[A16] Melee Skill Rebalance [Updated 3/04/2017]

Started by oreganor, March 23, 2017, 01:54:29 PM

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oreganor

#90
Perfect, thanks again for the detailed reply... For some reasson MR is NOT detecting Defensive Possitions when installed through steam (It does detect the same version when installed manually from this forums), that's why there is no debug info coming from my Mod, it only appears when it detects a mod that has to adapt to...

...I need to dig a bit on the differences regarding loading order/identification between an "external" mod and one that's referenced on mod_config through its ID on the workshop. It's very strange because what I do, in fact, is checking the reference of the .dll of the mod itself, which is the same doesn't matter what... There is still the possibility of WHEN I check for it.

I discarded any 3rd mod interaction after you confirmed that ONLY removing DP made the button back, the way the Detour is made, if there were another collision, it should also supress MR WITHOUT DP on. I'm assuming that, as you didn't mention it, the ONLY portion of MR that doesn't work when DP is on is just the button... Your pawns should be parrying and defaulting to "Kill Mode" as on MR versions prior to 1.3.2.

The fact that you are seeing at the same time "Allow Firing" and DP button, is possible because DP Detour is working properly in "chained mode", which is exactly what my own detour follows, just to Add and let the rest of the system keep on adding buttons.

EDIT: Will not be at home until tomorrow but there is another difference between an "external mod" and one installed through Steam... The Physical Path of were the .dll file resides, which is part of how some internal calls of Rimworld identify the mods... From memory, mods installed from this forums usually reside on a "descriptive" folder, meanwhile, workshop mods have their numeric ID as folder name... It's perfectly possible that I did some stupid mistake as to compare strings instead of references while "detecting" DP .dll.
Contributions:
Melee Skill Rebalance

Dr_Zhivago

Glad we've *hopefully* figured out the issue. If I can provide any other help, let me know.

oreganor

#92
QuoteGlad we've *hopefully* figured out the issue. If I can provide any other help, let me know.

Attached is a Candidate version of Melee Rebalance that changes the way Defensive Positions is detected so it doesn't contain ANY reference to physical paths. It should fix not only the problem of Workshop mod detection but also prevent failures if for some reasson a user decides to change the default folder name DP is distributed with.

It's a dedicated fix to be sure it solves the apparent source of your problem... I still want to experiment to see if I can get a more robust way to detect a Mod pressence, this one can be "confused" if multiple versions of the same Mod are active at the same time (It's a strange situation most users/mods aren't expected to be... But it's a matter of code robustness). If I don't find a better way, I will "elevate" this fix to a true hotfix in a few days.

It would rock that you report back how it looks after you use this Candidate Version.

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Contributions:
Melee Skill Rebalance

Dr_Zhivago

Candidate Version appears to work fine. It also now has the debug logs that you previously mentioned

oreganor

Nice, enjoy all the features of the mod then. In a few days I will release a hotfix with the changes of the Candidate version included, so you can use the same versions as any1 else.

Thanks a lot for the help provided that helped improving this mod.
Contributions:
Melee Skill Rebalance

Dr_Zhivago

With teamwork, anything is possible! Nice dedication to your work.

Canute

Ok one more thing you might add to the mod.

Do you ever curse the thing that you can let a group of pawn attack with click, but you never can let the group mellee attack the target.

When you got a group of pure mellee fighter with weapons you got the button, but not when they are unarmed (because of bionics) or carry a ranged weapon (A1000 with bajonett).
Or when you want safe a confused pawn, because it is to cold for him, or a manhunter/raid is incoming. But you can't mellee attack him when you don't carry a mellee weapon.

So i think a button for mellee attack when a pawn is drafted would be nice.


Ledaren

Is this mod discontinued? Or is it still compatible with A17?

oreganor

In its current form, it's discontinued. A17 includes a rebalance of Melee Skill progression/levels and a new dodge mechanic that makes a skilled melee combatant inherently more resistant, nullifying the main objective of my mod...

...Only the "critical" mechanics are worth saving, but as a rewrite of the mod (even the name do not apply now :) ).

Tbh I have been so busy this months that I haven't even installed the new A17 version to play it :). When I retake Rimworld I will create a new mod that contains melee combat extensions, but no promises on when it will happen.
Contributions:
Melee Skill Rebalance