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Author Topic: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)  (Read 26810 times)

ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
« Reply #30 on: November 08, 2014, 07:42:00 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.
I literally slapped my forehead when I figured out why cooks didn't use the campfire. :o
From what I understand of research, I can't have different research benches for different tiers of research.
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #31 on: November 08, 2014, 07:50:41 PM »

New version up.

This fixes the campfire so it works with the cooking skill and not the crafting skill.
This also adds several new textures made by Shinzy.

My favourite is the neolithic butcher table. It looks just how I had imagined it. :)
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Shinzy

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #32 on: November 08, 2014, 08:00:06 PM »

New version up.

This fixes the campfire so it works with the cooking skill and not the crafting skill.
This also adds several new textures made by Shinzy.

My favourite is the neolithic butcher table. It looks just how I had imagined it. :)

Wee! the butcher table is the only one with any real detail on it though! (I'm still rooting for the seed packet =P it has a little sunflower logo on it and everything)
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DracoGriffin

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
« Reply #33 on: November 09, 2014, 12:55:30 AM »

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.

I don't think ItchyFlea is going to be able to mod that much in-depth though. :P That was kinda what I was getting at; balance between gameplay/realism.
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Canute

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #34 on: November 09, 2014, 02:54:35 AM »

Yes Igabod is right with his history of ironwood and spears, but he forget to tell that ironwood isn't very common and not available at any culture/biome.
This made spears with ironwood very expensive and only wealthy fighter used them. Spears for the army are made from some cheap regional wood/bamboo.

Bugs:
-Handful of stone, when any colonist drop these at any reason they are gone. You can't store them on a weapon rack.
- Venison, the meat from deer's arn't listed at the meat section. And i allways was wondering why these damn butcher didn't store that at the stockpile next to the fire.

What do you think about to add some lowtech defence systems ? Like traphole's/caltrops from the  TechTreeMinami or Wood spikes.
This would improve the gameplay since it takes time until you realy can build some stronger structures.
« Last Edit: November 09, 2014, 03:16:12 AM by Canute »
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #35 on: November 09, 2014, 03:45:25 AM »

Bugs:
-Handful of stone, when any colonist drop these at any reason they are gone. You can't store them on a weapon rack.
- Venison, the meat from deer's arn't listed at the meat section. And i allways was wondering why these damn butcher didn't store that at the stockpile next to the fire.

What do you think about to add some lowtech defence systems ? Like traphole's/caltrops from the  TechTreeMinami or Wood spikes.
This would improve the gameplay since it takes time until you realy can build some stronger structures.
Thanks for the bug reports.
The first one is an easy fix. I had forgotten that stones were set to vanish when placed on the ground.
As for the venison, I can't reproduce it. Venison is there for me. There isn't anything I could do about it anyway, as the game generates meat definitions when they are needed.

I'm planning to add medieval siege weapons to the game. Ballista, based on info from this video
That will make an appearance in the next day or so.
« Last Edit: November 09, 2014, 03:48:14 AM by ItchyFlea »
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Canute

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #36 on: November 09, 2014, 08:40:39 AM »

Neolithic butcher table, same issue like the camp fire.

These ballista's are like the mortars. I don't think you should waste your time on these. Except you try to converte all the other faction into mediveal ones first and remove all the modern weapons.
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millenium

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #37 on: November 09, 2014, 02:56:00 PM »

i like thebidea of this mod and will be doing a playthrough soon.

on the note of ballistae there are many sizes. laryer ones could be like more accurate mortars and then smaller ones could be used for siect fire mounting . the thing is is people underestimate an arrow due to its increased size and weight an arrow can easily pierce standard kevlar and thinner ceramic plates and the smaller ballistae shoot bolts both larger and faster than the standard hunting arrow. tue biggest issue is mostly one of range since no weapon in this game fires as far as the real life equivelent.  taking something like the mounted m2 from another mod upping the damage and making it shoot only 1 bolt would be a good defense.
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StealthHunterX

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
« Reply #38 on: November 09, 2014, 05:11:25 PM »

One thing that would really help if all the enemies were tribal people. When Raids come in and they have guns, If I do survive using a pistol Wouldn't be fun for being neolithic
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Halinder

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #39 on: November 09, 2014, 06:57:29 PM »

If you can lure pistol-wielding enemies close enough with melee weapons, their death is almost guaranteed. Using pistols in response to pistols in your own base leaves you at a slight disadvantage, at least if you have close-quarter buildings.
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #40 on: November 09, 2014, 07:11:05 PM »

When I get home a new build will be made available which does the following:

Fixes:
Handful of stones show on the ground when dropped
Neolithic Butcher table uses cooking skill.

Additions:
Ballista - Min Range 15, Max Range 150, Direct Hit = 50 damage. No damage radius. Inaccurate.
Trebuchet - Min Range 15, Max Range 150, Direct Hit = 250 damage. No damage radius. Extremely inaccurate.

Both fire instantly (as if they were always ready to fire) and take 15 seconds to get ready to fire again.
Unfortunately the game doesn't render a maximum distance outline (like it does with the minimum), but it does tell you when a selected target is out of range.
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TheXIIILightning

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #41 on: November 09, 2014, 09:45:41 PM »

Can't wait for the new update!
I had no idea that this mod had already progressed so much. I'll definitely look into it tomorrow and give you some feedback once I'm bored with my first colony. ^^

Good luck!
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
« Reply #42 on: November 09, 2014, 10:37:55 PM »

The new build is up.

I didn't have time to make placeholder graphics, so for the meantime the mortar weapons are using standard mortar graphics.
They don't require research so they can be built from the start. Sortof. They require 250 wood and 25 bronze. I at least changed the sound effects they use, so there's that. :)
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Igabod

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #43 on: November 09, 2014, 11:19:38 PM »

Yes Igabod is right with his history of ironwood and spears, but he forget to tell that ironwood isn't very common and not available at any culture/biome.
This made spears with ironwood very expensive and only wealthy fighter used them. Spears for the army are made from some cheap regional wood/bamboo.

What are you talking about? it was and is still highly common all over the world. There are many different species of tree known as Ironwood in all sorts of biomes. The fact that ironwood is not currently very common in England in particular is due mostly to the frequent use of them for spears and other weapons as well as tools. Wealthy fighters never used spears. The wealthy fighters were usually knights who had a short sword at a minimum. Spears were used by the commoners. In later years they were mass produced for the king or nobleman's army and passed out to the soldiers before battle so that they could be counted on to not break in battle. There are some accounts of bamboo spears being used in the past, but when that is heat treated it also becomes just as hard as iron and has the same qualities that an Ironwood spear would exhibit with the added benefit of being far lighter in weight. Though that does reduce the amount of force you are capable of generating.

In short, Ironwood wasn't some rare thing that only the rich could acquire. It was extremely common in Medieval Europe and England and was used for everything which required strong resilient wood. It was eventually over-harvested in England and is now less common there than in the past but you can still find it there in small pockets.

Canute

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
« Reply #44 on: November 10, 2014, 06:42:21 AM »

Quote
Additions:
Ballista - Min Range 15, Max Range 150, Direct Hit = 50 damage. No damage radius. Inaccurate.
Trebuchet - Min Range 15, Max Range 150, Direct Hit = 250 damage. No damage radius. Extremely inaccurate.
What do you think about:
Skorpion - Min Range 3, Max Range 50, Direct hit = 25-40, Accurate.
It's more like a maned turret.

Edit: Another idea/suggestion.
Since it take VERY long until you can trade for medicine. There should be a way to create new medicine.
Since you don't start with any resources it must be something you can find on the map.
Any appeareal beside power armor/helmet/armor vest -> 1-5 piece of cloth.
Agave -> healing salva
Healing salva + cloth -> Bandages or Medicine. Skill Medicine 6+
« Last Edit: November 10, 2014, 09:29:54 AM by Canute »
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