边缘世界 RimWorld

边缘世界 RimWorld

[Dizzy] Combat Shields (Continued) 1.6
15 条留言
Shinzou 10 月 19 日 下午 2:53 
@Dizzy, so i just tried replacing your mod with Mlie's version on a new game (also added the unofficial Sci-Fi addon for funs), and i can't find any error messages regarding this in my log. I will still have to try this combination with identical mod load, which i will do when i am back at my homecomputer. Could take a few days though...
Dizzy Ioeuy  [作者] 10 月 16 日 下午 4:20 
So when I load clean with this mod- I do not get any error. When I load with my 200 other mods.... still no errors at all.

One thing, though, if it is an error in the mod (I doubt it, it reads like an incompatibility) it looks like it would be in C# part- that part is borrowed from Mlie's continued version of the mod. Do you get the error with his version? All I change is XML and I see no XML error.
Shinzou 10 月 16 日 上午 10:17 
error part 2:

[Harmony: failed to render frame: TypeInitializationException]
at System.Linq.Enumerable+WhereListIterator`1[TSource].ToArray () [0x00023] in <1f993cbf88314b1baa1e10ca917bdc64>:0
System.Linq.Buffer`1[[Verse.ThingDef, Assembly-CSharp, Version=1.6.9371.18214, Culture=neutral, PublicKeyToken=null]]..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1[TElement].ToList () [0x00000] in <1f993cbf88314b1baa1e10ca917bdc64>:0
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <1f993cbf88314b1baa1e10ca917bdc64>:0
CombatShields.Harmonypatches..cctor()
--- End of inner exception stack trace ---
Shinzou 10 月 16 日 上午 10:17 
Hey Dizzy cool mod, but getting this error on game load:

Error in static constructor of CombatShields.Harmonypatches: System.TypeInitializationException: The type initializer for 'CombatShields.Harmonypatches' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref B44CCBAC]

continued -->
Cyboran 8 月 12 日 上午 1:50 
Oh fair enough! Thank you, I appreciate it! I love using the shields :D
Dizzy Ioeuy  [作者] 8 月 11 日 下午 5:29 
@Cyboran It actually took longer than that as I'd been thinking about those other shields for awhile. Finally had an idea how to make at least one of them (IMO) meaningful. -shrug-

But check it out. shields are all just cheaper and faster to make now, with more hp because I realized, finally, they get used up pretty quickly in combat and you have to make new ones. But I think that's part of the charm of this mod.
Cyboran 8 月 11 日 下午 5:09 
Oh wow that didn't take long at all! Thank you!
Dizzy Ioeuy  [作者] 8 月 11 日 下午 4:25 
@Cybora Added one of the shields, but have re-envisioned it a bit, as I could see a space for it. Also added in Psychic "defense" to carapace. meaningless in vanilla, but I play with a mod where the AI casts psychic powers on me, so....
Cyboran 8 月 9 日 下午 12:05 
No worries! Take all the time you need, I'm just glad you were willing to think about it.

I should do a playthrough like that someday!
Dizzy Ioeuy  [作者] 8 月 9 日 上午 3:55 
Right now my play through is just beginning medieval... Started as naked single tribal.... So it might be a bit
Dizzy Ioeuy  [作者] 8 月 9 日 上午 3:54 
Some good ideas. If i were to do it i think I'd mod in the energy shield and not patch the other mod. I'll think on what would make that one interesting, useful,and balanced.
Cyboran 8 月 8 日 下午 8:04 
That's a fair point regarding the differentiation! I certainly wouldn't mind a retexture, most particularly of the energy shield.

I was thinking something similar to how you balanced the light, medium, heavy shields, what with their damage resistances, move speed and melee dodge chances.

For example, the energy shield would be light, balanced appropriately to give melee dodge chance, maybe even give this a bonus to psycasting and placed within the advanced fabrication, or even locked behind cataphract armor if psycasting bonuses. As for the others, blast might be medium and wedge heavy?

That was my thinking anyway. I liked your balance changes here so I was hoping for a tweak to the sci-fi ones for more natural tech progression from your shields to something stronger.
Dizzy Ioeuy  [作者] 8 月 8 日 下午 6:28 
@Cyboran I've looked at that mod before. And the sci-fi shield in this mod is functionally about as interesting as I can see making them. I might redo the graphics if that's what you mean, however.

The issue for me is that within the game there, for me to enjoy it, needs to be a large enough differentiation between the shields to justify why they exist without being "Vanilla Expanded OP"

Do you have anything in particular in mind beyond the different looks that makes them interesting?
Cyboran 8 月 8 日 下午 6:03 
Would it be possible for you to also look into tweaking the sci-fi version?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2033036393

I think having some spacer/ultratech handheld shields would be nice.
Dizzy Ioeuy  [作者] 8 月 8 日 下午 12:19 
Further tweaked stats after playing an in game year with them to make them slightly more enticing. Also trying to settle on good Rimworld v1.6 matches to the rest of armor (they changed a few things in vanilla game). I lightened many shields, standardized the dodge skill increase (to simulate how shields deflect blows), and reduced aiming time penalties- they were too much (for things like throwing pila, etc. for those shields players deem OK to use with ranged weapons in their settings).