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Fordítási probléma jelentése
and how to reswitch to removable evasion pips?
https://github.com/McFistyBuns/CBTMovement
I already know how to remove them and in the TT people have been house ruling them out ever since they were introduced. They are not a part of my current playthrough.
The trouble is that the author and a few others really like them, since they are TT and everything TT is always "a good thing".
Which is fine, but just like TT, the majority hate them and just like TT, casual players who are the life blood of the community bleed away because they can't work out how to switch them off (editing random .jsons are beyond them and there is no simple option to disable them.) or back in the TT days, the "super nerds, gatekeepers of the one true battletech" would insist on using them.
They have since been toned down in Roguetech, but they have never been anything that a majority has actually enjoyed. They always feel like ♥♥♥♥♥♥♥♥, even on the giving or recieving end and used to envoke apologies from other players more than anything else back in the day.
It is what it is, I love Roguetech and play it all the time, but this will hurt it's popularity and that's bad for all of us.
For example, my mod AIM alone has very close to 100 settings, many of them pretty arcane and delicate like "a csv row of colours" or "a csv row of melee attack modifiers". Should they be presented as an array of color swash picker and a long list of checkboxes? I guess I won't be the one coding it. Considerable effort has already been put on the setting file to improve user experience such as comments, self-updates, auto-migrates, and documenting the settings in the mod's readme.
And then there is the problem that settings are saved in preference and RT always ask you to reset everything including preference. Fancy checking and updating 100 settings everytime and try to remember which one is new?
As I remember in tabletop you had 1% chance to recieve at least one through armor crit (without armor piercing ammo). This value looks small but in fact you see this crits pretty often.
So the RT people are just duct taping together other people's coding work? They don't actually make the stuff themselves?
No wonder they're so hostile to suggestions; they wouldn't even know how to fix anything if they wanted to.
...Somehow this seems appropriate given the source material.
Color me skeptical that they were so ethical given how they react to even the most polite & mundane criticism.
Duh?
Or also tie it to some high single damage weapons?
In TT, TAC was just a flavor mechanic & busywork, added because that was the sort of minutia that characterized games like BattleTech back then. TAC in the video game is just adding this throwback to the TT system while completely missing the mark on the math; nobody could've possibly playtested RogueTech and thought, 'Yeah, 1 in 4 shots bypassing all armor seems about right.'
I mean, what does TAC add? Armor is there to provide a risk/reward system where the player has to balance offensive capabilities against robustness. Crits & components are there to really magnify the risk to players who over-emphasize their weapons systems while stripping armor.
TAC makes this formula more interesting or more dynamic in what way? I shoot you and roll a 4 sided die, if I roll a 4 I ignore your armor and probably destroy a component no matter how you have chosen to set your offense vs defense scales. How is this more interesting than what was already there?
LadyAlekto flips out, calls you an idiot & offers advice like, 'buy spalling lining' if you ask her a question like this, never actually answering the fundamental question. And the advice only further demonstrates the issue, because if what TAC really offers is 'buy equipment that negates the effect' then it adds literally nothing. It's just a C-Bill & crit slot tax you must pay on your mechs if you care about the components as well as a further level of player optimization that allows you to steamroll the mid-late game even harder.
Some players like TAC, some don't, and I think there is no single setting that will make everyone happy.
For my mods, I have been asked for consent and have given it. LadyAleko also does mod coding and read other mod's code.
The RT modders generally tend to their own mods, but there are occasions where we work together to make things work and compatible with each other. Attitude and tuning aside, RT does facilitate modding and cooperations.