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Messages - isistoy

#181
Mods / Re: Project K9 (Third Times the Charm!)
June 30, 2015, 08:48:43 PM
Hi,

Sorry for the lack of recent updates. We are doing great and have a running version of the mod, still in testing, but it is getting close!

A few things were changed and corrected and reworked and are still in refining, but we don't want to add in too much, as been suggested and want to give you a chance for a ride with it as well soon. No private testing can replace real conditions, right?

So, expect to get news of sthg concrete in the next few days: we still don't know exactly when to release, but in a week time seems the longest time to wait :D

bye
#182
Just to update the topic for Thoughts: we are investigating with traits in backstories, to try and exclude thoughts we don't want for dogs.
#183
Woww and you don't give a damn idea for the topic itself!
You visibility addict!
If you are angry against forum mechanics, ask some moderator for help, but don't post your concerns here!
#184
Hello,

This is a technical mod request made as a follow-up, for Mipen's request for help on moods here: https://ludeon.com/forums/index.php?topic=13725

In regards to thoughts: it is stated that only human-like intelligence is currently properly accepted by the game, for the colonist faction pawns.

In Project k9, we faced exactly the same concerns.

In my humble opinion, it is possibly also related to the fact that custom pawns might have a hard time, if not impossible time to interact with other faction's things through reservations, particularly those of colonists... Maybe I am completely wrong and it is just me...

For thoughts at least, there could possibly be a simple mechanic involving the pawns ThoughtHandler.
Maybe this object could help filter thoughts out, so that those not allowed (through xml setup) would be ignored.
The ThoughtHandler class is sealed right now, doing it's protecting job quite well.

As said, it could be that it is revealing some other big matter with pawn interactions around things reservations, which really look faction-segmented, right now.
If your pawn is not in the colony faction, then it's reservations capabilities over other factions might become a real show stopper in itself (still stop me there, if you disagree, please!!!!)

I don't pretend to master the game's arcanes, but I have been looking a bit at these mechanics recently and I would particularly like your comments, as well as a good breeze of might, if you faced these in a mod.
#185
Ideas / Re: Your Cheapest Ideas
June 28, 2015, 07:33:16 AM
Have the ability to condition thoughts by a pawn kind or some race properties. That would be nice for spawning new pawn types with a mood.
#186
for vs users, there is this https://msdn.microsoft.com/en-us/library/x6c1kb0s(v=vs.90).aspx

QuoteIf you specify a runtime assembly file (.exe or .dll extension), Xsd.exe generates schemas for one or more types in that assembly.
You can use the /type option to specify the types for which to generate schemas. The output schemas are named schema0.xsd, schema1.xsd, and so on. Xsd.exe produces multiple schemas only if the given types specify a namespace using the XMLRoot custom attribute.

Several options.
Never had the curiosity to use it and see the results.
By the way, as an information, I think there is a bit more than 50 def folders in Core
#187
An alliance maybe? I am quite hot at the moment, working on k9
... But only if we have the source at disposal, somewhere and agreement of minami ...
#188
Mods / Re: Project K9 (Third Times the Charm!)
June 25, 2015, 12:24:06 PM
It is a group work that passed through diff. hands, so I don't plan on getting any undeserved credits for anything.
All I can honestly say is that it's such a fun experience and I would be glad to see this mod being published, used and possibly extended to better fit its purpose.
#189
Mods / Re: Project K9 (Third Times the Charm!)
June 25, 2015, 08:38:50 AM
I perfectly heard what you said! This is a real concern to me, as a former developer.

My principal focus was level up to A11 and stabilize things the best I could, making sure we also didn't twist vanilla too much in doing our things.
That was last week's complete time I spent on this and we have some results (reworked hauling, eat corpse and other stuff in that goal).

Now, the group really built up during last w.e. and early this week. That's when we got into real discussions about other things being added and saw the arrival of other excellent people, modding or not.

Still, the risk is real! Thanks for sharing your concerns

#190
Mods / Re: Project K9 (Third Times the Charm!)
June 25, 2015, 07:14:51 AM
Small update for people looking at this:

we now have a little team of people and there is a version in early testing stages for them.
New art is also being made or planned to be made, but most importantly, some new ideas and extensions are discussed on a daily basis.

Just so you know we are doing it and having a ton of fun in the process! Can't say exactly when we will be releasing it, but it is on its way, for Alpha 11.
#191
Events are a great part of in-game immersion. A shame this one is not maintained.
#192
General Discussion / Re: Do Until You Have X
June 24, 2015, 06:13:51 PM
Yes, learnt sthg as well
#193
Outdated / Re: [A11] Animal Hide Working (v2.06)
June 24, 2015, 06:10:29 PM
Yes.
Great mod and idea, by the way!
#194
Outdated / Re: [A11] Animal Hide Working (v2.06)
June 24, 2015, 06:18:34 AM
Been drinking myself too, that might explain things!
We are working on wild herd of dogs mod k9 currently, possibly becoming colony pets or possibly being hunters or hunted.
It might explains my diversions, maybe :D
#195
If, for an hypothetical future (possibly beyond this game's current scope), we might see a multiplayer happen for RW:
Be able to drop into a team mission against AI with friends.
Reverse mechanics of RW so that YOU and other FRIENDS are in a team and have to join ground forces to fight a randomly-gen enemy base (a faction one, maybe?)