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Messages - 25wes25

#16
Quote from: The_Haminator on April 26, 2016, 01:34:21 AM
With nothing but Core > Edb Mod order > Community Core Library v0.13.1 > Combat Realism Core.
You need to have CCL directly after core for CCL to work properly. Try this:
Core > Community Core Library v0.13.1 > Combat Realism Core > Edb Mod order.
That's how I have it at least.
#17
Quote from: AllenWL on April 26, 2016, 12:49:54 AM
It looks like the recipe for making arrows do not exsist. Looked at the mod's xml files to be sure, and can't find them.
Someone else stated they're not working but they're supposed to be craft able at the crafting spot, aka without any tech.
#18
While the functionality of the mod works, my saves after a certain point just break. All the mods I'm using were completely stable before but I'll post another output log in case anyone can let me know what the issue is. I can't bug test if my saves don't last long enough to get into the good stuff hah.  :P

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#19
Quote from: Goldenpotatoes on April 25, 2016, 10:02:13 PM
As of currently, EPOE causes the loadout system to be nonfunctional and removes the context buttons for guns (reloading, snapshot/aimmed, ect).

The patch doesn't do anything either so just a heads up to people.
Uh, I'm running both just fine, even with the patch. Not sure about the loadouts but the context buttons are working fine.

Quote from: Tinkerer on April 25, 2016, 10:08:05 PM
I apologize if this is answered anywhere else, but is the mod currently available for download? I see the A13 pre-release version of the Ammunition mod, but what about the rest?
That is the full mod atm, the only thing 'missing' are the turrets since functionality with them hasn't been finished just yet.
#20
Quote from: NoImageAvailable on April 25, 2016, 07:24:14 PM
Turrets are temporarily disabled until I can get them to use the ammo system properly. And I looked at your output_log and it looks like the error is coming from Pawn Status Icons rather than CR.
Ah, ok sweet thanks for the quick reply. I removed the mod from the save's .xml but it's still not working. Oh well, I'll just restart.

As for the turret/defense pack though, will we need to restart in order to use the content or will it work on existing saves?
#21
Quote from: jackarbiter on April 25, 2016, 06:53:04 PM
I was running around looking for the autoturrets til I saw them commented out and went back and read they were removed for now.
Okay so turrets are in fact removed? I was afraid it was a mod conflict hah. I thought they just didn't use the ammo system yet.
Also anyone else getting 'an error occurred while loading the map' and unable to load after exiting the game? Also where's the error log it says to check? - I linked the main output log if anyone can make sense of that.

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#22
Social tab is gone for colonists yet there for animals(pets) which is strange.
If you're using Fluffy's relationship mod you can still see the relationships in there for now until we get a fix. The social functions are working okay, regular chatting and falling in love going on.
#23
Haha, I just downloaded the right one before right before reading your guys' posts. Let us be the Guinea pigs for the time being, you can fix bugs when you're better man.
#24
Thank you so much NoImageAvailable!
#25
General Discussion / Re: Where are the traders?
April 25, 2016, 02:53:09 PM
The chance of them appearing has been lowered due to the addition of trading caravans, a mod to fix it has been released. You can also manually find the def as explained here: https://www.reddit.com/r/RimWorld/comments/4gdxyk/question_orbital_traders/.
The mod is here:
http://www.nexusmods.com/rimworld/mods/116/?
#26
Quote from: Mithrawndo on April 25, 2016, 01:05:18 PM
Edit: Oh hello, by the way - I've been lurking for a while and posting on Reddit, but figured I should make my way over here if I'm going to start screwing around with defs!
Welcome to the forums man!
#27
Quote from: Astasia on April 23, 2016, 06:23:10 AM
I think the bigger issue after playing A13 for a while, is jade is also almost impossible to get. I've only ever found like 1-3 tiles of compacted jade on a map, and no trader is setup to specifically sell it. There's a chance I think of some traders having it, but I don't remember ever seeing it. I'm also playing with orbital traders modded to 12% chance instead of the A13 default of 3%. I think you have to hope for a raider to drop a jade melee weapon to get any real amount of the stuff. Or I've just been having really bad luck with it.
If I can remember correctly on the 400x400 map I played upon release I found several small clusters of Jade and a few trade caravans had some. I'm not sure about the trade ships though, never got around to building that before we all got slaughtered.
#28
Quote from: jackarbiter on April 23, 2016, 01:02:44 AM
That's all I was saying, when I went back to edit I took another look at your post and realized you were just talking theoreticals ("I was just wondering") and I probably shouldn't have posted since what I wrote probably came across as "you're wrong on the Internet." Was just thinking out loud that this implementation of CR will probably not involve the level of AI that we'd all prefer since it is so complicated just on a base level compared to anything that has come before it.
Hah, no sweat man. Discussion is always a good thing, without it nothing gets accomplished.  :)
#29
Quote from: jeisler on April 23, 2016, 02:03:31 AM
I'm definitely looking to keep it pretty vanilla..   ultimately I'd like to even implement a "supply" thing, where factions would produce a certain amount of surplus of various things, and that's all they would have for trade  (so you couldn't get an unlimited supply of what should normally be relatively rare things)
That sounds like a good idea to me, it'd add in that extra issue with trade when you end up exploiting cheap prices and end up demanding more than can be produced leading to increased prices. Thus influencing moderate spending and trade with multiple factions, yet another reason to make friends not enemies so you can get those extra trade options.
#30
Quote from: jackarbiter on April 22, 2016, 11:49:48 PM
I don't know much about the AI routines in this game (I've looked through source code but not AI source code), but it generally takes multiple generations of a AAA game to get to the point that the AI is this calculating (I've some experience with Fallout 4 and NPCs aren't at this point yet). Most games it's a distance check to the nearest enemy, then they switch to melee.

Currently (from experience) the entire AI calculation for attacks is "we've lost 1/3 (or whaver percentage) of our peeps, bail." Which is a simple count of pawns alive vs. pawns that attacked, checked (probably) only on attacker pawn death.

But I agree, that is an optimal scenario, and I'd like to see it available at some point. I don't think it'd be impossibly complicated, but perhaps beyond the scope of the next release of this mod.
AI is completely different for every game, in Fallout AI checks distance because AI have unlimited ammo. I haven't seen the AI code for Rimworld either but obviously there's no ammo in the base game so we'd probably have to have either modding tools, long ass work arounds, or the implementation of hesitant AI into the base game.