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Messages - XeoNovaDan

#166
Alright, results with the 2v1s and 3v1s are in. Since I did normalise the quality this time around and also cut the ranged verbs for this testing, these results naturally won't be directly comparable to the 1v1 ones.

3v1 also had a smaller sample size of just 70 battles compared to the standard 100 for 2v1, since I only have 20 pawns in the setup and didn't feel like 'binning' too many new pawns, so I just spawned in a 21st who was trait-neutral, melee-capable and healthy.

2v1 Results:


3v1 Results:


Edit: I mistakenly put 6-1 for the final trial with the longsword in the 3v1; only just noticed this as I was going to get the link to link to this from OP. Final trial was actually 7-0

It's somewhat surprising that maces still output consistently worse results, but less so at the same time since mace tools have a lower selection weight due to the exponential commonality with damage.
#167
Good catch. Motivation has picked up somewhat, at least for now, so I'll probably test both! ^^

Edit: Also changing things up a bit and actually removed the ranged verbs from the centipede weapons, so they'll be 100% engaged in melee combat rather than often attempting to engage in ranged combat even though the setup never allows them to actually use their weapons at range. Results could be considered an absolute worst case scenario in that sense
#168
I have somewhat burnt out on 1v1 testing over the past week, so I haven't really done any testing over the past week or so. However, I did decide to revisit the Melee vs. Mechanoid topic since mechanoids now have a bunch of internals and the 'stabbing' damage type has been nerfed, as well as the reworked tool weights since I last tested.

No charts for this one since I'm not motivated to make them, but tables are still here since they're easy to just put into image form. That being said, roll on the results.




Melee vs. Scyther

Build 1959:


Build 1969:





Melee vs. Centipede

Build 1959:


Build 1969:


Note: I did forget to normalise the quality for centipede weapons for the 1969 testing, and only noticed this after gathering two sets of results; 7 centipedes have normal quality weapons and the other 3 have poor quality weapons. As a result, the results are technically slightly skewed in favour of the people.
#169
Quote from: Syrchalis on July 17, 2018, 08:10:34 AM
Any plans on updating stuffed flak to include the flak jacket?

I actually forgot about that. I'll definitely do it at some point between now and 1.0's full release, but no guarantees in the near-future. Currently busy with other mods.
#170
I personally found friendly chat useful for building relations with prisoners that were addicted to something; get that relation with the warden up to +100 without having to deal with the full set of downsides that an addict has if you were to recruit them.
#171
Nope. Healer mech serum is the only way.
#172
Minor update to Watermill Tweaks (v1.1.1):
* 'Hydroelectricity' research removed since vanilla now has its own research project
#173
Updated Watermill Tweaks to v1.1

Update Summary:
* Seasonal power output has been implemented
* Rebalanced temperature-based power output
* Turbulent waters' commonality is now affected by the tile's rainfall amount
* No longer has mod settings
#174
Ideas / Re: Watermill output - seasonal
July 16, 2018, 06:36:13 AM
I've adjusted the temperature thresholds somewhat: it's easier at the low end (now -40 to -10 to 0), but harder at the high end (now 50 to 60 to 90). Also, season-based power production factors are now in, currently being 0.7x for winter, 0.85x for fall, 1x for summer and 1.15x for spring.
#175
Ideas / Re: Watermill output - seasonal
July 15, 2018, 02:11:41 PM
Yeah, the balancing is still very subject to change since the only testing it's had is to ensure that it fully works. Currently working on implementing the season-based power output, and the temp curve is still being tuned.
#176
Ideas / Re: Watermill output - seasonal
July 15, 2018, 12:33:53 PM
I've recently released a mod called Watermill Tweaks that sort of does this: https://ludeon.com/forums/index.php?topic=29503.msg418739#msg418739
#177
Quote from: Canute on July 15, 2018, 03:45:43 AM
...

Ah, details! A dam probably wouldn't be a bad idea, but I wouldn't know how to implement that at least yet; my C# is still only somewhat basic. Besides, I don't feel that'd really fill any new niches.

Got some other mods that I'm making some progress on though: one that allows for quality improvement of equipment, and another that adds a bunch of traits.
#178
It's lasted for a fair few builds (I discovered and shared this info like a week ago, also technically been a thing since B18), but yeah, this strat will probably be nerfed at some point.
#179


Compatibility
Should be safely addable to existing savegames. There may be issues removing this from ongoing saves if there's ongoing turbulent waters though.

Should work fine with all mods out there.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Download
GitHub (source)
Steam


Back to my other mods

Overview
Watermill Tweaks is a mod that makes several changes that are specific to the watermill generator to make it somewhat of a more nuanced power source compared to other power sources. It does so by doing the following:


  • Changing the Power Output - Watermill generators now have a base generation of 1400W rather than 1100W in vanilla.
  • Temperature Variation - If outdoor temperatures are below 0°C (32°F) or above 50°C (122°F), watermill generators will produce less power. This is to simulate a gradual increase of viscosity from freezing and lower levels from increased evaporation respectively. On the hot end, power production halves at 60°C (140°F), and stops entirely at and beyond 90°C (194°F). However, it varies by river type for the cool end: -5°C and -8°C for creeks; -10°C and -15°C for rivers; -15°C and -23°C for large rivers; -20°C and -30°C for huge rivers.
  • Seasonal Variation - Power output also changes depending on the season. 30% more power is produced during the spring, but 10% less power is produced during the fall, and 20% less power is produced during the winter.

Adding a new Incident - Watermill Tweaks also adds a new but somewhat uncommon incident called 'Turbulent Waters'. When this incident happens, all watermill generators on the affected map produce 50% more electricity, but they also get damaged over time because of debris and stress. Turbulent waters will only ever affect maps with standard rivers, large rivers and huge rivers though, with the incident being 2x more common with large rivers and 4x more common with huge rivers. Maps with greater than 2000mm of rainfall are also more likely to affected, and maps with less than 1000mm are less likely to be affected.

Powered by the Harmony Patch Library.

Credits
Brrainz - for their excellent Harmony Patch Library!
Mehni - The Seasonal MVP
Marnador - for the RimWorld-style font
AileTheAlien - for the idea

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
#180
Ancient danger cryptosleep casket pawns tend to carry gold on them, so that basically negates the gold cost too. Just remember to actually strip them to be able to get your hands on the stuff.