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Messages - Razzoriel

#271
Releases / Re: [A17] SimpleSidearms
May 26, 2017, 03:13:01 PM
Quote from: M00nStalker on May 26, 2017, 03:07:00 PM
Quote from: Razzoriel on May 26, 2017, 02:50:29 PM
Quote from: M00nStalker on May 26, 2017, 01:28:27 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Quote from: PeteTimesSix on May 17, 2017, 01:22:40 AM
Quote from: Viritos on May 16, 2017, 11:00:57 PM
Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
To an extent. However even in vanilla it makes sense to go up and finish a downed animal than standing at a distance and fire at it, its usually faster and less risk of shooting a fellow colonist or another animal.

It does not make sense, because it accounts one single occasion of which you would do it; you are out in the wilds hunting.

What if you're attacked by manhunting packs? Your shooters will switch to their melee weapons to finish the downed animals they shot? What if you finish the animal and in this last hit, the rest of the pack decides to attack the shooter? What if by switching the weapons, you instead walk into a forbidden area, like someplace without a roof during a toxic fallout?

I like the background of the idea, because it makes sense, but it ignores so many variables that i'd be happy if it simply could be a manual thing; switch weapons, walk to downed animal, deliver the killing blow and save the ammunition.
#272
Quote from: MarvinKosh on May 26, 2017, 01:56:55 PM
In the video, Tynan mentioned that he rebalanced how often different body parts get hit.

... which does not justify why he didn't mention in the official patch notes. Might have been an oversight, but it was a massive oversight.

And it does not make sense that a 10cmx10cm organ like a kidney has the same chance of being hit by a gunshot than a 30cmx10cm lung.
#273
Releases / Re: [A17] SimpleSidearms
May 26, 2017, 02:50:29 PM
Quote from: M00nStalker on May 26, 2017, 01:28:27 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Quote from: PeteTimesSix on May 17, 2017, 01:22:40 AM
Quote from: Viritos on May 16, 2017, 11:00:57 PM
Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
#274
Releases / Re: [A17] JecsTools [5/26/2017]
May 26, 2017, 12:10:21 PM
Is there a documentation file for what kinds of stats can be loaded in the compslotloadable, besides the vanilla? I saw something called vampiric healing, and damage bonuses, but is there support for things like reducing weapon cooldown, increasing range or messing with anything in their stats, including their graphic or fire sound (for those willing to use a suppressor, for instance)?
#275
Mods / Re: What ever happened to Combat Realism?
May 26, 2017, 12:07:26 PM
It is now called Combat Extended, and it is being developed for A17.
#276
Taken from the .xmls.

Comparing A17 to A16, just about every toe and finger, and any important organ has had their coverage increased by an average of 100%. This means you're twice as likely to have your pawn attacked in their fingers instead of their hands in A17, and twice as likely that a shot will pierce the colonist's lung/heart/liver/kidneys instead of the torso. Also, the clavicles are now part of the arms (which makes no goddamn sense), and this means colonists are more likely to be hit in their arms instead of torso.

I haven't seen this in the official A17 announcement, so just wanting to let you guys know.
#277
Game developer here. Coming here to completely debunk this BS notion.

Quote from: AngleWyrm on February 05, 2017, 11:33:38 AM
Software engineering tip: Diminishing Returns is ALWAYS a bad idea, don't model it in-game.

The best games ever done by the gaming industry always, and I mean, ALWAYS had some sort of diminishing return mechanic in it. It is the best mathematical and statistical method to prevent exploits, overspecialization (and, following, overpowered) in mechanics and is grounded on the curves that make part of our daily life.

Want a good example? Let's say you want to learn a foreign language. And let's assume you're taking a course and practicing it. If you know NOTHING from the language, and immerse yourself in it for two months, you'll dabble in it, and will understand core notions and structures. Now, let's say you already know a thing from this same language, and you can understand something from it. If you take this same amount of effort and apply it to yourself, the difference in skill you have from someone who never had contact with this same language is huge. This is why also, for instance, a master linguist in this same language that might have studied it for his entire life will not speak much better than a foreigner who took into learning it for a decade; diminishing returns. Let's say, the thirty-year gap in knowledge does not translate into knowing four-times more a language.

This applies to every skill you learn in life. Diminishing returns replicate this phenomenon by applying a variable resistance to experience, as in, the more you have, the less the gain per unit you have.

In Anglewyrm's example, killing bajillion rats, lazy software engineers create xp boosts and level-ups from quests. Good software engineers create challenging situations to prevent players from farming from rats. And in the same example, water filling a surface is a very bad example. Filling a pool from zero to one hundred is a quantity-based sum, and you can't compare that with knowledge. It is the same as trying to compare your work as a plumber with a structural engineer.

I have saw you talk a lot of bullshit in the forums from time to time, but this takes the prize as the biggest pile of horsemanure i've seen in a while. I respect Tynan as a developer because he did exactly what plenty of other developers should be doing; take what worked in the past and reapply it in more modern applications. Obviously, he makes mistakes IMO in his design proccess (such as weapon switching being "too code-intensive"), but no one is perfect, and he is the owner of the project, so he will of course have a much better long-short term view of what is archievable and what is not.

tl;dr -> Diminishing returns is awesome, but incompetent people make incompetent decisions and destroy good concepts.
#278
Releases / Re: [A17] SimpleSidearms
May 25, 2017, 08:16:30 AM
Quote from: PeteTimesSix on May 25, 2017, 08:11:50 AM
Quote from: Razzoriel on May 25, 2017, 08:05:12 AM
Quote from: Razzoriel on May 23, 2017, 12:36:09 PM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.

You're basically asking me to strip out ninety percent of the mod and then release it as a separate version (and then have to maintain it), when you can archieve exactly what you want already using the settings menu. I'd really rather not do that.

What I can do is add a preset that does that. At that point you literally only have to press a single button. List, added, etc.

And it was exactly why my first words were "if it's not much to ask". That's perfectly understandable, thanks.
#279
Releases / Re: [A17] SimpleSidearms
May 25, 2017, 08:05:12 AM
Quote from: Razzoriel on May 23, 2017, 12:36:09 PM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.
#280
Releases / Re: [A17] SimpleSidearms
May 23, 2017, 12:36:09 PM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.
#281
Releases / Re: [A17] SimpleSidearms
May 20, 2017, 01:26:47 PM
Quote from: creeper857 on May 20, 2017, 12:57:43 PM
Would it be possible to make a version for alpha 16?
as long as mods im using arent updated i will probaly still be playing alpha 16 so it would be nice
He just said he won't do it for a version that's about to become obsolete. Just wait a few weeks until it is updated to A17.
#282
Releases / Re: [A17] Bone Mod
May 19, 2017, 11:29:01 AM
Have you tried taking a look at the mechanoids' XML file? It has amounts in butchering.
#283
Mods / Re: More Realistic Diseases (request)
May 19, 2017, 11:26:30 AM
Quote from: RyanRim on May 19, 2017, 05:01:35 AM
Quote from: Razzoriel on May 18, 2017, 11:33:28 AM
So, let me get this straight: your main complain is that diseases are not contagious. So you're asking for a quarantine option, and/or disease spreading through interactions with an infected pawn.


What do you mean? RimWorlds hasn't got a flu, a bronchitis, any forms of asthma, blood pressure problems. Not even biohazard suits to go with any of it. face it people, RimWorld is naked as a baby, and you all boast how you play "hardcore".
I mean that most of your complaints are things which are already in the game, but in more generic ways. Implementing a random 'fainting' event is pointless when you have a Consciousness penalty, for instance. Coughing and a penalty for manipulation; same.

Now, what you're saying is: there are not as many diseases as there should have. Which is fine, but the standard answer will be "well, Rimworlds are not Earth, so you can't expect all microorganisms to be in all planets". And you don't catch muscle/sensory nanites in real life.
#284
Urbanites would think any natural landscape is beautiful. Those who live on them, though, nah.
#285
Mods / Re: More Realistic Diseases (request)
May 18, 2017, 11:33:28 AM
So, let me get this straight: your main complain is that diseases are not contagious. So you're asking for a quarantine option, and/or disease spreading through interactions with an infected pawn.

Then you're asking for more symptoms. And special clothing to deal with the diseased so contagion is limited.

Though everything you said makes sense, it's not very doable code-wise. Symptoms are reflected in penalties to Manipulation, Breathing, etc. Fainting? Eh, I'd say a penalty to Consciousness gets the message straight.