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Topics - RawCode

#41
Ideas / Physical \ mental conditioning *skill*
July 24, 2014, 07:36:54 PM
Currently, no matter how much your colonists fight, haul or craft they stay at same physical state, it will be logical to give vatgrown soldiers and similar type units more physical conditioning and more health (like 10 max health per skill point).

Also this skills will perfectly fit "weak" backgrounds like sicky child or similar, by defaulting it to 5 (150 health) and giving penalty to it for such backgrounds.

Same with mental conditioning (name choosen to evoid confusion) - units like vatgrown soldiers or scouts (who trained to execute orders) must have plenty of this, no matter how many dead bodies they see or how tired or hungry they are - they wont break.

Other background should have this skill at minimal, with backgrounds like "unstable butcher) locked completely.
Such units are unstable and can go rampage much easier then others.

Physical conditioning can me merged with melee and called "combat training"

#42
This thread will be about how to shadow\replace\hackin random stuff into game engine without base assembly modification and without harsh version\platform dependant hacks like custom natives, attaching profiler or *other* unpleasant stuff. (they will follow after some time)

I will use unsafe, ref and reflection ever if there is other way, just becouse this is faster and provide more readable code.

First modification planned is removal of skill decay.
Second modification planned is permanent weather.
#43
Quote500 - Internal server error

Sorry, we goofed. Something's wrong in our server.
In case of trying to post anything from Opera.
#44
After some time i managed to learn c# basics found way to inject arbitrary code to game.
Few days before i posted question about this ( http://ludeon.com/forums/index.php?topic=4744.msg45856#msg45856 ) since no answer followed, looks like i first who managed to do this.

Game works in very predefined way:

Modloader will enumerate all loaded classes (types) that extends Def type and then search for valid xml definitions for such types.
There is no tricks with your own defs, as long as you extend "Def" type.

Classes loaded in predefined manner - loader will search subfolders inside Defs folder matching "<defname>+s" name.
Inside such folders all xml classes will be loaded loaded.

Xml's parsed in same manner as Folders and if XML define custom class for definition, such class will be initialized.
If your class "custom" by itself - there is no need to define it as custom, it will initialize anyway.
Everything you need - to have at least single xml definition of it.

Placing arbitrary payload to <cinit> section of such class allows to execute arbitrary code at early stages of game loading (before game started actually).

With ASM\Reflect you can alter internal states of classes and objects ever before game is actually started.
Due to modloading rules, there is no way to force enable itself or define custom ModMetaDef.

This is DLL part of injection.
You allowed to place anything inside cinit section.

namespace rc
{
    class Arbitrary : Def
    {
        static Arbitrary()
        {
            Prefs.DevMode = false;
            Log.Error("<CINIT> Section invocation (Type Constructor)");
            Log.Error(Environment.StackTrace);
        }
    }
}


Inside Defs folder your root def should have name "Arbitrarys".
XML file can have any name.
Inside XML should be something like this:

<?xml version="1.0" encoding="utf-8" ?>
<Arbitrarys>
<Arbitrary>
</Arbitrary>
</Arbitrarys>



Mod that will disable devmod attached to post.

[attachment deleted by admin: too old]
#45
Currently high tech power armor as vulnerable to bows and stones as everything else, 35% resistance is joke, IRL bow may not harm ever medieval armor and can harm only if hit unprotected area (like head).

IRL handguns may not harm stone wall, no matter how many shots performed - wall will stand.

Similar issue was in Fallout 3 where play can assemble "gun" from toy parts and kill power armored enemy units just fine.

Also currently naked prisoner if go psychotic can deal with iron door and leave just, same with kung-fu raiders who can break doors with bare hands.

Suggestion is simple - support for flat damage resistance for modding and possibly flat damage for "vanilla" armors and objects.
#46
Mods / Entry point for custom class
July 14, 2014, 09:25:50 AM
Is any way to load DLL without binding it to any ingame object present (and i missed it) or there is no such option?

I performed *some* research but found no way to load code without binding it to world generation, storyteller or object.