Well, looks like all that's really left is some balancing and squishing bugs, so I say ASAP.
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#181
Releases / Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
April 25, 2016, 10:16:55 PM #182
General Discussion / Re: Components getting annoying...
April 25, 2016, 03:26:59 AMQuote from: Mathenaut on April 24, 2016, 07:11:25 PMI dunno, turrets can still be used, just not in massive amounts as they where being used before.
Christ, they do cost 3 now. (I haven't done a killbox in a while, if you haven't noticed)
I don't know why he doesn't just remove them if he doesn't want them being used, because that's pretty much what it is at this point.
I think it's less of a 'don't use turrets' and more of a 'don't spam turrets as the answer to every raid'
#183
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) Development resumed
April 23, 2016, 10:18:45 PM
Considering how he was almost posting once a day before, possibly.
#184
General Discussion / Re: Components getting annoying...
April 23, 2016, 08:51:06 PMQuote from: koisama on April 23, 2016, 08:35:37 PMSometimes, they don't. I've had a good dozen traders come by without a single golden anything at one point. It's all luck.
How come people suffer from lack of components, gold and plasteel?
Every other trader carries either gold or something golden. No gold? Just buy an awful golden knife, smelt it and receive your 400 gold with 60% discount. Or wall in a caravan and get everything it has, for free.
Components and plasteel literally fall from the sky in the form of mechanoids. Psychic/poison ships are literally free resources at the expense of some wood, stone blocks and one incendiary trap.
Also, while there are many many ways to cheese the ship parts, sometimes, you just don't feel like it.
#185
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
April 23, 2016, 08:17:24 PM
Actually, I'd prefer he just rename the megaspider to something less spider-y. and have them all look like giant ant/pillbug crossbreeds. You know, for the unity of the hive.
#186
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) Development resumed
April 23, 2016, 01:29:30 AM
For me, it's the weekend right now, so I'm trying really hard not to check the computer every hour. I only succeeded every other hour 
Though a question regarding the HE ammo.
If the bullet hits a body part and explodes, will that do any damage to surrounding body parts? Like, will a HE bullet hitting a nose cause the entire head to get blasted off, or just the nose?

Though a question regarding the HE ammo.
If the bullet hits a body part and explodes, will that do any damage to surrounding body parts? Like, will a HE bullet hitting a nose cause the entire head to get blasted off, or just the nose?
#187
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
April 23, 2016, 12:32:52 AM
Ok, that looks really cool.
#188
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) Development resumed
April 22, 2016, 07:45:17 PM
If you can keep up with the ammo consumption of that minigun and actually wait till the enemy runs out of bullets each time, I think you'll deserve that win.
Now, I'm pretty sure a minigun and ammo for the minigun weighs a lot, and the gun also fires loads of bullets.
Here's a quote from before.
I'm pretty sure a colonist won't be able to carry like, 0.1 tons of stuff, so you'll probably get less than that, meaning you'll have >8 tries to take down every raider, and that's if you didn't fire anything while the enemy wasted their bullets.
Though, speaking of ammo limits, I thought of something while on the 'what can noncombatants do during a fight' train of thought.
Then I realized something. Ammo carriers. Pawns can only carry so much ammo, and some guns will eat through ammo rather fast. Having someone on standby with a inventory full of ammo to give out reloads could be very useful.
On the same train of thought, it'd be cool if enemy raiders had a 'ammo carrier' who supplies some of them with ammo(so you might be able to wait out that pirate with a LMG until he runs out of ammo... just for him to get a refill from a ammo carrier on standby.)
Now, I'm pretty sure a minigun and ammo for the minigun weighs a lot, and the gun also fires loads of bullets.
Here's a quote from before.
Quote from: NoImageAvailable on April 01, 2016, 06:15:12 AMIf we say these weight stats is the same as the actual game, it means with a 100kg capacity, you can carry the minigun, and 60kg of ammo, which is a total of 8 bursts.
If a Centipede has 100kg of carrying capacity and 40kg are taken up by the minigun it would have room for 2400 rounds. At 300 rounds per burst you could sit out 8 bursts and then not have to worry because the Centipede is out of ammo. Of course the downside to this strategy is you have to sit out and survive 8 bursts from a minigun. The same goes for the player too, if you're using machine guns against tribals you can simply go full auto and spray them with fire but it will cost you in ammo, so you need to balance volume of fire against ammo consumption.
I'm pretty sure a colonist won't be able to carry like, 0.1 tons of stuff, so you'll probably get less than that, meaning you'll have >8 tries to take down every raider, and that's if you didn't fire anything while the enemy wasted their bullets.
Though, speaking of ammo limits, I thought of something while on the 'what can noncombatants do during a fight' train of thought.
Then I realized something. Ammo carriers. Pawns can only carry so much ammo, and some guns will eat through ammo rather fast. Having someone on standby with a inventory full of ammo to give out reloads could be very useful.
On the same train of thought, it'd be cool if enemy raiders had a 'ammo carrier' who supplies some of them with ammo(so you might be able to wait out that pirate with a LMG until he runs out of ammo... just for him to get a refill from a ammo carrier on standby.)
#189
Ideas / Re: Tone down insect hives. Give the player more time to respond.
April 22, 2016, 07:28:40 PMQuote from: Mathenaut on April 22, 2016, 12:03:33 PMIn my opinion, unless you lose an entire limb or a hand/foot, it's not really that bad of a injury. Sure, they're less effective than uninjured people, but scars only do so much, and the -15 or so social from being disfigured isn't too bad. And unless it's a missing limb, even mediocre treatment is enough to heal them fully without scars.Quote from: AllenWL on April 22, 2016, 03:47:35 AM
I feel melee is very underestimated in the game community. Possibly due to people's aversions to
any and all damage to their pawns.
This is because serious injuries proc randomly and are often irrecoverable and severe (i.e. scars). So yeah, people keep their pawns away from random permanent debuffs (and no, that's not 'realistic', which is why the response behavior is so extreme).
Other then a few rare injuries like eyeball injuries or brain wounds, you rarely get 'random permanent debuffs'
...
Usually.
#190
Ideas / Re: Allow Pawns to Consume corpses of animals/humans like predators do.
April 22, 2016, 08:59:44 AMQuote from: cultist on April 22, 2016, 08:40:54 AMReasons to use:
I don't see the purpose. What's so hard about building a butcher table?
It's a cool concept on paper, but I can't see why you would ever willingly use it.
1: You don't want to bother feeding prisoners, so you let them eat whoever dies during the many fights that break out.
2: After a major fight, all food stores burned down, and all cooks died(it happened to me once... was not fun)
3: You just feel like it
#191
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
April 22, 2016, 08:56:55 AM
... I really hate to do this to you, I really do, but I actually prefer the vanilla megaspider look.
Yours looks a bit too... round.
Yours looks a bit too... round.
#192
Ideas / Re: Tone down insect hives. Give the player more time to respond.
April 22, 2016, 03:47:35 AMQuote from: Tynan on April 20, 2016, 09:21:12 PMI feel melee is very underestimated in the game community. Possibly due to people's aversions toQuote from: killer117 on April 20, 2016, 08:23:44 PM
Yeah i didnt understand why u guys wanted more delay time. The delays fine, my guys always get out in time. The only problem is that no matter what lvl my guys are at they just arent able to kill them. The only efective tactic ive found is making all the furniture out of wood, and if a bug hive spawns use a molotov and roast them in the room. It only works occasionly, and the thrower usually dies or at least loses a body part, but my 6 charge rifle weilding power armour wearing colonists got shreded in a fair fight so i dunno how else to kill them
FYI melee is significantly more effective than guns at close range.
Or, melee line with gun shooters behind, at least.
Everyone still seems focused on guns, but this is how the game is balanced. It just seems like the community hasn't realize it yet.
any and all damage to their pawns.
#193
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) Development resumed
April 22, 2016, 03:12:55 AMQuote from: porcupine on April 21, 2016, 08:01:18 PMAnd have them spontaneously combust when the pawns walking back and forth and opening the door every day raises the temperature to 21°C?Quote from: NoImageAvailable on April 21, 2016, 04:56:53 PM
I like to post screenshots with these updates so here's the new plant I'm adding:
The Blazebulb is a genetically engineered plant that yields a highly pyrophoric fluid used for crafting incendiary weapons of all kinds, from molotovs to fuel cells for the incendiary launcher. However, due to the fluids contained the plant has a tendency to auto-ignite whenever it takes external damage or the room temperature rises above 21°C so you'll want to install some AC units and make sure your grow-op is fireproof.
Absolutely fscking fantastic! This sounds like the sort of thing that should be grown at a base's entrance, just in case. Love it!

This would probably be really annoying to grow in a desert. Hey, another reason to settle in cold biomes!
#194
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) Development resumed
April 21, 2016, 06:54:01 PMQuote from: NoImageAvailable on April 21, 2016, 04:56:53 PMI was thinking something more among the lines of a 'quick treatment' button that will make doctors just patch up the big bleeding wounds and ignore the small minor wounds instead of treating them all and taking forever to do so.Quote from: AllenWL on April 21, 2016, 06:21:20 AM
I just had a thought seeing my incapable-of-violence doctor waiting behind the fighters ready to drag whoever gets incapacitated to the hospital.
Could there be a way to have your non-combat personal stand by with some meds, then have them treat anyone who gets too injured right there on the battlefield?
Edit: Like, just stop the bleeding really quick or something.
Right now you can simply set down a sleeping spot and designate it as a medical bed. With the inventory system you can even have your medic carry a stock of medicine in his inventory. While it would be possible to automate the whole thing to some degree it would require a fair amount of AI work and since I'm trying to wrap things up I won't be making any big additions like that anymore.
Though, if they can carry around meds, that would speed things up too, so I guess it works.
#195
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) Development resumed
April 21, 2016, 06:21:20 AM
I just had a thought seeing my incapable-of-violence doctor waiting behind the fighters ready to drag whoever gets incapacitated to the hospital.
Could there be a way to have your non-combat personal stand by with some meds, then have them treat anyone who gets too injured right there on the battlefield?
Edit: Like, just stop the bleeding really quick or something.
Could there be a way to have your non-combat personal stand by with some meds, then have them treat anyone who gets too injured right there on the battlefield?
Edit: Like, just stop the bleeding really quick or something.
. Love it!