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Author Topic: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)  (Read 26813 times)

ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91)
« Reply #15 on: November 08, 2014, 06:24:27 AM »

Updated the mod. Changelog below:

Changes:
Spear damage reduced by 2 and cooldown time increased by 10.
Additions:
Raw Fruit/Vegetables and Raw Meat can be cooked at a campfire. The campfire is in the production tab.
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Canute

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #16 on: November 08, 2014, 09:52:52 AM »

Spear vs Sword.
Basicly you are right.
But from the gameplay sight, you need to refect that a sword is much difficult to craft then a spear, and this point should be reflect at the sword stats.  Or there wouldn't be a reason to produce and use sword.

"Plants take about 20 days to mature. "
But do any plant can survive these 20 days with the random blight events ?
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ToXeye

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #17 on: November 08, 2014, 11:09:40 AM »

I have a suggestion.

Wolf artwork, very simple.

They attack in packs, but mostly wild animals, not humans (because humans are scary!)


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« Last Edit: November 08, 2014, 12:22:47 PM by ToXeye »
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ToXeye

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #18 on: November 08, 2014, 12:44:20 PM »

Add to the how to play that you have to spawn in a Temperate Forest, otherwise there will be no deer antlers to get copper with.
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ToXeye

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #19 on: November 08, 2014, 01:07:50 PM »

I made a pit artwork for you. It can be used for the copper smelting pit. Just resize it to fit. It should be 1x1 or 2x2 but it's up to you then.

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DracoGriffin

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #20 on: November 08, 2014, 01:22:34 PM »

Spear vs Sword.
Basicly you are right.
But from the gameplay sight, you need to refect that a sword is much difficult to craft then a spear, and this point should be reflect at the sword stats.  Or there wouldn't be a reason to produce and use sword.

"Plants take about 20 days to mature. "
But do any plant can survive these 20 days with the random blight events ?

Just as there are copper/bronze hand axes/pickaxes, why not have spears with metallic shafts or such that would be indicative of this sword vs spear debate (I would imagine a spear with a wooden shaft may not last too long against a sword when parrying or deflecting as it could be cleft in half).

Not to get into the whole macuahuitl debate since I don't think obsidian is available in this mod or vanilla RimWorld. :P

And I believe plants survive the blight as they are not grown in a growing zone; so they should be immune like the wild plants are. (I haven't seen a blight event yet)

edit: Suggestions below:
I believe Armour making table should have build requirements changed to Bronze/Deerhide like Iron tool making table to fit the production of goods from the building (Armour making table makes chainmail/platemail).

Perhaps bifurcating the Neolithic weapon making table into two: Mousterian weapon table & Blacksmith/Metallurgist forge as the first two weapons make basic armaments that require easy supplies (Spear/club) and the others require a form of ingots (Copper, bronze, iron, steel).

Also, can modding allow growing zones to be granted when researched? A research topic like horticulture would be great to simulate early farming practices.

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« Last Edit: November 08, 2014, 01:37:29 PM by DracoGriffin »
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #21 on: November 08, 2014, 02:57:33 PM »

Add to the how to play that you have to spawn in a Temperate Forest, otherwise there will be no deer antlers to get copper with.
I've made deer spawn in all biomes with the same frequency.

I made a pit artwork for you. It can be used for the copper smelting pit. Just resize it to fit. It should be 1x1 or 2x2 but it's up to you then.
Thankyou. That'll be in the next version of the mod.

- I believe Armour making table should have build requirements changed to Bronze/Deerhide like Iron tool making table to fit the production of goods from the building (Armour making table makes chainmail/platemail).

- Perhaps bifurcating the Neolithic weapon making table into two: Mousterian weapon table & Blacksmith/Metallurgist forge as the first two weapons make basic armaments that require easy supplies (Spear/club) and the others require a form of ingots (Copper, bronze, iron, steel).

- Also, can modding allow growing zones to be granted when researched? A research topic like horticulture would be great to simulate early farming practices.
- This makes sense.
- This makes sense as well.
- Yes, but growing zones don't require seeds for food to be planted, which is why they were axed.

"Plants take about 20 days to mature. "
But do any plant can survive these 20 days with the random blight events ?
They should do, as the blight event targets growing zones/hydroponics and plants aren't grown in either of those. :)
« Last Edit: November 08, 2014, 03:12:55 PM by ItchyFlea »
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ToXeye

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #22 on: November 08, 2014, 03:19:59 PM »

There's no point to chopping trees with a dead beaver. You could try to make a beaver tooth pickaxe, which is super effective against tree men.
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #23 on: November 08, 2014, 03:40:19 PM »

Mod has been updated.

Changes/Additions:
- Armour making table now requires bronze to make.
- Split weapon table. Swords now require a different table to make,
- Removed spear crafting recipe. Replaced it with the handful of stones ranged weapon.
- Added ToXeye's pit texture.
- A secret change. :)
« Last Edit: November 08, 2014, 03:42:41 PM by ItchyFlea »
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DracoGriffin

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #24 on: November 08, 2014, 03:44:14 PM »

Would ranged javelins be possible for early hunting since throwing rocks and bow & arrows are not implemented yet? See Paleolithic spears, here, here and here.

Although could expand productions by having butchered animal corpses produce sinew which could be used as string for bows. Sinew could also be used as raw material for a number of other products too, eventually. Early tailoring, food, crafting tools (used as "rope" to tie products together; flint and wood handle for instance).
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DracoGriffin

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
« Reply #25 on: November 08, 2014, 04:56:10 PM »

Didn't notice the secret change but the handful of rocks is helpful now instead of having colonists injured every time they hunt.

Just finished a game: psychic wave of squirrels, and luckily survived due to a friendly group of outlanders near colony helped as bodyshields (their pistols were helpful too). Then I got raided by a ton of pirates with M-16s, Uzis, Pistols, grenades; didn't even stand a chance. However, one of my colonists somehow escaped a pirate that had kidnapped him and got away safely. Only problem was he had bleeding issues and contracted malaria so he wasn't going to live very long.

Well, shortly after a spaceship crashed and started the psychic droning. So I figured to see some mechanoids, sent my heroic colonist to attack the ship and he promptly was shredded by a scyther.

Next game I am just going to do builder mode instead of Cassandra/Randy 100%. :P

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Canute

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
« Reply #26 on: November 08, 2014, 04:57:37 PM »

Camp fire:
Can you add the cooking skill with skill need of 0 to the recipes !
At moment the campfire don't got any priority and you allwas need to assign a colonist to work there.

Idea to the advancement:
Can you made different research table with different researches ?
When yes, create for each age a research table with the researches for these age.


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DracoGriffin

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
« Reply #27 on: November 08, 2014, 04:59:31 PM »

Camp fire:
Can you add the cooking skill with skill need of 0 to the recipes !
At moment the campfire don't got any priority and you allwas need to assign a colonist to work there.

I had no issues with colonists working automatically at the campfire. Are you sure cooking was set to a high enough priority? Game I just finished had colonist cooking meals at campfire without having to be assigned.
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Canute

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
« Reply #28 on: November 08, 2014, 06:46:51 PM »

Since no skill is used at the campfire, cooking arn't nessesary to craft there.
Crafting is the related skill there.
I can let colonists work at the campfire without been assigned for cooking.

At moment the mod is a huge improvement at the difficult of the game.
You need to fight/handle tribes and pirates who are both better equiped with weapons and armor then your poor colonists.
Sure the chain/plate armor are nice and plate are maybe even better then power armor. But mining and smelting take's ages before you got a decent amout of it.
I suggest to reduce the the amount of resources you need for smelting.
All ingots from 7 to 5 ore.
bronze  =  1 copper +1 tin (at real you should get 2 bronze)
steel = 1 carbon + 1 iron.
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Igabod

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #29 on: November 08, 2014, 07:23:03 PM »

I would imagine a spear with a wooden shaft may not last too long against a sword when parrying or deflecting as it could be cleft in half.

Just because I like to share my knowledge with people I'd like to correct you on this.

A proper hardwood spear shaft that is heat treated properly is almost as hard as iron. In fact, the most commonly used wood for spear shafts in medieval times was called ironwood precisely because of the fact that it was so strong.

Sure there would inevitably be nicks and gouges in the wood after each battle, which could easily be removed with a quick sanding against a grind stone much like a sword, but the idea of completely cleaving a spear in twain is purely hollywood.

Using the typical one handed sword of the day and the strongest man in the world (winner of Mr. Universe or Mr. Olympia competition, I can't remember which) against properly crafted ironwood, it was proved in an experiment a couple decades ago that you cannot chop it in half like you see in movies.

And just think, if they were really that easy to chop in half, armies would have stopped using wood when stronger materials were discovered. It was used so commonly because of the fact that it was cheap and highly effective, the same reason any army uses any weapon in large numbers.

Pro Tip: Don't use soft wood like pine for your spears.
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