Ludeon Forums

Ludeon Forums

  • April 21, 2019, 12:26:54 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 11

Author Topic: [A12d] Infusion - Equipment enchantment (03-10-15 v31b) Apparel fix  (Read 81631 times)

Latta

  • Tester
  • Colonist
  • **
  • Posts: 643
  • Red
    • View Profile



A unique way to make unique items for your special colonists: Randomly enchants equipment.





Varying infusions for everyone
All weapons and apparels(Except personal shield) have a chance to get infused. They will have its own label, various stat buffs and color coded overlay. Note that enemies might carry infused equipment too.

Stat bonuses
A infusion grants an item many minor bonuses, including melee damage, ranged accuracy, attack speed, movement speed, global work speed, specific job speed bonus and more.

Fully customizable
If you don't like something or want to add your own infusion, go to InfusionDefs folder and edit it. All infusions can be deleted and modified via XML. No C# knowledge required.

Source code
GitHub








Is there a list of all available infusions?
List

Can I install this on existing colonies?
Yes, you can use Infusion with your ongoing game.

Can I use this with (random mod)?
Unless it redefines any of Core StatDef. You can still able to use both, but either infusion bonus will not work, or (random mod)'s overwrite will be undone.



Community Core Library (Required)
Direct
Adf.ly





  • Wastelander for "Prison Improvements" (Original injection codes)
  • mipen helped me with custom Defs




  • Please report any.

« Last Edit: July 20, 2016, 01:08:06 PM by Latta »
Logged

Kaballah

  • Colonist
  • ***
  • Posts: 836
  • Enjoyer of Failure
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #1 on: May 01, 2015, 07:16:53 AM »

Neat.  All materials?  Even wooden weapons?
Logged

Latta

  • Tester
  • Colonist
  • **
  • Posts: 643
  • Red
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #2 on: May 01, 2015, 07:21:39 AM »

Neat.  All materials?  Even wooden weapons?
Yes, but please don't expect anything good from infused wooden blades. They are bad in its own except you are trying to get non-combat infusions.
Logged

rexx1888

  • Colonist
  • ***
  • Posts: 212
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #3 on: May 01, 2015, 07:34:37 AM »

i dont know if ive said this before, but you're a pretty rad modder. nice work :D
Logged

Kaballah

  • Colonist
  • ***
  • Posts: 836
  • Enjoyer of Failure
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #4 on: May 01, 2015, 07:47:10 AM »

Tbh melee needs pretty much all the help it can get, aside from straight damage, so even though this is pretty weird in the game's context I'm gonna try it anyway :)

It's not any more outlandish than the Zombies mod and in fact I'd be interested in seeing how these two mods interact, once JustinC updates his mod.
Logged

Latta

  • Tester
  • Colonist
  • **
  • Posts: 643
  • Red
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #5 on: May 01, 2015, 07:52:49 AM »

If you may come up with more... reasonable word and way than "infusion", please let me know. I know its weird too. lol :D
But I'm satisfied that I can finally see weapons that has suffix with it. My next goal is to make my farmer harvest rice with his weapon, the "Lesser minigun of plain and steel (legendary)".
Logged

BBream

  • Colonist
  • ***
  • Posts: 205
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #6 on: May 01, 2015, 07:59:29 AM »

How about "Enchanting" or "Enchanted"?
Logged

Kaballah

  • Colonist
  • ***
  • Posts: 836
  • Enjoyer of Failure
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #7 on: May 01, 2015, 08:02:46 AM »

"imbue" (verb) is probably the word you're thinking of but it becomes really awkward when in noun form: "imbuement"

I don't mind "infusion" really, it isn't blatantly magic-sounding.
Logged

Latta

  • Tester
  • Colonist
  • **
  • Posts: 643
  • Red
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #8 on: May 01, 2015, 08:07:04 AM »

Then how about those pre/suffixes? Uh..."Motorized steel shiv with spikes".. "Telescoping wooden longsword with decorations"?

Oh, I forgot this
i dont know if ive said this before, but you're a pretty rad modder. nice work :D
Thank you!
« Last Edit: May 01, 2015, 08:08:44 AM by Latta »
Logged

Kaballah

  • Colonist
  • ***
  • Posts: 836
  • Enjoyer of Failure
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #9 on: May 01, 2015, 08:09:47 AM »

I dunno, if you're OK with it being magical then fine :)

On the other hand psionic powers are an actual thing in the game, so you might build from terms from psionics stuff - Julian May's books have tons of material on this but here's a random internet post that condenses a lot of terms on one page:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=4960
Logged

BBream

  • Colonist
  • ***
  • Posts: 205
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #10 on: May 01, 2015, 08:11:59 AM »

Then how about those pre/suffixes? Uh..."Motorized steel shiv with spikes".. "Telescoping wooden longsword with decorations"?

Motorized? Telescoping? haha what a super magic power! ;D
Logged

HBKRKO619

  • Colonist
  • ***
  • Posts: 212
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #11 on: May 01, 2015, 08:35:30 AM »

Very good idea, thank you Latta :)
Logged

Dragoon

  • Colonist
  • ***
  • Posts: 878
  • trash
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #12 on: May 01, 2015, 12:12:08 PM »

*drools* DARK MESSIAH MIGHT AND MAGIC!!!! I'm sorry but it had to be said this is cool.
Logged
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Ramsis

  • Administrator
  • Colonist
  • *****
  • Posts: 994
  • Moderator Overseer
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #13 on: May 01, 2015, 12:16:15 PM »

Description
The void god [deleted] has arrived! A thick cloud of nanobots. It has decided to infuse this planet's melee weapons with unknown power!
Infusion? Enchantment? High grade melee weapons will sometimes get magical stat bonuses.

WORDS WORDS WORDS

I like the idea of this mod Latta but as someone who personally can't stand melee in a game full of gun I'm stuck groveling for you to possibly look at adding in Infusions for guns or at least the lower type of weapons. Your mod is wonderful, I just wish I could use it more!
« Last Edit: May 01, 2015, 12:17:52 PM by Ramsis »
Logged
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

Latta

  • Tester
  • Colonist
  • **
  • Posts: 643
  • Red
    • View Profile
Re: [MOD] (Alpha 10) Magic and Sword: Infusion (01-05-15 v0)
« Reply #14 on: May 01, 2015, 12:19:03 PM »

I like the idea of this mod Latta but as someone who personally can't stand melee in a game full of gun I'm stuck groveling for you to possibly look at adding in Infusions for guns or at least the lower type of weapons. Your mod is wonderful, I just wish I could use it more!

Surely, after I adjust base functions.
Logged
Pages: [1] 2 3 ... 11