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Messages - vadim_normal

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1
Mods / [Request] mod flexible melee weapons
« on: January 28, 2020, 07:18:57 AM »
Flexible melee weapons are weapons with flexible part.
This may be any type of whips, volkoboys (a whip with metal part), urumi's (several flexible blades on one handle).
These will have highest attack speed so it will have advantage above short blade weapons like knifes and Ikva's and blunt weapons like clubs and maces.
BUT it will damage the carrier if his melee skills is too low.
AND this will have disadventage against long blade melees like swords because it's hard to block with it.

we need this mod to fix the short blades, because now short blades can't be defeated by other melee weapons.

2
Ideas / Re: Hemeralopia and nyctalopia
« on: December 04, 2019, 03:13:50 PM »
Perhaps a small chance for this instead of eye scars on injury?
yes

3
Ideas / Re: Suggestion: Add variety to "Ancient Dangers"
« on: December 04, 2019, 07:24:26 AM »
Maybe a ancient midworld vault with alive people with blocked exit. Who will try to escape after opening door. But will be shot in the back by guards, as fallout 3 reference

4
Ideas / Hemeralopia and nyctalopia
« on: December 04, 2019, 07:08:10 AM »
Hemeralopia and nyctalopia are real eye disease caused by eye injure. It's inability to see clearly in bright light and in low light respectively.
I see them in game as analog trauma savant but for eyes.

Hemeralopia will reduce vision while outside during the day by 40% and increase for 20% while in dark
with traits "-5 photo phobia" while outside during the day and "+5 Cat's vision" while in dark. (also people with this disease not exposed to dark room -5 trait)

Nyctalopia will reduce vision by 40% while in dark and increase for 20% while outside during the day
with increased mood lowering while at dark.

P.S: i know, irl diseases doesn't enchant vision.

5
Ideas / Re: Your Cheapest Ideas
« on: December 02, 2019, 03:31:59 AM »
Protheses, bionics, and pacemakers are getting -90% efficiency while solar flare.
Brain chips turns off while solar flare.
Power armor becomes equal to plate while EMI or solar flare.
Power weapon and shields are turned off while EMI or solar flare

6
Ideas / Re: Your Cheapest Ideas
« on: July 21, 2019, 08:12:38 PM »
Good though from carcinoma removal.
It's almost impossible to beat cancer in the middle worlds, and treating cancer must seriously improve mood.

7
Ideas / Re: Your Cheapest Ideas
« on: July 14, 2019, 12:10:19 PM »
Button for turning not ended walls/doors into plan and button for turning plan into building.

8
Ideas / Re: Your Cheapest Ideas
« on: April 08, 2019, 11:00:16 AM »
When you selecting multiple building plans/unended buildings it's shows count of work and resources needed to end it

9
Ideas / Priority body parts for attack
« on: April 08, 2019, 08:39:59 AM »
Priority body parts to attack.
Add the priority parts of the body to the combat mode menu that the colonist will try to hit when attacking the enemy, the accuracy of hitting the target will also depend on it and then what part of the body is more likely to pass melee and ranged damage.

kinda:
Attack where possible, the chance of hitting does not change
Attack to the head, the chance to hit the head increases, the overall chance of hitting is significantly reduced.
Attack to the chest, increases the chance to hit the heart, lung, ribs, the overall chance of hitting slightly decreases
Attacking in the belly, increases the chance of hitting the liver, kidneys, stomach, spine, the overall chance of hitting is slightly reduced
Attack to the legs, the chance to hit the legs increases, the chance of hitting decreases
Attack hands, increases the chance to hit the hands, the chance of hitting is significantly reduced

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