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Messages - Ninefinger

#121
Outdated / Re: [MOD] (Alpha 10) EMP Pistol
May 17, 2015, 11:21:42 AM
You will have to make this change:

-Fixed <graphicOnGroundRandomRotateAngle>35</graphicOnGroundRandomRotateAngle>
#122
Outdated / Re: [MOD] (Alpha 10) EMP Pistol
May 17, 2015, 10:55:04 AM
Added to modpack, good mod i like that it is already balanced for both vanilla and combat realism since it has 24 range and only does emp damage :D
#123
Found a small bug, it seems that prepare carefully does not support "Accessory" Layer of apparel from the Apparello mod and on a very rare occasion will cause the character screen to to go blank being unable to continue until restart.
#124
+Omni Storage addon changes
   -Fixed graphic overdraw to true for some storage devices so textures now working properly
   -Fixed shadow heights
   -Fixed pallet label to show what size they are and to be labeled correctly
   -Fixed skip labels to show what size they are
   -Fixed path costs
   -Fixed removed designation hotkeys
   -Fixed max hit points
   -Fixed stuff costs
   -Fixed changed storage locker to only store clothing since the equipment rack is for weapons

these are the changes i made you are free to download my version and use what changes you wish your mod just replaced the files in omni storage in the modpack  :D
#125
I like hwo you added deterioration prevention i had to change a few things to make it a bit better, once i upload it to the modpack you shoudl take a look at the changes i made. I removed the designatin hotkeys simply because having multiple items being designated by the same hotkey is not that good. and your shadow heights need a bit of a touch up. You can check out the changes i made once its uploaded. but great work!

also your equipment rack graphic path needs to be corrected.

Cheers!
#126
Quote from: Neocryptorian on May 15, 2015, 04:43:07 PM
Quote from: Ninefinger on May 15, 2015, 03:53:37 PM
There are a lot of things that need to be considered when it comes to balance for this mod, You can balance test it using dev mode like i had suggested on my modpack page where you set up a long hallway 2/3 the length of a standard map and use your best traps agains a raid of about 50 raiders, at least half of them shoudl be able to make it to the end with at least half health.

That is the dev mode test, then you need to test with a regular playthrough, how cumbersome it is to actually build enough traps to get to that point based on how much resources they cost or how rare the resource is to be able to get to that tier of trap. or how much power is required to run that many traps. If it is inconcievable to be able to power enough traps to kill a decent size raid that is one way to balance it. How fast the re-fire time is on the traps is something to consider too. but you have to try consider all of these things at once. And you have to have a goal in mind that it is extremely difficult to build enough traps based on either resource cost or if you base it on surface area and you can easily build lots of traps then the damage has to be considered either by re-fire rate or base damage and balance both. then it comes down to powering the traps if they are heavy power sink then you can get away with slightly more damaging traps. etc.

anyways hope this helps.

Not sure how the traps for the moment can be non expensive thou as it's expensive to build without an "free metals mod". And resource loss is high when traps self destroy due to being horded by enemies... (Will look closer into this)

Will experiment with triggering times for a start too.

Good points indeed and you have given me much to think about and consider, while retaining base material values... might even post all trap statistics... have to sleep on this thou.

Thanks for the feedback  ;D

No problem, there are definitely multiple ways of balancing something like this, the hard part is finding what numbers to tweak where and by how much. And the most annoying part is loading the game to test said changes multiple times lol, trust me im aware of how much a pain in the ass it is. And not to mention that what one person sees as balance another might not. One thing that is difficult for me is that i can not mod DLL files, otherwise  I would be able to help by making my own version of what I would think to be balanced and offer it as a guideline for you, however there is literally nothing i can change in your mod lol so best of luck and i hope I could at least help somewhat.
#127
Quote from: Haplo on May 15, 2015, 03:58:16 PM
I've updated the Vanilla Enhanced version. It is like your request, only with the weapon base active.
To remove that, just remove everything inside, that has WeaponBase or Turret in it's name.
(Don't forget the Language folder, as there are the files that are throwing your Translation errors :) )

Awesome thanks man! thats perfect, not that it wasn't already working perfect, im just picky when it comes to the log file lol. :D

EDIT: Oh yeah the language files loool, i knew i must have been missign something. Im such a derp.
#128
There are a lot of things that need to be considered when it comes to balance for this mod, You can balance test it using dev mode like i had suggested on my modpack page where you set up a long hallway 2/3 the length of a standard map and use your best traps agains a raid of about 50 raiders, at least half of them shoudl be able to make it to the end with at least half health.

That is the dev mode test, then you need to test with a regular playthrough, how cumbersome it is to actually build enough traps to get to that point based on how much resources they cost or how rare the resource is to be able to get to that tier of trap. or how much power is required to run that many traps. If it is inconcievable to be able to power enough traps to kill a decent size raid that is one way to balance it. How fast the re-fire time is on the traps is something to consider too. but you have to try consider all of these things at once. And you have to have a goal in mind that it is extremely difficult to build enough traps based on either resource cost or if you base it on surface area and you can easily build lots of traps then the damage has to be considered either by re-fire rate or base damage and balance both. then it comes down to powering the traps if they are heavy power sink then you can get away with slightly more damaging traps. etc.

anyways hope this helps.
#129
The British Bulldog weapon has a comma instead of a period for its range

along with a lot of errors with Warhammer weapons

and some duplicate weapons.

and one "(empty)" weapon that should probably be removed.
#130
Quote from: Haplo on May 15, 2015, 07:16:41 AM
So, hotfixed to 1.10.4.
I've addressed the following problems:
-WeaponBase  - The manual one is no longer a minified object, the buyable one still is a minfied one. Thanks to Ninefinger for the bug reports.
-Robots - Various bugfixes and some optimizations. Thanks to Canute for the bug report and tips.
-RechargeStation for MAI is no longer a minifiable object. I've seen that there is the same problem as with the WeaponBase.

Hopefully now I've fixed most problems. :)

Awesome, great work. If your not to busy at some point would you be able to make some stuff modular I would like to be able to remove, Draining pump, Nano Printer, nano storage, and the turret base. without seeing Def-Linked Translation error: Found no Verse.Thing Def named... even though i know these are harmless i just would like to see a clean log so its not a huge deal but would be greatly appreciated.
#131
Quote from: Nimrod on May 15, 2015, 04:42:25 AM
Quote from: Ninefinger on May 15, 2015, 04:05:56 AM
Quote from: Nimrod on May 15, 2015, 03:42:13 AM
Quote from: Ninefinger on May 15, 2015, 03:14:44 AM
Quote from: Nimrod on May 15, 2015, 03:11:33 AM
Quote from: Ninefinger on May 15, 2015, 01:20:52 AM
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!

I also took the 4 slot rack from Aparello and modified it. Looks good, maybe have a look yourself.

Yeah i will be going through apparello this weekend to attempt to fully integrate it with my modpack. Fingers crossed no promises lol

What I did: I integrated their "standard" clothing and removed the craftables, tables and research - this takes very little time.

Im kind of stuck on a fence as to what to do because i already have recipes to craft power armor and armor vest and stuff in superior crafting, but apparello uses a unique way of making these items along with other items. so i just dont know if i should incorporate the vanilla armor into apparello or do as you suggested and remove all crafting from apparello. and just use the standard clothing and make all the apparello standard clothing craftable at the tailors work bench. Also as im going through apparello i noticed that the recpies to craft the muffalo hats takes corpse instead of muffalo leather so im going through and making those changes right now.

Yeah .. I didnt see any benefit to add the extra gadgets and stuff from aparello, since it only adds "craft-clutter" and since you already got a lot of new ressources in, it seemed unnecessary. schematics are a nice touch, but I removed the whole thing as I said.
I personally would not make EVERYTHING craftable - that would take away a lot from having traders in game - just put the aparello stuff into existing ThingsCategories and in some TraderKindDefs so that existing traders bring them (should take about 1 hour max if you remove the craftables).
But I like your mod, and the things I would do differently ... I change myself :D
so its cool whatever way you choose.

Cheers

Thanks, and yeah you probably right im looking through the accessories and there are a few clothing items i added to be able to craft so far just the socks and a few pants and skirt, and some gloves. so far that just one file lol. but i think your right i will be removing all the extra crafting clutter as well.
#132
Quote from: Nimrod on May 15, 2015, 03:42:13 AM
Quote from: Ninefinger on May 15, 2015, 03:14:44 AM
Quote from: Nimrod on May 15, 2015, 03:11:33 AM
Quote from: Ninefinger on May 15, 2015, 01:20:52 AM
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!

I also took the 4 slot rack from Aparello and modified it. Looks good, maybe have a look yourself.

Yeah i will be going through apparello this weekend to attempt to fully integrate it with my modpack. Fingers crossed no promises lol

What I did: I integrated their "standard" clothing and removed the craftables, tables and research - this takes very little time.

Im kind of stuck on a fence as to what to do because i already have recipes to craft power armor and armor vest and stuff in superior crafting, but apparello uses a unique way of making these items along with other items. so i just dont know if i should incorporate the vanilla armor into apparello or do as you suggested and remove all crafting from apparello. and just use the standard clothing and make all the apparello standard clothing craftable at the tailors work bench. Also as im going through apparello i noticed that the recpies to craft the muffalo hats takes corpse instead of muffalo leather so im going through and making those changes right now.
#133
Quote from: Nimrod on May 15, 2015, 03:11:33 AM
Quote from: Ninefinger on May 15, 2015, 01:20:52 AM
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!

I also took the 4 slot rack from Aparello and modified it. Looks good, maybe have a look yourself.

Yeah i will be going through apparello this weekend to attempt to fully integrate it with my modpack. Fingers crossed no promises lol
#134
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!
#135
Quote from: Haplo on May 14, 2015, 04:51:04 PM
Hmm I'll look into it tomorrow. I have tested it for the drop out of the weapon. Don't know what happened there :(
Hmm I hope the menu problem isn't a new minified problem..
But if it is, then the manable weapon base won't be minifiable for much longer..

Yeah i believe it has to do with it being minified, i think it would be better to have it back the way it was. One less thing to have to worry about for the trader to have to sell as well.

Also i was wondering if it would be possible to make it slightly more modular so that we can remove, Draining pump, Nano Printer, nano storage, and the turret base as long as all corresponding files are removed without it throwing harmless errors.