11/13/2022 0 Comments Kenshi animal age![]() Of course, you'll have to try numbers yourself to fit your preference.Some properties, especially the life cycle and the temperature-dependency of age-related mortality, of a newly isolated free-living nematode have been investigated. (probably) final edit: Scale to 0.92 and Str to 38 seems a little more reasonable. Initial conclusion: 0.99 and 40 might be a biiiit over the top lol Surprising discovery: the "strength" stat in the FCS there is an overall general level, it is not specifically the literal Strength stat! All their locations max health went up quite a bit (and when the game loaded, they seemed "wounded" since they loaded in with previous value but new max, and a medic ran over and patched them up lol) They still say Elder, so the additional lifespan wasn't enough to "demote" them in this case. Results: loaded a game with an Elder bonedog in the squad. KENSHI ANIMAL AGE MODSet the lifespan higher and you could have them basically be the same they are now at a given day-age, and then "keep growing" days past that to the new max.Įdit again: success! I made a new mod file with just three changes: Lifespan to 60, Strength to 40, Scale Max to 0.99 (juuuust in case it's based on a max of 1.0). The only thing you couldn't change would be them saying "pup" and "teen" for longer, and it would take them longer to get out of Pup stage - and we'd have to fiddle with numbers to find the exact resulting values and durations - but you'd end up with, effectively, larger and stronger bonedogs at max age. And then they would continue to grow to Adult, and reach their stat cap, which you've made slightly higher and be larger when they get there, since the scale max is higher.Īctually yeah I think that would do it. In this way - and this is just an educated guess from looking in the FCS just now - you could reach a set of values where they reach what are currently the Adult *stat values* in about the same time they do now (but they would still say Teen, for example). Set lifespan a bit longer, and Scale Max a bit higher. One possible way to get close to what you describe might be: set their "Animal Strength," defaulting currently to 35, a bit higher. You can't change the scale factor, but you can change the baseline value that scales. Unfortunately I don't see anything about the stat scaling, that seems to be baked in. To prevent them become huge too fast, you could stretch out the Lifespan stat - but this would keep them at each stage longer, making Pup and Teen slightly more annoying.' So you could increase the Scale Max and get larger Adult bonedogs. This is the size as a pup and size as an adult, respectively. There is "Scale Min" and "Scale Max," set to 0.35 and 0.85 defaults. So you can drag out the stages, or lower this number and have them become Adult (and possibly Elder?) sooner. "Lifespan" value is present, defaults to 40, but only defines "time until fully grown," most often seen when you buy a Pup from an animal trader for example. In the FCS, under Characters -> Animals -> Bonedog, there is a section "Life." Wait one while I go take a look.Įdit: okay, SOME of what you want is there. And, of course, these values are present and adjustable on all animals.Įrf, this feels like one of the things that might be hardcoded into the engine and not exposed in the FCS. If you've found Bonedogs lacking, but think they're cool, but don't want to make them OP and like the idea of a longer initial investment in them creating a better result, check the below. And you can, in fact, also change their "starting" (pup) and ending (adult) sizes. By increasing both values slightly, you can create (for example) Bonedogs that require more care and caution up-front, as they stay Pup and Teen longer, but scale to higher stats once they reach Adult. Edit and TLDR: the FCS does give some control over animal lifespan (time it takes to reach max age, not die), and a baseline "strength" value which is not the character stat but the animal's overall power level at max age. ![]()
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