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Messages - RawCode

#1696
General Discussion / Re: Mechanoid raid of insanity
July 21, 2014, 08:15:15 AM
at current stage game have only two ways to play:

cheesy strategy with traps and stuff that overcome AI.
restarting after a hour.


with some cheesy strategy you can overcome huge enemy force with only few colonists.
BUT
second part of game joined this moment - your colonists will simply leave after moving close to pile of dead bodies they did minute ago...
#1697
Ideas / Re: Weapon parts / Armor scraps
July 21, 2014, 01:30:40 AM
items from raiders should drop in poor condition.
like 10-20% of max durability, and player will have option to reduce such items to base components and use that components to maintain limited amount of guns and armors in perfect condition.
#1698
Ideas / Re: Magical stats
July 21, 2014, 01:25:55 AM
runtime\random stats for weapons and armor (diablo style) will be fun.

"murdering sniper rifle of badger + 10" or something similar, especially if raider with such rifle oneshot someone valueble.
#1699
any armor is useless due to lack of flat protection.

ever in power armor - swarm of bowmens kill colonists just fine.
#1700
Mods / Re: [Request] no Skill Decay
July 21, 2014, 01:18:29 AM
It require bytecode modification - class covering skill decay 100% hardcoded.
#1701
Mods / Re: Forced Incapacitation
July 21, 2014, 01:17:45 AM
set incapChanceMultiplier for all damage types via ASM of XML declaration to something "LARGE" in order to counter storyteller actions about killing everything if you hit population limit.
#1702
I researched most mods posted on this forum, they all hook on world generators.
Its probably "OK" but hooking directly is much better option.
And this option allow to hook and invoke code before game is started.
#1703
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]
#1704
Ideas / Re: Mental state rebalance
July 19, 2014, 07:19:00 AM
actually we need something like mental stability skill that keep trained personell from mental disorders.
doesn't really care about anything anymore on high levels.

trained by something like killing stuff or by having negative effects, after some time people who kill other people every day wont get any bad thoughs about this.
#1705
Ideas / Re: Faction specific upgrades
July 19, 2014, 07:13:46 AM
everything must be simple and unified.

such limit will force player to reroll starting colonists in order to get backgrounds he want and nothing more.
#1706
Best method to implement limited ammo\durability for weapons and ammo will be:

1) Each colonist have "backpack" inventory.
2) Backpack can store LARGE amount of food\medicine\ammo\whatever, max amount defined by player, supply in most cases evenly split over all colonists, second weapon also allowed.
3) Armor and gun health can't regenerate mid combat, but top durability of weapons should be larger then single colonist can spent at single run.
In case of something special - secondary weapon can be used.

if you maintain your stuff, it wont break mid combat, no matter how long combat is.
4) Ammo is unified, lowtech ammo, mid,high and probably energy.
5) Colonist have no max for ammo stored, by default ammo split evenly and limited to 1000, mid tech ammo and can fire ANY mid tech weapon.
6) Small arms drain minor amount of unified ammo per shot, like 1 or 2.
7) Large arms drain much more.

same rules for raiders, who in most cases does not have large pool of ammo and unmaintained weapons, this will give edge for properly operated colony.
Few colonists with perfect condition weapons can deal with raiders who wear same weapons but not maintained properly.
#1707
If colony can't support large supply of bullets - it should use bows and arrows.
Sawmill station will fit bow and arrows production perfectly.

Really, why hunt muffalo with rail gun when you can craft bow and arrows and use them?
Bows also can be made with "bonus damage property" versus animals, or keep more meat inside dead body of creature, like muffalo killed by bow gives 500 meat and muffalo killed by gunfire only 150.

When colony grow and expand, it will have option to produce conventional ammo, then high tech\energy ammo.
This will allow player to decide - rush or tech, just like all PvP strategy games works.

Walls should be resistant to normal guns, special weapons designed to breach walls can be given to raid parties to break walls around colony.
#1708
to prevent "army of clones" issue - armor and weapons can have different expected use and top armors should be extremely hard to get and maintain.

Closes game at this time is Gnomoria;
Closes game with longrun planning is StarSector;

Ever if 10 riders in top power armor and energy weapons come and you managed to kill them all (lucky mortars or insane micro management) all drops are beyond repair and only option to disassemble them.
Result will be like 2 high tech weapons max if really skilled engineer present.

Powered armors and weapons should require some kind of ammo, probably energy cells or something similar.
Projectile weapons also should require ammo, for bows it can be arrows that crafted from wood, for normal guns - bullets crafted from iron.
Max ammo pool for items should be relatively large, like 200 arrows or 300 bullets and follow same rules like generic items - if raider is killed all items and ammo damaged beyond repair.
All weapons should have some kind of internal health and require maintenance over time.

Colony should have option to produce everything self, but only if highly skilled engineers are present and process should be long and require large amount of infrastructure building.

In such case you will be forced to keep power armor and powered weapons for hard enemy invasions.
Wont waste superhightech laser of death on boomrat.
And will actually pass tech levels over time when your colony expand.

Because if you waste all energy cells\ammo on random tribals, you will have problems when high tech enemy came.

Result will be something like:
UI button like "green alert, orange alert, red alert" and corresponding setup for colonists.

In case of green alert colonist A pick pistol, all other colonists ignore alert.
In case of red alert colonist B pick power armor and laser of doom, all other colonists hide in safe location.

After combat damaged gear dropped for repair\reload\refuel on specialized workstation, then returned to personal armory (bound to colonist "permanently" like bed).

If no maintenance performed - items degrade over time and eventually break completely, if no reload\refuel performed - colonists will go melee.

If large pool of free items exists, colonist will drop item for maintenance and pick same class "free" item as replacement.
#1709
IRL many civilizations crafted walls against tribals and animals...
some of that walls still stand.

armor can have flat and float resistance, weapons may have damage and armor penetration (flat and percent).

like high tech laser with damage 5 and armor penetration 50, will be useless vs tribals due low damage, but extremely useful vs mechanoids and armored units due huge penetration.

burst weapons can be balanced same way - by adding some armor penetration.
Armor penetration can be negative, like shrapnel grenades dealing 50 damage with 0(-200%) armor penetration, such weapons will kill unarmored units in few hits, but useless vs armored targets.
Currently there is no easy way to mod such items.

As for generic balance - Gnomoria fixed issue with "too much loot" by marking 90% of drops from enemy units as broken (or reducing items directly to some dust) and only option to smelt them.
Same with RimWorld, armor from raiders should be broken, same for weapons, broken items can be disassembled and new weapons assembled from harvested components.
Current tech tiers will allow to make things very simple - low tech items assembled from lowtech components and dissambled to lowtech components, same for other levels (actually this is possible at this time, will try to mod something like this)

actually this will turn into "disassemble 5 broken armors and get assault rifle" or "craft rifle from 3 pistols" but this much better then current system involving "space merchant ans silver".
#1710
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.