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Messages - Goldenpotatoes

#151
General Discussion / Re: Mortars: Useful or not?
January 15, 2017, 06:15:15 PM
Quote from: Shurp on January 15, 2017, 05:33:57 PM
Here's a way to look at it.  Which is a more effective use of resources for breaking up a mob of tribals heading towards your base:

(a) 250 steel & 4 components for the mortar and lots more steel for shells, or
(b) 150 steel and 4 components for an LMG?

Keep in mind that both require you to use a pawn and neither is very good at hitting any one specific target.

Probably the mortar if it actually hits within the center of the group, as the LMG only hurts the exterior layer, which is usually the melee rushers who are bound to die anyway. Explosions aren't blocked by pawns.
#152
Off-Topic / Re: Your satanist propaganda.
January 15, 2017, 04:24:53 PM
Thank you for this eye-opening realization of the satanic presence in this game. I'll make sure to prioritize butchering anyone seen wearing or using such items to add to my hat collection.
#153
General Discussion / Re: Mortars: Useful or not?
January 15, 2017, 01:10:52 PM
Quote from: Britnoth on January 15, 2017, 09:30:36 AM
Mortars are strong, just not necessary versus normal sized sieges or ship parts.

Try facing a 15k+ point siege with only a couple guys with sniper rifles and you will realise how useful just 2 incendiary mortars are.

No changes required. Please do not listen to all the bad players that do not know how to use them.  :-X

Well yeah, a 15k+ raid with current raid scaling is like half of the planet's population on your doorstep, so its fair to assume they'd be pretty effective in that scenario.
#154
Pointing out balance issues or any inconsistencies you notice while using the pack is encouraged and welcomed, as I'm still trying to balance these to fit in with mid-late game vanilla and pricing might be too high/low.


#155


What Is It?

Nanotrasen's Armory is a pack of various weapons/apparel based on the game SS13. More will be added depending on demand based on what I've already done. Individual weapon/apparel information can be found on the steam page. No direct sprite rips, as I've gone the route of recreating the items to help keep them in-line with the game's art direction.


Updates
19/1/16: Adds a 'serious' variant, that removes clown attire/gear. A Combat Realism patch is now available on the workshop.

19/1/16: Weapons can now be smelted down for steel, as well as having their own dedicated tab in the weapons listing to lessen clutter. Added a flamethrower that can be crafted at the machining table with steel, components, and some chemfuel.

16/1/16: More rebalancing, lowered all apparel's commonality, added a fire extinguisher and a toolbox. Fire extinguisher can douse small fires while the toolbox gives some slight construction bonuses when wielded. Added a clown costume and wig with a rare chance of being worn by raiders. People wearing a full clown set will be hilariously bad at combat/surgery, but have increased social interactions. Comes with a throwable pie that can temporarily debuff a pawn's vision, throwing off their aim. Use alongside clown costume for best results.

15/1/16: Price rebalance for apparel and weapons to be more in-line with vanilla equipment. Should be more reasonable.

14/1/16: Initial release.

Downloads

A17 Test Version



Combat Realism Patch
Serious Version
#156
General Discussion / Re: Mortars: Useful or not?
January 14, 2017, 06:48:33 AM
There should be some sort of scouting option, like a marking tool used by Pawns to give a spot that would have increased accuracy if fired at by the mortar. First shot is the standard inaccuracy while the second shot is now 'adjusted' to the marked spot and is now more accurate.

Sieges become more accurate only if the player doesn't prioritize killing the scout and now the player can risk a colonist going closer in exchange for more accurate mortar fire.
#157
Unfinished / Re: Children and Pregnancy
January 13, 2017, 11:11:00 PM
Quote from: Thirite on January 13, 2017, 11:04:42 PM
To be honest I had not even considered the absurdity of a child wielding a minigun. I don't want to make things realistic if it's going to hinder having fun- but I can definitely see merit in limiting young children to smaller arms and limiting all children from things like triple rocket launchers. Probably will just make them promptly drop the weapon if it's too heavy for them.

Leave it in for the absurdity of being able to telling the story about how your 3-year old somehow managed to wield a doomsday launcher and blew up a group of raiders.
#158
Help / Re: Issue with weapon hediff application
January 11, 2017, 06:49:13 PM
I forgot the workerclass, yeah. Running into a new issue now, though. Log throws an error whenever the projectile hits a pawn's external body-part, i.e limbs. If by chance the bullet RNG hits an internal part like a rib, no error is thrown and the effect is applied properly.

Couldn't find a way to save the log in-game, screencap of the error output.


EDIT: Figured it out myself, problems solved.

#159
Help / Re: Issue with weapon hediff application
January 11, 2017, 01:26:16 PM
Same issue occurs still, not sure what to do at this point.
#160
Help / Issue with weapon hediff application
January 11, 2017, 09:02:53 AM
I created a weapon with a custom DamageDef that applies a hediff, but the issue is that the hediff doesn't seem to apply. When I enabled AllDefs on a pawn's health tab and hit them with the gun, it shows the effect popping up and vanishing immediately afterwards. Manually applying the hediff via dev tool makes it work just fine.

DamageDef
  <DamageDef Name="FatigueShot" Abstract="True">
    <makesBlood>false</makesBlood>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has died of exhaustion.</deathMessage>
    <armorCategory>Blunt</armorCategory>
  </DamageDef>
 
  <DamageDef ParentName="FatigueShot">
    <defName>FatigueBuildup</defName>
    <label>fatigue</label>
    <additionalHediffs>
      <li>
        <hediff>Fatigue</hediff>
        <severityPerDamageDealt>.5</severityPerDamageDealt>
      </li>
    </additionalHediffs>
  </DamageDef>


HediffDef
  <HediffDef>
    <defName>Fatigue</defName>
    <hediffClass>HediffWithComps</hediffClass>
    <defaultLabelColor>(0.7, 1.0, 0.7)</defaultLabelColor>
    <label>fatigue</label>
    <lethalSeverity>1</lethalSeverity>
    <makesSickThought>true</makesSickThought>
    <scenarioCanAdd>true</scenarioCanAdd>
    <comps>
      <li Class="HediffCompProperties_Immunizable">
        <severityPerDayNotImmune>-0.08</severityPerDayNotImmune>
      </li>
    </comps>
    <stages>
      <li>
        <label>initial-hidden</label>
        <everVisible>false</everVisible>
      </li>
      <li>
        <label>initial</label>
        <minSeverity>0.04</minSeverity>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <offset>-0.05</offset>
          </li>
        </capMods>
      </li>
      <li>
        <label>minor</label>
        <minSeverity>0.2</minSeverity>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <offset>-0.10</offset>
          </li>
        </capMods>
      </li>
      <li>
        <label>moderate</label>
        <minSeverity>0.40</minSeverity>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <offset>-0.15</offset>
          </li>
        </capMods>
      </li>
      <li>
        <label>serious</label>
        <minSeverity>0.60</minSeverity>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <offset>-0.25</offset>
          </li>
        </capMods>
      </li>
      <li>
        <label>extreme</label>
        <minSeverity>0.80</minSeverity>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <setMax>0.10</setMax>
          </li>
        </capMods>
      </li>
    </stages>
  </HediffDef>


Is the severity per damage dealt not enough to correctly apply it for more than a split second? I'm not really sure what else would be the issue. Bear in mind this is me mostly learning from the core game files and basing that into my own version, so I'm probably overlooking something.
#161
With the Incidents system, you said you planned to make it use the new caravan system. Do you also plan on using the temp map system for the event, or just 'reach x on the map, get notification and have them walk back'?
#162
Quote from: Limdood on January 10, 2017, 10:07:06 AM
AI can't keep up with player innovation.  Certainly there is a sweet spot, and I'm not implying that AI should never be improved because its futile, but trying to make raids smarter will never be able to keep up with players cheesing it somehow.

Well yeah, that goes for just about any game with AI. The whole reason raid scaling works as is at the moment is because AI is too dumb and the only real solution until otherwise is to throw more raiders into the colony's meat-grinder until it breaks.

Quote from: Limdood on January 10, 2017, 10:07:06 AM
Alternatively, you break aspects of the game.  If raiders try to skip places with decent amounts of deaths, then traps become less useful than they already are.  If raiders overlook an obvious easy entry into the base and simply chisel thru 5 blocks of wall, all that is happening is that walls are being declared useless because they don't encourage raiders to go around anymore.

Traps become less useful if you don't bother to reconfigure them after a raid so the next wave doesn't know where/how its set up. If raiders are deciding that your walls are probably an easier breaching point than your front-door killbox, then you can't really fault them for figuring out one way leads to way less deaths. You'd probably do the same thing if you were in the raider's shoes.

Quote from: Limdood on January 10, 2017, 10:07:06 AM
Sappers, sieges, and infestations are all examples of an attempted AI fix to raids.  Each of them is hugely exploitable in the right circumstances and will often make those "threats" into basically a windfall of free loot/gear/money.  Setting up to attack a siege during their construction, or waiting til they sleep and positioning melee units.  Engaging sappers during their pathing to the walls, or taking advantage of the fact that they often scatter and separate to attack different sections of wall.  Taking advantage of temperature mechanics to exploit infestations...

Sappers and sieges being exploitable to the extent they are is due to dumb AI being unresponsive to player actions. Sieges should have night-shift pawns who guard the others while they sleep and be reactive to gun-fire from the colony. Sappers need to prioritize sticking together and working on a singular target for breaching. Infestations are just giant bugs so I can't really argue for their intelligence past 'swarm the humans if they get too close'.

Quote from: Limdood on January 10, 2017, 10:07:06 AM
In a game this complicated, "just make raids smarter," even if you have an idea for how, is a monumental undertaking and has a serious possibility to be even more easily handled due to its interaction with some other system in the game.

"just make raids smarter", as in "make pirates not blindly run into the giant meat-grinder for the 200th time".
#163
Raiders just need to be smarter in general, variation will only do so much if the raiders themselves are still dumb enough to run into a killbox.

There really should be some sort of heat map mechanic for the AI that keeps track of pawn deaths and have the AI try and path around spots with a high influx of death, similar to how they already mark and avoid traps they've previously triggered. You'd be forced to either keep constructing new killboxes after each initial use or find more elaborate ways to defend yourself that isn't a giant maze/box of doom.

#164
General Discussion / Re: Multiple colony management ?
January 09, 2017, 10:33:34 PM
Multiple colonies is you running multiple maps at once, with timescale changes being global, k'now, considering they're on the same planet at the same time. You probably shouldn't be bothering with multiple colonies unless your main one is capable of being mostly self-sufficient without you hovering around to give orders.

I'm pretty positive events can occur on non-tabbed maps as they never stop running in the background. How the storyteller handles event scaling for the newer colony is a mystery however, considering Tynan is pretty stubborn when it comes to revealing how the storyteller factors these things in.
#165


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