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Messages - Razzoriel

#136
General Discussion / Re: The balancing process
June 22, 2018, 08:20:14 AM
My 2 cents coming from someone spending tons of times preparing a mod and devising ways to diversify the current armor/weapon pool: Combat Extended adds a lot of concepts that official Rimworld needs to have.

- Armor damage reduction needs to stay. I like the concept of deflecting attacks, as well, but its the solution is simply to assign armor DR to "soft" armor, like clothing, and deflection to "hard" armor, like vests and power armor. This way, lets say, a 10%/30% armor has a 30% chance of deflecting, and those that go through only do 90% damage.

-Armor penetration. Bullets go through things easier than a dagger, but bulletproof vests stop the first, not the latter. Make a stat called "armor penetration" and make it appliable to weapons. It should deny DR or Deflection, or both.

- If none of above are possible, then combat will not change much. Bleed rates were never quick enough to incapacitate melee pawns in the first place.
#137
If anyone manages to find shields which can resist different types of damage types in different intensities, i'd be very interested in the code behind it.
#138
Unfinished / Re: [B18+] Outer Galaxies
June 06, 2018, 11:35:59 AM
  • Biomes - 75% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 90% ready (needs finishing XML coding)
  • Diseases - 65% ready (needs testing)
  • Animals - 95% ready (needs final testing)
  • Buildings - 50% ready (needs XML coding)
  • Research - 35% ready (needs XML coding)
  • Recipes - 75% ready (still needs XML coding)
  • Vanilla patching- 50% ready

Lots of things done so far. Project still going, but the sheer amount of conversions and recipes needed for the metallurgy section of the mod is consuming a lot of time (which is perfectly normal for a project willing to add 45+ metals/alloys, balance and fully interact with all parts of the game).

Combat is being revised as it is from vanilla Long story short, larger blades will cleave more body parts, axes will behave like clubs but deal slashing damage, stabbing weapons will go through organs easier the longer and sturdier the weapon is (spears will go through easier than shivs, for example). Finally, hooked weapons will make enemies bleed more, two-handed weapons will not only deal more damage on average but cleave through/go through bodies easier than one-handed ones, and a final touch to the mix, pickaxes will be not very damaging and slow to swing, but with the potential to cleave through dealing huge amounts of damage to organs.

Research is still pending, but I've managed to make some shortcuts to the behemoth that it is; i'll first compile research projects into large batches, then unravel them in the future. The original plan of attempting to make one research project per two weapons on average will be revised into a one project for 7-8 weapons. This potentially reduces research projects by a factor of 60%.

Several building arts were added, balanced and already coded in, requiring only the recipes they'll perform. Smelters having a HUGE amount of recipes is intended; you have two choices of smelting per ore, and about 200+ different ores, that amounts to 400+ recipes. The upside is you won't need to know every single metal and alloy in the game; most metals are not required for upgrading your base. If you want to only research half of the required metals, this is perfectly fine.

Finally, I've added more 20 weapons to the roster, a mixture of guns, ranged weapons and melee ones.
#139
Stellaris uses weapons for interstellar warfare of giant spaceships doing dogfights. Not very translatable to Rimworld. How are you going to make nuclear warheads pierce through shields?
#140
Mods / Re: [Mod Request] Weapon Reload Delay
May 21, 2018, 01:06:34 PM
Asked multiple times already. I'll try and snip CE's code just for that and remove the ammunition-related content.
#141
Unfinished / Re: [B18+] Outer Galaxies
May 12, 2018, 11:56:22 PM
Yes, that was the original idea, but I don't think it'll be easy to make so many conditionals to so many research fields. I'll try to make it as complex as possible while at the same time making the best sense as possible (so in the example, yes, you'll need to research glassworks+electricity+fuses to get ceiling lights, as well as waxworking). This will be more complex when it comes to manufacturing guns, because I have unique pathways for guns that will require some forethought about engineering parts, and im not sure people will agree on having many 300-pt projects per gun, instead of less 1k-pt projects for a group of guns that fill the same general role with minor quirks.
#142
Unfinished / Re: [B18+] Outer Galaxies
May 12, 2018, 08:05:31 PM
Yes, after testing is complete (just to check everything is working as intended) i'll contact him, his mod is pretty good.

I'll try and make researching of certain fields requirement for the same field; so for instance, you won't be able to make ceiling lights by the Industrial Age if you didn't research Candles in the Ancient Age.
#143
Unfinished / Re: [B18+] Outer Galaxies
May 12, 2018, 06:05:57 PM
Diseases ready for testing. Drugs ready for testing. Making final balances to move to research, which is probably going to take a couple weeks to be done. I need to get into the X-Y coordinate system the game uses for research placement, and try to find a good middle-ground between research tier complexity and number of projects to research.
#144
Hello sir, do you give me permission to integrate your mod into mine? Thanks in advance, awesome job.
#145
Unfinished / Re: [B18+] Outer Galaxies
May 09, 2018, 12:10:03 PM
Drugs ready, moving to disease testing.
#146
Unfinished / Re: [B18+] Outer Galaxies
May 03, 2018, 06:57:07 AM
  • Biomes - 75% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 90% ready (needs finishing XML coding)
  • Diseases - 50% ready (needs testing)
  • Animals - 95% ready (needs final testing)
  • Buildings - 35% ready (needs XML coding)
  • Research - 25% ready (needs XML coding)
  • Recipes - 45% ready (needs XML coding)
  • Vanilla patching- 50% ready

Nearly done with drugs. Had to go back with mounted mechanoid weapons for a while to make something that can be wielded by mechs but not by humanoid pawns. Solution is kinda unconventional but works.
#147
Unfinished / Re: [B18+] Outer Galaxies
April 27, 2018, 02:56:45 PM
  • Biomes - 75% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 90% ready (needs finishing XML coding)
  • Diseases - 50% ready (needs testing)
  • Animals - 95% ready (needs final testing)
  • Buildings - 35% ready (needs XML coding)
  • Research - 25% ready (needs XML coding)
  • Recipes - 35% ready (needs XML coding)
  • Vanilla patching- 50% ready

Added textures/buildings/items from several mods that weren't in previously (mods in source locations other than Ludeon Forums' Mods section). Out of my head, this means 8 more dog breeds, several more weapons and buildings such as furniture, power sources, etc. It's going to take a while to balance those breeds with the existing ones; i had planned breeds for their functions, such as indoor pets/chasers/brawlers.

Added support for mounted mechanoid weapons (Heavy Blaster/Charge Lance/Inferno Cannon). Mechs drop their weapons; it can't be wielded by pawns, but they can either salvage the weapon for Advanced Components or reprogram them to be used in tripods as a makeshift mounted turret. These turrets are inferior to others which pawns can build from scratch at the same tech level, but are minified, and thus can be transported around (fixed turrets are usually more powerful than minifiable ones).

Added support for mounted miniguns, thanks to the Defensive Machine Guns mod (https://ludeon.com/forums/index.php?topic=40913.0). When mounted, miniguns can fire longer bursts. Quality does not affect it, so it is wise to use Awful/Shoddy miniguns as mounted turrets, if quality is a concern (it usually isn't; miniguns have so much volume of fire lack of accuracy is meaningless).

#148
Unfinished / Re: [B18+] Outer Galaxies
April 26, 2018, 06:48:37 PM
Quote from: Call me Arty on April 26, 2018, 03:23:52 PM
Real quick, are there going to be different races of pawns? Y'know, like the Crystalloids, or Apini? I looked through every post here, and didn't see a hint of "xeno" or "race". I assume the concept wouldn't mix well with the more grounded feel you seem to be going for.
There'll be zero support for more playable races, at least until there is a good stable version around. This does not mean I'm scratching off the concept forever; it's simply a question of priorities. There'll come a time where developing nano/spacer tech will be a priority, and when that time comes, I'll add in more races (probably) to expand upon this late-game scenario.
#149
Unfinished / Re: [B18+] Outer Galaxies
April 25, 2018, 04:57:59 PM
Quote from: Tomasdav on April 25, 2018, 01:42:59 PM
This will be mod of the year, but Its cool saying something is 75% done but can you possibly add some information about how much it acctualy is?
It's a completely-made-up number based off on the work i've already done on something and the estimation on future work required to complete something. It does not take into account things i'm going back to add or fix (example: i was done on turrets; this amazing mod (https://ludeon.com/forums/index.php?topic=40913.0) adds amazing turrets. I have to go back and add them because they're so cool. So previous work I did has to be increased. So the previous 43 turrets now are increased to 48 because of this little mod that was released.

Also, on your "this will be mod of the year" quote. I'm making this to be the mod of all mods. An unofficial expansion, akin to what Pavonis Interactive did in XCom2 with Long War.
#150
Unfinished / Re: [B18+] Outer Galaxies
April 25, 2018, 08:41:20 AM
  • Biomes - 75% ready (needs testing)
  • Backstories - 70% ready (needs child backstories)
  • Weapons - 75% ready (needs testing)
  • Armor/Clothing - 85% ready (needs testing)
  • Traits- 85% ready (needs testing)
  • Resources (ores, food, etc) - 90% ready (needs finishing XML coding)
  • Diseases - 50% ready (needs testing)
  • Animals - 95% ready (needs final testing)
  • Buildings - 25% ready (needs XML coding)
  • Research - 25% ready (needs XML coding)
  • Recipes - 35% ready (needs XML coding)
  • Vanilla patching- 50% ready

Halfway done through all Vanilla patching. Added a crapton of processing recipes; still not done. Added about 50 more items, including seeds, immature farm plants and resources.