Will us, mere lowly modders, be able to modify percentages and how/when these features trigger?
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#301
Unfinished / Re: Combat Extended - Combat Realism Reboot, looking for testers
May 05, 2017, 07:14:07 PM #302
Unfinished / Re: Combat Extended - Combat Realism Reboot, looking for testers
May 05, 2017, 04:58:42 PMQuote from: NoImageAvailable on May 02, 2017, 08:38:36 AM
Progress update: Lots of bugs have been found and squashed, thanks to the people our new testing team. In the meantime, work on feature additions continues. One of the things we've been working on is a major melee overhaul:
Melee mechanics have been greatly expanded, pawns now have the ability to dodge and parry incoming melee attacks. They can also perform critical hits which do increased damage on attack and grant a free counter-attack on a parry.
New melee shields are available for crafting. They act like additional armor against projectile attacks and are fully integrated into the new melee system with shield blocks and bashing, in exchange for being unable to use two-handed weapons.
Please tell me these features are XML-friendly.
#303
Mods / [Mod request] Salish wool dog
April 27, 2017, 10:39:10 AM
If you are an artist, and can draw the dog below in Rimworld-esque style, I'll pay you money to draw it so the mod community can add it to the game. Pictures below:
http://imgarcade.com/salish-wool-dog.html
It's a dog, and it has wool. It would double up as a smart Alpaca, with less wool. With resurrected Megatheriums, why not ressurect an ancient dog breed that can not only be a dog but also give out wool?
http://imgarcade.com/salish-wool-dog.html
It's a dog, and it has wool. It would double up as a smart Alpaca, with less wool. With resurrected Megatheriums, why not ressurect an ancient dog breed that can not only be a dog but also give out wool?
#304
Unfinished / Re: [A16] Outer Galaxies
April 20, 2017, 12:35:17 PM
I never thought that in a firearm-focused mod i'd have more headaches with adding water into cooking recipes than nearly all of the firearms, combined.
Got an artist to help me with the art. As he is finished, I'll open a Paypal donation link for those who want to cover up the costs. Obviously, this is entirely optional for those who play the mod. If the costs for the artwork are paid, I'll use the same amount, again, for more art.
Here's an example of one of his works: a CZ-75 pistol.
[attachment deleted by admin due to age]
Got an artist to help me with the art. As he is finished, I'll open a Paypal donation link for those who want to cover up the costs. Obviously, this is entirely optional for those who play the mod. If the costs for the artwork are paid, I'll use the same amount, again, for more art.
Here's an example of one of his works: a CZ-75 pistol.
[attachment deleted by admin due to age]
#305
Unfinished / Re: Combat Extended - Combat Realism Reboot, looking for testers
April 18, 2017, 02:09:28 PM
I really enjoyed CR but one thing that bugged me to no end is the restriction of shoot verbs to specific bullet calibers. There are multiple calibers that can be shot from a sidearm and a rifle. For example, there are multiple 9mm carbines, and 9mm is the most prevalent caliber in pistols. Obviously, shooting that same bullet from a carbine would change their ballistics than from a pistol. There are even different ballistics from a 20" to a 28" barrel M4, since 5.56x45mm benefits drastically from long barrels and loses a lot of their terminal ballistic power from a simple change such as that.
This struck me as quite strange, giving that they went into the trouble of adding AP/HP bullets. So my question is: I like CR's burst/auto/single fire modes, bullet types and the way they dealt with sway, recoil and the likes. But the suppression mechanic leaves to be desired. Are you guys planning to make it modular?
This struck me as quite strange, giving that they went into the trouble of adding AP/HP bullets. So my question is: I like CR's burst/auto/single fire modes, bullet types and the way they dealt with sway, recoil and the likes. But the suppression mechanic leaves to be desired. Are you guys planning to make it modular?
#306
Mods / Re: Some random drawings that no-one asked for
April 13, 2017, 08:43:59 PM
Me and the other medieval guys just wanted a trebuchet texture.
#307
Mods / Re: Some random drawings that no-one asked for
April 13, 2017, 05:43:36 PMQuote from: Shinzy on April 13, 2017, 03:03:15 PMSeriously, you guys have the mental stability of a mental patient visiting Disneyworld for the first time after a repressed willing to do it for his first three dozen years.Quote from: Razzoriel on April 13, 2017, 02:50:58 PM
Very nice textures!
You planning on doing more? Do you take personal orders?
No that's how he burned out in the first place! Run wild stinky, you're free! I love you foreveeeerr
#308
Mods / Re: Some random drawings that no-one asked for
April 13, 2017, 02:50:58 PM
Very nice textures!
You planning on doing more? Do you take personal orders?
You planning on doing more? Do you take personal orders?
#309
Mods / Re: [Request]Randomized results for recipes
April 13, 2017, 02:47:21 PMQuote from: Greep on April 13, 2017, 12:54:15 AMIt'd be a huge deal for many modders, since this would allow randomized items to be acquired, and opens the floodgates for modders to assign rare items from recipes, or even multiple items out of a single recipe for a set chance.
I'm probably going to be doing something similar for Armok, I can separate it out of the .dll if you guys want it. It'd be something like making a deep drill pull random metal without depleting the source. But you'd have to wait a few days/weeks till I get to that point.
#310
Mods / [Request]Randomized results for recipes
April 11, 2017, 03:49:00 PM
Let's say you want to add a hole in the ground as a new facility, and pawns who dig there have a set chance of finding one variant of each stone per recipe use. Is it possible to set a specific recipe from this facility to give different types of stone.
So, for instance, I set a pawn to work in such hole, and in the .xml, I set it to give me all rocks. So each type of rock gets an equal percentage chance of giving me a stone boulder type after every recipe cycle.
Is this in vanilla yet? Cuz I haven't found anything that gives this sort of thing yet.
So, for instance, I set a pawn to work in such hole, and in the .xml, I set it to give me all rocks. So each type of rock gets an equal percentage chance of giving me a stone boulder type after every recipe cycle.
Is this in vanilla yet? Cuz I haven't found anything that gives this sort of thing yet.
#311
Outdated / Re: [A16] Realistic Starvation
April 09, 2017, 08:41:48 AMQuote from: Duncan on April 06, 2017, 04:51:03 AM
Good point skyarkhangel. I didn't think of that. And I was going to ask you to put this in your modpack, but I guess you aren't keen.
Well I still prefer it this way. Until thirst is implemented as a proper need it is possible to starve to death on a high rainfall map next to a lake. I really would like to see thirst and water in the game but that is much more effort to implement. This mod was just an evening's work.
Makes complete sense, which is why im gonna ask if i can use the mod and incorporate it into Outer Galaxies, a mod compilation+game overhaul under development. Very interesting changes.
#312
Outdated / Re: [A16] Melee Skill Rebalance [Updated 30/03/2017]
March 30, 2017, 11:08:36 AM
You take into presumption that because a pawn has a dagger, he is more agile. A parry is what it is; a deflection of an incoming attack with your weapon. You can't deflect attacks with a weapon if the size difference is too big. There are variables I'm not even considering here, such as a caveman's club being big and heavy, and thus ineffective in deflecting attacks compared to a sword with a fullhand guard, such as a rapier.
Look, Rimworld takes into consideration real wounding and combat mechanics into their code. I won't mind the same vanilla principles to be applied there; knives being able to block gladii, sure I can get through that. But not full-sized swords and spears. At the same time, I think a sword can block another sword or even a mace when properly wielded, but not a spear.
If you want to bring the argument that melee skill should override size differences, I'd say yea, maybe, but its also important to note the more complicated the code gets, the harder it is to balance everything and keep it in-line with vanilla. A simple parry coeficient in a weapon which is set against other weapons would be enough to drastically reduce the parry discrepancies.
Look, Rimworld takes into consideration real wounding and combat mechanics into their code. I won't mind the same vanilla principles to be applied there; knives being able to block gladii, sure I can get through that. But not full-sized swords and spears. At the same time, I think a sword can block another sword or even a mace when properly wielded, but not a spear.
If you want to bring the argument that melee skill should override size differences, I'd say yea, maybe, but its also important to note the more complicated the code gets, the harder it is to balance everything and keep it in-line with vanilla. A simple parry coeficient in a weapon which is set against other weapons would be enough to drastically reduce the parry discrepancies.
#313
Outdated / Re: [A16] Rainbeau's Other Mods - Editable Backstories, Smooth Stone Walls, and More
March 30, 2017, 10:30:05 AM
Yes, we're on the same page. I've reviewed and editted all 'standard" colonist backstories (including the snowflakes) to become more in-line with the game, and even had some changes to some overpowered vanilla backstories (space janitors) to become less OP.
Completely forgot about the tags, thanks.
Can you make background restrictions based on the pawn's sex?
Completely forgot about the tags, thanks.
Can you make background restrictions based on the pawn's sex?
#314
Outdated / Re: [A16] Melee Skill Rebalance [Updated 30/03/2017]
March 30, 2017, 09:16:47 AM
To be completely honest, this huge amount of game-breaking (in a good sense) changes you have in this mod outweights the restriction you want to impose on the mod to not break vanilla saves.
EDIT: About parries. A guard in a weapon adds tremendously in effectiveness to parry incoming attacks, but it means nothing if the enemy is swinging a huge, heavy hammer at you. The case "dagger parries two-handed axe" is the woe of all parry mechanics, and you mentioned the perfect correction: size differences. Vanilla Rimworld can only go so far regarding combat, and your suggestions improve it drastically, though I'm highly skeptical of the "Capture Mode"; if you could mesh together the Capture+Stun mode for something used for both capturing and disabling pawns.
Double damage means higher chance of maiming. I'd be careful with that mechanic; a flat, small percentage bonus would be more predictable and less rage-inducing. Though I'm perfectly fine with that as a way of saying "you can kill them more easily", not everyone has the same understanding.
EDIT: About parries. A guard in a weapon adds tremendously in effectiveness to parry incoming attacks, but it means nothing if the enemy is swinging a huge, heavy hammer at you. The case "dagger parries two-handed axe" is the woe of all parry mechanics, and you mentioned the perfect correction: size differences. Vanilla Rimworld can only go so far regarding combat, and your suggestions improve it drastically, though I'm highly skeptical of the "Capture Mode"; if you could mesh together the Capture+Stun mode for something used for both capturing and disabling pawns.
Double damage means higher chance of maiming. I'd be careful with that mechanic; a flat, small percentage bonus would be more predictable and less rage-inducing. Though I'm perfectly fine with that as a way of saying "you can kill them more easily", not everyone has the same understanding.
#315
Outdated / Re: [A16] Rainbeau's Other Mods - Editable Backstories, Smooth Stone Walls, and More
March 30, 2017, 08:21:49 AM
Thank you for this amazing mod, dear sir. I only have one problem with it:
I don't want my colonists to have Pirate King/tribal backstories. How do I proceed about making the backstories' rationale work as vanilla, and only have the editting/adding/removing aspect preserved?
I don't want my colonists to have Pirate King/tribal backstories. How do I proceed about making the backstories' rationale work as vanilla, and only have the editting/adding/removing aspect preserved?
