Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ison

#2266
Quote from: Rahjital on September 05, 2014, 01:19:38 PM
Edit: Just saw Ison's reply in the other thread listing the diseases, but there's still no long-term, permanent disease like HIV.

Long-term diseases - actually I forgot to mention them: currently we have Cataracts and Bad backs. HIV is an interesting idea though.
#2267
Each wound will have some chance to cause infection if left untreated (also there will be some chance for wound to cause infection if poorly treated without using medicine).
#2268
Currently there are Flu, Malaria, Plague, Wound infection and Sleeping sickness. Depending on current severity stage they can be barely noticeable, significantlly lower some stats or even lead to death if left untreated - however, there will be many symptoms like losing consciousness before someone dies (also there will be an alert if current disease stage is life threatening). If properly treated most of the diseases should be harmless though (however for old/weak people it will be a better idea for them to stay in bed to ensure full recovery).
#2269
General Discussion / Re: Who is ison?
September 03, 2014, 04:31:22 PM
Quote from: Neurotoxin on September 03, 2014, 04:25:27 PM
Quote from: Tynan on September 03, 2014, 04:20:58 PM
Quote from: JimmyAgnt007 on September 03, 2014, 04:17:50 PM
Organ harvesting?  I knew about the artificial stuff but not that.  In alpha 7 Im going to make a colony of organ harvesting cannibals!  Speaking of canibals, can someone 'gain' that trait if you make them eat enough human flesh?

Nobody can gain cannibal traits.

And yeah. I think like two days ago he put in a thing where you can choose to amputate a limb with an infected wound (to avoid death).

OMG that sounds pretty awesome! Keep up the good work Ison! You too Tynan but you already get lots of love :P

Cheers! ;)
#2270
General Discussion / Re: Who is ison?
September 03, 2014, 03:28:40 PM
Hello! ;)

I read RimWorld forums everyday but I rarely post anything.
I've joined Ludeon studios in June 2014. I'm helping Tynan with some coding / art (well, mostly coding).
There's some more info here http://ludeon.com/blog/studio/.
#2271
Quote"Internal" hits also damage the node they're attached to.
Yes, in fact, all parent nodes are hit until one is outside of body.

QuoteThere's a 10% chance to hit the left arm.
IF you hit the left arm,
  10% for radius (also counts as arm hit)
  10% for ulna  (also counts as arm hit)
  20% for hand.
      IF you hit the hand...
         5% for a finger (x5)
Yes.
#2272
QuoteJust to clarify...
An arm covers 10% of the torso's hit zone. Are the parts of the arm (humerus, hand etc) supposed to add up to 10%? Or is the arm its own thing, with all the arm bits adding up to 100% of "one arm"? The anatomy file seems to use both methods, so this is a bit confusing.

If arm covers 10% of the torso's hit zone then its children are not supposed to add up to 10%. Each body part node has its "own coverage". Node's children, in most cases (well, in all cases actually) don't sum to 100% - if they did, then it would be impossible to hit this node. Coverage that's left after adding all children coverage values is a chance to hit exactly this part and none of its children. First, bullet hits corePart, then next node is picked randomly until bullet hits "remaining coverage" or a leaf node. It can be quite difficult to understand, this example can help:

Imagine body consisting only of 1 torso, 2 legs and 2 toes (1 per leg), with the following structure:

<def>Torso</def>
<parts>
<li>
<def>LeftLeg</def>
<coverage>0.3</coverage>
<parts>
<li>
<def>Toe</def>
<coverage>0.1</coverage>
</li>
</parts>
</li>
<li>
<def>RightLeg</def>
<coverage>0.3</coverage>
<parts>
<li>
<def>Toe</def>
<coverage>0.1</coverage>
</li>
</parts>
</li>
</parts>


We assume that bullet hits Pawn.
This means we start from corePart (Torso).
We are at core part, and have the following options:
left leg: 30%, right leg: 30%, remaining coverage: 40%
If remaining coverage is picked, then Torso gets hit - the end.
If left leg is picked:
    We are at leg part, and have the following options:
    toe: 10%, remaining coverage: 90%
    If remaining coverage is picked, then Left leg gets hit - the end.
    If toe is picked:
        We are at toe part and this is a leaf node - so basically we have 100% "remaining coverage", so we hit this part - the end


Maybe I should should leave a note in Bodies.xml explaining how it's all calculated.
#2273
Quote from: bobucles on August 19, 2014, 07:48:51 AM
I think that limb loss is partially the fault of inconsistencies in the anatomy file. In some places it looks like "this part is 7%, where 3% is X and 4% is Y", while other areas are "this part is 10%, with a 40% chance of hitting X and 60% chance of hitting Y". It seems the game does the latter, so when a body part is under allocated, the leftover odds go to removing the entire thing.

All body parts "coverage" values are relative to their parent (if I understood you correctly).

QuoteIt's also strange that your colonists can tank a HUGE amount of damage if that damage is spread across many components. Taking 40 damage to the torso will kill ya, but taking 15 damage to the heart, 10 to a rib, 20 to a sternum, 20 to the stomach, etc.etc. is A-OK.
In this particular example it's not possible to hurt these body parts without hurting torso, but I get the idea. I guess in this example colonist should die because of losing too much blood. Losing blood over time is the result of applying damage caused by "bleeding rate", which reaches it's maximum level quite fast (~80 damage), so even if you take 200 damage and stay alive (rare case) then you will still bleed at the same rate as if you took 80 damage.
Per-body-part bleeding rate factor would be useful here, so hitting an arm wouldn't cause the same bleeding rate as hitting stomach.
To keep someone alive (in order to capture him) it's indeed better to use low-damage weapon, so damage is spread across many components.

QuotePerhaps include a piercing system to differentiate types of damage? For example blunt damage like fists and explosives are more damaging against surface elements like ribs, limbs, skulls and flesh, but less likely to hit internals. This can be done by multiplying the chance to hit internals, or by dividing up damage between surface and internals. For example: hollow point weapons 200% more painful/likely to hit internals, piercing 100%, bluntheavy 60%, bluntlight 30%, critter 15%.
Currently explosion / blunt damage affects only outer body parts. I think for blunt damage there should be a chance to break body part's solid child node.
Piercing factor for projectiles is an interesting idea.

QuoteInstead of preventing damage, experiment with armor "transforming" some threshold of "piercing" damage into "blunt" damage. For example getting shot in a helmet may cause damage to the skull, without hurting the brain.
So basically there would be 2 things:
1: damage reduction caused by hit body part (for example skull reduces damage by 50%)
2: damage would eventually stop going "further" because body part would "absorb" it

QuoteHow does piercing damage work right now? I'd like to set up an anatomy system where surface elements give way to deeper organs- I.E. breaking ribs to go with injured lungs, that sort of stuff.
Currently body parts don't reduce damage.

nice feedback
#2274
Tools / Re: [Modding tool] Rimworld Weapons Balancer
August 15, 2014, 07:06:42 PM
QuoteHopefully sometime this week I'll have the time to systematically figure out where the system evens out. Is a pistol that only has 1 damage but shoots 10x as fast better? Or would it be better to shoot 1/5th as fast but deal out 50 damage a shot? Or is it best as-is?

Assuming that losing a limb is something that you want to avoid, then pistol that deals 1 damage but shoots 10x as fast is less deadly than one with higher damage but normal shooting rate, because damage is then equally distributed among all body parts.
For example if someone's body consists only of 3 parts with 50 health each (all with 33.(3)% coverage), then one 50hp bullet = 100% chance to lose a limb, while 50 1hp bullets would usually lead to ~16 damage per body part.
#2275
General Discussion / Re: Help: Loss of Eating Ability
August 13, 2014, 04:00:59 PM
Indeed in A6 release colonists with 0% eating ability can still eat pretty fast. We're thinking on how to handle it properly in A7. Probably unfortunate colonists with damaged stomach/jaw will be capable of eating only nutrient paste and with highly reduced eating speed. However, there will be a new way of healing injured people added in next Alpha release - it will be possible to perform surgeries on colonists or prisoners. This will include removing inner body parts, replacing old ones or installing brand-new artificial parts like bionic eye with increased stats.