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Messages - XeoNovaDan

#181
Spears are actually very effective against mechanoids, since spears often target internals and the only internal that a scyther (or lancer and centipede for that matter) has is... the artificial brain.

As a result, with a spear, or ikwa, it isn't too uncommon to one-hit kill scythers. Longswords, gladii and knives are also decent since they are also capable of stabbing, but they don't stab as often as ikwas or spears so they won't be as effective. Stay away from clubs and maces though; they are basically traps in their current state.
#182
Quote from: vzoxz0 on July 14, 2018, 12:44:31 PM
...

It already kinda does, since it depends on the Moving capacity. This'd also somewhat tie in anyway since power armour has a movement speed offset of -0.4 c/s versus plate armour's -0.8. Not perfectly proportional, but close enough.
#183
Self-explanatory. Since simple helmets are implied as fairly crude in nature (mediocre protection, low manufacturing cost, the lack of components needed to produce them), and since the medieval side of RimWorld has been fleshed out a tad more (plate armour), perhaps simple helmets could be producible at fuelled and electric smithies as stand-in medieval helmets.

Of course, the elite tribal pawns should probably also spawn with these - maybe the berserker chiefs.
#184
Self-explanatory. Since plate armour and power armour are particularly heavy pieces of equipment and cover the body from the feet up to the neck, they wouldn't just be cumbersome but would probably constrain limb movement too, which'd hurt somebody's ability to dodge.

Maybe a -10 dodge chance offset for power armour and a -15 dodge chance offset for plate armour.
#185
Updated Turret Extensions to v1.1.2

Changes:
* Barrel durability text when inspecting upgradability now depends on the fuelGizmoLabel for the turret
#186
Quote from: Razzoriel on July 12, 2018, 09:46:19 PM
...

Each pellet would still be treated as 2.7 stopping power. However, stagger duration won't stack for each pellet that hits; it simply resets said duration. Since all pellets will hit at pretty much the same time too, it should make very little-to-no difference balance-wise. Good question though!

FYI for the 0.2 stopping power thing, that also won't stack; if each pellet has 0.2 stopping power (in the case you mentioned), it won't be able to stagger anything except really small animals like rats or chickens.
#187


Compatibility
Naturally won't work with Beta 18.

Stopping power patching is done dynamically through C# for weapons which have the default stopping power of 0.5. For those with their own defined stopping power, they will need patching to be consistent balance-wise.

For details on which weapons have been dynamically patched and which weapons haven't been patched, this mod will leave lists detailing each of those in the output console and log upon startup.

Mods that have been patched for this mod:

The above patches have been integrated into Ranged Stagger Rebalanced itself; no additional downloads are required.

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
In vanilla RimWorld, ranged stagger lasts 95 ticks (just under 1.6 seconds). This 95 ticks is constant, meaning that a staggered pawn will move at 1/6th of their normal movement speed for that duration regardless of if their body size is considerably lower than the projectile's stopping power, or if their body size is equal to that stopping power.

Ranged Stagger Rebalanced somewhat changes the way that this duration works by making it dynamic. It changes ranged stagger and stopping power in the following ways:

  • The base ranged stagger duration is now 120 ticks (2 seconds)
    • A pawn with a body size that's less than or equal to 20% of the stopping power gets staggered for the full duration
    • A pawn with a body size that's equal to the stopping power gets staggered for 20% of the base duration
    • This duration transitions smoothly (e.g. body size that's 80% of the stopping power gets staggered for 40% duration)
  • Most projectiles now have a stopping power that's equivalent to their base damage x 0.1
    • This is multiplied by a further 1.5x for the LMG, shotguns and doomsday launcher

Note: With v1.1, there's an opt-in experimental formula which can be toggled in the mod settings menu. It changes the ranged stagger duration formula to the following:

  • The base ranged stagger duration is still 120 ticks (2 seconds)
  • If stopping power is equal to the pawn's body size, the pawn gets staggered for 20% of the base duration
  • If stopping power is 1.5x the pawn's body size, the pawn gets staggered for 50% of the base duration
  • If stopping power is 3x the pawn's body size, the pawn gets staggered for the full duration

To put this new formula into perspective, this table shows the baseline stagger duration for each conventional weapon against a human, in seconds:




















Weapon                    Damage          Vanilla          Rebalanced          Experimental
Revolver121.580.730.63
Autopistol10-0.40.4
Machine Pistol6---
Bolt-Action Rifle181.581.281.2
Pump Shotgun181.581.671.8
Chain Shotgun181.581.671.8
Heavy SMG12-0.730.63
LMG111.581.181.1
Assault Rifle11-0.580.52
Sniper Rifle251.581.61.67
Minigun10-0.40.4
Short bow11-0.580.52
Pila251.581.61.67
Recurve bow141.580.970.88
Greatbow171.581.221.13
Charge Rifle15-1.071
Charge Lance301.581.732


If you have any feedback, feel free to let me know!

Powered by the Harmony Patch Library.

Credits
Brrainz - for their fantastic Harmony Patch Library!
Marnador - for the RimWorld-style font
Mehni - for rubberducking. Quack quack!

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.
#188
Quote from: topace3000 on July 12, 2018, 03:55:30 AM
XeoNovaDan, can you explain or share the devmode modification that allows you to spawn pawns with specified equipment, etc?

It's just a quick harmony patch. Alas it doesn't quite allow for spawning pawns with specific equipment, but it does allow for spawning weapons and apparel with specific quality and stuff when using settings like 'try place near', or 'spawn apparel'. You'd configure the quality and stuff through mod settings.

I've attached it if you also want to play around with it, with the source code included.

[attachment deleted due to age]
#189
1.0, and it always happens.
#190
Quote from: Son_Of_Diablo on July 11, 2018, 05:16:50 AM
...

From what I've gathered, that functionality is basically vanilla now, so there's no need for Hatti to update that.
#191
Quote from: Boboid on July 10, 2018, 09:33:16 AM
I'd be fairly interested to know how plasteel sharp weaponry compares to uranium maces - Given that the AP scales with damage I think that uranium maces might actually have the edge they're supposed to vs heavily armoured targets.
Plasteel only increasing sharp damage by 1.1 compared to uranium's 1.5 for blunt is a fairly big deal.
I imagine that vs lightly armoured targets Plasteel sharp weaponry will be even more dominant due to its attack speed. Although who knows what breakpoints that comparison will bring up, perhaps the maces might now be capable of gibbing a vital part that they were previously merely wounding.

Slacked a little today since I was instead occupied by modding things, but I did manage to get the testing done!

Chart:



It's odd that this didn't scale in the same way that the other chart did - possibly down to margin of error? Considering that melee's still very subject to change though, I don't think the lack of super thorough skew-checking is really relevant.

Once it's confirmed that melee's implementation is final or isn't expected to get any further changes, I'll probably do a batch of runs with a 300 sample size per equipment combination rather than the standard 100. 2,700 tests would be a lot to do, but I've been getting somewhat more efficient with this when I actually get around to doing it.

Also interesting is that plasteel spear wielders actually have a higher DPS than the longsword wielders, yet the longswords outperform the spears until power armour. This is probably due to the fact that longswords are simply better at dishing out pain, which compensates for their DPS deficit (9.78 for a level 14 pawn wielding a longsword vs. 10.45 with a spear).

Tables as always...

Naked:



Flak:



Power Armour:

#192


Multilingual Support
Deutsch - Energistics
русский - Ninja Kitten

Compatibility
Should be safely addable to existing savegames. There may be issues removing this from an existing savegame if an aurora is happening or if somebody has the 'Observed aurora' thought.

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
Ever thought that it was strange that the +14 moodlet from seeing a beautiful aurora just instantly vanishes as soon as a colonist steps indoors; that the spectacular image of this phenomenon just leaves their minds in a puff of smoke as if it were nothing?

This is a simple mod that makes auroras lift your colonists' spirits for an entire day after witnessing an aurora, in the form of a lasting +5 moodlet - just as if they had dined in a very impressive dining room. Auroras actually mean something for colonists that don't spend 24 hours of the day outdoors!

Credits
Marnador - for the RimWorld-style font

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.
#193
Quote from: Boboid on July 10, 2018, 09:33:16 AM
...

Yep. Power armour and power armour helmets. If you mean by how spears scale much worse against people than they do against mechanoids, that'd simply be because humans have many more internal body parts than mechs.

Looks like this test's going to be a high priority one! Right now though, I'm just getting stuck in with modding, so the testing will start later.
#194
Quote from: Canute on July 10, 2018, 09:09:48 AM
...

Nope, longswords can't hit multiple targets at once; only multiple body parts on a single target. All tests have been conducted with steel weapons since that's the standard methodology; no plasteel involved other than in requests that specifically mention the use of plasteel weapons.

I could do a variation of the tests I've done with the weapon materials you've mentioned though.
#195
Quote from: Boboid on July 10, 2018, 07:06:39 AM
...

Yeah, indeed. I think I've already beaten you to the punch there since I've just finished some testing regarding how the longsword, spear and mace scale over different levels of armour (all steel unfortunately, but this should still be an indication). I also threw in a bonus set of runs to see how they fare against level 7 melee pawns with assault rifles, but said pawns also being high on go-juice (basically your average elite mercenary), but that testing was still done purely in melee combat. No plate armour was involved though since plate armour is already on par with flak gear when it comes to melee combat.

In fact, here are the results (bonus runs are on a separate chart):



One thing that's definitely interesting is that the spear scales better than the longsword over increasing levels of armour, but this is also unsurprising in another sense since the spear does have superior AP.

Bonus run results:



And, as always, the tables are available too, but sliced differently.

Naked test results:



Flak test results (taken from a previous test, still build 1959 though):



Power armour test results:



Bonus test results:






Quote from: Ser Kitteh on July 10, 2018, 06:52:33 AM
Alright, the big thing:

Powerclaw vs scyther
Powerclaw vs centipide
Powerclaw vs spear

Not sure about dual power claws or single power claws either. You do you!

I'll do both single and dual.