Thorfinn
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
How do you do that, exactly? If you add in new attack routines or otherwise butch the AI, doesn't that change how other people are forced to deal with bears, for example? No one forces you to raise livestock or grow vegetables, but you kind of need to deal with the bear at the door. That should be something achievable for those who are not ninja masters. Used to be you could just go onto your roof and throw spears, but no more. N00bs had to adapt to the increased difficulty of the AI changes. Unless they could find or make a mod to nerf them. Again, look at ModDB. Mods to nerf the combat are vastly more popular than mods to butch it. Why make the n00bs and more casual players do something you refuse to do, that is, use a mod? -
Pretty sure they thought they had that fixed. Something must have broken it again. [EDIT] Though May 4 is not that late in the year, depending on your starting location. It's common for your spawn point to still be freezing at night.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
So much depends on your playstyle. Killing drifters is nowhere near as effective in gaining fibers as just going out exploring for flax. Temporal gear? Don't need it if you don't get killed. Bored with combat? Try permadeath. Similarly, caving is not necessarily an exercise in combat. It can be, if you view killing as the only way to attain your goals. But there's absolutely no reason you have to do it that way. You can easily go in, spam torches until you start getting too many enemies to ignore, leave and let them despawn, return and fence off your gains. But most of the loot? Meh. I don't sleep anyway, and even if I did, the hay bed would be best because it doesn't waste as much daylight. Terminus transporter is worthless in permadeath. Translocators are next to useless without a map, since if you somehow can't find it when you want to return, there is no way of knowing where you are. If' you've already explored the area and know the landmarks, sure, but then all that TL does for you is speed travel. Barring sheer cliffs in the way, all they do is save you a day or two per year. Restoring stability? You can also do that by simply returning to the surface and processing the stuff you just got. But, again, if you see combat as the means to the end, you rank combat highly. If you enjoy crafting, building, or, the really novel part of the game, chiseling, combat is at best secondary. -
Cool idea. Just imagine if you could also throw them!
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Is that from 1.20.6 or later?
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
So, basically, everyone must play the game tuned as I prefer because I got burned before in a different game? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
You are correct. When I first nerfed them a bit in early releases to reduce rage-quits, they were. Now surface shivers have 2 better health than their counterparts. Never noticed. They are both 3 spears. Nightmares are one extra spear, which I guess I've never noticed because storms keep me a little busy. -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
I'll try this again. The game goes above and beyond in trying to encourage the player NOT to battle the supernatural. Most of the time you get exactly nothing for your effort, and most of the rest of the time, you get one piece of belly button lint. Depending on your personal goals, maybe it makes sense to venture forth in storms, but the only reason to engage rather than avoid in the depths is if your stability is getting low and you want to get a little more done before you return to the surface. It's not that drops will make you wealthy beyond your dreams. I was a little surprised to find out shivers are little more than faster drifters who can climb, but can't fit through doorways. They are otherwise identical in their statistics. They are no more damage sponges or heavy hitters than drifters are. And bowtorn are significantly weaker. Their ONLY advantage is concentration of fire if you face several at once. @Josiah Gibbonson why not spend a little time seeking out mod makers who were working on improving drifters? There have been several attempts, and I often am 2 of the literally dozens of downloads. That's got to be a tad discouraging, to put that much effort into new AI code, only to have almost zero receptivity. At least you could encourage each other. And, who knows, maybe get enough people to download it to convince the devs it's actually something the community thinks is worth spending development resources on. -
I wonder if there isn't a variability programmed in. There is in so much of the rest. Might even be true of reeds -- things I know I harvested with a scythe, so should have the same maturation, grew tops at different times.
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OK, that's fine. There are several seraphskinparts directories that need to have your new textures. Take a look at the graphics that are in each directory, and make "shapes" for each. Load the game, see how it looks, close the world, change the textures as needed, load the world, repeat until you have all textures to your satisfaction. Whenever you are happy with it, save those directories somewhere, turn it into a mod using MM3k, revert your changes with MM3k, and you are ready to go on to the next step. [EDIT] Here's the mod I was thinking of: https://mods.vintagestory.at/koboldplayermodelport Helpfully, it lists another example mod that I couldn't exactly remember, the fox model, and links to it. This will give you a good idea of the scope of what you are doing.
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I was thinking some mechanic like putting a shell on some solid surface and bashing it a few times with a rock, but maybe we already have something even better -- put a shell on the ground and use a rock of any kind to "knap" it into little bits. Or maybe something more "immersive", like actually beating on it with a stick. Oh, or a club. Give a reason to actually make the otherwise mostly useless thing.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Sorry if it sometimes feels that way. People were, in fact, complaining when drifters started throwing stones at you. Indeed, mostly inerrantly, but you could exploit that to make them fight each other. But I think most agreed that adding some kind of ranged supernatural, and one with very fast movement was a needed change. It just did not take much practice to get to where they were only a danger if you really messed up. That will probably come with time. Like I said, SOMETHING has to trigger the intended status effects. Yes, but the same is true in Ostriv, which has absolutely zero combat. Not even dangerous animals. Good Lord, I hope not. The game has so much to offer, I'd hate to see it get bogged down in the boss trope that's been done to death. Just keep in mind that while Combat Overhaul, which many think is even better than sliced bread, is apparently mostly a multiplayer thing, and probably has a user base of around 10k. (Extrapolated from other server play, where someone will show up, decide it's not for him, and go his merry way.) That's kind of in the ballpark of the more builder mods, like Millwright or some of the immersive crafting mods or new roofing materials or roads or whatnot, but it's a piker compared to things like Primitive Survival, which adds little combat, and Expanded Foods, which adds none. Did you know Salty has a dodge mod, as well as several other things that have come up in this and other threads? Yet maybe a couple hundred downloads, tops? I suspect you are drastically overestimating the number of people who think of VS as a battle game. -
OK, so you have already created the graphics and they look right in the game? Then just let MM3000 bundle it up. You don't have to createthe directory structure in your zip, MM3000 does that for you. The only "tricky" bit is that it does not assign version numbers for you, which is a good idea. If there were a wish list, It would be that it would automatically assign a version, like 0.0.1, and all you have to do is edit the line if it's not your initial release. Oh, another wish list -- if it would gather the changed files and create a zip of the source, to make it simple to create revisions. Or if I'm still misunderstanding you, and you have ideas for the mod, but have not yet developed it, there are several reskin mods. One that springs to mind is something to do with goblins, which I'm pretty sure is current, but there are a lot of them out there. Furries, I think there used to be an anime. When you see what kinds of things they had to do to reskin the seraph, it should be pretty straightforward. For classes, again, a lot of examples to draw from.
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Straight vanilla or modded? What did you set days per month to, and have you played around with that via command console? Or really, with any of the time commands? And is it possible she got pregnant in an earlier version of the game which you have since updated? I don't know the last would cause it, but it's happened back in, I don't remember, one of the 1.17 versions? Incidentally, she should not need food once it says she's pregnant. Or at least that used to be true. She's supposed to be pregnant for 25 days, IIRC, so if she got pregnant on the 9th of July, she should have delivered on the 7th or 8th of October. It's also possible there's some variation programmed in, like there is on crops or berries or mushrooms or trees.
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Pretty sure it holds a stack, but only of the materials allowed in a barrel. So you can put 64 lime in, too, but it doesn't turn to limewater unless you remove 14.
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pregnancyDays: 20, multiplyCooldownDaysMin: 4, multiplyCooldownDaysMax: 11, portionsEatenForMultiply: 10 I understand (but have not confirmed) that those things adjust to changing the days per month. So pregnacyDays in your case would be 20*20/9=44 days. But the due date is stored as an analog of the Julian calendar, the days since beginning of the year. If you used the server command to change days per month, and the previous due date was the 9th day of next year, that gets adjustted to be the 9*20/9=20th day of next year, which may still be months off. If you set days per month initially, at world creation, something goofy is going on.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
And equally obviously, now bows and spears and slings also have to be rebalanced. And we are back to a major rework for the sake of,... what, exactly? Those who prefer a more advanced combat system can easily add one. The problem with interrelated systems is that they are interrelated. The more complex the system, the less ability there is to make a "simple" change. [EDIT] What I'm getting at is that I suspect that as the game evolves into its final form, we will get more archetype reskins, mostly cosmetic, in the name of diversity. If a major rework were in the plans, and the current weapons and enemies and systems merely placeholders, I'd expect "Rework Combat" on the roadmap. So a halberd is just a spear that might possibly be a different tier, which would only come into effect in PvP. There may be special attacks, like a bola's chance to entangle or any of several weapon's disarm chance, which would be tied into the status effects system in the works. -
I take it "mod template" is a concept from a different game? Templates are a thing, but in most cases, is the hard way to go about it. I saw a mod that offered templates a few days back, but I did not check it out. Take a look. It might let you do what you want. [EDIT] https://mods.vintagestory.at/dotnetmodtmplts [/EDIT] Not exactly sure what you are trying to do, but maybe you mean a simple retexture? For the first iteration, all you need to do is replace the graphics until it has the look you want and then run ModMaker 3000. It will figure out all your changes and package it all up into a "template". Here's the introduction to the Wiki section on modding. https://wiki.vintagestory.at/Special:MyLanguage/Modding:Using_The_Modding_Wiki
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Welcome to the forums, @SJK Good ideas. Yeah, sea life was supposed to be in the sailboat release, 1.20, but was not ready for prime time.
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Must not be too terribly difficult to do. If I accidentally leave one of my Audio Interfaces enabled on the task bar, it does this for me. Granted, it's so that whatever DAW or player I'm focused on at the moment doesn't have to compete with everything and its dog, but still. If I switch to a spreadsheet, I really don't want or need the audio to switch away from VS. I have no idea if you can install the driver without the device, but knockoff FocusRites are available for north of $30, and I've seen knockoff Behringers for under $20, and even a basic audio interface is vastly better sound than onboard sound.
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Require Proper Lighting for Knapping and Other Voxel-Based Work
Thorfinn replied to Dowlgrett's topic in Suggestions
Fair enough, @Broccoli Clock. I'd just point out that was not the decision that was made in the game. I used to think lots of these kinds of things would be improvements, until someone points out that he is visually impaired and does things like that in near dark conditions to make it possible for him. Granted, my thoughts were more on the sound effect side, and the people with hearing impairments, but still. If I think it's important enough that I want to be able to see (and I do) I just make sure to place a few torches. I don't need the game to force me to do it. -
It's game logic. Drops are based on what makes the progression rate Tyron imagines. If it helps, just think of it as id:1792. You need 1 of them, plus 2 of id:1068 to produce 1 of id:12732. To get the first two, you need to instruct the interface to execute a code block. What it takes to instruct the interface is intended to be the fun and engaging part of the experience. It's not about the sticks. It's about the Skinner box. From the interface POV, the same logic as when you chop a tree down, you may get no sticks at all. Realism would require you to fell the tree, limb it, and chop it into sections (I'd imagine turning every other log section into wood chips, but later you can use the saw to section the log), then go through the limbs and chop out the pieces that can become sticks, as in tool handles and fence components. A lesser grade of stick (call it "kindling") could be used in pit kilns.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Presumably the drop rate for creatures was intentional, by which I mean intentionally low. Let's say a sweep mechanic were implemented that made things 8 times easier. Would you really be OK dropping things from 1 fiber every 5 drifters to 1 in 40 to keep that balance? Bears dropping 2 bushmeat and less than half of a huge hide? -
I don't know. I remember something being said a couple years back, with the upshot being that it is possible that in future versions, you will want to build with mostly local resources, much like all the ruins did. This was in a discussion about wagons and horse drawn carts, IIRC, so it wouldn't happen until at least some manner of dealing with freight is developed. We have boats and rafts, so it might not be too far off. Then on the other hand, I could easily have misunderstood the intent, or it was abandoned. I've never seen it on the roadmap, so there's that.
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Best way to figure it out is to go to ModDB and go through it looking for one that does something similar. Download it, and learn from it. I would caution that what you seek to do is not the easiest mod in the world. You have at least gone through the modding section of the Wiki, right?