RimWorld
Zbyt mało ocen
RandomizedItemsPlus
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Mod, 1.6
Rozmiar pliku
Zamieszczono
Zaktualizowano
992.317 KB
27 czerwca o 11:33
27 lipca o 6:34
Listy zmian: 3 ( zobacz )

Zasubskrybuj, aby pobrać
RandomizedItemsPlus

W 1 kolekcji stworzonej przez Side1iner
Side1iners 'Plus' Series
Przedmioty: 5
Opis
This is one piece of the puzzle for a series of mods I'm making with one goal in mind: making each story or campaign at little more personal. Special. In terms of gameplay: more random.

This mod changes the way items are created, by randomizing important stats. Weapons have randomized damage and accuracy stats; apparel randomized armor and insulation values. All items have their market value changed.

Though, all of it is done within reasonable limits. An 'Excellent' weapon will always be better than a 'Good' weapon. How much better is up to the random generation.

Suggestions, discussions and feature previews in Discord
[discord.gg]

Mod content
  • Adds personality, flavor and a little uniqueness to each of your colonies, perhaps making some items as much of protagonists as some of the colonists
  • Randomizes all weapons and apparel (rolling random damage, accuracy, armor values, market value etc within set ranges for each quality level)
  • Nerfing accuracy of ranged weapons, making fighting more interesting in general, and making good fighters more important specifically
  • It doesn't completely change the game, but it does change it - enough to make a difference, not enough to feel strange
  • Choose if weapons, apparel or both will have randomized stats using the mod settings

So what have I actually done?

I have highjacked the core game way of applying quality modifiers to items. Instead of set changes, like a flat damage boost if the weapon is 'Legendary', I have put in place ranges for the game to roll multipliers from.

As an example, the weapon damage ranges look like this:

• Awful: 0.5 to 0.7
• Poor: 0.71 to 0.9
• Normal: 0.91 to 1.14
• Good: 1.15 to 1.3
• Excellent: 1.31 to 1.55
• Masterwork: 1.56 to 2.0
• Legendary: 2.01 to 5.0

What does this mean in practice?

It means a 'Normal' bolt-action rifle will have a damage rolled between and 16.38 and 20.52, instead of always having the flat 18 that is the base damage. Always better than a 'Poor' weapon of the same kind; always worse than a 'Good' one - though always with a little personality. Add the random stats for accuracy as well and every weapon is a little unique in its own right.

Many weapons will be better than they are with core game logic. Some will be considerably worse.

Significant rebalancing of ranged accuracy

In the core game pretty much all weapons have great accuracy. And even if they don't on first glance, the calculations for accuracy is very favorable. In my opinion, too many weak fighters land too many shots.

In addition to making accuracy numbers random (along the same principles as above, using ranges for each quality level) I have also nerfed accuracy by a lot. It makes fighting a bit more interesting, as well as finding that legendary charge rifle all the more exciting and desired.

Moving forward

I like stuff to be randomized in general. More random stats. More random traits for pawns. More random maps to play on. I've always liked to play with 'Infused' and 'Infused 2', as both make items more unique and add a lot of flavor. Although, they end up over the top.

I think I will look into adding a sort of prefix-suffix system or the like as well, so items can even more unique flavor. If I do, it's gonna be a little along the same lines as what I've done so far; shaking thigs up, but just a little.
Popularne dyskusje Zobacz wszystkie (1)
3
28 czerwca o 1:21
1.6 - Conflict with Quality Expanded
moo
Komentarzy: 32
Iki 14 godz. temu 
ty <3
Side1iner  [autor] 15 godz. temu 
@Iki: On the top of my head, it should be safe. But it's always risky so make sure you backup your save just in case!
Iki 18 godz. temu 
hey man love the mod! this works on old saves? ? or do you need a new colony
Side1iner  [autor] 20 godz. temu 
@CTH2004: As always!

No, no XML. It's all in C#.
CTH2004 29 lipca o 19:51 
Fair enough. I can see benifits and drawbacks of both.

Ultimate question is: how are you controlling the values? Is it via xml?
Side1iner  [autor] 29 lipca o 11:26 
@CTH2004: I considered that, but in the end the thought of not being able to know if that Good spear is actually better than the Normal was unfun. So I decided to do it the way I did (each quality still being better or worse than the next)!
CTH2004 29 lipca o 7:03 
here's a thought;

what if the ranges slightly overlapped, so the upermost part of the range for"normal" is the same as the lowermost for "good", the idea being the outliers which are sorta "quality wise not "good", but it's practicly "good".

so, at the most basic:

• Awful: 0.5 to 0.71
• Poor: 0.70 to 0.91
• Normal: 0.9 to 1.15
• Good: 1.14 to 1.31
• Excellent: 1.3 to 1.56
• Masterwork: 1.55 to 2.01
• Legendary: 2.00 to 5.0

of course, the overlap could use some work, and should have a fall off (so it's a lower chance than just a linear range suggests)
Side1iner  [autor] 28 lipca o 18:38 
Discord server
We have created a new Discord server. Suggestions, feedback and input on future new features etc all welcome!
https://discord.gg/xWadkMZn35

@Redrum: That's not a bad idea! Added to The List!

@Rtepper: Right?! (But yeah, it's probably a pretty easy fix to make a setting for some of it, and then why not do it...)
Rtepper 28 lipca o 8:15 
Hey people do you know what legendary means, no offence but if it's better then master's work(masterwork) it ought to be effective.
Redrum 27 lipca o 17:35 
is it possible to make a setting for percent chance that get randomized instead of 100% of the items? that way it can be more aligned with 'Infused'