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Messages - Albion

#151
Unfinished / [1.0] Gen-spliced Xenohumans
July 17, 2018, 11:14:56 AM


Gen-spliced Xenohumans

After reading though this post I decided to make a Xenohuman mod for Rimworld.

Content

Soldiermorphs
Engineered soldiers to maximize combat effectivness. Backgrounds will be limited to violent one like vat-grown soldier, assassins, other soldiers...
Pain factor x0.8
Does not get negative mood from pain
Hungerrate x0.8
Health scale x1.2
Life expectancy 25 years
ShootingAccuracyPawn +2
ResearchSpeed -0.5
GlobalLearningFactor x0.7
ImmunityGainSpeed x1.2

Designermates
Engineered to be perfect mates. Also includes their descendants. Backgrounds will be limited to various civil and slave backgrounds like pop idol, prostitute, recruiter...
Always has the trait Beautiful, 50% chance for trait Kind
Pain factor x1.4
RecruitPrisonerChance +0.2
SocialImpact +0.2
DiplomacyPower +0.2
PsychicSensitivity +0.2

Wolfman
Adapted to cold biomes this human has a thick fur as well as impressive teeth and claws. Backgrounds limited to various violent tribal and raider backgrounds.
50% has trait bloodlust, 25% chance for Abrasive
light natural armor against blunt and sharp
min comfortable temp -24°C (compared to 16°C for normal humans)
Increased damage with natural weapons (in between normal humans and wargs)
Hunger rate x1.2
TameAnimalChance -0.05
TrainAnimalChance +0.15
MentalBreakThreshold -0.08

Scaleman
Adapted to hot biomes with a leathery thick skin and lower food consumption.
Max comfortable temp 46°C (26°C normal)
Hunger rate x0.8
Natural armor
Tiredness x1.3
ToxicSensitivity x1.5
MoveSpeed 4.2 (down from 4.6)
LeatherAmount 60 (up from 50)


Next steps
I'm currently waiting on some additional head sprites made by Rebelrot and still need to create the backstories for the soldiermorph.

I expect to release by the end of January.
#152
General Discussion / Re: The balancing process
July 11, 2018, 09:31:03 AM
@Tynan: what was the thought behind the latest research tree adjustments?
First you limit the point multiplier to industrial so tribals will always pay double and normal dudes research with the given value. This reduced various research points costs for outlanders.
However with the latest build you increased points cost by a lot for advanced tech meaning tribals need even more time to research the ship and fabrication bench than before.
Why not move back to the old system of multiplying by tech difference? That way tribals will still need to invest more research (50% more for spacer tech) than outlanders but not double the amount. It was a penalty but not a super heavy one.
#153
Quote from: Canute on June 05, 2018, 12:45:41 PM
Hi Albion,
could you please take a look into the doctor event ?
I send 2 pawn on it, one with medicin 0 and the other with 8, the message text took the one with skill 0.

As it turns out there was a mistake in my code. I forgot to change the function that selects the pawn to give xp to. Therefore the best doctor was actually selected for the success calculation but the best diplomat was given the xp (and named in the letter). I changed it in my local version and will publish it with the next 1.0 version.
Work on the next release continues...
I already implemented a new mech serum called lazarus mech injector that stays inert in a pawn until it gets downed. Once that happens it'll quickly heal any wounds until the pawn can get up again. However this process will drain the mechanites, so don't get shoot to often  ;)
Receiving a fatal injury will still kill the pawn though and the mechanites will be unable to help.
#154
Mods / Re: Want to see YOUR mod in RimWorld?
July 04, 2018, 10:51:16 AM
I would like to throw my Sparkling Worlds mod in the ring.
Specifically the events from said mod. Those can be found in the More Events Addon.
I even patched the mod to be compatible with the current build of unstable 1.0 with some bugfixing and changes. It can be downloaded from here: Dropbox link
I also included the source code.
#155
Thanks for the offer though Umbreon.

By the way: I updated my mod to be compatible with the current build for unstable 1.0!
Please remember that it's called "unstable" for a reason and any new build can potentially break my mod. I'll try to stay on top of it and fix any issues within 24-36 hours (or faster).
Plase provide feedback and report any bugs you encounter!
Dropbox link with current unstable 1.0 version

Change logs will be provided in a future post.
#156
It'll take me another day or two finalise v1.0 compatibility but once I'm done you can craft neutroamine by refining neutroglycerin milked from Boomalopes using my mod Sparkling Worlds: https://ludeon.com/forums/index.php?topic=35373.0

The problem is that unstable 1.0 is still getting changes to the code so as a modder it's a constant struggle to adapt to the new changes while getting everything else ready for the new release.
#157
General Discussion / Re: The balancing process
June 20, 2018, 12:00:16 PM
One of the changes Tynan announced was that apperal armor rating won't get affected by its hp anymore. Therefore as long as my legendary power armor has at least 1 HP left I would be immune to bullets.

Do deflected bullets even deal damage? I'm guessing not very much.
#158
General Discussion / Re: The balancing process
June 20, 2018, 11:19:32 AM
Quick question Tynan with your new system:
If I get legendary power armor with 200% sharp protection. Am I invincible?
Because the way I read it means that unless someone shoots me with a gun that has more than 100 damage or 100% AP it is impossible to roll for anything else than deflect which means all damage gets negated.
I could probably still get damaged by heat or blunt but any bullets will be negated.
#159
General Discussion / Re: The balancing process
June 20, 2018, 02:27:26 AM
Regarding weapons and armor I prefer the simpler system of just one value. It communicates clearly what to expect and how much the armor will impact incoming fire.

Another alternative for armor penetration:
Give the weapon an armor penetration value of 1 by default and higher values up to 2 or maybe 3 for advanced weapons.
If a shot hits armor, the armor deflection value gets divided by the armor penetration value. This means you could still create weapons with a high chance to punch through heavy armor while not dealing too much damage.

Armor penetration has to be at least 1 to work properly though.
#160
An update on what's happening right now:
I'm hard at work to get the mod v1.0 ready. There were quite a few changes to the code and a lot of them affected by mod. It'll therefore take a few more days before I'm release ready.
At that point I'll upload a manual download with a test version of the mod.

The new features I was working on will also be integrated into the new version. B18 will however not get updated anymore.

On another note: I set up a support page. All money collected there will directly go into the mod and it's development. I got a job that covers my usual expenses but I would love to pay some artists to do more awesome textures and maybe create a short trailer.
#161
Well the first baby is about 2 (planned) years away so there is still a lot of time...

I guess I'll eventually implement it but right now I got a rather long list of features I want to implement first. It's a continuesly growing list that will keep me busy for at least another 6 months I'm guessing.
#162
Now that I'm a married man I'm back to modding. I'm currently doing a small side-project for ChickenPlucker but will be back to modding Sparkling Worlds on Friday. I also plan to finally release a german translation with the next patch.

Regarding your feedback Canute:
- There actually is a small progression bar on the device. It's that small yellow bar filling up right in the middle.
- You're right. I might increase the reprogramm timer to 0.5-1 day. 1/4 day is relatively short.
- The idea with altering sickness and the mood debuffs is that you can actually reuse the casket but bad things will happen if done to often in quick succession.

I usually balance Sparkling Worlds with just vanilla Rimworld in mind. Other mods like Rim of Magic or Madness will break said balance.

I don't plan to add additional features like erasing negative traits or being able to pick traits. There reasons are relatively simple:
- It would severly break the balance since you could create the "perfect" colonists. The MAD is designed to be somewhat chaotic and even locking features like this behind a long research makes them eventually available... Also even Glitterworld inhabitants have negative traits so I feel like that's okay.
- Actually more importantly: It would require quite a bit of extra code. Especially code I have never written before. For now I would rather focus on features that are more easily implementable.

Your suggestions for additional side effects are interesting. I wrote them down and might implement them in the future.

Progress update for the next update:
- ship crashes can be infested with hives instead of mechanoids
- replaced ship engines in the ship crash event with broken engines that drop less resources
- fixes to improve the trade fair event and resolve some issues
- infested ship chunks drop some resources when destroyed
- some other minor changes
- hunting lodge event is partially done. Still need to implement the code for the map generation and crush some bugs
#163
This is quite weird because I use a vanilla function to determine which pawn has the highest medical tend quality stat in a caravan. Can you do some testing with the pawn and their caravan positions? I can't look into it myself until after the weekend due to visiting relatives and wedding stuff.
#164
The event technically doesn't check for the best medicine skill but for the best Medical Tend Quality. Did you check those?
If your medicine 8 doctor is missing an arm, fingers or an eye he might actually be worse than the medicine 0 guy.
#165
Thank you for the idea Yoonic.
It is interesting, however another modder I know (Mehni) is currently working on a faction mod that increases faction interaction and will include spreading pirate outposts.
I passed the idea to him and he liked it a lot. He will probably implement it and since it's more fitting with his mod I won't. Stay tuned...

If you got any other suggestions though I'm always happy to listen. I already got a long list of stuff I want to implement but there is always space to add more or the possibility for an idea to jump ahead if I really like it or it's easy to implement.

Thank you for the congratulations by the way. One more week and I'll be a married man 8)