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Author Topic: Community Combat Balance Overhaul: Removed unkillable Undead! new links.  (Read 52829 times)

userpay

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #135 on: April 11, 2010, 07:57:49 pm »

Unless its somewhere other than the creature_domestic file dogs don't have that baby tag either. I'm curious as to how I might ensure that the tigers and elephants breed and how to speed up how fast they grow.
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dennislp3

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #136 on: April 11, 2010, 09:45:58 pm »

Ok Arrkhal....is your mod an alternative balancing mod...or one to be used with the combat rebalance...I dont know what one to pick now lol
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Acanthus117

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #137 on: April 11, 2010, 09:47:51 pm »

Ok Arrkhal....is your mod an alternative balancing mod...or one to be used with the combat rebalance...I dont know what one to pick now lol

HI CAPTAIN ELLIPSES!

/joke
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

dennislp3

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #138 on: April 11, 2010, 09:59:47 pm »

like they insisted on sending their crossbowmen out without whatchamacallits (those portable shield things that you can hide behind while reloading).

Prolly a huge moot point now and i didnt see it rectified lol...but those are called Pavise.

Sorry lol I hate to see stuff unanswered when i know the answer
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dennislp3

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #139 on: April 11, 2010, 10:00:40 pm »

Ok Arrkhal....is your mod an alternative balancing mod...or one to be used with the combat rebalance...I dont know what one to pick now lol

HI CAPTAIN ELLIPSES!

/joke

lol so I see someone realises WHY I have such a name

THE CAPTAIN HAS STRUCK AGAIN!!!! (...)
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Acanthus117

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #140 on: April 11, 2010, 10:02:21 pm »

even your avatar is proof of your ellipsis fetish!
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

dennislp3

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #141 on: April 11, 2010, 10:03:28 pm »

even your avatar is proof of your ellipsis fetish!

LOL win I totally didn't realize that...perhaps that is why it caught my eye
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Acanthus117

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #142 on: April 11, 2010, 10:04:26 pm »

Hee Hee.
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

dennislp3

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #143 on: April 12, 2010, 12:53:21 am »

even your avatar is proof of your ellipsis fetish!

sigged btw =P
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Arrkhal

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #144 on: April 12, 2010, 07:57:31 am »

Quote
Have you tried some of the toothier animals against armoured/scaled foes yet? Stuff that attacks with tooth or claw have basically no chance of damaging anything more heavily armoured than a crocodile, while punches and stuff can cause significant bruising.

I'll add that to the list of things to test.  Though I did go through and change it so that scales and chitin now use the values for fingernails, rather than those for bone, so teeth at least should be able to penetrate.  Claws probably won't still.

-----

Quote
Ok Arrkhal....is your mod an alternative balancing mod...or one to be used with the combat rebalance...I dont know what one to pick now lol

Well, both mods are in early alpha right now, so the best thing to do is use both mods, compare and contrast, and tell everyone what you want changed about both.

They're probably compatible if you copy mine over top of the main community combat mod, though, as mine only changes materials and weapons, so it should work just fine with the tweaked creatures.
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In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

dennislp3

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #145 on: April 12, 2010, 11:16:53 am »

Quote
Ok Arrkhal....is your mod an alternative balancing mod...or one to be used with the combat rebalance...I dont know what one to pick now lol
Quote
Well, both mods are in early alpha right now, so the best thing to do is use both mods, compare and contrast, and tell everyone what you want changed about both.

They're probably compatible if you copy mine over top of the main community combat mod, though, as mine only changes materials and weapons, so it should work just fine with the tweaked creatures.

Ok guess I was just concerned. I figured the combat overhaul compensated for material issues and was thinking if you fixed materials then it would end up overcompensating...perhaps you could even merge these mods since they both cover slightly different areas....hell it is called the community combat balance overhaul after all
« Last Edit: April 12, 2010, 11:18:33 am by dennislp3 »
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Askot Bokbondeler

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #146 on: April 12, 2010, 11:55:48 am »

suscribibing

Arrkhal

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #147 on: April 12, 2010, 12:44:27 pm »

Quote
perhaps you could even merge these mods since they both cover slightly different areas....hell it is called the community combat balance overhaul after all

That's probably what will happen eventually.  I'm still testing mine against the vanilla critters, though.

Some updates: I finally noticed the note that the material strengths are supposed to be in KPa.  The 10fold mistakes in the raws really threw me off.  I think Toady may have been accidentally using PSI for some things; maybe 3/4 of the original metal values were within tolerances for PSI data.  So everything's been converted to KPa.

Still working on internal organs.  I can't seem to get them to take less damage from punches than iron warhammers, though.

Also tweaked claws and teeth compared to skin and scales so that dragon fights no longer go forever, though it still takes a long time for one to actually do lethal damage to the other.  I need to eventually figure out if natural weapons have a defined penetration that can be tweaked.  Seems like all bite attacks use some kind of default piercing attack with a very low penetration.
« Last Edit: April 12, 2010, 12:46:59 pm by Arrkhal »
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In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

SimRobert2001

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #148 on: April 12, 2010, 01:34:14 pm »

awesome mod, thank you. 

AT least i can fight those dammed unkillable undead. >.>

Question, though, does it affect aLL the unkillable entities or just the undead?
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Lancensis

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Re: Community Combat Balance Overhaul: Removed unkillable Undead! new links.
« Reply #149 on: April 12, 2010, 02:17:55 pm »

Also tweaked claws and teeth compared to skin and scales so that dragon fights no longer go forever, though it still takes a long time for one to actually do lethal damage to the other.  I need to eventually figure out if natural weapons have a defined penetration that can be tweaked.  Seems like all bite attacks use some kind of default piercing attack with a very low penetration.
One problem is that teeth are Relsize:1 or something. Can you not increase the Penetration Percentage?
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