Niten will improve dmg and dodge depending on perception .
It offers techs with high dmg.
Good vs single opponents.
Deffinatly a very good stile that can be used with good weapons.
A martial art with its origins in the writings of Miyamoto Musashi. Apparently in-game it’s fairly potent, I’ve yet to play with it. >w>
Question:
Is there a list of how long certain crops take to mature (besides looking through the .json)? I’d like to find out what crops to plant so that they all mature at roughly the same time.
By the way, what is this Niten Ichi-Ryu? there’s no description for it in wiki. Is it good? what bonuses it provides? What skill does it scale off?
Also, while we’re at it, why do these books that teach you fencing an niten ichi-ryu and the like have the text ‘just for fun’ in their description? I avoided them before because i thought they are some religious crap. How do i know which ones are religious and which ones give nice styles?[/quote]
It only works with a very few weapons (katana, wakizashi, diamond versions of those, and staff, I think), but it’s VERY powerful, especially if you have a high perception.
At melee 3, I was generally one-shotting everything but brutes and hulks. At melee 6, I’m one-shotting brutes about half the time, and generally 2- or 3-shotting hulks.
Of course, this is a character from a lab start with almost all the points going into stats (14/12/14/12), so with 12 perception… yeah.
Unrelated question: Is there any way to get fungaloids to stop spawning? I killed EVERY BLOODY ONE around a tower, killed the tower, came back later, and… there’s some more.
Also, in another spot, I tried to kill everything, but there are some submerged in the river… Any suggestions for that? Or can we, I don’t know, make fungaloids drown? PLEASE??
Hmm. Anyone know what the searchlight’s glowly death effect does?
What do the ‘martial artist’ and ‘black belt’ profession traits do?
They add a selection of martial arts to start with. Like with the various martial art traits, only with different options.
Does anyone know what the power draw for dome-lights is?
Rather low. You can check precise numbers in data/json/vehicle_parts.json. Find your car battery there, multiply its “size” by 373 and divide by “epower” of controls and you get the number of turns you could keep the dome lights on.
Even with a salvaged 3% car battery, you can expect it to last for few hours.
I don’t think it’s listed in vehicle_parts.json, because it’s not an install-able part.
Anyone know who gave the mooseseseses meth? They seem damn fast and give zero shits about Animal Empathy now. :V
Zombies did, if an animal ever gets attacked and survives, it will go completely apeshit.
And it will attack anything, even smelly hippies.
I basically got bull-rushed by a moose right off the bat. :V
They always were that fast. They give more shits about AE than they did not long ago, because now their mood is capped and wears off slowly (before, the infuriated moose would stay infuriated till the end of their lives).
I think it’s controls that have the epower value for dome lights.
Just think on this. it’s rare but if a bear is stupid enough to take on a moose, the moose nearly always wins. You don’t mess with 800 to 1500 lbs of muscle that can kick in all directions.
If I recall, the main thing is a vehicle part entry needs a fold volume assigned. I think there’s also a flag for it.
Presumably if ALL parts on the vehicle are foldable, you can fold it. One caveat though: normally you can’t fold it without installing controls, as otherwise examining the vehicle will simply open the vehicle menu. But if the vehicle is resting on a tile that you’ve dropped an item on, you’ll bypass that skipping and see the options to examine vehicle, pick up item, or fold vehicle.[/quote]
It worked perfectly, thanks! I made solar panels and swappable battery cases foldable with the same volume as they have when not attached, added controls, and voila, foldable. When I add the battery, it’s not (as intended).
I considered making a lot of other parts foldable at their disconnected size… but these? Oh yeah. So, how would I put this in a mod, so I don’t have to mess with it every time there’s another version?
ftfy
Make a new folder in the mods directory, put a modinfo.json file there, fill it out (base its contents on any other mod’s modinfo) and have a separate json file with the changed parts. Simple re-declare them.
Check out blazemod (vehicle additions) for good examples.
Found working, mostly intact humvee and security car, which one is better?
If I recall, the main thing is a vehicle part entry needs a fold volume assigned. I think there’s also a flag for it.
Presumably if ALL parts on the vehicle are foldable, you can fold it. One caveat though: normally you can’t fold it without installing controls, as otherwise examining the vehicle will simply open the vehicle menu. But if the vehicle is resting on a tile that you’ve dropped an item on, you’ll bypass that skipping and see the options to examine vehicle, pick up item, or fold vehicle.[/quote]
It worked perfectly, thanks! I made solar panels and swappable battery cases foldable with the same volume as they have when not attached, added controls, and voila, foldable. When I add the battery, it’s not (as intended).
I considered making a lot of other parts foldable at their disconnected size… but these? Oh yeah. So, how would I put this in a mod, so I don’t have to mess with it every time there’s another version?[/quote]
If you make a mod from that, please post it, I would be interested