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Messages - Kaballah

#211
I don't use CCL but I've looked at it.  It's up to you really, it's not a really big deal to add more worktables but depending on what mods you have it can already be pretty cluttered, and also the machinist bench is not used for anything but making mortar shells and disassembling mechanoids; but on the other hand if you do go with standalone worktables then you should not have conflicts with other people's mods that also change the vanilla machinist table.
#212
I want to override the vanilla Machining Table to add some recipes to it, but I want the added recipes to require a research topic to be completed before they can be run / before they are added to the list of recipes the worktable can do.  Is this possible?  I can just add one or more worktables but I'd rather not do that.  Thanks.
#213
I'd like to add two research topics required to unlock the basic and enhanced versions of these, which I guess requires more workbenches unless there's a way to get recipes to be hidden before a research topic has been completed?  I'd rather not have to add more workbenches just for this specific item.
#214
General Discussion / Re: Steam Geysirs
July 30, 2015, 08:45:25 PM
Okay I dug around for quite a while and didn't manage to pick out exactly how "natural buildings" (which is what a steam geyser is) are placed, sorry.

If you want to test, you can just turn off Draw Fog in dev mode options and embark on a lot of maps, you'll see whether or not steam geysers can still appear inside rock (they can).
#215
General Discussion / Re: Steam Geysirs
July 30, 2015, 05:46:50 PM
Lemme dig that out of the source code and I can probably tell you exactly, give me a few minutes.
#216
That has never been my experience (a gang of dudes with assault rifles generally crushes all primitive raiders) but again it's great that there are different answers to this question, it tells me vanilla weapon balance is pretty OK.
#217
Converting one is OK too although I can't make the units required smaller than 1, so in practice it would just be some labor I suppose, and tbh it probably should be easier to modify an existing shield to produce this than it would be to build one from scratch.  We're not talking about a whole lot of labor anyway (800 which I believe is 800 normal ticks, or 800 milliseconds or 8 seconds) so how about half of that, 400?

And maybe a token amount of steel/silver?  10 steel 1 silver?  You still have to have the vanilla shield first, whether you killed somebody for it or you paid for it in trade.
#218
What I'm doing so far is just to make the basic cold/heat shields have the same cost as Brunayla's, and to have the enhanced version be +10% for normal metals (steel, plasteel) and +1 rare metal (e.g. gold, silver, uranium) which is actually +20 units when crafting.  Does that sound OK? (cloth is left at 6 to represent a belt or strap)

e: Also I'm overriding the vanilla Machining work table to provide a workgiver to produce the recipes at, so no other mods are required besides yours.  Ok?
#219
I'm putting together a separate mod that adds recipes to construct these items with material requirements based on Brunayla's Security Corp recipes for personal shields.  When it's done I'll link it in here and BangUDie if you like you can just incorporate it into your mod or leave it separate, or of course leave it out entirely or redo your own version.  Thanks.
#220
It's actually really great that there are different answers to this question for different reasons, there should not be a best choice weapon that is optimal for all situations.
#221
Quote from: b0rsuk on July 29, 2015, 12:31:11 AM
Tynan, it would help if I could hover over an event and see when it started. But it only says the description, and with Evil Ship not even that.

Surprised that this does not appear in Overview/History view.
#222
Yeah I agree, the assault rifle is excellent due to it's great range and very high accuracy.
#223
General Discussion / Re: AI sees trough walls
July 29, 2015, 02:17:20 AM
Apparently all tasks including work bench recipes work off a radius and do not examine the number of steps or time required to reach the goal.  It's not just enemy AI.  I don't like this behavior anywhere it appears but yes it's irritating with invaders too.
#224
I was going to have a look at the source but Firefox blocked it due to malware/virus suspicion  :o
#225
tbh I think you should switch mindsets, the basic version that prevents the user from shooting a ranged weapon should have more hitpoints than the one that allows it.  The "enhanced" version should have a really token amount of hitpoints if any, like a factor of 0.1 (10 points with normal quality).  Nerfing recharge rate/recharge warmup makes little difference in practice because if the user survives the initial salvo to get out of range and allow recharge to begin, then you can keep them out of range long enough to recharge to full if you want to.  Nerfing rarity just makes a horribly imbalanced thing less common, it doesn't make it less horribly unbalanced.

I mean set it however you want I guess, at least the user can nerf it themselves, but the concept of a "shooter shield" is definitely very much at odds with vanilla combat balance.  It's already extremely useful to have an item that allows nudists to operate normally in extreme temperatures, it's a free +20 mood with no downside, so just by itself it's a bit excessive.  Also allowing it to stop 50-100 ranged damage while allowing you to shoot out *AND* wear armor in another slot basically takes combat balance and breaks it in half and sexually assaults the broken stump.

e: On the other hand I think you should probably reduce the price somewhat if you reduce the hitpoints, because it's basically an electric parka