category file that needs to contain categories supporting multiple different mods (could be done with a mod manager).
    The main issue that I see with this is some bloating of the category system.

    A different approach would be to add some kind of tagging system (instead of hierarchical categories) where items can be in multiple categories ("Rosewood logs" are tagged as both "WoodRaw" and "OrganicFuel", which any recipe/machine/process could be able to use for filtering)

    You do realize you basically just went in detail with what I said?
    #26
    Outdated / Re: [MOD] (Alpha 3) Flagpoles
    April 05, 2014, 01:23:25 PM
    Question on the "Known Issue" warning.
    Does that last permanently or is that a sometime thing?
    Like every now and again I can't access it?
    #27
    Mods / Re: mod that increases the size of the map
    April 05, 2014, 01:18:58 PM
    The option is already implemented.
    When you're about to launch a new world, just check the options.
    #28
    Bare with me, I know very little knowledge then what i've picked up from reading and viewing others own comments, but I would like too add into this discussion if I may.. if it may help in some sort.

    Okay, if as said in another thread by Ty that there's no such thing as global implications and everything basically exist in an object, right? Why not in the simplest way code a specific object of sub-behavior for modders to simply "add" towards. Even if its not a tangible object such as a workbench of some sort?

    Like for instance, this mod.. by priority, both share the same resource. That's dandy, they both will be rationally compatible. Yet if another mod in some form of the idea changes the resource but they both collide, why not enhance a passive behavior? Like one is using nuclear, one uses solar energy.. but they're both a form of energy?

    Of course I know this may not work for thing such of the nature as a mod that implements lawn chairs and another makes nutrient paste turrets or some form of  shenanigans. Just of those with similar behaviors? Noo? Okay  :-\
    #29
    Quote from: Bunnie on March 13, 2014, 03:55:19 PM
    Love the mod, any chance of a "PunchBag" to train melee? :P

    This^.