[A12d] More Mechanoids (v1.07b - updated 31.12.2015)

Started by Orion, January 11, 2015, 08:25:33 AM

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mew_the_pinkmin

anyone know where the deterioration rate file is, i want to edit the idle rate of deterioration so my mechs don`t have to get repaired when they arnt doing any thing.
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Orion

If you put them on a charge pad, it's zero...
The file is called "PawnKinds_Mechanoid.xml".

mew_the_pinkmin

Quote from: Orion on January 15, 2016, 04:26:35 PM
If you put them on a charge pad, it's zero...
The file is called "PawnKinds_Mechanoid.xml".
aaaahhhhhh..... I was wondering what those were for.  Thank you!
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AllenWL

I note the charge pad discretion reads "Allows converted mechanoids to sleep save and sound". I think you meant 'sleep safe and sound'? Unless you meant 'sleep, save, and sound' of course.

Also, tried it with combat realism. I think it works fine. The mammoth was a scare-kept on coming after taking like what, 30+ bullets(and not pistol bullets or anything of the like either. Assault and charge rifle bullets. Shrugged it right off till we broke it's legs)? Though it was pretty slow. Backing up and shooting worked fine. It's melee attack is nuts though. Pretty much one-hit-one-kill.

Orion

Quote from: AllenWL on January 21, 2016, 11:55:59 PM
I note the charge pad discretion reads "Allows converted mechanoids to sleep save and sound". I think you meant 'sleep safe and sound'? Unless you meant 'sleep, save, and sound' of course.
Ah, thanks, good catch!

Quote from: AllenWL on January 21, 2016, 11:55:59 PM
Also, tried it with combat realism. I think it works fine. The mammoth was a scare-kept on coming after taking like what, 30+ bullets(and not pistol bullets or anything of the like either. Assault and charge rifle bullets. Shrugged it right off till we broke it's legs)? Though it was pretty slow. Backing up and shooting worked fine. It's melee attack is nuts though. Pretty much one-hit-one-kill.
That was the idea, force the player to change tactics. I always thought the tactics against the vanilla Mechanoids, take good cover and try to snipe them for an hour, was very boring.

Would be cool if RimWorld would allow the player to set specific aiming targets on enemies. So you could take out the legs specifically, or go for the eyes first, or whatnot.

Grimandevil

Quote from: Orion on January 22, 2016, 04:39:05 AM
Would be cool if RimWorld would allow the player to set specific aiming targets on enemies. So you could take out the legs specifically, or go for the eyes first, or whatnot.
chances are, that Combat Realism will evolve to do that.
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

AllenWL

Quote from: Orion on January 22, 2016, 04:39:05 AM

That was the idea, force the player to change tactics. I always thought the tactics against the vanilla Mechanoids, take good cover and try to snipe them for an hour, was very boring.

Would be cool if RimWorld would allow the player to set specific aiming targets on enemies. So you could take out the legs specifically, or go for the eyes first, or whatnot.

I'm not quite sure about the force bit, but it does mix things up. I would certainly not want to snipe the mammoth or crawlers. One's too sturdy, other's too fast. The best way I find is to let crawlers come then melee them(one-hit-kill with a good weapon), and use things like assult rifles on the mammoth.

However, currently, there are still much methods that can be used as a 'key for all locks'. Snipers from afar will probably be effective still, if not a bit dicey(not like there'll be a mammoth in every fight, right?). And getting up solid defences and pouring down lead or kill boxes will still work.
I feel like mechanoids should be ultra-specialized to their task, kinda like mammoths and crawlers, meaning a tactic that worked great on one might not work very well against another, and might just not work at all against a certain mechanoid or a mix of two or more types. Both are melee types, but one is a heavy tank-type, soaking up hits, and the other is a (very) light skirmish type. Both do the same thing go in and disrupt your firing lines and/or draw fire, but in different ways.

For example, a sniper bot that's slow and mildly armored, but is very accurate and can snipe from far away. This would negate the 'sit and snipe' technique as you'll just get sniped right back.

A 'anti-building' mechanoid-maybe a heavy siege type or a light sabotage type that can either lumber over and knock down walls or rush in and deconstruct defences would mean that you'll need to rely on colonists a lot more.

And so on.

killer117

im thinking of the halo's flood for inspiration here, but why not have a mechanoid, basically an upgraded syther, and say it has super reactive nano skin or somthing fancy like that, and that sniper bullets just pass harmlessly through it. this means that a player relying entirely on snipers to defend is imedietly screwed if just one of these spawns. this means the player can never rely wholy on snipers, but needs a mix of other weapons to cover all bases.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Grimandevil

Quote from: killer117 on January 27, 2016, 07:59:42 AM
...
what makes a bullet from a sniper rifle so special, compared to any other firearm? not counting agvanced tech stuff.
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

killer117

a bullet from a sniper rifle as opposed to a pistol round for example, is a high velocity round. thats what makes sniper round even more dangerous than a regular bullet, they go much faster. thats why in halo the 50. cal leaves a vapour trail when it fires. the idea is that the flood are so maleable and purmeable that a sniper round can penetrate right through them and do absolutely no damage whatsoever. what if you make a robot out of a matirial like that, then snipers couldn't hurt it.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

AllenWL

But if it's so soft that a sniper bullet does no damage, how will anything else do damage? I mean, if being penetrated does nothing to it, I doubt being cut or having a bullet lodged in it will do much damage either.

Won't it be better to give it a long-ranged gun and armor that's really effective against bullets, but give it a really weak melee attack to encourage people to melee it or something?

killer117

that would work fine. im just trying to think up a crative solution to the problem. and shotgun rounds, minigun rounds and handgun rounds all travel at relatively low speeds, and do much more damage to a target that sniper rounds simply bypass, and to make it dangerous, give it a medium range decent damage weapon. it makes no difference to its shooting ability if its permeable. or maybe have it like a lot of body but some very small low percentage chance inner structure, so its super unlikely sniper rounds will damage it, but pour enough firepower in and you'll hit something important eventually.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

killer117

Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

AllenWL

I made a hauler crawler so I my base doesn't have stuff everywhere. Turns out a crawler only carries 15 items at a time. My base still has stuff everywhere.
Should have gotten a cleaner instead...

Grimandevil

Quote from: AllenWL on January 30, 2016, 06:21:13 AM
Should have gotten a cleaner instead...
they compensate it with speed, and still can haul solid objects.
i wish small creatures, like monkeys or small dogs(forgot the name), could do the same..
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.