[Outdated - See OP for updated version link] LewisDTC's Weapon Expansions

Started by LewisDTC, November 26, 2016, 07:24:08 PM

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What would you like to see expanded further?

More Neolithic, Medieval and early game weapons!
5 (9.4%)
More Industrial and Spacer weapons!
4 (7.5%)
Glitterworld weapons should be a thing, shouldn't they?
6 (11.3%)
More Grenades, Rocket Launchers and other special weapons would be nice.
0 (0%)
Lets get some more armor to counter all these weapons.
25 (47.2%)
Turrets, traps and automated weapons could use some love.
12 (22.6%)
Do something that isn't to do with weapons. Give us more walls, floors and furniture.
1 (1.9%)

Total Members Voted: 53

Voting closed: January 12, 2017, 08:35:50 PM

Adalah217

#60
Discovered a bug (sort of).

Given that the ResearchProjectDefs "require" X,Y coordinates, I just want to note that anything above 5 in the Y value will result in research that's barely visible in the tab, especially so when using other mods. It might be best to change MultibarrelBallistics, AdvancedMachining, LaserWeaponry, AdvancedLaserWeaponry, and AdvancedElectromagneticWeapons to have a Y-value of 5.

Here it is with all my mods.
Before (note Advanced Machining is hidden):
http://i.imgur.com/i1p1zl3.jpg

After:
http://i.imgur.com/AvQvB61.jpg
                                     
Vanilla:

Before:
http://i.imgur.com/xlyBFe6.jpg

After:
http://i.imgur.com/vPJbAqV.jpg

Barely a difference is made to the vanilla look to the tree, but it allows for the mod to work with other mods.

Thanks!

LewisDTC

Quote from: Adalah217 on December 23, 2016, 06:34:43 PM
Discovered a bug (sort of).

Given that the ResearchProjectDefs "require" X,Y coordinates, I just want to note that anything above 5 in the Y value will result in research that's barely visible in the tab, especially so when using other mods. It might be best to change MultibarrelBallistics, AdvancedMachining, LaserWeaponry, AdvancedLaserWeaponry, and AdvancedElectromagneticWeapons to have a Y-value of 5.

Here it is with all my mods.
Before (note Advanced Machining is hidden):
http://i.imgur.com/i1p1zl3.jpg

After:
http://i.imgur.com/AvQvB61.jpg
                                     
Vanilla:

Before:
http://i.imgur.com/xlyBFe6.jpg

After:
http://i.imgur.com/vPJbAqV.jpg

Barely a difference is made to the vanilla look to the tree, but it allows for the mod to work with other mods.

Thanks!

Heh, yeah it's something I've thought about but it really came down to 'making the most of a bad situation' really. I tried having them higher but they start pushing the default tech tree around and getting in the way of things like that - I even stripped down the research requirements to help limit the problem with the new tree.

I'll take another look at it for the next version but sadly the new tech tree is really not mod-friendly. :(

Adalah217

Quote from: LewisDTC on December 23, 2016, 07:37:22 PM
I'll take another look at it for the next version but sadly the new tech tree is really not mod-friendly. :(

Oh I know it! There's been plenty of talk over at the Help section of the forums, and Tynan chimed in too. It seems it's being worked on for A16B. For now, just waiting on that scrollbar (the C# was a little bit more difficult than I anticipated; the Wildlife mod has a scrollbar which I thought I could replicate, but it can be easily generated because the size of the bar is reliant on information present within the mod, while a vertical scrollbar for the research tab would be dependent on the number of other mods installed and it has to override the vanilla tab).

KidAyy

Question:

Is there a compatibility patch for this and either the Combat Realism mod and the Medieval times mod?

If not, are you opposed to someone making one? From my understanding, it's just a matter of a sprite for ammo for flintlocks (All other ammo should be included), a few lines of code per weapon to let Combat Realism know the ammo for where (Assuming there's no reason why different weapons can't share ammo types). Then the crafting spot needs to be updated to include the flintlock weapons.

biship



LewisDTC

Quote from: biship on December 24, 2016, 11:45:17 AM
Adf.ly? No thanks. Enjoying that $0.10 of income?

It's actually closer to $0.0025, and it's very slowly helping pay off a small portion my student debts incurred by quitting my job and returning to college to study games design. I'm very sorry if clicking an extra link inconveniences you that much, but given that I put in a great many hours balancing stats, fixing bugs and drawing new artwork pixel by pixel I genuinely fail to see how this is such a grave insult.

There is the alternative of, y'know... not downloading the mod. Or since I know that my work has been stolen and reuploaded by Russians you can always just download it directly from http://lttlword.ru/rimworld-mod-dtc-weapons-expansions - though I can't guarantee an absence of malware from any third party sources.


darktoes


IHateRegistering

I like your mod - it's neat, adds cool thing and some oomph to the lackluster combat. However, could you consider changing the hit chances for different body parts? Vanilla has this weird system where the generic torso area has the highest chance to get hit I think, despite the torso being full of organs, yet those almost never get damaged or destroyed.

darktoes

Quote from: IHateRegistering on December 26, 2016, 09:33:01 AM
I like your mod - it's neat, adds cool thing and some oomph to the lackluster combat. However, could you consider changing the hit chances for different body parts? Vanilla has this weird system where the generic torso area has the highest chance to get hit I think, despite the torso being full of organs, yet those almost never get damaged or destroyed.

I don't think that would fall within the scope of the mod. So far the mod only expands the weapons available and re-balances the vanilla ones while adding research to get everything. What you're looking for is more of a combat redux or minor tweak, while this is a weapon expansion, hence the name.

IHateRegistering

Quote from: darktoes on December 26, 2016, 07:13:42 PM


I don't think that would fall within the scope of the mod. So far the mod only expands the weapons available and re-balances the vanilla ones while adding research to get everything. What you're looking for is more of a combat redux or minor tweak, while this is a weapon expansion, hence the name.
That part is what I'm getting at. The way I see it, balancing around the vanilla system is a hard thing to do, since weapons need somewhat high damage to be relevant because injuring important parts is more of a freak accident than anything else during a fight. If it would be the other way around, i.e. serious injury is to be expected when someone gets shot or stabbed and injuries of the non-threatening kind would be the exception, it would make it easier to balance around it. The way it is now you're much more likely to get your arm or leg shot off by a pistol than taking a bullet to the lung or stomach which is just silly, imo.

However I can understand if LewisDTC has zero interest in fiddling around with the hit percentages of specific body parts but I thought that it wouldn't hurt to ask. Either way, this mod is already the best next to Combat Realism regarding weapons and balance, but without all the incompabilities an overhaul usually creates.

darktoes

#72
Quote from: IHateRegistering on December 26, 2016, 09:24:31 PM
Quote from: darktoes on December 26, 2016, 07:13:42 PM


I don't think that would fall within the scope of the mod. So far the mod only expands the weapons available and re-balances the vanilla ones while adding research to get everything. What you're looking for is more of a combat redux or minor tweak, while this is a weapon expansion, hence the name.
That part is what I'm getting at. The way I see it, balancing around the vanilla system is a hard thing to do, since weapons need somewhat high damage to be relevant because injuring important parts is more of a freak accident than anything else during a fight. If it would be the other way around, i.e. serious injury is to be expected when someone gets shot or stabbed and injuries of the non-threatening kind would be the exception, it would make it easier to balance around it. The way it is now you're much more likely to get your arm or leg shot off by a pistol than taking a bullet to the lung or stomach which is just silly, imo.

However I can understand if LewisDTC has zero interest in fiddling around with the hit percentages of specific body parts but I thought that it wouldn't hurt to ask. Either way, this mod is already the best next to Combat Realism regarding weapons and balance, but without all the incompabilities an overhaul usually creates.
I see what you mean and I agree completely, a proper combat overhaul could be really awesome, especially one which made armor a bit more effective. However, this is the LewisDTC Weapon Expansion. If LewisDTC was willing to go to all the effort of making a combat overhaul that meshed well with his weapon overhaul that would be amazing, but it would be best if it was a separate mod. Perhaps make a suggestion thread on the forums or send him a PM with your ideas.

Heroinómano34

the melee weapons must have a limit tier, in all tiers find one limit, But i give to you other tier (mechanical) (now i writte in english mech...) mech maybe for instalable weapons ))

creo que cada arma debería tener un tier máximo, en cada tier hay una que es la culminación tecnológia siendo ese su máximo grado.

Love

Hey Lewis, Rimsenal recently updated with a rebalance that dramatically lowered the stats, have a look and see if you feel they're more in line with what DTC does? I'd love to use your mods together, right now I'm favoring yours.