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Messages - Roolo

#151
Quote from: temple_wing on November 04, 2018, 06:28:03 AM
What about to use a mountable mech to implement cart?

Everything I said in my last post to you also applies when using mechs as a basis, or anything else. It's not a matter of "is it possible", it's a matter of time. I have other things I'll spend my limited time on for the time being.
#152
Releases / Re: [1.0] What the Hack!? - Mechanoid hacking
November 02, 2018, 04:19:53 AM
Quote from: 中村ジロ on November 02, 2018, 03:38:30 AM
[...]

Thanks for you understanding.
Quote
Hey, no problem. That's what I was thinking might've happened, anyway. I think the maintenance mechanic is great and makes sense for hacked mechs, but isn't economical long-term and may be overall cheaper for a colony to build one from scratch if they plan to keep the mech around for a time. You know what I mean?

I understand. I do want to point out that there's also a mod option where you can decrease/increase the maintenance cost in the mod settings. So if you feel it's a bit too steep, you can tweak it. Getting the a "right number" for the cost of maintenance is already difficult for me when balancing for vanilla gameplay given that there are many difficulty levels and story tellers, and there is no better way to test it than to play the game a lot. But if you throw in other mods in the mix, it's actually impossible for me to get the balance right, since many mods impact how many parts you'll get by mechanoid raids (for instance, if you add in more non-mechanoid factions, you'll get more non-mechanoid raids). Then there's also a great variety in playstyles, and some people just want things to be more difficult than others, which makes it even more impossible for me to get the number right. So don't feel bad about not using the defaults. 

But yeah, if you want to craft mechs for story reasons, the best thing to do is create an expansion yourself. If you need help with that, just send me a PM.
#153
Releases / Re: [1.0] What the Hack!? - Mechanoid hacking
November 01, 2018, 04:59:45 AM
Quote from: 中村ジロ on November 01, 2018, 12:07:30 AM
While I respect that the idea itself is not in your interest, I disagree that the issues you outlined are really issues.

[...]

Sure, many of the complaints I have can be solved, but the real problem is that they require me to put in a lot of effort. Not necessary implementation effort, but mostly balancing effort. The main problem I have it that it has a large impact on the mod's balance, while the extra "fun" you'll get out of it is pretty limited. I'd just rather spend my time on features where the fun outweighs the effort I'll have to put in.

QuoteThere's no need to become aggressive, fair gameplay is one of my biggest concerns with mods. No weapon is overpowered as long as your enemy potentially has access to the same technology.
I'm sorry if my words came across as being aggressive, this really wasn't my intention and in hindsight I should have worded it differently. I just wanted to point out that there are options to tweak the balance and to turn off the maintenance mechanic.

Quote>More options to get the parts will be added in the near future.
What do you mean by this?

I'm currently working on an update that adds more ways to get mechanoid parts which I'll finish soon. So my point was that this'll help you if you want to invest a lot in getting a large group of mechanoids and maintaining them.
#154
Releases / Re: [1.0] RunAndGun
November 01, 2018, 04:45:16 AM
Quote from: Madman666 on November 01, 2018, 04:30:44 AM
There always should be a downside. You will need to see where your next waypoint is and that'll drop your concentration on the target. Should leave it that way.

I agree. I admit it initially wasn't intended, but when I thought about it, it actually made sense for exactly the reason Madman pointed out, so I kept it in.
#155
Quote from: 中村ジロ on October 30, 2018, 11:13:20 AM
Any chance of adding a research node that reverse-engineers mechs and allows you to build your own from scratch? So that your hackers can trade not having to maintain the mechs anymore with a bigger price tag.

I won't do that. It's not worth the effort for me and it would introduce balancing issues. In the end, creating mechanoids is just a more grindy way to get them than hacking, and there should be enough parts for maintaining a reasonable amount of them. Even with a high initial cost, mechs without any maintenance would be hard to balance, since nothing stops you then from creating a huge swarm of them, without any costs (except power) to maintain them, completely trivialising other combat options in the game. If you want unfair gameplay, you can just disable the maintenance mechanic in the mod options (and change many other balance altering settings). More options to get the parts will be added in the near future.
#156
Quote from: conkikhon on October 28, 2018, 01:37:39 PM
My cute centipede have a shredder turret mounted, it fight with 7 raiders and got hit by a lot of molotov cocktail. Fire couldn't burn my centipede, but it made shredder turret went boom. The problem is the centipede still treated as it have a turret mounted in heath tab, so I couldn't replace the broken one. i hope his problem will be fixed in the future.

Hmm, this shouldn't happen. I'll see if I can reproduce it. Here's a temporary fix you can apply to make sure your centipede can have mounted turrets again:
- Go to options, and tick "enable development mode" there (or something like that).
- Now you see a few icons appearing in the top of your screen. Hover over them to find the debug commands. In there, click "remove hediff..", and use this command to remove the "turret mounted" hediff. This should fix it for you. 
#157
Unfinished / Re: [WIP] Real Ruins (some input needed)
October 28, 2018, 06:15:52 AM
Great work! I really love this idea. I tried it already (also uploaded 2 bases) and it's lovely to see player made structures appearing. Moreover, I love the postprocessing, as it really makes the structures appear like ruins. I am getting some errors though that result in the ruin generation process to terminate, resulting in only 1 ruin being spawned in. I'm not getting this error consistently, so I think a certain ruin being loaded results in the error. Here's the full log:

https://git.io/fxHHo

By the way, there's even more potential in this concept when you'd use it for world quests, or faction bases, though I think you already realize that. But I think you made a good choice by restricting yourself to ruins in the first place so you can flesh out the concept.
#158
Quote
Do I get it right that I could disable all other animals for riding except horses in this mod?
Can I somehow only allow riding for specific factions so Tribals and the medieval factions from  MT?
Yes, that's right, you can disable any animal as mount except horses, take a look at the mod options. There's no option for faction specific mounts in the game, but there are patching hooks for that. Take a look at the GitHub for an example and just pm me if you want some help setting a patch up. It's not very difficult, but if you don't know XML it can appear to be a bit daunting.

Quote from: Morbo513 on October 25, 2018, 01:11:49 PM
Quote from: Roolo on October 25, 2018, 02:49:19 AM

Give me a few hours, and I could copy mechanoid or animal code, stick a vehicle sprite on it, and apply Giddy-up to make it mountable. However, the vehicle you have then would by no means behave as a vehicle and it would be a terrible implementation. The effort to make that implementation more like a vehicle would increase exponentially with how realistic you'd want to make it. Making something that's not silly would already be a huge time sink.
Cue the mental image of jeeps grazing in fields hahah
I'm not sure if I used the versions from Oct 18th (Date modified in my downloads says 20th), but I was getting hard crashes after < 3 in-game days with Caravans and Battle-mounts enabled. Could this be a conflict with Alpha Animals? I'm not sure I have any other animal mods enabled, but there's probably all sorts that can interfere. Here's my modlist for reference https://pastebin.com/Y18UQzNc

There were problems with crashes a few days after 1.0 came out. But those problems are fixed now. Please try the latest version and tell me if you still have issues.
#159
Quote from: temple_wing on October 24, 2018, 08:01:01 AM
I suggest you make a cart/Wagon mod.
It actually is just a mountable packing animal that does not think.
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Thought more about that, animal have HP, have organs, can be ill, can die, so use animal to implement that feature is not good.
Can you make a building to be mountable?

It's very tempting to make assumptions like: just change this or that, and you have carts. You've noticed yourself that after you gave it more thought it wasn't as simple as it seemed anymore as you came up with issues. I can tell you that in practice this now still short list of issues will keep growing untill it fills up multiple pages. Is it possible? Yes definitely, but it will take a vast amount of time to be done properly. Time that I currently don't have. This is also true when using buildings as a basis.

Quote from: treehugger on October 24, 2018, 06:27:21 PM
Sorry, I'm new to this. Here's the link (still on B19): https://git.io/fxM0c

Thanks for reporting. Could you let me know if the issue persists when our move to rimworld 1.0. Since you're the only one reporting this it could likely be something on your side, but it's hardly worth the effort of finding out if you're moving to 1.0 soon anyway.

Quote from: Morbo513 on October 25, 2018, 01:59:00 AM
Functionally, how dependent is this mod on the thing being ridden, being an animal? In other words, could this be used for motorised vehicles?

These are two different things. The existence of Giddy-up! Mechanoids answers your first question. Your second question can be answered with "yes", though it would only solve the small problem of mounting a pawn on some entity. It doesn't solve the problem of defining a vehicle entity, which is a great deal more time consuming if done properly.

Give me a few hours, and I could copy mechanoid or animal code, stick a vehicle sprite on it, and apply Giddy-up to make it mountable. However, the vehicle you have then would by no means behave as a vehicle and it would be a terrible implementation. The effort to make that implementation more like a vehicle would increase exponentially with how realistic you'd want to make it. Making something that's not silly would already be a huge time sink.
#160
Update:

Giddy-up! Battle Mounts -> v1.1.2
- Fixed problem with learning helper, causing refuge chased event raids to spawn repeatedly when the player didn't learn about shield belts yet.

I recommend downloading this version if you have an older version running in 1.0, as this bug is pretty major if it occurs.


Quote from: treehugger on October 23, 2018, 04:55:23 PM
I love your Giddy-up!-Series!

But I found a problem with "Giddy-up! Ride and Roll": Installing the mod prevents me from using the "techprof subpersona core". The menue needed to use the core just does not show up any more. Removing the mod brings the menue back.

Found this behaviour with B19 and the corresponding "Giddy-up! Ride and Roll". I will switch to RW1.0 in the days to come and report if the error persists.

Thanks for reporting. Like always, please provide a Hugslib log by pressing ctrl+f12 and placing the link you'll get here. Without a log I can't do much.
#161
Mod bugs / Re: Infinite Raids Bug
October 24, 2018, 04:50:40 AM
Thanks for the reports guys, I've fixed the issue in the latest version of Battle Mounts.

I understand now why I couldn't reproduce it. Whenever the refuge chased event occurred, the game wanted to learn the player about shield belts, by checking for each member of the raid if it has shield belts. This failed for animals since they can't have apparel at all. Since I already clicked "mark as learned" for the shield belt lesson, the error didn't occur for me, and that's why I couldn't reproduce it. After I reset all the lessons, I could reproduce and fix it. Earlier versions of Battle Mounts already had a check for this, but in 1.0 it stopped working.
#162
Mod bugs / Re: Infinite Raids Bug
October 22, 2018, 05:04:47 AM
Quote from: Charukin on October 22, 2018, 04:55:55 AM
Disabling Battlemounts fixed it, thank you so much! I learned something new  :)

Please do take a look at my previous post and respond to it. I'm the creator of battle mounts, so I'd like a solution that doesn't involve disabling it. For me it works just fine, so I think it's caused by people downloading an older version or otherwise a mod conflict. Please let me know if you use the steam version of the github version. If you do use the Github version, please let me know if downloading the latest version of Battle Mounts fixed it for you.
#163
Mod bugs / Re: Infinite Raids Bug
October 22, 2018, 04:35:38 AM
Make sure do download the latest version of battle mounts. I just found out somehow Github arranged the v1.1.0 to be above the v1.1.1, so I can imagine this caused you to download an earlier version. If you didn't download the mods manually, please let me know, then it's a different problem.
#164
You can find your saves in C:\Users\ %username% \AppData\LocalLow\Ludeon Studios\RimWorld
Then you need to upload it somewhere where I can access it, for instance dropbox, or google drive. You can PM me if you don't want to share it with everyone.
#165
Quote from: Ser Kitteh on October 20, 2018, 08:51:28 AM
I have a modless run from B19, but all my other runs are pretty mod heavy with mods not yet updated (because I do them all manually). Will this do? If not, sorry bud.

Yes, a modless run will very likely be useful. This reminds me, I completely forgot about a nearly modless run I have fom early B19 experimental i which I launched the ship, I'll try that out too. I'm still very interested in your B19 vanilla save though.