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In the code I copy the default damage def of the bullet, and multiply its damage by (0.1 * X) where X is the number of stacks on the pawn. Once that is done I override the damage def of the bullet with my new custom one. This all gets calculated when the bullet impacts something, so the in-game stats wont reflect the change in damage.
I try to use rat king for four pawns, and checked rat pack has activated as three stack.
But there is no difference stat of rat king, like for DPS.
Is this bug or other issue for my modded rimworld?
fox5859, There is always hope I create more exotics! I am just slow after the 1.6 update since I am having fun doing non-rimworld stuff.
Professor Bonkers, if I have some more inspiration I will totally do the Vexcalibur, I love glaives in the main game and it would be super cool to see one in rimworld!
The idea for Euphony was focusing on its main effect - "sustained damage (i guess something similar to what you already have for Polaris Lance as well) will spawn threadlings. Threadling spam would be really fun, although i wonder how it would work here as i haven't touched rimworld modding myself yet. Would they be pawns? projectiles? i dunno!
as for Vexcalibur - really just a glaive of some kind and that's one of the neater looking exotics so i imagine it might be fun to draw lol. I was thinking something somewhat similar to VWE-Bioferrite's Piercer rifle; a ranged weapon but with a good melee. Turn that up a notch and make it a really good melee weapon that has the capability of doing ranged attacks. You could add a shield but idk
Thank you for writing your huge suggestion, I think the ones I would need help with are the Final Warning, the Euphony, and the Vexcalibur.
Khvostov is simple enough, I can reuse code from the Polaris Lance.
Quicksilver storm might be possible, I saw logic for Homing projectiles earlier, I would just need to find it again.
And they all look fun to draw as well, so I will try it out. I have been wanting to draw again anyways. I will include the Khvostov in the 1.6 update (which I will begin to work on today)
Khvostov, Euphony, Final Warning, Quicksilver Storm, Malfeasance, and/or Vexcalibur
And the Graviton Lance sounds cool, I haven't messed with code that finds what number the bullet is in the burst yet, so that may or may not be hard to do. I'll try it!
Iron Bull, I will totally do that gun. Looks awesome and it fires explosive rounds? Xenophage incoming.
Any how... fantastic work thus far, cannot wait to see more from y'all
as for fighting lion, bouncy grenades are a d2 base grenade launcher thing when you hold m1. instead, see if you can incorporate the hits (direct in d2 but if you cant do that its fine) increase reload speed. you can basically make it as a frag grenade belt with more range but more cooldown until you hit a shot.
CliffDeWiz, So I was thinking for the fighting lion it could be a grenade launcher with a fast fire-rate and low damage, but it can bounce grenades around corners. So once the grenade hits the floor, I can check for nearby enemy pawns and make it re-launch towards them for a nice explosion.
The only idea I had was maybe just an explosive launch with a really fast fire speed. Sorta lame I guess, but I guess giving a half second stun and very low damage might fill a niche?
The reason I liked the gun in destiny was the ammo being infinite, and ammo isn't a thing in rimworld without mods so lol.
I really like your workbench texture, I spent a while trying to come up with a cool looking workbench but eventually I settled on just a futuristic screen table.
And the Tractor Cannon will be coming soon as soon as soon as I find a way to make it cool, probably giving the target a weakness debuff and stunning them like you said...
the lament; Revved Consumption
Damaging a combatant heals the wielder.
Banshees wail
Increases damage and adds [Shield-Piercing] shield piercing to all attacks
Graviton lance; Cosmology
Kills with this weapon cause enemy targets to detonate and spawn Void projectiles that track targets.
Tractor cannon; Repulsor Force
This weapon emits a powerful impulse that pushes enemies away, suppresses their abilities, and makes them more vulnerable to all incoming damage.
No Time to explain; Time-Slip
At 10 stacks of Rewind Again, a small portal will open, shooting bullets from an alternate timeline version of this weapon. Precision hits extend the portal's duration.
Rewind Again
Precision shots and shots against combatants slowed or frozen by Stasis will return to the magazine.
The Wardcliff Coil looks really nice, and seeing a swarm of micro-rockets will definitely be awesome. The Witherhoard also has a cool perk, an explosion that spawns a blighted crater to DOT enemy pawns sounds dope as well.
Wardcliff Coil - this is one of the tougher ones because in Rimworld, a pawn can only target and attack 1 thing at a time. So in lieu of begging for the enormous work it would take to achieve a multi-target locking system, I think it would be better to just make it a burst-fire rocket launcher. Tone down the damage and explosion radious for each individual rocket, because the entire point of the Wardcliff is essentially a hand-held saturation bombardment
Witherhoard - possibly the hardest on the list, maybe the easiest, depends on the approach. My first idea would be as simple as a grenade launcher, and wherever it hits making an Acid-like damage over time puddle on the ground
part 3/3 - finally finished with my ideas lol at the mercy of the 1,000 character limit
Outbreak Perfected - first draft ideas were an assault rifle with an Acid-like stacking damage over time effect, and then an AoE explosion on kill to spread the "outbreak", bonus points if those currently afflicted have a red wispy sort of particle effect going on as their lives tick away
Cerberus+1 - could be a hellcat rifle variant that, of course, fires 4 rounds at a time, similar to several mods that make shotguns fire several bullets instead of the vanilla single slug - such as Llama's Proper Shotgun Patches or [XND] Proper Shotguns (Continued)
Hardlight - could just be an assault rifle that rotates thru every element on each bullet/burst fired, or an ability is given to the wielder to toggle the gun's element manually
part 2/X
While I do think in some cases, exotic weapons can be 1:1 ported into Rimworld. I think that in most cases, it would be better to look at the essence of the exotic perk and find a way to make that function fluidly in Rimworld - the Rule of Cool is important
Case in point: Thunderlord would cause an area of effect Arc explosion/lightning strike on kill, versus in Des2ny this only happens on headshot kills. It's not identical to what it was in Destiny 2, but it retains it's core concept and isn't cumbersome to actually use in practice
part 1/X