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Messages - pisskop

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1
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 15, 2017, 10:30:37 PM »
Released a mod to attempt to make the mod run on android port without an error about groundcover.  Essentially reverted the change to groubcover syntax.  Tell me if it works or not.

Also acidic rain tweaking and nerfed triffid freqs and poisoning chances for insects.  All around some changes.

https://github.com/pisskop/PKs_Rebalancing/releases/tag/5.5.7

2
OMFG silat makes melee sooooo much better.

My pipe spear is like a godly weapon now.  And its better now than before it was nerfed into an improvised weapon.

3
get a disposable car and gently push them aside.

no there is no easy way.

put steel armor on a truck and ram them at low speeds

4
yea.  they're rare everywhere though.

manhacks have them as a rare drop too, and scientists can loose several hacks.

5
Tell you a secret.

- NPCs can usually but not always be goaded into attacking you if you have low speech.
- NPCs cant see into your car, but seem to be able to see stuff on the door.  For some odd reason they can see whats in a door or hatch or such on the outside of the vehicle.  But not on the seats or trunks.
- I think letting go of the vehicle just before it hits them will not count, but dont quote me on that.
- NPCs can be persuaded to stop pathing to your stuff if they see other closer stuff, and can stop if their target is moving.  Driving away can discourage them.
- NPCs wont path over traps willingly.  Spiked pits are traps.
- Prozac will fix all your NPC woes

6
They dont.  they simply reveal every tile on the 0th z level for ~20 tiles raidus.

which is arguably more useful if by a city or a giant stretch of woods, since you dont have to explore and know where to hit.
But roadmaps are just that.  Maps of roads.  The other stuff they reveal is bonus material imo, and serve primarily to mark out new cities.

7
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 14, 2017, 07:24:41 PM »
Sure.  Its only the one mon anyhow.  I wish they would let us custom-define those death explosions.

8
What?  No their stuff usually survives.  Especially their hacks, they survive.  Which is what I kill them for anyway.

And if you can somehow kill them at melee range you can snag a few choice items before running.  And their teargas and emp and flashbang hacks are jokes.

You can probably survive a single grenade hack if you flee, and its really only the mininuke and c4hacks that are problems.  And I consider the c4 hacks more dangerous than the mininukes.

9
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 14, 2017, 12:52:12 AM »
Im talking about the rads as listed as effect intensity multipliers.

10
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 14, 2017, 12:16:44 AM »
Met my first shock cannon in a lab today.  It stunned me and I stumbled forward into the room instead of back out of it into safety.  I realized what was happening though and shot it with a gun.  I approve of it even if I think electricity not having an armor to prevent it is making it the op damage type to a PC.

Ive had good luck so far in dealing with husks, but a nightstalker roflstomped my ass.  Its winter for me now, and I am still using mbr vest and army fatigues instead of endgame armor.  I do have a cargo truck that has been modified to have heavy siding and steel armor and a kitchen unit though.  Its a mid-endgame truck that I can live out of.  And do.

How difficult would it be to implement install-able electrical protection? It could work like leather/Kevlar/wool/fur padding, install it with a tailoring kit and it increases encumbrance a bit in exchange for protection. It's already a thing for the shark suit, since you can make the Faraday shark suit. It'd be nice if we could add it to whatever we want. In fact, it'd be cool if we could add Nomex padding for fire/acid resistance as well if we wanted to.

Also, yeah, Nightstalkers are pretty powerful. I've be owned by them a few times.
Fairly, to be honest.  No stats for it exist as of yet.

11
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 14, 2017, 12:16:23 AM »
Dude how do i disable the radiation mumbo-jumbo and the AIDS rain, that stuff is freaking me out is it even possible?
https://github.com/pisskop/PKs_Rebalancing/tree/5.5.6

12
I thought they already were

13
Im having issues making the newest versions with linux and as a release.

I pulled out .astylerc and it works fine, so is it me?

14
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 13, 2017, 04:50:29 PM »
ill make a mod.

there is a 'no zombie rads' mod in already though.


but rads under 5 are harmless and you wont start to have issues until 10.

15
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: October 13, 2017, 02:40:12 AM »
https://github.com/CleverRaven/Cataclysm-DDA/pull/22125/files#diff-66f11ef8375a40440ecbf83595784c34


Coregame version of the mod is removed.  No issues, no changes.

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