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Author Topic: Dorf Space: Version 2.1.1! Now open for suggestions!  (Read 45738 times)

Necro910

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Re: Dorf Space: Version 1.4!
« Reply #120 on: June 09, 2011, 11:12:20 am »

I've noticed that necromorph's claws and most weapons are very ineffective. As in, they can't chop limbs off, unless they hit feet or toes. Also, are you planning on giving them a bite attack?
I would, but things got complicated. Sometimes they will only bite when they still have arms and such, which is fairly irritating. I may add it, I may not.

It seems you have no RIG suits. Makes me somewhat sad.
I can't make a suit that covers the whole body, so just make the usual full body plating. Not like it will help, they'll still rip your arms off.

I know you guys are complaining about Fun overdoses, but let me explain myself. This is how it is IN THE DEAD SPACE UNIVERSE. Everyone of the necromorphs is one or more dead bodies. Now compare the dead/survivor ratio.

So there are 100,000+ dead and 5 survivors. Most of the survivors survived via hiding in a room with no vents and solid steel walls.

You're lucky Toady hasn't implemented wall destroying yet  :P

stabbymcstabstab

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Re: Dorf Space: Version 1.4!
« Reply #121 on: June 09, 2011, 11:18:28 am »

how about make diffrent armor types and clothes because every one didnt wear just armor and there are tons of diffrent armor types in dead space
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Necro910

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Re: Dorf Space: Version 1.4!
« Reply #122 on: June 09, 2011, 11:22:17 am »

how about make diffrent armor types and clothes because every one didnt wear just armor and there are tons of diffrent armor types in dead space
Copper (Level 1), Iron (level 2), etc.

Anyways, most of the armors have the same general function: Protect of radiation, protect from injury, protect from vacuum. Since there is no radiation or vacuums, I just summed it all up.

The Scout

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Re: Dorf Space: Version 1.4!
« Reply #123 on: June 09, 2011, 11:47:42 am »

I've found a solution to the RIG suit problem. Just give them max coverage, so they interlink, and call them RIG boots, RIG Chest Plate, RIG Gloves, etc.
Change the attack to secondary, so they'll use it rarely, or if they can't use a primary attack.
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Necro910

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Re: Dorf Space: Version 1.4!
« Reply #124 on: June 09, 2011, 11:51:32 am »

I've found a solution to the RIG suit problem. Just give them max coverage, so they interlink, and call them RIG boots, RIG Chest Plate, RIG Gloves, etc.
Change the attack to secondary, so they'll use it rarely, or if they can't use a primary attack.
I did  :P

But great idea on the RIG. I'll add that.

Version 2 is coming out next, so watch out the next week or two! If the curses update comes out before then, the update will come out later as I'll be adding infectors and taking out normal breeding.

Keltiknight

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Re: Dorf Space: Version 1.4!
« Reply #125 on: June 09, 2011, 06:02:54 pm »

Wonder how civs that can only grow in number by infecting will work, if they work at all...
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stabbymcstabstab

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Re: Dorf Space: Version 1.4!
« Reply #126 on: June 09, 2011, 08:03:42 pm »

their be a good chance of all the necros dieing of very quickly early then growing back when other civs are more spread out and have large populations if necro makes infectors live forever and breed so they stay alive
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Jacob/Lee

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Re: Dorf Space: Version 1.4!
« Reply #127 on: June 09, 2011, 11:13:48 pm »

Yeah, the DS world is a hostile place. There really isn't an issue with the amount of Fun on Dorf Space since it is nearly impossible to survive the Dead Space world. Isaac has a suit of armor that covers most of his body yet he can still get killed by stupid things like infectors and divider limbs.

Trapezohedron

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Re: Dorf Space: Version 1.4!
« Reply #128 on: June 10, 2011, 01:36:23 am »

If you want to add a bite attack, yet you don't want them to use it very frequently, make that bite secondary, and add a ton of duplicate slash/stab attacks, naming the attack (i.e the SCRATCH/etc part of the attack tag) slightly different to avoid making complications. Of course, set all these duplicate attacks to primary.
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Ieb

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Re: Dorf Space: Version 1.4!
« Reply #129 on: June 10, 2011, 06:01:45 am »

As far as I remember, merely making the biting attack secondary is enough to drop down it's use-rate by a lot. Also about that armor: If I remember right, there's some problems regarding helmets, boots and so on that make them only cover what the game's current vanilla armorpieces cover. Like boots cover some of the feet but not the toes, gauntlets protect the hands but not the fingers and so on.

I got around this by making bodyarmor pieces that cover the entire body. And it works just like that. I'd suggest making a custom workshop and a custom reaction that takes more than 1 piece of armor to make a RIG suit.

I'm pretty sure there's the minor issue that the game would consider said "super-cover" RIG suit merely a body armor piece and you could put on more armor pieces underneath but whatever. You could still have other RIG armor pieces and call 'em extra add-on's.
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Necro910

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Re: Dorf Space: Version 1.4!
« Reply #130 on: June 10, 2011, 11:20:00 am »

As far as I remember, merely making the biting attack secondary is enough to drop down it's use-rate by a lot.
Before this came out, I had a bite attack. I removed it because for some reason, they would only bite. I might add it later for some of the species.  :)

Trapezohedron

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Re: Dorf Space: Version 1.4!
« Reply #131 on: June 10, 2011, 10:30:24 pm »

I discovered a bug related to exploders and their explosions. The bug is about them using their own skin as gas, which is quite odd of course. I happen to have an edited version with me, a version that fixes the aforementioned bug, edits the body of the exploder to have a pustule for a left hand and fused legs, and makes the necromorphs use altered bone as their body structure's bone. If you want it, I can give you my modded raws, but otherwise, I'll list the errors below.

Errors:
Spoiler (click to show/hide)

That's all the errors I've found.
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The Scout

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Re: Dorf Space: Version 1.4!
« Reply #132 on: June 11, 2011, 12:10:43 pm »

Everything seems... underpowered. Necromorphs have problems chopping limbs off, and have to resort to stabbing the shit outta things to hit organs to kill them. They also need something to grab with, so if you ever do get the bite attack in, make it latch. Same thing with most of the guns, they don't cut limbs. They just break bones, and jam them. Makes killing necromorphs hard.
That's all I have to bitch about.
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Lord Inquisitor

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Re: Dorf Space: Version 1.4!
« Reply #133 on: June 11, 2011, 02:30:24 pm »

Also about that armor: If I remember right, there's some problems regarding helmets, boots and so on that make them only cover what the game's current vanilla armorpieces cover. Like boots cover some of the feet but not the toes, gauntlets protect the hands but not the fingers and so on.

I got around this by making bodyarmor pieces that cover the entire body. And it works just like that. I'd suggest making a custom workshop and a custom reaction that takes more than 1 piece of armor to make a RIG suit.

I'm pretty sure there's the minor issue that the game would consider said "super-cover" RIG suit merely a body armor piece and you could put on more armor pieces underneath but whatever. You could still have other RIG armor pieces and call 'em extra add-on's.

Does this mean you have a sealed suit? So I could put a dwarf in a room of air spread syndrome and not be infected. If so I consider this very interesting for a mod/crazy embark I want to try.
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The Scout

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Re: Dorf Space: Version 1.4!
« Reply #134 on: June 11, 2011, 02:54:57 pm »

Not that type of sealed. They'll still effect them.
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