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Messages - vzoxz0

#196
Ideas / Re: Very needed balance changes (0.19.2009)
September 21, 2018, 12:26:27 PM
QuoteI am a programmer, as a hobby since I was in high school back in 1996, and recently Im attempting to develop my own game. Ive also looked into modding Rimworld and its code. (I admit I haven't looked since alpha13)

Programming is not as simple as "just adding a property" and expecting everything to start working with it. Anything and everything that you want done, must have code specifically telling the program how, when, and where to do it. And each class needs equally as extensive code relating to how to interact with the property of other classes. OOP(object oriented programming) allows "child" classes to "inherit" functions of the "parent" class, but that still means you have to specify how classes outside that hierarchy interact with the hierarchy's properties and functions. (and you may want specific classes to interact with existing inherited functions differently than its siblings, which will require a manual rewrite specific to that child class)

Rimworld has passed many iterations and at this point likely has many specific interactions with its various class hierarchies.

As a small example:
You suggested simply adding "claim" property to terrain.
But you can only "un-claim" or "claim" by first selecting an object, or with the "claim" tool.
The "claim" tool doesn't interact with terrain, and you can't select terrain.
So you would need to add "selecting terrain" functionality to the game.
Don't forget to add a "selected Terrain info panel", like how a normal selectable object gets.
How do players select terrain that a normal selectable object is on top of?
Now that terrain is selectable, how does a player "deselect" or clear all selections? (since they can't simply click empty terrain space anymore)
Should terrain be included in band box selections?
How should terrain selection handle selection through double clicking?


This is just the tip of the iceberg. Nothing in programming(as complex as most game programming) is ever as simple as "just add property".  Programming is like trying to build your own custom reality. You have to literally create your program's "physics", and manually build every interaction. If you don't, it doesn't happen. You can setup emergent behavior and reacting interactions. But the more complex those interactions become the more difficult it is to keep them in check when you add anything new.

You realize there are such things as terrain-specific tools already, right? There is a lot of stuff already in place that would let Tynan and his team do this with ease.

Programming is easy. Balancing is hard.
#197
Ideas / Re: Your Cheapest Ideas
September 21, 2018, 12:17:33 PM
B@r5uk has a lot of good points. Also he's a badger. He will badger you until you get this done Tynan.
#198
General Discussion / Re: Old Age And Cyborgs
September 21, 2018, 04:06:03 AM
Carcinomas could occur I think. There's also liver damage, lung problems (asthma), diseases in general.

...or the 5 added raiders you'll get for pimping out your grandma with tech, now valued at something like 15 000 silver?
#199
Ideas / Re: Forum posts Verification method
September 20, 2018, 07:20:57 PM
Please go to my link to get cheap pills and bigger genitals!
#200
General Discussion / Re: Caravan Speed
September 20, 2018, 05:41:14 PM
It depends on a lot of factors, including illness events... you have to assume you're going to need more food than the journey needs regardless
#201
Ideas / Re: Very needed balance changes (0.19.2009)
September 20, 2018, 12:33:22 PM
QuoteI sadly don't write code, I just have good understanding of how to make good balance. I also understand that those changes are in different structural places and there are quite a few of them. So even if they would be done in mod they would probably conflict with future updates.
Also I think that vanilla should have good balance, so that more people enjoy it.

Just learn it then? It's not hard.
#202
Ideas / Re: Your Cheapest Ideas
September 20, 2018, 12:29:50 PM
A high work-task of removing stones from stony soil.

It annoys me that we are unable to perform the most basic of agricultural tasks. They're time consuming but they are definitely doable. Should be almost no work to implement.
#203
Ideas / Re: Insect hive is still an awful event
September 20, 2018, 12:15:53 PM
QuoteEvents should follow the difficulty curve (roughly), and the problem with this event is that it becomes exponentially more difficult the higher the player's richness is. At a certain point its difficulty far surpasses what an event's difficulty should be in relation to the difficulty curve

This is how raids work in general, not just insects. Do you think it's proportional to get ten mechs drop-poded into your non-mountain base? No. It's supposed to be hard and people are supposed to die, especially on higher difficulties.
#204
It's a matter of time before this game becomes Stardew Valley and cannibalism is removed. God damn it.
#205
Ideas / Re: Nerf prey.
September 20, 2018, 04:05:02 AM
They're actually preydators.
#206
Antibiotics/antivirals should be its own thing in my opinion. Could be another use for devilstrand -- a mushroom is often the source of such things.
#207
Kind of a random thought, but don't "mini turrets" equal around 4 per human in value now?

Bionics are not really worth it anymore since they dramatically increase value. I can have what, 5 mini turrets with power source vs one guy with an archotech eye.
#208
I make a 4x4 or 5x5 area for dumping and surround it with concrete. I throw molotovs on something inside.
#209
Ideas / Re: Insect hive is still an awful event
September 19, 2018, 10:04:25 AM
Play on lower difficulty, learn to play better. You're SUPPOSED to have colony-threatening events lategame.
#210
Ideas / Re: Very needed balance changes (0.19.2009)
September 19, 2018, 10:03:36 AM
I guess they changed it. Still works when animals are sleeping though, they usually die quick and give a nice XP boost.