[1.3] Rimatomics | Rimefeller

Started by Dubwise, August 28, 2016, 06:51:41 PM

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Dubwise

hmm not sure im getting my point across properly, the problem right now is that i already made them waaaaaay too dynamic with the range and power adjustment buttons + power*distance scaling + upgrades , and by trying to balance out the maximums it made them look underpowered unless you micro managed them during fights, so im in the process of simplifying it all and beefing them up, in other words more gamey less simmy. And when i say pew pew i mean like plasma rifles, or those plasma miniguns mechanoids have, stuff that rapidly shoots inaccurate bolts of blue energy like star wars, i don't plan on adding anything like that because its like standard glittertech stuff and with this mod im going for like - raytheon / general atomics - present day tech with a little c&c and total annihilation mixed in for fun since i grew up playing those, i really want to get into doing more missiles and anti missile systems, satellites, arms buildups, an arms race

The_Spare_Ace

How do I launch a salvo from my Railguns to an enemy settlement?
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Dubwise

send someone to the settlement to spawn the map, then select a railgun and click the fire mission button, then pick a target on the map, it can take a lot of power depending on the range

The_Spare_Ace

Is there a way to get all the railguns to fire, though? Selecting fire mission on the console doesn't seem to work at all, and anything related to selecting all railguns and ordering them to do something is screwed. Only one seems to fire (at most) no matter what.
TNW Export Company ~ Exporting crops and textiles since 5057! Come visit us at our HQ, Himmelsdorf, or request a trade ship from us.

Harry_Dicks

#529
Quote from: dubwise56 on February 12, 2018, 02:01:17 PM
present day tech with a little c&c and total annihilation mixed in for fun since i grew up playing those, i really want to get into doing more missiles and anti missile systems, satellites, arms buildups, an arms race

When I was young and discovered Command & Conquer Red Alert on the Playstation 1, as I didn't have a PC at the time, I ended up renting it from the game rental store probably 30 times. I fell in love with it and the Hell March song, and the Tanyas, lots of fun. I remember even having a PS1 expansion for it called Red Alert Retaliation. I never played the later ones that much, but I remember I think it was C&C4 that was ridiculous and you didn't even have permanent base structures or anything. It made me wonder what the original Westwood devs thought when they saw what had become of their creation.

But man when you say, "missiles and anti missile systems, satellites, arms buildups, an arms race" that sounds like it's going to be absolutely incredible! Would you care to share any details with us? ;D That just sounds too amazing to leave us hanging!

Also random off the wall question - do you ever plan on adding in more events? I feel like that's what I've been trying to fill up most, lately. I did get a lot of extra between Rim of Madness, Diseases Overhauled, and Expanded Incidents. But I can't help it, I'm 10 weeks deep into a hardcore RimWorld modding binge. I need.. more! It's never enough! Someone help! ::)

Dubwise

Quote from: The_Spare_Ace on February 12, 2018, 05:53:40 PM
Is there a way to get all the railguns to fire, though? Selecting fire mission on the console doesn't seem to work at all, and anything related to selecting all railguns and ordering them to do something is screwed. Only one seems to fire (at most) no matter what.

you cant select multiple railguns and do 1 fire mission target select for all of them at the same time, its just how the target picker works since im doing something pretty odd with it which is why i had to add the button to the weapon console, and i just tested the button on the console and it seems to be working fine for me, all guns lined up and started firing on the area i designated, it uses a hell of a lot of power so make sure you have a bunch of ppc's filled up, pretty high tier stuff doing a railgun barrage at those ranges

The_Spare_Ace

Sorry for bothering you. It turned out I needed to update the mod. It works well.
TNW Export Company ~ Exporting crops and textiles since 5057! Come visit us at our HQ, Himmelsdorf, or request a trade ship from us.

Imca

I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

Dubwise

Quote from: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

there is a fuel burn rate slider in mod options now if that helps, i just converted all the values for fuel into defs so you can fiddle with that in the next patch, can probably make new types too but not tried yet

Dubwise

Quote from: Harry_Dicks on February 12, 2018, 07:19:34 PM
Also random off the wall question - do you ever plan on adding in more events?

would just like to get some enemy missile bases working, so you have to counter them with raids/missiles/missile defense, and i have ideas for other things to expand the rimatomics faction so they might be able to offer support or offer missions, its going to take a long time to get to all that though because i have to get marsx v4 finished first, maybe later in the year.

Harry_Dicks

All of this sounds so exciting! And please, take your time, because I know in the end it will all be worth the wait ;)

Imca

Quote from: dubwise56 on February 13, 2018, 01:43:08 PM
Quote from: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

there is a fuel burn rate slider in mod options now if that helps, i just converted all the values for fuel into defs so you can fiddle with that in the next patch, can probably make new types too but not tried yet

Much appreciated, sorry about asking, I was just trying to make a new fuel type last night and had to go into the assembly to allow it to be loaded into the reactor, otherwise it said no fuel available.

bomberchibbi

Hi Dubwise, nice to see the ongoing development :). I really like your approach of more gamy, less simmy turrets, you could also make one upgrade that lets you adjust them the old way, so that the guys that like to fiddle with it still keep the simmy feeling without you having to do extra work

strider1551

Launched my first ICBM and it never showed up on the world map. Bummed to put world domination on hold. Debug logs complains about registering out of bounds?


ICBM_Fission4427154 tried to register out of bounds at (325, 0, 305). Destroying.
Verse.Log:Warning(String)
Verse.ThingGrid:RegisterInCell(Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:set_Position(IntVec3)
Rimatomics.BaseMissile:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

ICBM_Fission4427154 tried to de-register out of bounds at (325, 0, 305)
Verse.Log:Error(String)
Verse.ThingGrid:DeregisterInCell(Thing, IntVec3)
Verse.ThingGrid:Deregister(Thing, Boolean)
Verse.Thing:DeSpawn()
Verse.ThingWithComps:DeSpawn()
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.ThingGrid:RegisterInCell(Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:set_Position(IntVec3)
Rimatomics.BaseMissile:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to get valid region out of bounds at (325, 0, 305)
Verse.Log:Error(String)
Verse.RegionGrid:GetValidRegionAt_NoRebuild(IntVec3)
Verse.Thing:DeSpawn()
Verse.ThingWithComps:DeSpawn()
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.ThingGrid:RegisterInCell(Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:set_Position(IntVec3)
Rimatomics.BaseMissile:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Dubwise

hmm i haven't had an out of bounds yet, map size normal? is the silo in an odd spot like edge of the map? did you see the missile climb and exit the map?