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Messages - Dragoon

#31
Quote from: Canute on September 02, 2017, 05:03:32 PM
I don't think you should change much at the current handling with nonnatural parts.
But i think a transformation should do some healing, and only when he is full healed he will regrowth missing parts and scars.
But he will reject nonnatural parts on each transformation.

The main problem is having to spend medicine to reattach these parts, as the limbs don't stay regrown. (If you are suggesting they will stay regrown, then having no bionic parts is 100% fair). Them rejecting is not a fair price to pay as it seems like much less of a con, and more like a liability.
#32
Here is an example of a gun made out of stuff.

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#33
Your awesome man. I can't wait to see this progress.
#34
Unfinished / Re: [A17] SteamCorp - Coder required
August 30, 2017, 10:12:31 AM
STEAM PUNKKKKKK!!!! WOOOOT
#35
Quote from: SpaceDorf on August 29, 2017, 08:17:48 AM
So it only blows up when you give the stuffed weapon the melee verb ?

Yes, it has really got me confused as to why it would only do that when both verbs are added.
#36
Quote from: SpaceDorf on August 28, 2017, 02:22:35 PM
Have you tried making a gun from stuff, just for the sake of clarity ?

Yes. I am able to make guns from stuff, that's how I found out that the material of the gun does not affect the the damage of the bullet.
#37
Quote from: ziame on August 28, 2017, 11:22:41 AM
-snip
Quote from: kaptain_kavern on August 28, 2017, 12:40:31 AM
-snip-
Quote from: ziame on August 28, 2017, 11:22:41 AM
-snip-

Sorry, I should clarify. I am able to make a melee a ranged, but you know how longswords can be made out of a multitude of materials? Well, I want to do that with the mace. I know that the damage for the ranged attack won't change but if it's made of out plasteel instead of steel than the melee damage would be stronger.
#38
I wanted to make a mace with a pile bunker for a short ranged attack. I know the bullet def is what makes the weapons range damage, set but I wanted to make it cost stuff so if you made it out of stronger material the melee damage scales up, even if the range damage does not.

I am able to make it, but when I set it to cost stuff it crashes. I can have it set to specific materials but I would like for it be able to be costing stuff. Can anyone help?


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#39
Quote from: Benis on August 26, 2017, 08:26:46 AM
-snip-
That does not feel balanced it's just annoying. To have to constantly fix up prisoners, and colonists. And you can still get infections from minor wounds if they are not treated in time, not fun to have people being bedridden. you are repeating yourself about the goal I never said anything against the prisoners as a farm or that it was a bad idea. The problem lies in taking prisoners and not having them get infected, or randomly killed. And my main point was if there is a percentage to die or get infected, then you could end up having multiple deaths and or multiple vamps just pop up on you. Which is the main problem. As it can very easily overwhelm you, you can't do anything about it and you might have a nice amount of prisoners. And if you say, if they get infected just kill them, we are still losing a prisoner. Maybe even one we wanted to recruit. The colony would also get the debuff prisoner killed.

Quote from: Benis on August 26, 2017, 08:26:46 AM
I never suggested vampires might get diseases from drinking dead blood.
I'm still biased towards hot blood. Maybe a mood debuff for blood packs :^)
The first one was not to you but to Orpheus. He suggested they might be vulnerable to disease.
The second I disagree with. Unless they had the bloodlust trait they would not care. It adds in a good way to tie in bloodlust. I suggest the opposite, they should get a buff from feeding on a "fresh" meal. And no debuff from blood packs. Like how you have simples meals and fine meals. Eating a simple meal gives them no bonus, pretty much just "hey it's not crap, and I am not starving", but eating a fine meal adds a happy feeling to them " Hey it's pretty good! and I am not starving".

Quote from: Benis on August 26, 2017, 08:26:46 AM
This is also good, though I'm still a fan of the concept of being rewarded for keeping your vampire well-fed by being allowed to exploit their abilities in broad daylight.
I can't say I am for or against that. I would be fine with or without it. However, I don't like them being hurt in or by sunlight nor going berserk and just draining a colonist, as if that's the danger then we don't need any other downsides for keeping them fed.

We could find a middle ground in that, if they are not well fed they won't have access to their abilities. Resorting to being as weak as a normal pawn. They can still starve to death, but if they don't get enough blood the most likely thing is the same as if you or I were to be starving. They would be to weak, to do anything.
#40
Quote from: Benis on August 24, 2017, 02:19:35 PM
I specifically suggested weakness to sunlight when blood-starved as it's the least fanciful and someone could come up with a plausibly logical reason for it if they bothered put in the time to fluff it out.
It's also a good balancing mechanism...

Well first off it's ALL sci-fi second off. It's not really a hidden science. A hidden science would be how can cyclopes have depth perception and even be a threat. Like here https://www.youtube.com/watch?v=iyPM5dhaPH0.
What the book IS saying is that those are myths, of course, different origins of vampires are going to have different lore weaknesses. It's as simple as having different worlds in which these creatures belong.

Also, it is not a good balance, as it negates them for a good half of the game, and they are actually harmed by it, making dumb pawns doing dumb stuff die. As unless eclipses are very common they are going to be stuck inside, wasting resources. Unless they can move very fast and do a lot of damage they aren't going to be balanced or even remotely worth the resources. Which by the way if they are able to do those things, then they would be op anyway with not being able to go into the sun being circumvented, by simply building roofs with a ton of open area. You might have to spend only a little bit to do so. And your vamp that can be op will have zero problems. And if you say "well see you just found a way to use them with sunlight" then the point of them being op will still remain.

Quote from: Benis on August 24, 2017, 02:19:35 PM
And you definitely should not be able to feed them from a dead man's blood, aka turn feeding your OP pawn into a complete non-issue. Human corpses come in extreme surplus past the first season or so. And for a proponent of vampire lore, drinking blood from anything more than a few moments dead goes against the vast majority of interpretations. The concept of parasitizing the *living* is a crucial component of vampires. To say nothing of how hard it'd be to extract still, congealed blood. Vampires typically drink what the heart pumps to them.

First, that only applies if you have a single vampire, if you have a colony of vampires, they will blow through those bodies fast.

Second, Vampires would most likely be immune to these diseases. For real have any of us ever heard of a vampire getting a cold or being able to get any diseases? They are supposed to be able to be stabbed in the lungs, have their organ ripped out, and still be okay and able to fight. In fact in both of your suggestions. They would be just as weak. Feeding on a dead body should be okay, as they are not just human anymore, the fact that they can only drink blood is proof that their systems are not like a normal human. They are supernatural creatures, they could have a way to drain a corpse of all the blood making it only useable once, and the amount of blood left would be affected by how many limbs are left as well. That way they would still have to feed every 2-3 days, And unless you are getting huge raids. You could still very easily run out of bodies. I have had games where I can go weeks to a season or without a raid. and the previous raid only has 3-4 people in it. Leaving me with not much.

If you want them not be able to drink a dead man's, blood (even though there is no disease that normal dead man's blood as that could ever kill or harm them) fine. But then blood packs are a must, and I even suggested a blood pack, that your colonist makes from themselves, is a much better choice, then having your vampire feed on prisoners, and hoping they don't infect them as well.

I want to point out that the Jedis lightsabers are what makes them op. Unless you pour all your points into kill or storm, and them Jedi reserve they run out of it very quickly. And you most likely will be op on very small groups.  The werewolf change is strong, but that berserk at the full moon has killed a few of my colonist, the guys break downs tell doors like it's nothing. And you have to do it to level them up. and if you don't level them up they are going to be quite vulnerable. I have had my werewolf get killed many times by a medium raid party, they just gunned him down before he could close the distance.

Quote from: Orpheus on August 24, 2017, 09:07:26 PM
In Bram Stoker's Dracula (which was based on Slavic mythology, but was the one of the first appearances of the vampire in the 'pop culture' of the time), sunlight isn't actually harmful to vampires.  It reduces or negates all their supernatural abilities, and this might plausibly cause them to develop an intense fear of daylight (a reasonable reaction for a lone predator which has suddenly lost every single advantage over its vastly-more-numerous prey), but the Count is quite willing and able to go about his business in full daylight when required.

THIS. This is a good way to balance it, during the day All their powers including their regeneration, are disabled during the day, but at night they are strong. So they are just like your pawns and during the night, they are stronger. This leaves it up to the raid to happen during the night for them to come into play effectively.
#41
Quote from: Benis on August 24, 2017, 04:29:35 AM
-snip-

I can only say that sunlight should not affect them. No not sparklespires, there was a cool book called the vampire hunter's handbook. They are not affected by sunlight, garlic does nothing to them, a cross is a shiny stake. They of course can see themselves in a mirror. How else do they make themselves look good?

I own the book if you need any more info. I think it would be a better choice, for vampires then the whole garlic hating, church fearing, killed by sunlight ones. It won't be what everyone is expecting, and would make sense that vampires grew out of hand. The book says vampires created these legends, as "weakness" spending time to make people that think it works. So that people would do them, and believe it would protect them. Dead pawns tell no tales right? So the "survivors" are really just making people weaker, allowing for easier killings. It fits more into the lore of rim world. Obviously, how you go about this is going to be interesting. Should you decide to add them.

I would also just say that 2-3 days for feeding is not really a fair thing. I feel like when you are getting tons of raiders, or you are getting trade ships with, some slaves you might be okay, but there is no reason they can't drink a dead man's blood. and adding in any percent, for them to kill one of your pawns sucks. I get there needs to be a danger, and I like the whole newborn, bloodlust thing. But imagine, if you get even 5 pawns, and one gets vampirism. You might not only lose a pawn, at the start but also, lose another while feeding. If RNG is giving you the business something that it has done to all of us, it is not going to seem fair. Perhaps, if that stays in and even if it gets taken pawns can make blood bags? That reduces the danger and makes the chance of getting vampirism, non-existant. The only problem is how to go about it? I suggest if it gets done, that there is minor blood loss, but how it gets treated, is up to the player. The recipe should not take any medicine.
#42
Quote from: CannibarRechter on August 22, 2017, 06:38:31 PM
Please post your error log. I'm confused about your defName for IBOArmorBase. Why is that a path?

Edit:
I managed to not make it crash on the downside, I have a bunch of red errors. I was working at it for 2 and half hours did not wanna bug anyone so I kept working. I was at my wit's end, decided to post. I posted felt bad, for asking others and went right back to work and managed to fix the crashing. Sorry for putting you through my crappiness.


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#43
Help / Gundam Ibo Mod Edit: No longer breaks mods)
August 22, 2017, 05:54:43 PM
My mod causes other mods to not work, I do not know why. I was hoping to put this in unfinished so that I could get feedback and maybe some help but for some reason, it recently causes other  stuff to not load. All I see in errors are that two XML meet an unexpected end.

Can anyone take a look and help me?

edit: I only added weapons and the gundam armor. However I made no changes to the graze. So I am not really sure what to do.

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#44
I tried to make two paws brother but for some reason, it did not work. I set them both up with a hidden parent, but it still just says, friend.
#45
Can we do anything with the trees? I have 2 at my base.