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Messages - Rah

#286
Quotecan dementia be cured?

suggestions:
- Add ability to remove or speed up removal of addictions.
- Require regular medicine for low damage scars (after research) (in lite at least)
- Make something with fingers, kinda silly to remove the whole foot when you're just missing a toe

Hi Gendalf, dementia and alzheimer's can be "cured" with a neurostimulator, but you also get a lot of bad side effects from the implant, so you have to weigh your decision carefully. As for the scar curing; I feel like curing scars, which is not possible in vanilla, should cost you a bit. And also, glitterworld medicine is not that hard to get in small amounts. And to answer your last question; that was actually a balance/value compromise I had to make. I might go in and look at that a second time.

QuoteHardcore LITE
One of my starting colonists, Sarrah "Blades" Kerrigan, is an expert warrior, psychically impervious, and has a penchant for taming animals and growing things. Currently she manages my armory and weapons sales division.

But early that first spring we were attacked by a stampede of boomalopes and Blades lost an eye and a toe during the battle. So I poured resources into research and infrastructure to get her a bionic eye, and she had a successful surgery by the end of fall. She's also got some nifty gear along the way, including an infused compound bow, power armor exoskeleton and high tech sniper head gear. All in all, way happy with how she's coming along.

So thanks for the bionic surgery mod.

Hehe, nothing like a deadly cyborg warrior colonist ;) Glad you like the mod ! Feel free to try out my Hardcore Armors mod for an even deadlier cyborg !
#287
1.59 - EPOE Hardcore Version
* Added back in: Old scars and gunshot wounds can now be cured with glitterworld medicine again, except for brain scars.
(Huge thanks to Haplo for his help.)

Enjoy !
#288
Quote from: AngleWyrm on February 18, 2017, 06:22:04 PM
Suggestion: Cybernetic Brain Chips
Might make a fine addition to this mod

Hi anglewyrm, I think that sounds pretty similar to the neurotrainer in vanilla. Thanks for the suggestion though.
#289
1.58 - EPOE Hardcore Version
* Removed glitterworld cures for old scars. Temporary at the moment, as I try to find a solution to a big balance issue.
* Corrected problem with neurostimulator. Now properly restores consciousness to brain damaged colonists.
#290
Quote from: Catatafish on February 17, 2017, 09:08:15 AM
I will see if I have the time to get it done this weekend.  My plate has been really fully the last couple weeks so I haven't been able to get that epoe hardcore patch done nore my next set of races finished up.  I have a certification exam I paid $300 to take in a few days, and after I get through that I should have plenty of time.

That sounds good, let me know if you need any help.
#291
Hi Catatafish, I was recently asked to make a EPOE Hardcore patch for this mod, but I don't think have time to manage it, seeing as I have a lot of other patches. Would you be willing to do that? If you are, I can make one and give it to you, and then people can download both EPOE versions from you.
#292
Quote from: Jovus on February 16, 2017, 02:02:26 PM
Would the existent Combat Realism EPOE patch work also for this EPOE version? That's the main thing that kept me from adopting HC EPOE for this run.

I don't see anything in the patch that would obviously cause incompatibility, since it's dealing with pawn parts rather than items, but I figured it didn't hurt to ask someone more familiar with the mod.

That patch should work for both versions.

Quote from: ruyan on February 16, 2017, 01:46:13 PM
Hey guys,

thanks Rah for making this, it has been loads of fun on my first ever Rimworld run!
So I've been finally wiped by RNC and wanted to up my mod game for my second run and came across the RimFactions mod, they provide a EPOE fix here, but I had to realize, that it's for the non hardcore version and if possible I would rather stick with yours.
So I've looked at the files and saw that there are some references to stuff you took out and tried to fix them myself, but had to realize that I lack the specific understanding on how things work.
Before I dig any deeper and spend hours trial and error-ing my way through the def files, I thought it wouldn't hurt to ask someone to give me advice on what has changed from the original and what to look out for.
Of course if someone would rather do the edits themself instead of explaining it to someone without any modding experience at all, you'd be my new personal hero for the day (maybe two)! :)

Oh and if someone has a mod tip that goes along well with EPOE, please let me know!

Cheers, first post, loving this community so far! <3

hi ruyan, I manage a lot of patches for alien races at the moment, so I'm hesitant to adopt another one. But if the author of Rimfactions is willing to manage a EPOE Hardcore patch I can certainly make one and give it to him.
#293
1.57 - EPOE Hardcore Version
* Added Neurostimulator implant after a lot of requests. Restores/enhances consciousness. Also comes with negative side effects.
* Added Wooden foot, mainly for tribal players. Requires no research.
* Curing old scars now costs 2 glitterworld medicine. (still 1 in the LITE version)


--------------
hotfix to LITE version. everything should work now.
#294
Quote from: ximen on February 14, 2017, 06:05:58 PM
What's the difference between the Lite version and the normal?
Also, what happens if I replace the usual EPOE with this one, and then decide to load a save?

hi ximen, it's described in the extras section. The LITE version has the cost reduced on most items, so you'll be able to make more bionic parts. Otherwise it's the same as the main hardcore version. With regards to your second question, that could cause problems, but you could try to delete the items that were removed in this mod with the dev tool, if you have them laying around or installed on your colonists. Then it might work.
#295

A Dog Said patch updated. apparently the last change did not register.

*Removed some plasteel requirements for simple parts, and increased regular steel req. Bionic parts now require Bionics research, the same as for humans.
#296
Quote from: gendalf on February 14, 2017, 07:50:44 AM
- I'm getting bionic animal parts after simple prosthetics research, instead of bionics research.

Why do all animal parts require plasteel? what is the good source of plasteel? and can I send caravans to mine and bring back steel from other cells?
Why no simple human ear? :P It looks like there're a lot more parts I can make for the animals compared to humans.

Thanks for pointing that out gendalf. Apparently the last change I did to this file did not register. It should be good now though. Most simple parts don't cost plasteel anymore, but the steel cost has been raised. Bionic parts require bionic research, the same as for humans.

@flimflam, I agree with you that feet and legs should be separated more, and in the early game for tribals the only thing available is the peg leg, which is lame if you've only lost a foot. I will probably bring back a wooden foot on par with the peg leg. As for the eye patches and the debuff; it wouldn't make much sense to add that in since all destroyed parts give that debuff. If I'm going to make a fix for the disfigured debuff the vanilla game gives I'll probably make some real bandage in the form of clothes that you apply to destroyed parts, but I have not decided on that yet.
#297
Hi flimflam, I think some would argue that the tribals are supposed to be hard and that they're not supposed to have access to all kinds of medical surgeries, at least in the early game. But I do understand that tribal starts can be quite brutal sometimes, and that maybe it would be nice to have some primitive surgeries available.

The problem I have with the "basic prosthetics", which is what they were called in the regular EPOE mod, is that they offer so little IMO, other than just cluttering up the game, especially for colonist starts, which is what most people play. For colonists, simple prosthetics and bionics are not hard to research, and those unlock a ton of parts and surgeries.

For tribals it's a bit harder to research those quickly, but is the wooden foot or the eye patch really that important? The wooden foot is basically another peg leg, and the eye patch gives you 0 sight back, and you need to perform a surgery to put it on. But like the golden eye, it does remove the disfigured debuff. The steel arm overlaps a bit with the simple prosthetic arm, which is not hard to get as a colonist. It also doesn't really fit into the early tribal game. --- So I think this all comes down to the disfigured debuff removal, and how important you think that is.

Feel free to give me a counter argument. It would also be nice to get some other tribal players perspectives on this !
#298
German translation added. Special thanks to AmUnRA !
#299
Quote from: ChairmanPoo on February 11, 2017, 09:05:09 PM
The problem is that your version removes many of the more interesting cybernetics (eg ribs, brain implants, etc...). I like some of the streamlining you do, but not at the cost of being unable to cyber out characters.

I have to disagree with you there. I don't find the weird rib implants very interesting or realistic, and the brain implant was basically a complete reversal of terminal brain damage, which felt pretty cheap to me. I am however considering introducing a small neuro-stimulator which will help brain damaged colonists. But the ribs with drugs in them (especially the one with beer in it) just didn't sit right with me, and the stats they give are tiny. If you want a painkiller, you get the painstopper implant or a real drug, or if you want movement speed, you get the bionic legs or inject Go-Juice etc. You can still cyber out your colonists in my version, just not with ribs. --  So I respectfully disagree. ;)
#300
Chinese translation now added to the mod !! Special thanks to Duduluu for his work.