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RimWorld => Mods => Releases => Topic started by: eatKenny on November 15, 2015, 11:06:39 AM

Title: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: eatKenny on November 15, 2015, 11:06:39 AM
1.0 update note:
- updated this mod to 1.0
- due to lack of time the mod has been trimmed down to only guns, other items may come back later
- all guns are balanced with new range, penetration values etc. which are more realistic than vanilla game
- some vanilla guns are also re-balanced, you can disable the re-balancing by deleting file "Mods\High Caliber\Defs\ThingDefs\HC_RangedIndustrial_Rebalanced.xml"

27.01.2019 hotfix: fixed an error while balancing the weapon DPM and value.


License:
Creative Commons License Attribution-ShareAlike 4.0
if anyone want to upload the mod to other platform like steam workshop please PM me i will give the approval.


(http://i65.tinypic.com/34yzkly.png)



General:
This mod adds several well balanced vanilla-like weapons, and more realistic gun sounds.

HC weapon sheet (https://docs.google.com/spreadsheets/d/1jJiJ_qStqP1BpGxgSvXDifLMe_TEhs2vO7lvamAUbn0/edit?usp=sharing)

- All the sound effects and some textures are downloaded from Internet and have been edited to fit the game.
- Some textures are from mod Project Armory (https://ludeon.com/forums/index.php?topic=1950.0) and have been edited.



DOWNLOAD R1.0:

Dropbox (https://www.dropbox.com/s/m06ienf6tp5apwg/High%20Caliber_R1.0.zip?dl=0)

Mediafire (http://www.mediafire.com/file/txvm4r500xrakvr/High_Caliber_R1.0.zip/file)

OnlyMarvellous made all the guns craftable if you are interested in this option:

HC crafting (https://www.dropbox.com/s/siciydih7un6wm9/High%20Caliber%20%5BCrafting%5D%201.0.rar?dl=0)



Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Desert eagle added!!!
Post by: eatKenny on November 16, 2015, 04:26:19 PM
updated to v0.91,

adds a new gun "Desert eagle", more improvments and balances, feedbacks are welcome!
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Desert eagle added!!!
Post by: NoImageAvailable on November 16, 2015, 04:35:25 PM
Why is the sound mod bundled with a gun mod? Seems like some rather bad feature creep.
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Desert eagle added!!!
Post by: eatKenny on November 16, 2015, 04:44:55 PM
Why is the sound mod bundled with a gun mod? Seems like some rather bad feature creep.

i firstly only want to made a sound mod but then i found there are lots of good sound effects for ak47, desert eagle and mp5.
those guns are really popular guns and i didnt find them in any up-to-date mods so...
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Desert eagle added!!!
Post by: NoImageAvailable on November 16, 2015, 04:48:35 PM
Why is the sound mod bundled with a gun mod? Seems like some rather bad feature creep.

i firstly only want to made a sound mod but then i found there are lots of good sound effects for ak47, desert eagle and mp5.
those guns are really popular guns and i didnt find them in any up-to-date mods so...

Still seems like the kind of thing that would be better of as a separate download. Some people might want to stick to just vanilla guns or other gun mods, so it would be good if they could download just the changes to the vanilla sounds.
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Desert eagle added!!!
Post by: eatKenny on November 16, 2015, 05:06:13 PM
Why is the sound mod bundled with a gun mod? Seems like some rather bad feature creep.

i firstly only want to made a sound mod but then i found there are lots of good sound effects for ak47, desert eagle and mp5.
those guns are really popular guns and i didnt find them in any up-to-date mods so...

Still seems like the kind of thing that would be better of as a separate download. Some people might want to stick to just vanilla guns or other gun mods, so it would be good if they could download just the changes to the vanilla sounds.

that makes sense. i will seprate it in next update.
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Video sample added!!!
Post by: LustrousWolf on November 17, 2015, 03:02:29 PM
Will there be a version compatible with Combat Realism? :o
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Video sample added!!!
Post by: eatKenny on November 17, 2015, 03:37:32 PM
Will there be a version compatible with Combat Realism? :o

i havent try it myself but as i said this mod only overhauls SoundDefs so it shounldn't be a problem. and i will develope this mod mainly around Combat Realism in the future.
Title: Re: [A12] Realistic Gun Sounds v0.91 (16.11.2015) Video sample added!!!
Post by: LustrousWolf on November 19, 2015, 11:12:55 AM
Will there be a version compatible with Combat Realism? :o

i havent try it myself but as i said this mod only overhauls SoundDefs so it shounldn't be a problem. and i will develope this mod mainly around Combat Realism in the future.

Cool! Can't wait to use this mod until then!!
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: eatKenny on November 22, 2015, 09:17:02 AM
upated to V0.93

adds 2 new guns, more tweaks and balances, and started working on mortar sound(for now the new mortar incoming sound)
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: SlimeCrusher on November 22, 2015, 02:32:13 PM
Looks like i'll have to cancel my new mortar incoming sound effect then.
Looks great so far!  ;D
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: eatKenny on November 22, 2015, 03:44:06 PM
Looks like i'll have to cancel my new mortar incoming sound effect then.
Looks great so far!  ;D

yes i'm trying to do all combat related sounds ;D
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: Komyets on November 23, 2015, 04:43:58 PM
I think I'll have to delete some files manually, I actually only want the sounds, not the new guns XD
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: eatKenny on November 23, 2015, 05:53:38 PM
I think I'll have to delete some files manually, I actually only want the sounds, not the new guns XD

for the final release (v1.0) i will seprate the new guns.
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: Iwillbenicetou on November 24, 2015, 10:05:57 AM
Maybe add the M4? (CS:GO :D)
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: eatKenny on November 24, 2015, 11:43:34 AM
Maybe add the M4a4 or M4a1-S? (CS:GO :D)

you got it! ;D
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: SlimeCrusher on November 26, 2015, 04:51:04 AM
I haven't realised before, but since i'm making a colony using this mod, when i got raided or i find the weapons in traders, i feel that they may be what i need or be completely useless, since you get no stats whatsoever and you have to compare the ones you get with other weapons, wich is less than ideal.
I recommend instead of using direct copy-paste of Wikipedia's info about a gun, you instead make your own, telling little about the gun itself and more about the stats of it, like other weapon mods and vanilla ones do (Ex. AK47: An old russian assault rifle. High damage, and medium range, but low firerate), that way it feels a bit easier to pick wich rifle you want to buy from traders, or what you got in the last raid, instead of worthless info about where the rifle was made and by what company ;)
Title: Re: [A12] Realistic Gun Sounds v0.94 (28.11.2015)
Post by: eatKenny on November 28, 2015, 12:10:21 PM
new update, tons of new sounds and improvements, enjoy!
Title: Re: [A12] Realistic Gun Sounds v0.95 (04.12.2015) ...with more military guns
Post by: eatKenny on December 04, 2015, 03:24:53 PM
updated to v0.95, enjoy ;)
Title: Re: [A12] Realistic Gun Sounds v0.95 (04.12.2015) ...with more military guns
Post by: dareddevil7 on December 05, 2015, 01:01:25 PM
"So for this update I've increased the volume to that of actual gunfire!"
Title: Re: [A12] Realistic Gun Sounds v0.95 (04.12.2015) ...with more military guns
Post by: eatKenny on December 06, 2015, 09:19:58 AM
"So for this update I've increased the volume to that of actual gunfire!"

someone already said it might be too loud then i said "but...but it's gun fire not stone cutting"
Title: Re: [A12] Realistic Gun Sounds v0.96 (08.12.2015) ...with more military guns
Post by: eatKenny on December 07, 2015, 07:05:20 PM
updated to v0.96, adds 2 new guns, feedbacks are welcome. enjoy!
Title: Re: [A12] Realistic Gun Sounds v0.95 (04.12.2015) ...with more military guns
Post by: dareddevil7 on December 11, 2015, 04:13:38 PM
"So for this update I've increased the volume to that of actual gunfire!"

someone already said it might be too loud then i said "but...but it's gun fire not stone cutting"
And in movies no one ever puts in ear plugs and would have permanent hearing damage by the end
Title: Re: [A12] Realistic Gun Sounds v0.96 (08.12.2015) ...with more military guns
Post by: Florius on December 11, 2015, 07:44:23 PM
Damn, I love the guns you added, please keep adding more!

Though I think or the charge rifle is overpowered, or your guns are just worse... They lack accuraccy mostly, so I actually keep using the charge rifles sadly...
Title: Re: [A12] Realistic Gun Sounds v0.96 (08.12.2015) ...with more military guns
Post by: Mechanoid Hivemind on December 11, 2015, 11:55:29 PM
is it compatible with CR? i dont wanna start a new world with out either of these :(
Title: Re: [A12] Realistic Gun Sounds v0.96 (08.12.2015) ...with more military guns
Post by: eatKenny on December 12, 2015, 02:31:49 AM
Damn, I love the guns you added, please keep adding more!

Though I think or the charge rifle is overpowered, or your guns are just worse... They lack accuraccy mostly, so I actually keep using the charge rifles sadly...

Thanks for the feedback, I will buff them a little.
Title: Re: [A12] Realistic Gun Sounds v0.96 (08.12.2015) ...with more military guns
Post by: eatKenny on December 12, 2015, 02:33:45 AM
is it compatible with CR? i dont wanna start a new world with out either of these :(

I'm working on the combat realism patch, will release it very soon.
Title: Re: [A12] Realistic Gun Sounds v1.0 (12.12.2015) more military guns & CR patch
Post by: eatKenny on December 12, 2015, 07:33:27 AM
so the V1.0 is here 8), new guns now have "Combat Realism" compatibility
Title: Re: [A12] Realistic Gun Sounds v1.01 (15.12.2015) AKS-74U and SIG SG553 added!!!
Post by: eatKenny on December 14, 2015, 05:36:32 PM
2 new guns and range balances ::)
Title: Re: [A12] Realistic Gun Sounds v1.01 (15.12.2015) AKS-74U and SIG SG553 added!!!
Post by: Florius on December 14, 2015, 06:53:17 PM
Owyeah! I will try the new update, thanks, you're awesome :)
Title: Re: [A12] Realistic Gun Sounds v1.01 (15.12.2015) AKS-74U and SIG SG553 added!!!
Post by: Kairon156 on December 19, 2015, 11:08:21 PM
Mostly I have finished collecting my (game mods) and am looking for UI and other visual mods Texture Packs. I'm glad I found this mod cause the YouTube video sounds amazing. I look forward to adding this to my collection of mods. Thanks for keeping it up to date.

Request: Is there any way you'll be able to do sound effects for the different crafting tables, So the sound you hear is different for each one based on their main function? IE: Stone cutting table = hammer banging on a chisel which scrapes against the stone.
Title: Re: [A12] Realistic Gun Sounds v1.02 (20.12.2015) update before vacation, P90 added
Post by: eatKenny on December 20, 2015, 08:50:06 AM
updated to v1.02, it will be a long pause because i'm off for vacation, but keep suggestions coming.
Title: Re: [A12] Realistic Gun Sounds v1.01 (15.12.2015) AKS-74U and SIG SG553 added!!!
Post by: eatKenny on December 20, 2015, 08:51:40 AM
Request: Is there any way you'll be able to do sound effects for the different crafting tables, So the sound you hear is different for each one based on their main function? IE: Stone cutting table = hammer banging on a chisel which scrapes against the stone.

i will think about it, as a complete sound overhaul might be a project that too big for me...
Title: Re: [A12] Realistic Gun Sounds v1.02 (20.12.2015) update before vacation, P90 added
Post by: Florius on December 20, 2015, 12:17:37 PM
updated to v1.02, it will be a long pause because i'm off for vacation, but keep suggestions coming.

I always love to use P90's in FPS, and now I can give it to my colonists, freakin' awesome, thanks a lot!!
Title: Re: [A12] Realistic Gun Sounds v1.02 (20.12.2015) update before vacation, P90 added
Post by: Mister_Blind on January 05, 2016, 04:07:12 PM
Hi, I really love this mod :D
I would love to see Colt1911, Galil ARM and S&W Magnum .500 added (especially the last one, since no other mod has it)
Keep it up! :)
Title: Re: [A12] Realistic Gun Sounds v1.02 (20.12.2015) update before vacation, P90 added
Post by: eatKenny on January 05, 2016, 10:09:29 PM
Hi, I really love this mod :D
I would love to see Colt1911, Galil ARM and S&W Magnum .500 added (especially the last one, since no other mod has it)
Keep it up! :)

if you look closely, the vanilla pistol is the Colt 1911. ;)

Rimfire already has the Galil, i might add the S&W Magnum .500 at some point.
Title: Re: [A12] Realistic Gun Sounds v1.05 (17.01.2016) 3 new guns and a hammer!!!
Post by: eatKenny on January 17, 2016, 01:55:21 AM
updated to v1.05, adds 3 new guns and a hammer ;)
Title: Re: [A12] Realistic Gun Sounds v1.05 (17.01.2016) 3 new guns and a hammer!!!
Post by: Lolencolony09 on January 17, 2016, 08:34:02 PM
this is not working, it makes a bunch of log errors and it does not work in game  :-\
Title: Re: [A12] Realistic Gun Sounds v1.05 (17.01.2016) 3 new guns and a hammer!!!
Post by: eatKenny on January 18, 2016, 01:12:14 AM
this is not working, it makes a bunch of log errors and it does not work in game  :-\

have you activ the "Realistic Gun Sounds" before you use the gun packs? can you upload a screenshot?
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: Komyets on January 22, 2016, 05:27:26 PM
I think I'll have to delete some files manually, I actually only want the sounds, not the new guns XD

for the final release (v1.0) i will seprate the new guns.

Wwweeeeellllll........ I fell for it, I decided the new gun sounds are amazing and Used the sound pack only at first. I tasted the power and now I want more, more sound variety! So, I enabled the extra guns as well just to get the variety XD. So far so good!
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 24, 2016, 03:57:00 AM
updated to V_1.06

changes mod name from "Realistic Gun Sounds" to "High Caliber" as the gun mod part is becoming bigger ;)
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: Proximity_Microwave on January 25, 2016, 12:25:39 PM
I just tried this out and it's really neat. Liking it a lot.

Any chance the ballistic shields can be hidden when characters aren't shooting?
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 25, 2016, 02:10:50 PM
I just tried this out and it's really neat. Liking it a lot.

Any chance the ballistic shields can be hidden when characters aren't shooting?

it's actully intended, you can hide a gun but you can't hide a ballistic shield can you? ;)

on the other side i won't equipt the shield unless there is a threat because the -0.3 speed and -10% workspeed penalties.
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: Grimandevil on January 26, 2016, 02:05:38 PM
First of all i'd like to point out that i like this mod.

However, in the CR-patch department, it rebalances all guns to have shorter ranges, which by itself is fine, but other weapon mods adapt their ranges to default CR ranges, so they're pretty much un-usable together (HC, vanilla and mechanoid guns will be inferior to any other mod guns).
I understand, that this mod contains (or aim to) all kind of weapons required for comfort play with this mod alone, but still some compatibility would be nice.
In particular, i had in mind CR+HC+RimFire combo, but theres more mods adapting for CR.
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 26, 2016, 02:12:06 PM
First of all i'd like to point out that i like this mod.

However, in the CR-patch department, it rebalances all guns to have shorter ranges, which by itself is fine, but other weapon mods adapt their ranges to default CR ranges, so they're pretty much un-usable together (HC, vanilla and mechanoid guns will be inferior to any other mod guns).
I understand, that this mod contains (or aim to) all kind of weapons required for comfort play with this mod alone, but still some compatibility would be nice.
In particular, i had in mind CR+HC+RimFire combo, but theres more mods adapting for CR.

oh yes thanks to point it out, i didn't really think about other mods that using CR default ranges, will make a quick update.
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 27, 2016, 01:15:58 PM
First of all i'd like to point out that i like this mod.

However, in the CR-patch department, it rebalances all guns to have shorter ranges, which by itself is fine, but other weapon mods adapt their ranges to default CR ranges, so they're pretty much un-usable together (HC, vanilla and mechanoid guns will be inferior to any other mod guns).
I understand, that this mod contains (or aim to) all kind of weapons required for comfort play with this mod alone, but still some compatibility would be nice.
In particular, i had in mind CR+HC+RimFire combo, but theres more mods adapting for CR.

i separated my rebalance as another patch, you can redownload this mod. ;)
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 29, 2016, 10:56:05 AM
Any ideas of new guns/weapons that i can work on at weekend?  I'm thinking adding the AWM sniper rifle. ;)
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: Entropy147 on January 29, 2016, 11:34:29 AM
maybe a DMR? (I don't know any names of any DMRs) so a rifle that fires one or two shots at long range
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: Nevervhudo on January 29, 2016, 11:49:41 AM
XM-25
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: Grimandevil on January 29, 2016, 01:41:55 PM
Any ideas of new guns/weapons that i can work on at weekend?
you could add some LMG's..
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 29, 2016, 02:55:39 PM
maybe a DMR? (I don't know any names of any DMRs) so a rifle that fires one or two shots at long range

if you look closely the M14 EBR is a DMR ;D

https://en.wikipedia.org/wiki/Mk_14_Enhanced_Battle_Rifle (https://en.wikipedia.org/wiki/Mk_14_Enhanced_Battle_Rifle)

and the FN SCAR-H can be a DMR too.
Title: Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
Post by: eatKenny on January 29, 2016, 03:00:19 PM
so i'll work on:

1. Accuracy International AWM
2. Heckler Koch MG4
3. XM25 CDTE (let's see if it can be balanced)
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: eatKenny on January 30, 2016, 09:28:37 AM
NEW GUNS ADDED ;D, have fun!
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: Komyets on February 02, 2016, 09:19:12 PM
Now these are really cool... got myself an AWM recently, it looks badass and punches holes through mechanoid armor like a boss.

Have you thought about modifying the vanilla weapon names though? Now the vanilla weapon names look way over simplified, while yours have such nice detailed descriptions on them lol.

EDIT: wait no... I believe that modifying them would probabbly be a bad idea though, the changes could conflict with other mods. Nevermind!
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: AllenWL on February 06, 2016, 06:44:55 AM
Just wondering, but what are the differences between the guns in this mod and vanilla guns?
Will they generally be superior to vanilla guns? Similar?
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: eatKenny on February 06, 2016, 08:43:24 AM
Just wondering, but what are the differences between the guns in this mod and vanilla guns?
Will they generally be superior to vanilla guns? Similar?

they are balanced to vanilla guns (or balanced with combat realism if you use the patch).
one simple reason: i just want more guns ;)
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: eatKenny on February 06, 2016, 08:45:23 AM

Have you thought about modifying the vanilla weapon names though? Now the vanilla weapon names look way over simplified, while yours have such nice detailed descriptions on them lol.

EDIT: wait no... I believe that modifying them would probabbly be a bad idea though, the changes could conflict with other mods. Nevermind!

yes i'd like to change the vanilla guns but it may bring compatibility issues.
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: eatKenny on February 06, 2016, 08:46:19 AM
updated to V1.1, let me know if the M224 mortar is too OP ;)
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: AllenWL on February 06, 2016, 09:19:49 AM
Just wondering, but what are the differences between the guns in this mod and vanilla guns?
Will they generally be superior to vanilla guns? Similar?

they are balanced to vanilla guns (or balanced with combat realism if you use the patch).
one simple reason: i just want more guns ;)
I guess I'll try them out. I've been looking for some anti-armor guns after getting combat realism and more mechanoids.
Don't know much about guns, but hoping I'll find one here.
What makes a gun a anti-armor gun anyways?
Title: Re: [A12] High Caliber - more than a gun mod (V1.09/30.01.2016) 3 new guns!
Post by: eatKenny on February 06, 2016, 10:03:08 AM
Just wondering, but what are the differences between the guns in this mod and vanilla guns?
Will they generally be superior to vanilla guns? Similar?

they are balanced to vanilla guns (or balanced with combat realism if you use the patch).
one simple reason: i just want more guns ;)
What makes a gun a anti-armor gun anyways?

normally bigger caliber, higher muzzle velocity makes the bullet having more armor-piercing capability, in this mod the Barrett M82 and AWM are very good at dealing mechanoids threads.
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: mrkorb on February 07, 2016, 05:47:05 AM
I don't suppose you can program this mod to prevent auto-equipping the ballistic shields when the colonist is already equipped with an incompatible weapon?  The current workaround I have for this at the moment is to create a second outfit for those equipped with small arms that allows the shields, while unticking the shield option on the existing default 'Soldier' outfit for those carrying the larger weapons.  It just seems like an unnecessary bit of micromanagement on the part of the player, but I don't know if that can be addressed through programming or not.
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: eatKenny on February 07, 2016, 11:19:25 AM
I don't suppose you can program this mod to prevent auto-equipping the ballistic shields when the colonist is already equipped with an incompatible weapon?  The current workaround I have for this at the moment is to create a second outfit for those equipped with small arms that allows the shields, while unticking the shield option on the existing default 'Soldier' outfit for those carrying the larger weapons.  It just seems like an unnecessary bit of micromanagement on the part of the player, but I don't know if that can be addressed through programming or not.

i always setup the outfits manualy when starting a new game, and the ballistic shield only belongs to one category:

(http://i66.tinypic.com/2hi79le.jpg)
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: JDcollie on February 07, 2016, 04:25:18 PM
Howdy!

Is there a reason all of the accuracy stats are the same for pretty much all of the weapons in the combat realism patch?

(I'm pretty new to modded Rimworld, so I genuinely don't know if that is normal or not)

Thanks :D
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: eatKenny on February 07, 2016, 04:44:34 PM
Howdy!

Is there a reason all of the accuracy stats are the same for pretty much all of the weapons in the combat realism patch?

(I'm pretty new to modded Rimworld, so I genuinely don't know if that is normal or not)

Thanks :D

if i'm not wrong combat realism using a whole other aiming/shooting system so the accuracy stats means nothing here. you may have to ask the combat realism author for an better answer.

EDIT:

those are from the combat realism author:


- shotVariation is how much a shot will randomly deviate in degrees (think Minute of Angle/miliradians of a gun).
- shooterVariation is this effect (https://www.youtube.com/watch?v=QQ97GCtrsOI), with larger values giving wider patterns.
- recoilOffsetX and Y are the range in which recoil will randomly offset the gun horizontally and vertically. For example (0.0,1.0)(0.0,2.0) will cause recoil to go up and slightly to the right, (0.0,0.0)(-2.0,2.0) would only go up and down. The values are in degrees and will be multiplied by shot count within a burst.

AccuracyLong/Medium/Short now affect a gun's range estimation/leading/shotVariation respectively, with 0.5 being no bonuses or penalties, higher values giving bonuses and lower penalties. I'm currently using 0.85/0.85/0.5 for scoped weapons and 0.4/0.4/0.5 for ironsighted rifles, lower values for MGs and such. AccuracyShort should always be 0.5, its just there so quality and weapon health scale shotVariation, use the Comp to set the baseline.

AccuracyTouch currently does nothing, forcedMissRadius only does something with Verb_ShootCRMortar. Apart from that, nothing changed XML wise.

i might have to rebalance some of the guns again.
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: JDcollie on February 07, 2016, 05:31:51 PM
Ah, awesome :D

Thanks for the quick reply!
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: JDcollie on February 10, 2016, 03:50:12 AM
Oh, I was also wondering if there was any chance the MK3A1 Pancor Jackhammer could make an appearance? :D
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: eatKenny on February 13, 2016, 03:32:43 PM
Oh, I was also wondering if there was any chance the MK3A1 Pancor Jackhammer could make an appearance? :D

i'm trying focusing this mod on "mass production" guns, and saiga-12k is already badass enough als an automatic shotgun ::)
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: pktongrimworld on February 13, 2016, 08:10:21 PM
oh cool~!
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: sojerboy08 on February 13, 2016, 08:22:42 PM
Hey man, I'm not sure which files to install, you gave us three of them. Do I install the high-caliber mod, then the combat realism patch, then the rebalanced high caliber? I'm kinda confused.
Title: Re: [A12] High Caliber - more than a gun mod (V1.1/06.02.2016) light mortar!
Post by: eatKenny on February 14, 2016, 06:04:28 AM
Hey man, I'm not sure which files to install, you gave us three of them. Do I install the high-caliber mod, then the combat realism patch, then the rebalanced high caliber? I'm kinda confused.
"combat realism patch" and "combat realism rebalanced" is only for users who are using mod "combat realism" mod.

if you are not using "combat realism" mod just activate "high caliber". if you do, activate "high caliber" and it's "combat realism patch". (load the patch after "high caliber")

in "combat realism rebalanced" i rebalanced all the weapon ranges to more vanilla-like values, if you're only using this gun mod you can actived it too (activate it after "high caliber" and it's "combat realism patch")
Title: Re: [A12] High Caliber - more than a gun mod (V1.11/17.02.2016) FN Five-seven!
Post by: eatKenny on February 17, 2016, 05:06:40 PM
updated to v1.11, adds 2 new pistols FN Five-seven and H&K HK45, both can work with ballistic shield.
Title: Re: [A12] High Caliber - more than a gun mod (V1.11/17.02.2016) FN Five-seven!
Post by: Dugalle900 on March 20, 2016, 11:50:49 PM
Sooooooo, I don't suppose the current version will work with the latest release of Combat Realism. Can we get an ETA on the the next Compatibility Patch update?
Thanks in Advance

Dugalle900
Title: Re: [A12] High Caliber - more than a gun mod (V1.11/17.02.2016) FN Five-seven!
Post by: eatKenny on March 21, 2016, 09:04:14 AM
Sooooooo, I don't suppose the current version will work with the latest release of Combat Realism. Can we get an ETA on the the next Compatibility Patch update?
Thanks in Advance

Dugalle900

i will update the CR patch ASAP, you should see it before the weekend.
Title: Re: [A12] High Caliber - more than a gun mod (V1.11/17.02.2016) FN Five-seven!
Post by: Icewolf ¯\_(ツ)_/¯ on March 24, 2016, 11:18:37 AM
Can't wait to try the shields ¯\_(ツ)_/¯
Title: Re: [A12] High Caliber - more than a gun mod (V1.11b/24.03.2016) new CR patch!
Post by: eatKenny on March 24, 2016, 05:37:10 PM
combat realism patch updated to work with combat realism v1.50 ;)
Title: Re: [A12] High Caliber - more than a gun mod (V1.11b/24.03.2016) new CR patch!
Post by: samurai999 on March 25, 2016, 04:27:12 AM
No dropBox please.............Chinese goverment did not allowed any people open that one
Title: Re: [A12] High Caliber - more than a gun mod (V1.11b/24.03.2016) new CR patch!
Post by: eatKenny on March 29, 2016, 10:05:40 AM
No dropBox please.............Chinese goverment did not allowed any people open that one

i will upload this mod to moddb or/and Nexus mod tonight, hope you can download from there.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 09, 2016, 04:53:01 PM
updated to A13.

all the guns in this mod are NOT craftable, 3 reasons:

1. all those guns are real guns, mass produced from firearms manufacturer, its unrealistic if they can be crafted by a single man on a single table.
2. vanilla gun crafting system is not yet balanced in my opinion, work amount to craft a gun is way too low.
3. the whole idea of crafteable guns is for me not game fitting. you crashlanded on a planet, barely survived, but one year later you find yourself producing more pistols than Beretta do.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: carpediembr on April 13, 2016, 12:12:10 PM
updated to A13.

all the guns in this mod are NOT craftable, 3 reasons:

1. all those guns are real guns, mass produced from firearms manufacturer, its unrealistic if they can be crafted by a single man on a single table.
2. vanilla gun crafting system is not yet balanced in my opinion, work amount to craft a gun is way too low.
3. the whole idea of crafteable guns is for me not game fitting. you crashlanded on a planet, barely survived, but one year later you find yourself producing more pistols than Beretta do.

Few questions:
- How can you obtain weapons? Trader and Raids only I'm assuming? Are there in any Cargo Drops?
- Are raids attuned to be balanced to match you not being able to craft them?
- With this mod, do you block the vanilla weapons from being crafted as well?


Thanks
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 13, 2016, 01:02:40 PM
updated to A13.

all the guns in this mod are NOT craftable, 3 reasons:

1. all those guns are real guns, mass produced from firearms manufacturer, its unrealistic if they can be crafted by a single man on a single table.
2. vanilla gun crafting system is not yet balanced in my opinion, work amount to craft a gun is way too low.
3. the whole idea of crafteable guns is for me not game fitting. you crashlanded on a planet, barely survived, but one year later you find yourself producing more pistols than Beretta do.

Few questions:
- How can you obtain weapons? Trader and Raids only I'm assuming? Are there in any Cargo Drops?
- Are raids attuned to be balanced to match you not being able to craft them?
- With this mod, do you block the vanilla weapons from being crafted as well?


Thanks

- you can obtain guns from traders and raiders only, no cargo drop sorry (omg it's raining guns ::))
- raids are balanced, as in vanilla game, to your total wealth if i'm not wrong, it's not about the guns.
- vanilla weapons are untouched, you can still craft them.

TIP: ballistic shield(which can be crafted) + pistols are more useful than you think, especially in early game. ;D
 
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: carpediembr on April 13, 2016, 09:30:17 PM
updated to A13.

all the guns in this mod are NOT craftable, 3 reasons:

1. all those guns are real guns, mass produced from firearms manufacturer, its unrealistic if they can be crafted by a single man on a single table.
2. vanilla gun crafting system is not yet balanced in my opinion, work amount to craft a gun is way too low.
3. the whole idea of crafteable guns is for me not game fitting. you crashlanded on a planet, barely survived, but one year later you find yourself producing more pistols than Beretta do.

Few questions:
- How can you obtain weapons? Trader and Raids only I'm assuming? Are there in any Cargo Drops?
- Are raids attuned to be balanced to match you not being able to craft them?
- With this mod, do you block the vanilla weapons from being crafted as well?


Thanks

- you can obtain guns from traders and raiders only, no cargo drop sorry (omg it's raining guns ::))
- raids are balanced, as in vanilla game, to your total wealth if i'm not wrong, it's not about the guns.
- vanilla weapons are untouched, you can still craft them.

TIP: ballistic shield(which can be crafted) + pistols are more useful than you think, especially in early game. ;D

>(omg it's raining guns ::))
well, nothing different from OMG is raining meat, steel or people =P

Can you disable the crafting of the vanilla weapons via a mod? If so, how would I go about to do that?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: TheOcean on April 14, 2016, 11:40:34 AM
Awesome!!
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: Jessi on April 14, 2016, 12:13:15 PM
Will you be adding more weapons? I'd like to see some accurate high damage SMG's that appear once you reach a certain 'wealth' point.

Also we need WW2 era weaponry, please! MP40, PPSH, Degtyaryov, Thompson, Colt, MG42, Sten M2, Lee Enfield... I feel the MG42 would really slow you down though, that shit could be carried but it was a fucking mounted machine gun.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 14, 2016, 02:39:48 PM
Can you disable the crafting of the vanilla weapons via a mod? If so, how would I go about to do that?

yes you can, with some simple .xml editing. i've made one for you(you may have to start a new game though), check the attachment.

however the researches about the gun crafting are not disabled unless you edit the vanilla file, but i'm not bothered :P

[attachment deleted by admin - too old]
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 14, 2016, 03:04:22 PM
thanks for the support!

about adding more guns:

for me quality is more important than quantity. Inspired by the game "Rainbow Six", i'm trying to make all the guns/equipments situational, that said, you have to choose weapons wisely for diffirent kinds of threats, i hope this will bring the gameplay into a more deeper tactical level.

all the ideas are welcome, however due to limited time i may not able to add all of them.

WW2 weapons are rather out of my consideration, this mod is more focused on modern weaponry, and in mod "Rimfire" there are already some well made WW2 guns.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 16, 2016, 12:44:14 PM
I started a colony with this mod on, I spawned in a glock 17 for one character, and a .500 S&W for another because I wanted to use the guns before I got stuck in a loadout, the guy I gave the glock 17 to wanted a prosthetic, I thought "I'll just have my one colonist shoot him and pull an Adam Jensen on him", so I have them stand in a hall and my colonist with the .500 S&W shoots his entire leg off.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 16, 2016, 03:20:54 PM
I started a colony with this mod on, I spawned in a glock 17 for one character, and a .500 S&W for another because I wanted to use the guns before I got stuck in a loadout, the guy I gave the glock 17 to wanted a prosthetic, I thought "I'll just have my one colonist shoot him and pull an Adam Jensen on him", so I have them stand in a hall and my colonist with the .500 S&W shoots his entire leg off.

jesus christ the .500 S&W is for bear hunting...
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 16, 2016, 03:23:46 PM
I started a colony with this mod on, I spawned in a glock 17 for one character, and a .500 S&W for another because I wanted to use the guns before I got stuck in a loadout, the guy I gave the glock 17 to wanted a prosthetic, I thought "I'll just have my one colonist shoot him and pull an Adam Jensen on him", so I have them stand in a hall and my colonist with the .500 S&W shoots his entire leg off.

jesus christ the .500 S&W is for bear hunting...
Wouldn't you want a stopping rifle for bear hunting, because you're screwed if the .500 S&W is too much for your wrists
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 16, 2016, 03:25:51 PM
I noticed you only have one "Shotgun" and even that would be considered an assault rifle, do you plan to add shotguns?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: Zeta Omega on April 16, 2016, 03:33:12 PM
Can you use the shield with guns or just melee?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 16, 2016, 03:35:55 PM
because you're screwed if the .500 S&W is too much for your wrists

i do like adding somthing like "25% chance to break wrists if shooting skill too low" for those two .50 handguns ::)
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 16, 2016, 03:37:35 PM
I noticed you only have one "Shotgun" and even that would be considered an assault rifle, do you plan to add shotguns?

nah, not a big fan of shotguns, they are so uncivilized.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 16, 2016, 03:40:30 PM
Can you use the shield with guns or just melee?

as the OP said, you can equipt melee weapons, grenades, small caliber pistols, and PDW from vanilla game.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 16, 2016, 03:43:55 PM
I didn't notice it said small caliber, that explains why when I had a colonist with the .500 S&W and a shield she wouldn't fire it
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 16, 2016, 03:50:05 PM
because you're screwed if the .500 S&W is too much for your wrists

i do like adding somthing like "25% chance to break wrists if shooting skill too low" for those two .50 handguns ::)
Sounds fun
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: Jakub k. on April 18, 2016, 10:55:39 AM
How do you get the ballistic shield? crafting? buying?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 18, 2016, 11:11:10 AM
How do you get the ballistic shield? crafting? buying?

if you read the OP carefully you will see: ...You can make them from smithing bench...
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 19, 2016, 04:16:38 PM
Do you have any plans to make a turret, like an M2?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 19, 2016, 04:21:49 PM
Do you have any plans to make a turret, like an M2?

i have made a turret mod before with lots of manned/auto turrets incl. M2, but i'm not planning update it to A13 due to lack of time and there are alreaday several well-made turret mod for A13.

edit: maybe i can import the M2 and M134 turrets to this mod, they are more like a gun anyway ::)
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 20, 2016, 05:56:45 PM
Do you have any plans to make a turret, like an M2?

i have made a turret mod before with lots of manned/auto turrets incl. M2, but i'm not planning update it to A13 due to lack of time and there are alreaday several well-made turret mod for A13.

edit: maybe i can import the M2 and M134 turrets to this mod, they are more like a gun anyway ::)
I really like your manned turrets
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: skyicon on April 21, 2016, 04:01:45 PM
my full error log

http://imgur.com/a/y9n1D

is there a debug log saved somewhere? i can't find it..
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 21, 2016, 04:09:26 PM
A13 version do not have the combat realism patch (as the combat realism hasen't been updated yet), you must have downloaded the wrong version.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: maxfire on April 21, 2016, 06:27:12 PM
Looks like someone wants counter-strike conversion... :P
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 21, 2016, 06:29:53 PM
Looks like someone wants counter-strike conversion... :P
CS, Rainbow6, Battlefield, all of them ;D
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: Poebe on April 25, 2016, 05:44:19 PM
CR patch coming anytime soon?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 25, 2016, 05:55:52 PM
CR patch coming anytime soon?

is it better to wait until the official release of the CR? or you guys really want the patch ASAP? ;D
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: AllenWL on April 25, 2016, 10:16:55 PM
Well, looks like all that's really left is some balancing and squishing bugs, so I say ASAP.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: AKnightAlone on April 26, 2016, 09:31:15 PM
Hey, folks. New on this forum and just started using mods. Uh, what's my problem if I'm seeing these loadout generators:

http://i.imgur.com/vJYqajV.jpg

Here's my current mod load order, I believe, but I switched out Rimfire for High Caliber and started a new map/colony.

http://i.imgur.com/cwpUoQ6.jpg
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: AllenWL on April 26, 2016, 09:36:10 PM
Since combat realism changes combat a lot, pretty sure all gun mods need a CR patch to work with combat realism. Not sure if High Caliber has one.

Also, I'm about 99.5% sure those loadout generators are a thing from Combat Realism, so you might want to ask there too.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: AKnightAlone on April 26, 2016, 10:06:26 PM
Oh, alright. Just checked and saw they also had one for EPOE that I didn't have yet. On first glance, I didn't see anything for it, so I might have to remove it and try with Rimfire or something. Just got a good beginning base setup too...
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: AllenWL on April 26, 2016, 10:48:25 PM
Oh also, looks like you don't have the rimfire patch for combat realism either.

You can find it here:
https://ludeon.com/forums/index.php?topic=9536.195

It should say something like 'Rimfire 2.0 for combat realism 1.6.0' or something like that instead of just 'Rimfire 2.0'
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: Deathtuba on April 27, 2016, 12:51:42 AM
I have a gun to request M1 Garand, just a request.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 27, 2016, 12:37:32 PM
I have a gun to request M1 Garand, just a request.
I think the survival rifle is a M1 Garand
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on April 27, 2016, 02:00:15 PM
I have a gun to request M1 Garand, just a request.
I think the survival rifle is a M1 Garand

it's Lee-Einfield, not M1 Garand.

however as i said before i'm not really interested in WW2 weapon...

next update will bring the new CR patch, 2 new weawpon: Heckler & Koch G36 and M72 LAW (Light Anti-Tank Weapon)

Preview Heckler & Koch G36:
(http://i63.tinypic.com/am42op.png)

Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: nuschler22 on April 29, 2016, 05:36:03 PM
I have a gun to request M1 Garand, just a request.

I would pay money for a mod that had the M1 Garand sound. Lol.

Bang, bang, bang, bang, bang, bang, bang, bang, DING!
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: dareddevil7 on April 29, 2016, 05:39:15 PM
Maybe add a 20mm anti-tank cannon? Not auto-cannon, just cannon. With a chance to break shoulder if you aren't skilled enough in using it.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: eatKenny on May 01, 2016, 06:25:39 PM
new combat realism patch added, with 2 new weapons, detail see OP ;)
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: jackarbiter on May 01, 2016, 06:45:25 PM
I have a gun to request M1 Garand, just a request.

https://ludeon.com/forums/index.php?topic=15069.0

M1 carbine

@nuschler just fyi the above uses the survival rifle sound. And obviously for the ding it would have to be CR compatible and there would have to be code for an empty magazine sound.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: eatKenny on May 02, 2016, 09:34:50 AM
@nuschler just fyi the above uses the survival rifle sound. And obviously for the ding it would have to be CR compatible and there would have to be code for an empty magazine sound.
empty magazin sound? we are making a FPS game now ;D
Title: Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
Post by: nuschler22 on May 02, 2016, 11:34:03 AM
@nuschler just fyi the above uses the survival rifle sound. And obviously for the ding it would have to be CR compatible and there would have to be code for an empty magazine sound.
empty magazin sound? we are making a FPS game now ;D

The M1 Garand uses a clip, not a magazine.  And there is no such thing as an "empty magazine sound" since the slide simply stays open after the last round.

I know people who know nothing about guns (not an insult since the majority of people don't) call a magazine a "clip," but they aren't the same thing.  At all.  The reason the M1 Garand had a "ding" at the end of the clip was to let the shooter know they were out of ammunition.

An M1 Carbine and an M1 Garand are not close to the same weapon.  It would be like comparing a Ford GT to a Ford Aerostar.

http://www.answers.com/Q/What_is_the_difference_between_the_M1_Garand_and_the_M1_Carbine

Also, I thought one of the components of this mod was "realistic gun sounds."  Perhaps I was mistaken.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: nuschler22 on May 02, 2016, 02:21:32 PM
Has anyone had an issue dealing with centipedes using this mod?

For some reason, I'm finding them unbeatable and I'm wondering if it's play style or a mod issue.

I've never had problems with them in the past so I'm at a loss.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: eatKenny on May 02, 2016, 02:36:25 PM
Has anyone had an issue dealing with centipedes using this mod?

For some reason, I'm finding them unbeatable and I'm wondering if it's play style or a mod issue.

I've never had problems with them in the past so I'm at a loss.

if you are using combat realism mod it's that mod that buffed centipedes a lot. in this case try using high caliber armor-piercing rounds or better with M72 LAW.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: nuschler22 on May 03, 2016, 12:07:37 PM
Has anyone had an issue dealing with centipedes using this mod?

For some reason, I'm finding them unbeatable and I'm wondering if it's play style or a mod issue.

I've never had problems with them in the past so I'm at a loss.

if you are using combat realism mod it's that mod that buffed centipedes a lot. in this case try using high caliber armor-piercing rounds or better with M72 LAW.

Thanks for the reply.  I'm not.  This is the only mod I use that deals with weapons.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: samurai999 on May 04, 2016, 10:43:05 PM
ONLY download from DropBox?!!!!!!!!!!!!!!!!!!!!!
Oh~~~No!!!!!!!!!!!!
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: eatKenny on May 05, 2016, 05:42:11 AM
ONLY download from DropBox?!!!!!!!!!!!!!!!!!!!!!
Oh~~~No!!!!!!!!!!!!
I'm waiting for the final release of combat realism, which i think will be out soon. then i will upload this to nexus and moddb.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: dareddevil7 on May 05, 2016, 05:27:25 PM
http://multimedia.3m.com/mws/media/888553O/noise-navigator-sound-level-hearing-protection-database.pdf?fn=Noise%20Navigator.xlsx

Some numbers for how loud things are, guns and out sudden sources of sound are on page 83
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: Commander Blackwatch on May 06, 2016, 01:07:46 PM
Impressive Graphics and Sounds Mod
Please make a new Guns

Guns = Great
Damage = Great
Ammo = Great
Shield & Sledgehammer = Great

Rate
100/100

PS: Please make More Guns and Explosive Device
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: Flare Flicker on May 07, 2016, 08:15:33 AM
Hi, CR updated yesterday breaking your patch for this mod. Are you planning on updating? Need the turrets from CR's update but I do love your weapons. (Mainly the ballistic shield, gotta have my riot squad)  :)
Title: Re: [A13] High Caliber - more than a gun mod (V1.13b/01.05.2016) new CR patch!
Post by: eatKenny on May 07, 2016, 08:21:02 AM
Hi, CR updated yesterday breaking your patch for this mod. Are you planning on updating? Need the turrets from CR's update but I do love your weapons. (Mainly the ballistic shield, gotta have my riot squad)  :)

working on it now...
Title: Re: [A13] High Caliber - more than a gun mod (V1.13c/07.05.2016) CR 1.6.4 patch!
Post by: eatKenny on May 07, 2016, 12:20:36 PM
just finished the new CR 1.6.4 patch.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13c/07.05.2016) CR 1.6.4 patch!
Post by: Flare Flicker on May 07, 2016, 01:09:54 PM
just finished the new CR 1.6.4 patch.

Awesome, just tested a few weapons, looks to be working. Thanks!
Title: Re: [A13] High Caliber - more than a gun mod (V1.13c/07.05.2016) CR 1.6.4 patch!
Post by: Commander Blackwatch on May 08, 2016, 08:38:08 AM
Please add to machinery bench
i want to make those guns
Title: Re: [A13] High Caliber - more than a gun mod (V1.13c/07.05.2016) CR 1.6.4 patch!
Post by: Korn.Mil on May 09, 2016, 09:09:23 AM
Nice mod! Update patch please for combat realism 1.6.5
Title: Re: [A13] High Caliber - more than a gun mod (V1.13c/07.05.2016) CR 1.6.4 patch!
Post by: eatKenny on May 09, 2016, 04:59:04 PM
Nice mod! Update patch please for combat realism 1.6.5

just did!!!
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Korn.Mil on May 09, 2016, 06:55:46 PM
Nice mod! Update patch please for combat realism 1.6.5

Amazing! :) great job!
just did!!!
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: pktongrimworld on May 09, 2016, 07:32:20 PM
do you need CR 1.6.5 to run this verison?

*only asking cause NoImage decided to stop developing CR.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 10, 2016, 07:12:20 AM
do you need CR 1.6.5 to run this verison?

*only asking cause NoImage decided to stop developing CR.

the main version do not need CR, however if you want play with CR you need CR, HC, HC CR-patch activated in this order.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: pktongrimworld on May 10, 2016, 01:47:26 PM
cool thanks
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: duduluu on May 11, 2016, 04:29:11 PM
Where is the HC CR-patch?
i can not see the download button...
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: duduluu on May 11, 2016, 04:31:37 PM
Oh, sorry...
i find it in the zip file
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: bobisback on May 11, 2016, 11:44:17 PM
can this be used with rimfire?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 12, 2016, 02:13:39 AM
can this be used with rimfire?
yes.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: RoronoaDroagon on May 12, 2016, 06:52:55 PM
any reason why the civs whould`t realode theyr weaponds or pick up ammo for the weaponds??
i`m useing the standard assulte rifle and a sniper called rail gun, and i got the ammo for those weaponds.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Melius on May 13, 2016, 04:09:45 AM
Hi Got a little problem, i got a glock17 that i want one of my colonist to have, but he wont take it, i assigned it to him, even told him to equip it, he still doesnt want to take it, same thing with the others colonists, nobody want it, like its cursed or something. Any idea why ? I have a colonist equiped with an AK47 without problem in the same colony. I play with combat realism 1.6.5, all the mod are in the right order. So im lost there. In another colony, colonists equiped it right off the bat, no problem.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 13, 2016, 08:52:48 AM
Hi Got a little problem, i got a glock17 that i want one of my colonist to have, but he wont take it, i assigned it to him, even told him to equip it, he still doesnt want to take it, same thing with the others colonists, nobody want it, like its cursed or something. Any idea why ?

maybe they want the D! (i mean desert eagle.)

joke aside, check out the loadout tab(feature from CR), maybe glock17 is not included.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 13, 2016, 08:54:36 AM
any reason why the civs whould`t realode theyr weaponds or pick up ammo for the weaponds??
i`m useing the standard assulte rifle and a sniper called rail gun, and i got the ammo for those weaponds.

maybe your colonist's bulk is full.

PS: railgun is not from this mod.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Melius on May 13, 2016, 11:02:52 AM
Hi Got a little problem, i got a glock17 that i want one of my colonist to have, but he wont take it, i assigned it to him, even told him to equip it, he still doesnt want to take it, same thing with the others colonists, nobody want it, like its cursed or something. Any idea why ?

maybe they want the D! (i mean desert eagle.)

joke aside, check out the loadout tab(feature from CR), maybe glock17 is not included.

OMG! Im such an idiot, its like you said, i forgot to put it in the loadout.....  Why didnt i check that first....  Well, thanks for the help ^^
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: RoronoaDroagon on May 14, 2016, 03:02:13 AM
is it possible to make thes weapons and if possible, what station can i do that???
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 14, 2016, 07:55:02 AM
is it possible to make thes weapons and if possible, what station can i do that???

very sorry for now the guns from this mod can not be crafted due to balance thoughts. however you can make ballistic shield at smithing bench.

try ask modpack author to make the guns craftable if you insist.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Famous Shoes on May 14, 2016, 10:17:52 AM
Cleanest way to temporarily remove the XM25? Calling it overpowered and unbalanced would be an understatement. A GPMG might make a nice replacement, such as the MG3 (my vote for style points) or 5.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 14, 2016, 04:09:28 PM
Cleanest way to temporarily remove the XM25? Calling it overpowered and unbalanced would be an understatement. A GPMG might make a nice replacement, such as the MG3 (my vote for style points) or 5.

you can remove the XM25 by deleting the Def in .xml

open:
Mods\High Caliber\Defs\ThingDefs\HC_Weapons.xml

delete:
Code: [Select]

 <ThingDef ParentName="BaseHumanGun">
    <defName>Gun_XM25_HC</defName>
    <label>XM25 CDTE</label>
  ...
  </ThingDef>


if you are using CR patch you have to delete the Def in the patch folder too

open:
Mods\High Caliber (Combat Realism Patch)\Defs\ThingDefs\HC_CR_Weapons.xml

delete:
Code: [Select]

 <ThingDef ParentName="BaseHumanGun">
    <defName>Gun_XM25_HC</defName>
    <label>XM25 CDTE</label>
  ...
  </ThingDef>


Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: kimesikRUS on May 20, 2016, 11:47:17 PM
Suggestions for weapons
1. Kel-Tec KSG shotgun (USA) [http://world.guns.ru/shotgun/usa/shotgun-kel-tec-ksg-e.html]
2. XM8 Lightweight Assault Rifle (USA) [http://world.guns.ru/assault/usa/xm-e.html]
3. LAPA FA 03 assault rifle (Brazil) [http://world.guns.ru/assault/braz/lapa-fa-03-e.html]
4. KGK general purpose machine gun (Hungary) [http://world.guns.ru/machine/hu/kgk-e.html]
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Zorathex on May 30, 2016, 01:57:47 PM
Suggestions for weapons
1. Kel-Tec KSG shotgun (USA) [http://world.guns.ru/shotgun/usa/shotgun-kel-tec-ksg-e.html]
2. XM8 Lightweight Assault Rifle (USA) [http://world.guns.ru/assault/usa/xm-e.html]
3. LAPA FA 03 assault rifle (Brazil) [http://world.guns.ru/assault/braz/lapa-fa-03-e.html]
4. KGK general purpose machine gun (Hungary) [http://world.guns.ru/machine/hu/kgk-e.html]

The XM8 has already been added to Rimfire, so far Eatkenny and Alistaire have been making sure that duplicates won't be an issue when using both mods.

Edit: Never mind, they both have the AK-47.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on May 30, 2016, 02:20:23 PM
Edit: Never mind, they both have the AK-47.

i should probably change it to more modern AK-12.

Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Commander Blackwatch on May 31, 2016, 11:24:24 AM
Impressive Graphics and Sounds

Bugs = No
Ballistic shield = 100/100
Gun = 100/100

Rate
100/100
Impressive Work :D
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Zorathex on May 31, 2016, 11:33:33 PM
Just thought of some guns, I think I'll just leave these here for ideas.
DP-12
FN F2000
FN 303 (A wonderful less lethal gun. I think)
FN M249
MP7
Chiappa rhino
M79 grenade launcher
Taurus curve (for lightness)
HK USP match
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Dr. Z on June 01, 2016, 04:47:39 AM
On the first page it says something about separate downloads but there don't seem to be any. Could you please add a gun sounds only version because I want to stick with vanilla weapons for now and the gun sounds mod is one of the best I've ever played with.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on June 03, 2016, 04:57:46 PM
On the first page it says something about separate downloads but there don't seem to be any. Could you please add a gun sounds only version because I want to stick with vanilla weapons for now and the gun sounds mod is one of the best I've ever played with.

go to "RimWorld1135Win\Mods\High Caliber\Defs" and delete the folder "ThingDefs". all new guns will be gone but the gun sounds for vanilla guns remains.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: JimmyProvince on June 05, 2016, 03:21:07 AM
Is it possible to create these weapons?
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: eatKenny on June 05, 2016, 05:08:04 AM
Is it possible to create these weapons?

i'm thinking no, maybe in A14, gun crafting is now very unbalanced for me.
Title: Re: [A13] High Caliber - more than a gun mod (V1.13d/09.05.2016) CR 1.6.5 patch!
Post by: Smokebearer on June 26, 2016, 03:17:36 PM
Can you add a Mk.23 SOCOM?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 16, 2016, 09:38:51 AM
just updated to A14 8)
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: Heresy on July 16, 2016, 10:52:46 AM
thank you that was pretty fast
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: OverlordZeni on July 22, 2016, 10:56:39 PM
I love this mod so much, thanks for the quick update!  Not so much a fan of so many LAW-carrying raiders, could explosives somehow be made more rare? :<  I just had a siege where the raiders had 3 of them, had only spotted 2, handled it okay with personal shield tanking, but... It's a bit much!

Surprised you aren't getting many posts as of late, I hope you know your hard work is very appreciated!
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: MaxP on July 23, 2016, 08:52:20 AM
Wow, I appreciate the set of weapons.
Will it be compatible with Infusion?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: unbeatable on July 23, 2016, 05:27:09 PM
hi, i have a quick question, is it a bug or why am i not seeing any option to build the weapons? on my smith table i only be able to craft vanilla's weapons but not yours.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 23, 2016, 06:04:38 PM
Not so much a fan of so many LAW-carrying raiders, could explosives somehow be made more rare? :<  I just had a siege where the raiders had 3 of them, had only spotted 2, handled it okay with personal shield tanking, but... It's a bit much!

thanks for the feedback, i will check the issue.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 23, 2016, 06:11:47 PM
Will it be compatible with Infusion?
yes!
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 23, 2016, 06:13:44 PM
hi, i have a quick question, is it a bug or why am i not seeing any option to build the weapons? on my smith table i only be able to craft vanilla's weapons but not yours.

its not a bug, for balance reasons i dont want make those guns craftable.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: old_sinh on July 26, 2016, 01:09:57 AM
big hammer overpowered. 35 dmg - 1 hit 1 kill
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: OverlordZeni on July 26, 2016, 07:44:21 AM
Hammer is a little overpowered. :< Would be awesome if this mod could have mod options to disable each weapon, but I understand that that would probably be a lot of work.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: Lem Wright on July 26, 2016, 12:31:33 PM
If you did want to allow the crafting of the guns from this, what would you need to do in order to enable that? I've never tried to mod anything before, and it's just for my personal stuff with it, but I really enjoy the mod and I'd like to be able to eventually craft the guns.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 26, 2016, 04:07:03 PM
big hammer overpowered. 35 dmg - 1 hit 1 kill

dmg is 30, blunt, maybe 25 will be better?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 26, 2016, 04:08:08 PM
Would be awesome if this mod could have mod options to disable each weapon, but I understand that that would probably be a lot of work.

maybe with the help of CCL, i will try it for the next update.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 26, 2016, 04:10:17 PM
If you did want to allow the crafting of the guns from this, what would you need to do in order to enable that? I've never tried to mod anything before, and it's just for my personal stuff with it, but I really enjoy the mod and I'd like to be able to eventually craft the guns.

its not difficult, just add some lines in xml.

i can make a patch this weekend to enable gun crafting(since lots of people asked...)
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: Lem Wright on July 27, 2016, 04:57:29 AM
Personally, I think it'd be greatly appreciated if we were able to craft guns. You'd still need to get research for it as normal, and it'd still cost resources, but it'd make sense since you can already get to things like atomic disassembly and energy weapons.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: BattleToad on July 27, 2016, 06:40:18 AM
Great mod, very nicely made. Although, having your colonists blasted into a million pieces by a LAW 10 minutes in is a little frustrating.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: amodchecker on July 28, 2016, 11:46:12 PM
can you put in the M2 "Ma Duce" gun?

and the hammers doing 35 dmg a hit isen't all that bad, iv made plaststeel longswords that do 36 damage a hit (although with my colony in a place that makes a deep freezer look baking hot i don't get to use them much)


P.S do you think you could put in a turret that uses a gatling gun?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: deathstar on July 29, 2016, 11:09:54 AM
High Caliber is my absolute favourite weapons mod, are there plans to upload it to the Steam Workshop? I'd like to add it to my collection.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on July 29, 2016, 02:40:00 PM
High Caliber is my absolute favourite weapons mod, are there plans to upload it to the Steam Workshop? I'd like to add it to my collection.

i dont have steam so..

but if anyone want to upload this mod to steam plz PM me i can give you the permission.

Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: Minaraho` on July 29, 2016, 09:41:16 PM
Great mod. Could you make the m4 and m16 variants a little louder? they seem really quiet compared to the rest of the weapons. Also could you an Ar-15 variant and make it Semi-auto instad of full auto like its military counterparts. And lastly add in an M1911 and a Springfield .45 XD. Thanks for the great mod. -Minaraho
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: LustrousWolf on August 03, 2016, 06:52:21 AM
Will there be an update to patch this with CR with the unofficial update of CR? :D
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on August 03, 2016, 01:44:10 PM
Will there be an update to patch this with CR with the unofficial update of CR? :D

is CR updated to A14?

edit: yes i saw it, sure there will be a CR patch soon.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
Post by: eatKenny on August 04, 2016, 12:38:44 PM
Great mod. Could you make the m4 and m16 variants a little louder? they seem really quiet compared to the rest of the weapons.

sig p226, m4a1 and dragunov SVU are suppressed, and i already made m16 louder in the dropbox and steam workshop version.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/05.08.2016) CR1.6.6 Patch!
Post by: eatKenny on August 06, 2016, 05:20:56 AM
new CR patch added, however due to bugs from main mod "Combat Realism" i have to disable some weapons.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/06.08.2016) CR1.6.6 Patch!
Post by: MMAciek on August 07, 2016, 04:42:04 AM
Polish version is here ! http://www.nexusmods.com/rimworld/mods/127/?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/06.08.2016) CR1.6.6 Patch!
Post by: Lockdown on August 09, 2016, 02:49:22 PM
Getting an error and several warnings with the High Caliber CR patch:

(http://i.imgur.com/PddXK3D.png)

Title: Re: [A14] High Caliber - more than a gun mod (V1.14/06.08.2016) CR1.6.6 Patch!
Post by: eatKenny on August 10, 2016, 07:06:30 AM
Getting an error and several warnings with the High Caliber CR patch:

(http://i.imgur.com/PddXK3D.png)

i've already made a new patch to fix this issue and work with latest CR 1.6.7.3, some weapons are re-enabled as well. i will upload the new patch when i get home today.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/06.08.2016) CR1.6.6 Patch!
Post by: Lockdown on August 10, 2016, 09:34:25 AM
Good to know! Looking forward to it. :)
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/06.08.2016) CR1.6.6 Patch!
Post by: ActionCow on August 10, 2016, 02:01:36 PM
If I install this alongside CR and rimfire, should rimfire pistols work with the ballistic shield?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/06.08.2016) CR1.6.6 Patch!
Post by: eatKenny on August 10, 2016, 02:39:20 PM
If I install this alongside CR and rimfire, should rimfire pistols work with the ballistic shield?

they should, however i havent tested them yet.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 10, 2016, 02:40:45 PM
updated CR patch to 1.6.7.3, re-enabled some weapons thanks to a more stable "combat realism"
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: coemgen98 on August 13, 2016, 11:45:49 AM
Hello! I would just like to ask if you have plans for implementing a patch for Clutter Misc hands v1.0.3 by mrofa just like rimfire? Having visible hands for your weapons would make this mod even better! Thanks!
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 13, 2016, 06:48:29 PM
Hello! I would just like to ask if you have plans for implementing a patch for Clutter Misc hands v1.0.3 by mrofa just like rimfire? Having visible hands for your weapons would make this mod even better! Thanks!

sure, seems fun.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Monzer on August 16, 2016, 08:05:38 PM
hey love that mod man made the game much cooler . so I can't creat the weapons right ? just loot them . btw I had heckler koch MG4 (supr) and it very very accurate i mean it almost hit every single bullet not sure it's because its superior maybe
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 17, 2016, 10:10:15 AM
hey love that mod man made the game much cooler . so I can't creat the weapons right ? just loot them . btw I had heckler koch MG4 (supr) and it very very accurate i mean it almost hit every single bullet not sure it's because its superior maybe

MG4 is more accurate than vanilla LMG, but not that accurate, maybe your pawn has really good/enhanced shooting skill(bionic eye, bionic arm etc.)

or: are you using this mod with combat realism without patch?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: feversmirrors on August 17, 2016, 12:28:52 PM
Are you able to craft the guns in this? I saw it mentioned earlier in the comments but wanted to make sure.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: 123nick on August 17, 2016, 12:36:11 PM
shouldnt the desert eagle and SW model 500 be shield-equippable?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 17, 2016, 12:46:01 PM
Are you able to craft the guns in this? I saw it mentioned earlier in the comments but wanted to make sure.
no those guns are not craftble, otherwise it will be too OP.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 17, 2016, 12:51:10 PM
shouldnt the desert eagle and SW model 500 be shield-equippable?
no, actually no. if you shoot those guns with one hand you put your wrist at risk, and you get 0 accuracy.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: 123nick on August 17, 2016, 07:03:51 PM
should i just delete HC_grenades, weapons, and weapons_misc if i only want the ballistic shield?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Monzer on August 18, 2016, 08:08:54 AM
hey love that mod man made the game much cooler . so I can't creat the weapons right ? just loot them . btw I had heckler koch MG4 (supr) and it very very accurate i mean it almost hit every single bullet not sure it's because its superior maybe

MG4 is more accurate than vanilla LMG, but not that accurate, maybe your pawn has really good/enhanced shooting skill(bionic eye, bionic arm etc.)

or: are you using this mod with combat realism without patch?
I'm not using combat realism . well my shooters are above 10 skill points
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Schwartz on August 21, 2016, 10:32:30 AM
The sledgehammer feels pretty OP. It's easy to get and doesn't suffer from the 'goblinite' syndrome of generally bad quality levels. I'd lower the damage a bit and possibly allow it to have quality levels. That would be a nerf, overall, I think.

Almost forgot, they also don't yield any resources when smelted down.

Love your mod otherwise.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Rafe009 on August 25, 2016, 08:20:13 AM
Quote
no those guns are not craftble, otherwise it will be too OP.

So the guns in this mod are not balanced and outperform vanilla weapons? Vanilla allows one to craft weapons, everything from pistols to sniper riffles. How are your guns different than vanilla guns?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Nanao-kun on August 25, 2016, 05:18:04 PM
So the guns in this mod are not balanced and outperform vanilla weapons? Vanilla allows one to craft weapons, everything from pistols to sniper riffles. How are your guns different than vanilla guns?

I think he mentioned something about colonists outproducing weapon manufacturers, so maybe his colony produces like 25k guns per year or something?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 25, 2016, 05:55:35 PM
thanks for all the feedbacks, i will solve those issues in A15 update, and i will make those guns craftble since lots of asking...
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Rafe009 on August 26, 2016, 08:07:16 AM

I think he mentioned something about colonists outproducing weapon manufacturers, so maybe his colony produces like 25k guns per year or something?

Hmmm, that's an issue for balancing the sale price of guns though which has a reference point in how much teh vanilla sniper can sell for, or the vanilla assault riffle.  i can't say i even know what a sale price is for most of the guns in the game because i tend to smelt them down because  of the low availability of steel and platesteel. Also spending you very finite and precious steel on building guns depletes components which can be catastrophic if you are not at a component assembly table tech.

Art and human leather - assuming you have a psychopath are the best ways i find to get money. Though i do build guns i scatter them across my base in weapon racks for quick response at various regions within my base, i just never sell them.

Though i do sell the triple rock launchers from time to time and get about 300 a pop for them. Still for some people i think 10 or 20 steel is worth 300 silver sometimes.

I'm  personally don't care how far you are in the tech tree spending about 15 to 20 components to get armor or a weapon hurts like hell, i think balancing it that by modulating component costs - increasing them - would be best, reducing sale price to traders,  etc.

Edit: looks like eatkenny responded. Thanks eatKenny. I really love your SCAR and P90. I just have to have them!
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: hendrikpfaff on August 26, 2016, 10:18:54 AM
Hey eatkenny.
I just started with modding and am now working on a gun mod.
I use your mod as an example when I'm stuck, even though it is not so smart
because it works with your own high caliber core but it is still useful.
I'm now at the point that I search for gun sounds, but that's really a lot of work to look up every gun sound.
I want to ask if I may use gun sounds from your mod.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Schwartz on August 26, 2016, 03:44:11 PM
I don't think they -have- to be craftable. There's a ton of guns here that would clutter up the crafting menu. That, and they're generally a bit better than vanilla weapons. Their accuracy percentages are better, particularly long-range, and there's some sniper guns with rather low cooldowns (and less damage, but still). I think them not being craftable gives them some nice extra value.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: eatKenny on August 26, 2016, 04:12:52 PM
Hey eatkenny.
I just started with modding and am now working on a gun mod.
I use your mod as an example when I'm stuck, even though it is not so smart
because it works with your own high caliber core but it is still useful.
I'm now at the point that I search for gun sounds, but that's really a lot of work to look up every gun sound.
I want to ask if I may use gun sounds from your mod.

sure go ahead ;)
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: hendrikpfaff on August 27, 2016, 10:20:09 AM
Hey eatkenny.
I just started with modding and am now working on a gun mod.
I use your mod as an example when I'm stuck, even though it is not so smart
because it works with your own high caliber core but it is still useful.
I'm now at the point that I search for gun sounds, but that's really a lot of work to look up every gun sound.
I want to ask if I may use gun sounds from your mod.

sure go ahead ;)

Thank you!
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: deathstar on August 28, 2016, 07:13:40 PM
Good luck with the a15 version! Can't wait.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: AseaHeru on August 29, 2016, 12:10:25 AM
 Is there a list somewhere of weapons you plan on adding/will not be adding? I have a list of a few weapons I would like to see your view on adding, but would prefer to make sure that you dont already have plans to add them or no interest in ever adding them.
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Rafe009 on September 01, 2016, 01:45:18 PM
Is there a way to remove particular guns from the mod so you tailor it based on your specific gun preferences? I know CCL isn't compatible but is there some textfile we can go into and simple remove the reference for particular weapons?
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Dingo on September 01, 2016, 04:13:57 PM
Is there a way to remove particular guns from the mod so you tailor it based on your specific gun preferences? I know CCL isn't compatible but is there some textfile we can go into and simple remove the reference for particular weapons?

You can remove items from the XML directly. Go to the Defs\ThingDefs folder and edit any XML to see which items are in it. For example, if I wanted to remove the Saiga12K I would remove this entire code piece from the XML and save it:

Code: [Select]
<ThingDef ParentName="BaseHumanGun">
    <defName>Gun_Saiga12K_HC</defName>
    <label>Saiga-12K</label>
    <description>The Saiga-12K is a 12-gauge automatic shotgun, patterned after the Kalashnikov series of assault rifles and named for the Saiga antelope. Like the Kalashnikov rifle variants, it is a rotating bolt, gas-operated gun that feeds from a box magazine.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/Gun_Saiga12K</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <MarketValue>850</MarketValue>
      <AccuracyTouch>0.80</AccuracyTouch>
      <AccuracyShort>0.87</AccuracyShort>
      <AccuracyMedium>0.77</AccuracyMedium>
      <AccuracyLong>0.64</AccuracyLong>
      <RangedWeapon_Cooldown>0.8</RangedWeapon_Cooldown>
    </statBases>
    <weaponTags>
      <li>AdvancedGun</li>
    </weaponTags>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_12gauge_HC</projectileDef>
        <warmupTicks>100</warmupTicks>
        <range>16</range>
        <burstShotCount>2</burstShotCount>
        <ticksBetweenBurstShots>7</ticksBetweenBurstShots>
        <soundCast>ShotSaiga12K</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
  </ThingDef>
Title: Re: [A14] High Caliber - more than a gun mod (V1.14/10.08.2016) CR1.6.7.3 Patch!
Post by: Deimos Rast on September 02, 2016, 08:26:05 AM
Is there a way to remove particular guns from the mod so you tailor it based on your specific gun preferences? I know CCL isn't compatible but is there some textfile we can go into and simple remove the reference for particular weapons?
Pretty sure this doesn't use CCL. I'm actually in the process of stripping this of the assembly.
So far it's the ballistic shield and the LAW that I've found use custom thingClasses and need to be converted. Maybe one other, I can't remember.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on September 03, 2016, 08:52:50 AM
updated to A15!
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Monzer on September 03, 2016, 01:53:28 PM
updated to A15!

yey thank you been waiting for this  ;D ;D
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: hendrikpfaff on September 07, 2016, 11:34:36 AM
Please add the trowing knifes.  ;D
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: hendrikpfaff on September 07, 2016, 12:28:06 PM
on your description of your mod stands Chagelog its changelog
(Just saying)
I wonder why no one noticed :P

Ow and add trowing knifes please XD
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ngcq1811 on September 08, 2016, 07:25:57 AM
Is it just me or the guns in my game are bugged?
FN Five seven shoots like a minigun, M14 as well, basically everything is fast firing and fires a trillion projectiles every burst.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Deimos Rast on September 08, 2016, 10:35:25 AM
Is it just me or the guns in my game are bugged?
FN Five seven shoots like a minigun, M14 as well, basically everything is fast firing and fires a trillion projectiles every burst.
You been hittin' the Go-Juice, son? No? Oh, well, then yeah, sounds bugged. Do you have the A15 version? Have you tried it with just Core installed? Any errors popup?
I checked the configs, and the 5-7, while faster than the pistol, is no buzzsaw, and has no burst.
Even if you have the A14 version, I'd think the 5-7 would still work, so maybe a mod conflict?
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ngcq1811 on September 08, 2016, 11:14:10 AM
Is it just me or the guns in my game are bugged?
FN Five seven shoots like a minigun, M14 as well, basically everything is fast firing and fires a trillion projectiles every burst.
You been hittin' the Go-Juice, son? No? Oh, well, then yeah, sounds bugged. Do you have the A15 version? Have you tried it with just Core installed? Any errors popup?
I checked the configs, and the 5-7, while faster than the pistol, is no buzzsaw, and has no burst.
Even if you have the A14 version, I'd think the 5-7 would still work, so maybe a mod conflict?

Blessed be the Lord and stuff, I solved it by restarting though I don't know what caused it. Indeed it was sound bug, guns produced no sounds, and every shot produced 30 million projectiles. No wonder all the raids were done in 5 seconds.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: dragonregure on September 09, 2016, 12:47:19 AM
Is this mod requires CCL? because it conflicted when i checking use CCR, my game versian is 15. Since CCL not support the v15 so how can i using this mod?
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on September 09, 2016, 06:47:11 AM
Is this mod requires CCL? because it conflicted when i checking use CCR, my game versian is 15. Since CCL not support the v15 so how can i using this mod?

this mod does not require CCL.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: dragonregure on September 09, 2016, 09:01:26 PM
Is this mod requires CCL? because it conflicted when i checking use CCR, my game versian is 15. Since CCL not support the v15 so how can i using this mod?

this mod does not require CCL.

Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

[attachment deleted by admin - too old]
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Deimos Rast on September 10, 2016, 03:12:02 AM
Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

So High Caliber has custom sounds for the stock guns and overrides the base games sound definition files to tell it to use its version instead. One of the things RCC checks for is if two things have the same "defName" (basically their internal name the games sees) and if two things share the same name, conflicts can happen, either intentionally or not.
That's probably what you're seeing (by my count there are 23 sound definitions and you have 21 conflicts). If you want to test this hypothesis, try removing the "SoundDefs" folder and running RCC again. I believe you should be able to play without the folder entirely actually, as HC guns all use custom sounds IIRC, but there is a chance it could throw a "sound missing error" on load and when a gun is fired. Alternatively, check the log while the game is running via Dev Mode (see options screen) and see if anything pops up. If you really wanted to be sure, check RCC.txt for the detailed output of the program.
TLDR: The conflicts probably aren't conflicts and/or are intentional.

======================
@eatKenny
Take a look at the LAW config, the TouchAccuracy reads with a comma instead of a period.
<AccuracyTouch>0,50</AccuracyTouch>
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: dragonregure on September 10, 2016, 04:39:18 AM
Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

So High Caliber has custom sounds for the stock guns and overrides the base games sound definition files to tell it to use its version instead. One of the things RCC checks for is if two things have the same "defName" (basically their internal name the games sees) and if two things share the same name, conflicts can happen, either intentionally or not.
That's probably what you're seeing (by my count there are 23 sound definitions and you have 21 conflicts). If you want to test this hypothesis, try removing the "SoundDefs" folder and running RCC again. I believe you should be able to play without the folder entirely actually, as HC guns all use custom sounds IIRC, but there is a chance it could throw a "sound missing error" on load and when a gun is fired. Alternatively, check the log while the game is running via Dev Mode (see options screen) and see if anything pops up. If you really wanted to be sure, check RCC.txt for the detailed output of the program.
TLDR: The conflicts probably aren't conflicts and/or are intentional.

======================
@eatKenny
Take a look at the LAW config, the TouchAccuracy reads with a comma instead of a period.
<AccuracyTouch>0,50</AccuracyTouch>

That\s explain everything, thanks!
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: dragonregure on September 11, 2016, 10:07:40 PM
Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

So High Caliber has custom sounds for the stock guns and overrides the base games sound definition files to tell it to use its version instead. One of the things RCC checks for is if two things have the same "defName" (basically their internal name the games sees) and if two things share the same name, conflicts can happen, either intentionally or not.
That's probably what you're seeing (by my count there are 23 sound definitions and you have 21 conflicts). If you want to test this hypothesis, try removing the "SoundDefs" folder and running RCC again. I believe you should be able to play without the folder entirely actually, as HC guns all use custom sounds IIRC, but there is a chance it could throw a "sound missing error" on load and when a gun is fired. Alternatively, check the log while the game is running via Dev Mode (see options screen) and see if anything pops up. If you really wanted to be sure, check RCC.txt for the detailed output of the program.
TLDR: The conflicts probably aren't conflicts and/or are intentional.

======================
@eatKenny
Take a look at the LAW config, the TouchAccuracy reads with a comma instead of a period.
<AccuracyTouch>0,50</AccuracyTouch>

1 again, can we craft HC guns? ecause i didnt find at machine table bills list
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Deimos Rast on September 11, 2016, 11:08:26 PM
1 again, can we craft HC guns? ecause i didnt find at machine table bills list

Unfortunately, no. That is the one downside to High Caliber: none of the guns/items are craftable. EDIT: check the smithy too.
I suppose I could try writing a patch, as the License is a pretty good one. Might take a bit though.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Deimos Rast on September 12, 2016, 03:06:05 AM
@dragonregure @eatKenny
So I made a thing... ;D
I'm a big fan of this mod, but I didn't like how you couldn't craft anything. So I set about remedying that.

I already had a spreadsheet with all the HC and stock weapon stats, so it simply became a matter of "fill in the blank." Luckily, all the HC weapons have a MarketValue, and I largely went off that. Initially, I planned on going solely off of that, but some numbers were (I felt) high, and then there were outliers, and I had to take into account the quasi "soft caps" the weapon tiers put on things. In short, balance is a harsh mistress. When I couldn't go up in cost, I often went to the side: into Plasteel, but only for the more advanced guns (ones specifically with the AdvancedGun tag), and at a generally low amount (5-15).

Then it came time to actually write the recipes. I had initially planned to take the easier route and redefine the Base abstract with recipeMakers and put the recipes directly in the weapon defs themselves. But that would require eventually overwriting the original weapon defs and long story short, I was worried about breaking saves. I took the longer route and wrote out RecipeDefs for every single weapon in the mod. Including the heavy ordinance, grenades, and sledgehammer. Ballistic Shield and Sledgehammer are crafted at the Smithy; everything else at the Machining Table.

Everything was tested in game. No errors or warnings in sight. I did not craft everything, however, only a random sampling, but I did check recipes of everything in game.
Nothing from the Mod is being redistributed. eatKenny is welcome to use this (i.e. incorporate it) as he sees fit, or not. Either is fine with me. :)

Installation:
Place folder 'RecipeDefs' into folder High Caliber/Defs
Does not require a new save. Yes, I tested it.
Does require you to reload the game though, in order for High Caliber to be reloaded.

Feedback:
As I said, balance is a very hard game to play, one which I hate. That aside, if you feel some numbers are way off (and I mean way off), let me know. Spreadsheet available on request if you want to really geek out.

Download:
Dropbox (https://www.dropbox.com/s/qfqzxvtj0usv66q/HC_RecipeDefs.zip?dl=0)
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: dragonregure on September 12, 2016, 05:32:12 AM
@dragonregure @eatKenny
So I made a thing... ;D
I'm a big fan of this mod, but I didn't like how you couldn't craft anything. So I set about remedying that.

I already had a spreadsheet with all the HC and stock weapon stats, so it simply became a matter of "fill in the blank." Luckily, all the HC weapons have a MarketValue, and I largely went off that. Initially, I planned on going solely off of that, but some numbers were (I felt) high, and then there were outliers, and I had to take into account the quasi "soft caps" the weapon tiers put on things. In short, balance is a harsh mistress. When I couldn't go up in cost, I often went to the side: into Plasteel, but only for the more advanced guns (ones specifically with the AdvancedGun tag), and at a generally low amount (5-15).

Then it came time to actually write the recipes. I had initially planned to take the easier route and redefine the Base abstract with recipeMakers and put the recipes directly in the weapon defs themselves. But that would require eventually overwriting the original weapon defs and long story short, I was worried about breaking saves. I took the longer route and wrote out RecipeDefs for every single weapon in the mod. Including the heavy ordinance, grenades, and sledgehammer. Ballistic Shield and Sledgehammer are crafted at the Smithy; everything else at the Machining Table.

Everything was tested in game. No errors or warnings in sight. I did not craft everything, however, only a random sampling, but I did check recipes of everything in game.
Nothing from the Mod is being redistributed. eatKenny is welcome to use this (i.e. incorporate it) as he sees fit, or not. Either is fine with me. :)

Installation:
Place folder 'RecipeDefs' into folder High Caliber/Defs
Does not require a new save. Yes, I tested it.
Does require you to reload the game though, in order for High Caliber to be reloaded.

Feedback:
As I said, balance is a very hard game to play, one which I hate. That aside, if you feel some numbers are way off (and I mean way off), let me know. Spreadsheet available on request if you want to really geek out.

Download:
Dropbox (https://www.dropbox.com/s/qfqzxvtj0usv66q/HC_RecipeDefs.zip?dl=0)

Working~! You are the man, Man!  ;D
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on September 12, 2016, 01:56:23 PM
thanks, i also put the dropbox link to the main post so more people will see it.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Deimos Rast on September 12, 2016, 02:22:55 PM
Please give feed back if you feel anything is out of whack. The work amounts should generally be high (although not necessarily for something like a pistol), but the material costs were harder to scale.

Things to watch for:
- Can you get by with mass producing a single gun. The strength of a weapon pack is diversity. There are a lot of cool guns in here, I would consider it a failure if you just built Glock 17's all day every day and didn't try out the S&W Model 500 on occasion.
- Can "endgame" guns be mass produced at all. I'm not saying you shouldn't have a couple of Barrett M82's, but they should be more expensive to get.
- Do you still use stock guns at all? Ideally, stock should still have a place (and I don't mean just when you spawn in with them).

Spreadsheet for the nerds (https://docs.google.com/spreadsheets/d/18cOZHhnRqM5ZZ8YzBAL8ewGacpVz-FMK5tuj5JDcQ4k/edit?usp=sharing)

Edit:
thanks eatKenny (and for the great mod)!
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: iceteazz on September 13, 2016, 04:42:54 AM
 _ I just found that i could not craft those weapons, which is great because vanilla weapon is ok. But, because the assault rifle looks exactly like M16, while there are no AKM so i borrow your mod, just deleted all codes except for AK-74, change the name to AKM, add an original bullet 7.62×39mm in, bullet damage to 11, change the sound def, you got AK-47 texture right there too, great ! Now i got my AKM ready in service ! Thx alot OP :)

 _ May i ask one question ? While Assault rifles could be crafted in game, how can i code so that i can craft AKM too ? thx.

P/s: nvm, i just found some similiar mod, and borrow their stuff and edit some line. It was error at 1st, but i fixed and now it workes like a charm ! I'm going to use AKMs like a drugs gang :)
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ngcq1811 on September 13, 2016, 06:26:53 AM
_ I just found that i could not craft those weapons, which is great because vanilla weapon is ok. But, because the assault rifle looks exactly like M16, while there are no AKM so i borrow your mod, just deleted all codes except for AK-74, change the name to AKM, add an original bullet 7.62×39mm in, bullet damage to 11, change the sound def, you got AK-47 texture right there too, great ! Now i got my AKM ready in service ! Thx alot OP :)

 _ May i ask one question ? While Assault rifles could be crafted in game, how can i code so that i can craft AKM too ? thx.

P/s: nvm, i just found some similiar mod, and borrow their stuff and edit some line. It was error at 1st, but i fixed and now it workes like a charm ! I'm going to use AKMs like a drugs gang :)
(Hey lol I'm J_Carmine on GVN)
DR made recipes for HC guns in the post above. Download here (https://www.dropbox.com/s/qfqzxvtj0usv66q/HC_RecipeDefs.zip?dl=0)
I think you can modify it to leave only the recipe for AKM, but only if you prefer HC weapons over other mods'. And I think HC is one of the most CR compatible weapon packs out there as well.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: dragonregure on September 14, 2016, 11:24:59 AM
Okay i have some questions..

How i can see Ballistic shield health? I didnt see it anywhere, and my character still damaged by melee even using ballistic shield, is that because i got attacked by melee attack?
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on September 14, 2016, 02:10:00 PM
How i can see Ballistic shield health? I didnt see it anywhere, and my character still damaged by melee even using ballistic shield, is that because i got attacked by melee attack?
for the HP you have to check the gear tab, and pawn with low combat skill(melee+shooting<10) can still geting hurt even equipt with ballistic shield.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: AseaHeru on September 17, 2016, 02:04:50 PM
 Even the best power armor still allows the person wearing to be damaged. They just mitigate the damage.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ChromeMax on September 23, 2016, 09:15:16 AM
eatKenny, can you contact me on steam, I wish to make some sprites for future guns that you may plan to make. I also wish to add some additions to your modpack. My steam nickname is my forum name. I have sent you a friend request.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: gillsminnow on September 23, 2016, 09:45:55 AM
If I could potentially make a request and I don't know if it would be due to the mod or if it's a vanilla issue as it's been a long time since I've played vanilla. It would be to have the gun sounds lowered for vanilla and additional weapons. I'm going to make some youtube videos etc and have the ambient sounds at a volume which is suited with the voice volume. The gun sounds, however, seem to be way above that of standard rimworld noise level making it a bit problematic when commentating during combat. It would be great to have them a bit quieter for general use too. :)
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on September 23, 2016, 05:53:56 PM
eatKenny, can you contact me on steam, I wish to make some sprites for future guns that you may plan to make. I also wish to add some additions to your modpack. My steam nickname is my forum name. I have sent you a friend request.
i don't have much time to add new weapons but i can help you if you want some resources.
PS: i stopped using steam long time ago so you may send me PM.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on September 23, 2016, 06:00:49 PM
If I could potentially make a request and I don't know if it would be due to the mod or if it's a vanilla issue as it's been a long time since I've played vanilla. It would be to have the gun sounds lowered for vanilla and additional weapons. I'm going to make some youtube videos etc and have the ambient sounds at a volume which is suited with the voice volume. The gun sounds, however, seem to be way above that of standard rimworld noise level making it a bit problematic when commentating during combat. It would be great to have them a bit quieter for general use too. :)
i've watched some rimworld videos with this mod it seems fine with the volume. however if you want change the volume you can go to SoundDef and change it yourself to meet your requirement(it's very easy indeed).
or: just use suppressed guns like SIG P226 and M4A1 :P
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: gillsminnow on September 23, 2016, 06:34:14 PM
If I could potentially make a request and I don't know if it would be due to the mod or if it's a vanilla issue as it's been a long time since I've played vanilla. It would be to have the gun sounds lowered for vanilla and additional weapons. I'm going to make some youtube videos etc and have the ambient sounds at a volume which is suited with the voice volume. The gun sounds, however, seem to be way above that of standard rimworld noise level making it a bit problematic when commentating during combat. It would be great to have them a bit quieter for general use too. :)
i've watched some rimworld videos with this mod it seems fine with the volume. however if you want change the volume you can go to SoundDef and change it yourself to meet your requirement(it's very easy indeed).
or: just use suppressed guns like SIG P226 and M4A1 :P

That's fair! I didn't know I could change the volume myself. I'll take a look into it! Thank you. :)
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Commander Blackwatch on November 03, 2016, 10:57:46 AM
[A15] High Caliber - more than a gun mod  (V1.14/03.09.2016) A15 update!

The Texture are Amazing and the Sounds are great and also the shield with Melee or Pistol the M224 Mortar accuracy is bad and M14 Grenade are good and also thank you for releasing the Recipe Gun
Im really waiting for this.

Average : 10/10
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ChromeMax on November 03, 2016, 11:07:57 AM
[A15] High Caliber - more than a gun mod  (V1.14/03.09.2016) A15 update!

The Texture are Amazing and the Sounds are great and also the shield with Melee or Pistol the M224 Mortar accuracy is bad and M14 Grenade are good and also thank you for releasing the Recipe Gun
Im really waiting for this.

Average : 10/10

Yeah uhm, I don't think we even need a rating. This mod is hands down the best gun mod, unless Project Armory suddenly comes back to life with redone textures and sound.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: idiot101300 on November 17, 2016, 06:33:25 PM
Can you pretty please upload the link for alpha 14. I don't want to update to a15 just yet as i have over 100 hours on my colony. your mod is the best
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ChromeMax on November 17, 2016, 07:12:09 PM
... Just move on bro... A16 is coming soon...
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ActionCow on November 17, 2016, 11:00:20 PM
Does this work with the new, buggy as hell release of CR?
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on November 18, 2016, 09:23:27 AM
you can find the A14 version in nexusmod page, check the OP.
i dont know if the old CR patch(A14) will work with the new CR, you have to try it your self.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: ChromeMax on November 18, 2016, 10:43:46 AM
Does this work with the new, buggy as hell release of CR?

Most definitely not. CR doesn't even work properly by itself. And also, the last CR High Caliber patch was released for A14, which did work. So if you want an A14 alternative, just letting you know it works fine.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Krolon on November 18, 2016, 11:00:44 AM
Is HC working with CR since it has been updated to a15?
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on November 18, 2016, 11:32:28 AM
no the CR for A15 is very buggy so there is no point to make a patch for this version
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Alexandre Lange on November 18, 2016, 12:43:39 PM
Gun Recipe is working with A15? (its shows an error):

(https://s12.postimg.org/rowk9pmlp/gunrecipe.png)
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on November 18, 2016, 01:06:33 PM
Gun Recipe is working with A15? (its shows an error):

(https://s12.postimg.org/rowk9pmlp/gunrecipe.png)

Installation:
Place folder 'RecipeDefs' into folder High Caliber/Defs
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Cod163513 on November 24, 2016, 05:55:36 PM
Where can I find the High Caliber Combat realism patch?
Title: Re: [A12] Realistic Gun Sounds v0.93 (22.11.2015) Video sample added!!!
Post by: jmababa on November 25, 2016, 08:23:10 AM
Maybe add the M4a4 or M4a1-S? (CS:GO :D)

RT weapon pack has M4 if you like M4. I just use RT cause it dosen't conflict with medieval mod. If this gets compatible with medieval mod Id pick this over RT weapon pack
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: mraadx on December 15, 2016, 03:56:35 AM
love the mod. Looking forward to the a16 update!
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Smexy_Vampire on December 19, 2016, 03:02:13 AM
is it possable to set up the wepon crafting to be locked behing reserch and on there own bench like rt wepon pack did ?
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: Fafn1r on December 19, 2016, 05:32:56 AM
is it possable to set up the wepon crafting to be locked behing reserch and on there own bench like rt wepon pack did ?

It is possible. :D
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: etoire on December 22, 2016, 06:15:30 AM
Hey y'all! Just wondering if there's plans to update this mod to A16! I really loved these weapons. They provided a great variety to the game and I can't live without the ballistic shield! Haha.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: eatKenny on December 22, 2016, 06:59:42 AM
i will update this to A16 asap, however as my vacation ahead i can't tell the time.
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: etoire on December 22, 2016, 08:24:57 AM
Thanks for your prompt response! I hope you have a great vacation!
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: SundayTuesday on December 23, 2016, 12:19:24 PM
Can confirm, fully functional with Alpha 16 using Alpha 15 version. Tested every weapon, they all work properly. (without Combat Realism, I should note)
Title: Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
Post by: etoire on December 23, 2016, 02:36:14 PM
Unfortunately, the moment I loaded the mod into my A16, I was bombarded with error messages. It seems that it doesn't work for me, so I'll be waiting for the update! :)

Don't know how useful this is to you, but here's my take on the error logs.

Every gun prompted an XML error that read something like
warmupticks not in field in type VerbProperties:
What I think it might mean:
Vanilla weapons have a field 'Warmup: x seconds' that make the weapon fire after a break. I checked the guns from this pack and they don't have this field in their info screen, and they also fire noticeably faster in A16 than they did in A15. Like they didn't have any warmup at all. Probably the game skipping over the warmup field completely so the guns just go off like BLAM. I like it, but it's not very balanced. This is for every gun added to the pack, so that probably got changed in the XMLs. Ranged cooldown is still there, though.

Ballistic shield doesn't work as intended. The instant my character was hit, i was thrown this error.
Code: [Select]
Exception in Tick (pawn=Warg56944, job=AttackMelee A=Thing_Human56741, CurToil=2): System.MissingFieldException: Field 'RimWorld.SkillRecord.level' not found.
  at Verse.Pawn_HealthTracker.PreApplyDamage (DamageInfo dinfo, System.Boolean& absorbed) [0x00000] in <filename unknown>:0
  at Verse.Pawn.PreApplyDamage (DamageInfo dinfo, System.Boolean& absorbed) [0x00000] in <filename unknown>:0
  at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0
  at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (LocalTargetInfo target) [0x00000] in <filename unknown>:0
  at RimWorld.Verb_MeleeAttack.TryCastShot () [0x00000] in <filename unknown>:0
  at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
  at Verse.Verb.WarmupComplete () [0x00000] in <filename unknown>:0
  at Verse.Verb.TryStartCastOn (LocalTargetInfo castTarg, Boolean surpriseAttack, Boolean canFreeIntercept) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_MeleeVerbs.TryMeleeAttack (Verse.Thing target, Verse.Verb verbToUse, Boolean surpriseAttack) [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver_AttackMelee+<MakeNewToils>c__Iterator194.<>m__664 () [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Combat+<FollowAndMeleeAttack>c__AnonStorey44E.<>m__6B6 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Now I don't code so I have no idea what that says or means, but the ballistic shield was blocking damage for the character but it itself wasn't taking any damage. This meant that anyone wearing one is invulnerable. Neat. But also pretty OP. Just to make sure, I sent a few pirates after a pawn with one, and even tried using the devmode 'down' command. Nope. Didn't work.


I also had a few Sound related errors but the sounds seemed to work.

So the pack itself is usable but the items are all incredibly broken at the moment, it seems. Shields block infinite damage, weapons have almost no cooldown and can fire incredibly rapidly.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on December 23, 2016, 04:24:25 PM
updated to A16, but for now only guns. see update note in OP.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: deathstar on December 23, 2016, 04:33:53 PM
updated to A16, but for now only guns. see update note in OP.

Thank you for your quick work! Will there be a compatibility-patch for CR after the holidays?
Enjoy your Christmas!
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on December 23, 2016, 04:55:27 PM
updated to A16, but for now only guns. see update note in OP.

Thank you for your quick work! Will there be a compatibility-patch for CR after the holidays?
Enjoy your Christmas!

i will make a CR-Patch after vacation, but if anyone is interested to make a CR-Patch now please go ahead ;), i will upload your patch and give you credit.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: etoire on December 23, 2016, 05:52:49 PM
I'll take what I can get!~ I love your work dude, thanks for your prompt update!

Edit:

Just an update, I'm still getting some errors (that don't affect gameplay.) This shows up for every gun in the error logs.

Code: [Select]
Config error in ShotIncendiaryLauncher: Sounds with non-on-camera subsounds should use MapOnly context.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
RimWorld.<PostClose>c__AnonStorey3A4:<>m__530()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on December 24, 2016, 04:55:54 PM
just fixed the soundDef, please redownload.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Alenerel on December 24, 2016, 05:36:47 PM
A lot of weapons but not a nice M16A2 and no classic dragunov :(

Do you have a table with all the stats of the weapons to know what they do?

How did you make the sprites?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: etoire on December 24, 2016, 08:16:42 PM
Latest update removed all the SoundDef errors! Thanks for all your hard work, Kenny!
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eugene123bear on December 25, 2016, 12:05:30 AM
If You Guys Want The Ballistic Shield Back in A16 Just move the Assemblies and Def(HC_BallisticShield.xml to ThingDefs)  from A15 to A16, proven, does not break  :D
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Dimbledorf on December 25, 2016, 09:44:32 AM
is there a compatibility patch for combat realism?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: etoire on December 25, 2016, 03:24:03 PM
Hey, Kenny, I updated the RecipesDef files over to A16. I removed the melee weapons file and changed all instances of ArtilleryShell in HeavyWeapons over to MortarShell, the new name for that thing. Happy holidays!


Instructions:
Unzip RecipesDef into HighCaliber/Defs. Should look like
...HighCaliber/Defs/RecipesDef



[attachment deleted by admin due to age]
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on December 25, 2016, 04:12:58 PM
Hey, Kenny, I updated the RecipesDef files over to A16. I removed the melee weapons file and changed all instances of ArtilleryShell in HeavyWeapons over to MortarShell, the new name for that thing. Happy holidays!


Instructions:
Unzip RecipesDef into HighCaliber/Defs. Should look like
...HighCaliber/Defs/RecipesDef

thanks i added the recipes to the OP.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on December 25, 2016, 04:13:54 PM
is there a compatibility patch for combat realism?

no and not soon since i'm in vacation.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Alenerel on December 25, 2016, 05:32:55 PM
how did you make the sprites?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Renven on December 25, 2016, 06:35:22 PM
plz steam this. plz
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Rafe009 on December 26, 2016, 05:06:28 PM
how did you make the sprites?

Most likely Gimp or Photoshop. It's really not that hard to make your own gun sprites and due to the graphic limitation 64x64 pixels you don't have to be DaVinci. I've made a ton of my own sprites. I think the real problem is trying to make sniper rifles and long guns look good given the 64x64 limitation. Ultimately most long-guns you add into the game are not to realistic scale.

Anyway i use Gimp. I save a gun image - it's profile off the net. flip horizontally, add an alpha channel and delete the white background with the wand tool. Then i scale the image down to 64 lengthwise. Almost all Rimworld weapons have a black border around them.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: AseaHeru on December 26, 2016, 07:57:39 PM
For longer weapons, you could have them oriented diagonally to help with that.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Rafe009 on December 27, 2016, 12:22:36 AM
For longer weapons, you could have them oriented diagonally to help with that.

You could but then the barrel of the weapon would be pointed 45 degrees off axis of the target's  trajectory  and the bullet would miraculously appear 45 degrees away from the barrel, unless you know of some thing in the defs to rotate textures. To put it another way when your pawns are aiming they would never be aiming precisely at the target they are actually aiming at.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: kenshinoh on December 27, 2016, 12:37:31 AM
If You Guys Want The Ballistic Shield Back in A16 Just move the Assemblies and Def(HC_BallisticShield.xml to ThingDefs)  from A15 to A16, proven, does not break  :D

It doesn't work for me  :'( :'( :'(

Edit : Silly me . It works like a champ .. Tks man xD
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: AseaHeru on December 27, 2016, 01:15:19 PM
For longer weapons, you could have them oriented diagonally to help with that.

You could but then the barrel of the weapon would be pointed 45 degrees off axis of the target's  trajectory  and the bullet would miraculously appear 45 degrees away from the barrel, unless you know of some thing in the defs to rotate textures. To put it another way when your pawns are aiming they would never be aiming precisely at the target they are actually aiming at.

Good point. Thought you just meant for the item's icon, but its the same one, isint it.

Well, it would still work for atleast one firearm with a mass-produced modification...
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Kryas on January 03, 2017, 08:44:57 PM
Has this been updated to be compatible for combat realism in A16?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Pupun2542 on January 04, 2017, 01:51:03 AM
I can't find combat realism patch. Can I use this mod without CR patch with CR? Thank
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: WereCat88 on January 04, 2017, 04:53:59 AM
I can't find combat realism patch. Can I use this mod without CR patch with CR? Thank
No you cant, but the CR mod and this mod are both awesome and i think the patch is coming in the future.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Adalah217 on January 07, 2017, 09:01:00 PM
Is there an older CR patch? I could quickly update it. I just don't want to write all the new recipes, descriptions, and projectile information for ammo.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: noble116 on January 09, 2017, 08:13:31 PM
Is there an older CR patch? I could quickly update it. I just don't want to write all the new recipes, descriptions, and projectile information for ammo.
Looks like there is a version containing the patch on moddb, its an A13 version, I know nothing about actually making or converting mod versions so I don't know if that helps
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: sirgzu on January 13, 2017, 11:34:16 AM
I found this mod to be the best gunpack to use along with CR in a14 and I love the ballistic shield! I hope they can update at some stage :/
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: AseaHeru on January 15, 2017, 10:32:50 PM
 CR? CR has been updating. They had an alpha 16 patch prior to the public release of alpha 16.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: sirgzu on January 16, 2017, 07:04:50 AM
CR? CR has been updating. They had an alpha 16 patch prior to the public release of alpha 16.
I'm talking about this mod
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: sirgzu on January 16, 2017, 07:08:21 AM
Speaking of the devil:

https://ludeon.com/forums/index.php?topic=29609.0
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: MMAciek on January 16, 2017, 07:14:23 AM
Why only guns?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: merix1110 on January 16, 2017, 07:24:28 AM
Speaking of the devil:

https://ludeon.com/forums/index.php?topic=29609.0

You rang?

But seriously, i missed both this mod and Combat Realism and there wasnt an updated patch available for them. so i bumbled through the A13 and did my best to bring it to A16. The game stopped screaming at me after a few revisions and it hasn't caught fire or exploded again so im hoping it works for others.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: sirgzu on January 16, 2017, 09:44:15 AM
Well done updating the guns ;)
Let's hope the ballistic shields come back at some point!!!
In the meantime https://github.com/Skullywag/MedievalShields (https://github.com/Skullywag/MedievalShields)

Speaking of the devil:

https://ludeon.com/forums/index.php?topic=29609.0

You rang?

But seriously, i missed both this mod and Combat Realism and there wasnt an updated patch available for them. so i bumbled through the A13 and did my best to bring it to A16. The game stopped screaming at me after a few revisions and it hasn't caught fire or exploded again so im hoping it works for others.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: coldcell on January 18, 2017, 10:47:54 AM
How do I incorporate the Gun receipe? It's not a mod per se.. Where do I put it?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: coldcell on January 19, 2017, 04:43:22 AM
Is there a manual listing all the weapons/ammo and their stats? I'm swamped with the info and the UI in-game isn't exactly the most friendly way to compare things.

If I'm understanding this right, FMJ for all-around bullets, AP for armored targets, HP for tribal targets?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on January 19, 2017, 10:10:52 AM
How do I incorporate the Gun receipe? It's not a mod per se.. Where do I put it?
Place folder 'RecipeDefs' into folder High Caliber/Defs
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on January 19, 2017, 10:11:43 AM
Is there a manual listing all the weapons/ammo and their stats? I'm swamped with the info and the UI in-game isn't exactly the most friendly way to compare things.

If I'm understanding this right, FMJ for all-around bullets, AP for armored targets, HP for tribal targets?
this is on my to-do-list, may take a while but i will finish the list
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Ghostantine on January 20, 2017, 09:29:00 AM
Is there a manual listing all the weapons/ammo and their stats? I'm swamped with the info and the UI in-game isn't exactly the most friendly way to compare things.

If I'm understanding this right, FMJ for all-around bullets, AP for armored targets, HP for tribal targets?

Hey, to compare weapons you can enable the Rimworld's "development mode" from options menu and then you can check all the weapons' stats ( Damage, warmup, accuracy, DPS ... ) all in one page by selecting the "weapons ranged" tab from "debug logging menu". It is not the best but still better than checking all the weapons one by one and try to compare them. You can use that logs until the proper listing feature released.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Alenerel on January 21, 2017, 03:12:59 AM
Are you planning on adding dragunov, m16 and ak47?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: coldcell on January 22, 2017, 08:42:14 AM
Is there a manual listing all the weapons/ammo and their stats? I'm swamped with the info and the UI in-game isn't exactly the most friendly way to compare things.

If I'm understanding this right, FMJ for all-around bullets, AP for armored targets, HP for tribal targets?

Hey, to compare weapons you can enable the Rimworld's "development mode" from options menu and then you can check all the weapons' stats ( Damage, warmup, accuracy, DPS ... ) all in one page by selecting the "weapons ranged" tab from "debug logging menu". It is not the best but still better than checking all the weapons one by one and try to compare them. You can use that logs until the proper listing feature released.

Excellent suggestion. I guess this is the best next thing to look at the weapons, other than going into the .xml file and reading them up.

Anyone knows how to make the range shown? Like in vanilla weapons, if you draft your pawn and press B (to manually attack), it shows the range of your weapons. The new weapons from this mod don't do that. Is there a way for me to easily edit/update it to show it?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Rosco on January 22, 2017, 04:58:45 PM
The glock 17 doesn't seem to work with the CR patch, it doesn't require ammo..
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Archadeas on January 23, 2017, 06:21:32 PM
The glock 17 doesn't seem to work with the CR patch, it doesn't require ammo..

Sadly it is a bug, there are 2 glocks(among a few others), one works, the other doesn't(the ones that work are the more expensive ones), use the other for trade fodder as it also doesn't use the CR aiming, meaning its much more likely to miss.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: AseaHeru on January 28, 2017, 03:41:26 PM
 It appears that the AK-74M is missing from the comparability patch, just a headsup.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Grabarz on January 29, 2017, 09:18:50 AM
alpha 16 mod contains blast shield ? this shield is just epic !
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on January 29, 2017, 09:48:30 AM
alpha 16 mod contains blast shield ? this shield is just epic !
i'm working on shield, hope can finish it today
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on January 29, 2017, 03:26:01 PM
just added ballistic shield, please redownload this mod if you need the shield.
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Grabarz on January 29, 2017, 03:40:46 PM
just added ballistic shield, please redownload this mod if you need the shield.
Thank YOU !
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: Smexy_Vampire on January 30, 2017, 03:46:35 AM
just added ballistic shield, please redownload this mod if you need the shield.
same link as the gun only labeled one ?
Title: Re: [A16] High Caliber - more than a gun mod (23.12.2016) A16 update, only guns
Post by: eatKenny on January 30, 2017, 04:07:10 AM
just added ballistic shield, please redownload this mod if you need the shield.
same link as the gun only labeled one ?
yes! i forgot to remove the gun only label :P
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Smexy_Vampire on January 30, 2017, 05:18:03 PM
@kenny is it ok if i mod your mod to have a productuins table :P i like it that way and its the first time codeing for me so i want to shere if it works
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on January 31, 2017, 08:46:06 AM
@kenny is it ok if i mod your mod to have a productuins table :P i like it that way and its the first time codeing for me so i want to shere if it works
no problem, go ahead and have fun ;)
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Smexy_Vampire on January 31, 2017, 08:21:58 PM
@kenny is it ok if i mod your mod to have a productuins table :P i like it that way and its the first time codeing for me so i want to shere if it works
no problem, go ahead and have fun ;)

i finished it alltho i am useing a place holder table gfx form another mod and your existing resippies :P ill probly post it here when i get the original art . ty for the green light this has made my day!

Edit: i got my grafix working i may need to lern how to maby hide the exposive behind some reserch gate as meshining stuff into guns is ok but would you know how to make a law rocket ? :P
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: sirgzu on February 01, 2017, 07:41:22 AM
yay! Ballistic shield is back! :D
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on February 01, 2017, 09:32:59 AM
@kenny is it ok if i mod your mod to have a productuins table :P i like it that way and its the first time codeing for me so i want to shere if it works
no problem, go ahead and have fun ;)

i finished it alltho i am useing a place holder table gfx form another mod and your existing resippies :P ill probly post it here when i get the original art . ty for the green light this has made my day!

Edit: i got my grafix working i may need to lern how to maby hide the exposive behind some reserch gate as meshining stuff into guns is ok but would you know how to make a law rocket ? :P

LAW rocket is not included in A16 update due to lack of time and knowledge to update the custom projectile code.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Smexy_Vampire on February 03, 2017, 11:12:36 PM
@eatkenny i have finished my mod thank you for alowing me to do this here is the bench (http://i.imgur.com/1L9dmBn.png)

i just added the bench.

credits:
Download:  https://www.dropbox.com/s/kam3ev061yt5825/High%20Caliber%2Bworkbench.rar?dl=0
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on February 04, 2017, 04:54:16 AM
@eatkenny i have finished my mod thank you for alowing me to do this here is the bench (http://i.imgur.com/1L9dmBn.png)

i just added the bench.

credits:
  • eatKenny for the mod itself
  • etoire for the recipes
Download:  https://www.dropbox.com/s/kam3ev061yt5825/High%20Caliber%2Bworkbench.rar?dl=0

thanks for your hard work, i made it as a patch and added a download link in OP so more people can see it.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: MMAciek on February 05, 2017, 05:08:26 AM
Polish translation High Caliber for A16! -> https://ludeon.com/forums/index.php?topic=22642.0
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on February 05, 2017, 06:52:44 AM
Polish translation High Caliber for A16! -> https://ludeon.com/forums/index.php?topic=22642.0

thanks for the translation, the link has been added to the OP
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: ChromeMax on February 06, 2017, 11:28:18 AM
When will you be adding new guns? Also, if possible, could you diversify the scope of this mod by adding more pieces of armor and maybe some lightly armored pants? Also, I know that it's possible to add stuff like gloves, shoes, and goggles, so I was wondering if you could add combat or shooting gloves, maybe some boots, and some night vision goggles that help pawns shoot more accurately at night. Thanks, Kenny.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on February 06, 2017, 11:57:33 AM
When will you be adding new guns? Also, if possible, could you diversify the scope of this mod by adding more pieces of armor and maybe some lightly armored pants? Also, I know that it's possible to add stuff like gloves, shoes, and goggles, so I was wondering if you could add combat or shooting gloves, maybe some boots, and some night vision goggles that help pawns shoot more accurately at night. Thanks, Kenny.
nice ideas, i will consider adding more stuff when i have more free time.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: duduluu on February 15, 2017, 08:27:02 AM
Translating done: https://github.com/RimWorld-zh/eatKenny-HighCaliber-zh
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=864412831
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: ChromeMax on February 15, 2017, 08:47:08 AM
I would recommend that you include the list of guns provided by Kenny in your workshop page.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on February 15, 2017, 09:05:16 AM
thanks for the uploading ;)
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Smexy_Vampire on February 15, 2017, 09:22:46 PM
fixed backward bench texutr on frount and back and added mini tag

https://www.dropbox.com/s/x47ozws9uz3ycae/High%20Caliber%2Bworkbench.rar?dl=0
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Cynsity702 on February 19, 2017, 11:58:04 AM
Can the gun bench be loaded separately or does it need to be placed in recipe defs?
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Smexy_Vampire on February 19, 2017, 01:15:29 PM
Can the gun bench be loaded separately or does it need to be placed in recipe defs?
its an all inclusave pack i just moved the stuff off onto its own bench
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Assile on February 21, 2017, 02:15:56 PM
Hi, I love your mod! And also like to run Combat Realism alongside it. However I found that the non-CR versions of the weapons stay available to be spawned. These don't perform under the CR rules and I'd therefor like to remove them? How would I do that?
I run this loadorder: Combat realism, High caliber, High caliber CR patch.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: jigsm on February 22, 2017, 03:13:12 AM
Hi, im having a problem i am using this mod with CR + CR Patch with the correct load order,
but i noticed in prepare carefully while i am picking starting items there are some duplicate of your weapons..

and once i was ingame raiders came and their weapons werent using any ammunition they were using normal gun mechanics..

edit: i tried using survival rifle and clicking on it shows 10/10 fulljacket
but once my colonists equip it, they cant pick up ammo and 10/10 fulljacket bar disappears...?

(FIXED) I just put everything bottom of load order ;/
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Assile on February 22, 2017, 05:07:31 PM
Hi, I love your mod! And also like to run Combat Realism alongside it. However I found that the non-CR versions of the weapons stay available to be spawned. These don't perform under the CR rules and I'd therefor like to remove them? How would I do that?
I run this loadorder: Combat realism, High caliber, High caliber CR patch.
Hi, im having a problem i am using this mod with CR + CR Patch with the correct load order,
but i noticed in prepare carefully while i am picking starting items there are some duplicate of your weapons..

and once i was ingame raiders came and their weapons werent using any ammunition they were using normal gun mechanics..

edit: i tried using survival rifle and clicking on it shows 10/10 fulljacket
but once my colonists equip it, they cant pick up ammo and 10/10 fulljacket bar disappears...?

(FIXED) I just put everything bottom of load order ;/

Hi Jigsm I have similar issues, do you still get non-CR weapons spawning in on raiders though? That, and crafting, are sources of non-CR weapons for me still. Even with no other mods loaded...

EDIT: I believe I've found the issue. In the patch the weapons xml file has the pistols named as Gun_Pistol_<name> instead of just Gun_<name>. This causes the non-CR versions to not be overwritten. By removing "_Pistol" from the names the weapons work as supposed. This fix does cause issues if done on a current save. In that case it could help to make a copy of the patch folder and only make the change there and load both patches.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Assile on February 22, 2017, 10:46:59 PM
After finding the fix for the pistols I tried fixing the AK-74M, which is absent from the CR patch. I added this code to the xml, but the weapon can't be fired?

Code: [Select]
<ThingDef ParentName="BaseHumanGun">
    <defName>Gun_AK74M_HC</defName>
    <label>AK-74M</label>
    <description>The AK-74 is an assault rifle developed in the early 1970s by Russian designer Mikhail Kalashnikov as the replacement for the earlier AKM. It uses a smaller 5.45×39mm cartridge, replacing the 7.62×39mm chambering of earlier Kalashnikov-pattern weapons.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/Gun_AK74M</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
  <MarketValue>625</MarketValue>
  <AimEfficiency>0.50</AimEfficiency>
  <ShotSpread>0.09</ShotSpread>
  <SwayFactor>1.58</SwayFactor>
  <Bulk>8.5</Bulk>
      <Mass>3.4</Mass>
          <RangedWeapon_Cooldown>0.5</RangedWeapon_Cooldown>
    </statBases>
    <verbs>
  <li Class="Combat_Realism.VerbPropertiesCR">
<recoilPattern>Regular</recoilPattern>
<recoilAmount>1.08</recoilAmount>
        <verbClass>Combat_Realism.Verb_ShootCR</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_545x39mmSoviet_FMJ</projectileDef>
        <warmupTime>1.35</warmupTime>
        <range>54</range>
        <burstShotCount>6</burstShotCount>
        <ticksBetweenBurstShots>6</ticksBetweenBurstShots>
        <soundCast>ShotAK74M</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
<comps>
<li Class="Combat_Realism.CompProperties_AmmoUser">
<magazineSize>30</magazineSize>
<reloadTicks>300</reloadTicks>
<ammoSet>AmmoSet_545x39mmSoviet</ammoSet>
</li>
<li Class="Combat_Realism.CompProperties_FireModes">
                <aimedBurstShotCount>3</aimedBurstShotCount>
<aiUseBurstMode>TRUE</aiUseBurstMode>
<aiUseAimMode>TRUE</aiUseAimMode>
</li>
    </comps>
  </ThingDef>

Does anyone know what I did wrong? Or is it simply not possible to do without editing other files?
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: jigsm on February 23, 2017, 10:40:22 AM
Nope i've only fixed the ammunition thing, but some raiders still spawn with the old weapons.

probably better we just wait for the author to fix the patch :/
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Tanelorn on March 04, 2017, 08:15:34 AM
I have similar issues and even worse: grenades have a good chance to make your weapons dissapear if you equip them after you have the grenade equipped. I have this issue with EMP grenades for sure and likely others. I am guessing this is an issue with CR and the patch but am not 100%. I have the duplicate weapons with no ammo thing as well.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: katherineironfist on March 11, 2017, 12:52:08 AM
Question! why do the 9mm ammo for the Combat Realism mod are named

"9x 19mm" ?

Isnt it the other way around? I had a hard time finding the handgun ammo in Prepare carefully.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: AseaHeru on March 11, 2017, 10:00:57 PM
 9x19mm is the proper designation for the round shown in the mod.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: That_Axe on March 13, 2017, 02:08:46 PM
Anyone made a stat spreadsheet? I'm looking for a good combat mod but so far I've only seen very unbalance(like buffing the damages too much)ones so far.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on March 13, 2017, 02:26:36 PM
Anyone made a stat spreadsheet? I'm looking for a good combat mod but so far I've only seen very unbalance(like buffing the damages too much)ones so far.
you remind me something i left over, i will finish the sheet ASAP.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: That_Axe on March 13, 2017, 05:13:50 PM
Anyone made a stat spreadsheet? I'm looking for a good combat mod but so far I've only seen very unbalance(like buffing the damages too much)ones so far.
you remind me something i left over, i will finish the sheet ASAP.

That would be very awesome, sir.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on March 13, 2017, 05:20:45 PM
i have just finished the sheet, you can find the link in OP.
i find some weapons are not as balanced as i thought, a major balance update is now on my to do list.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Assile on March 13, 2017, 05:30:47 PM
Hi eatKenny,

Could you take a look at my post above? If it's not something you want to spend time on helping me with that's fine, I'd just like to know :)
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on March 13, 2017, 05:41:05 PM
Hi eatKenny,

Could you take a look at my post above? If it's not something you want to spend time on helping me with that's fine, I'd just like to know :)

the CR-Patch was not made by me so i have very little idea what went wrong. however you can always delete the guns which cause the error.
the author of CR is now working on project "Combat Extented", i may made a patch for this new mod after it get released.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: That_Axe on March 13, 2017, 05:52:37 PM
i have just finished the sheet, you can find the link in OP.
i find some weapons are not as balanced as i thought, a major balance update is now on my to do list.

Very nice!

Seeing this numbers you think the SMGs are a bit inferior to the Charge Rifle? About the same range(MP5 has 2 tiles more), a bit more accurate, but a lot bigger punch.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Assile on March 14, 2017, 10:23:34 AM
Hi eatKenny,

Could you take a look at my post above? If it's not something you want to spend time on helping me with that's fine, I'd just like to know :)

the CR-Patch was not made by me so i have very little idea what went wrong. however you can always delete the guns which cause the error.
the author of CR is now working on project "Combat Extented", i may made a patch for this new mod after it get released.

Ah ok, thank you for letting me know! :)
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on March 15, 2017, 04:25:41 AM
BTW I'm currently working on balancing via google sheet, all the changes are highlightet with color. you can leave any balancing suggestions here or via google sheet comment.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: That_Axe on March 16, 2017, 09:42:17 PM
Maybe buff a top tier SMG or two? So that they'd have some kind of edge over Charge Rifle.

According to the wiki Charge Rifle has 14.17 DPS. The highest DPS SMG currently has 10.02(P90) with way inferior accuracy, and +2 range.

I wouldn't call myself an expert in Rimworld combat balance but seems like there's no reason to use any SMGs over the vanilla Charge Rifle. Unless I'm missing something..
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Tanelorn on March 17, 2017, 11:43:07 PM
Maybe buff a top tier SMG or two? So that they'd have some kind of edge over Charge Rifle.

According to the wiki Charge Rifle has 14.17 DPS. The highest DPS SMG currently has 10.02(P90) with way inferior accuracy, and +2 range.

I wouldn't call myself an expert in Rimworld combat balance but seems like there's no reason to use any SMGs over the vanilla Charge Rifle. Unless I'm missing something..

Well yeah... charge rifle is space faring tech, SMG is industrial tech. Should there be bows and arrows that are the equal to a charge rifle?
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: That_Axe on March 18, 2017, 04:32:38 AM
Maybe buff a top tier SMG or two? So that they'd have some kind of edge over Charge Rifle.

According to the wiki Charge Rifle has 14.17 DPS. The highest DPS SMG currently has 10.02(P90) with way inferior accuracy, and +2 range.

I wouldn't call myself an expert in Rimworld combat balance but seems like there's no reason to use any SMGs over the vanilla Charge Rifle. Unless I'm missing something..

Well yeah... charge rifle is space faring tech, SMG is industrial tech. Should there be bows and arrows that are the equal to a charge rifle?

I'm talking about equivalence here. There's only 2 space faring tech weapons. Miniguns and Charge Rifles.

Almost every kind of industrial tech weapon has some kind of "edge" over the spacer tech weapons.

Pistols can be used with riot shields.
Shotguns is their own niche with very fast aim.
Rifles are better at taking out single targets than miniguns, and has more range than Charge Rifles.
Sniper rifles have way more range than both.

How about SMG? It losses to everything when you compare to it to Charge Rifles. I'm not saying it should be better overall, I'm saying it should have its own uses.

Unless this mod is just pure flavor and doesn't account balance, I think something should be done to SMGs.

Edit: Also even out in the late game, it's going to be easier to chuck out Charge Rifles than SMGs. Because you can just build it. There's a crafting mod for HC guns, yes, but that's a whole different thing than HC dev's core mod.
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on March 18, 2017, 05:29:42 AM
SMGs are mostly, like in reallife, for CQC. in Rimworld they are meant for second line defence in which case enemies are closing and assault rifles(and charge rifle) due to long warm-up time are no longer ideal to engage.
PS: SMGs are great for hunting ;)
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: Saeko on March 20, 2017, 02:04:36 PM
BTW I'm currently working on balancing via google sheet, all the changes are highlightet with color. you can leave any balancing suggestions here or via google sheet comment.

Hi, i think the work needed to craft guns from the mod is realy to much, like 4XXX for a scar-h when a vanilla gun is like 5XX
Title: Re: [A16] High Caliber - more than a gun mod (29.01.2017) ballistic shield updated
Post by: eatKenny on March 20, 2017, 03:03:20 PM
BTW I'm currently working on balancing via google sheet, all the changes are highlightet with color. you can leave any balancing suggestions here or via google sheet comment.

Hi, i think the work needed to craft guns from the mod is realy to much, like 4XXX for a scar-h when a vanilla gun is like 5XX

craft recipes are not made by me, but i will take a look and may balance them in a few days.
Title: Re: [A16] High Caliber - more than a gun mod (19.03.2017) balance-update
Post by: Nitneuk on April 20, 2017, 02:23:11 AM
Soryy, I don't know if the question was already asked but is it possible to do something to "Equip ballistic shield" and not force to wear it ?
Title: Re: [A16] High Caliber - more than a gun mod (19.03.2017) balance-update
Post by: Headshotkill on April 28, 2017, 05:02:28 PM
Download links for compatibility patches are down, anyone have replacement?
Title: Re: [A16] High Caliber - more than a gun mod (19.03.2017) balance-update
Post by: SheiFoxy on May 04, 2017, 08:47:52 PM
Hi! My wife's currently playing this mod, and she's having an issue. She previously had it working fine, but started a new game, and now it will let her craft ballistic shield, but none of the guns show up.
We looked in the fueled smithing, electric smithy, and machining table. None of them showed the guns. We used the recipe defs patch and put the recipe defs in the defs folder per your instructions.

Any ideas?
Title: Re: [A16] High Caliber - more than a gun mod (19.03.2017) balance-update
Post by: Elodie on May 07, 2017, 09:42:19 PM
Hi! My wife's currently playing this mod, and she's having an issue. She previously had it working fine, but started a new game, and now it will let her craft ballistic shield, but none of the guns show up.
We looked in the fueled smithing, electric smithy, and machining table. None of them showed the guns. We used the recipe defs patch and put the recipe defs in the defs folder per your instructions.

Any ideas?

Can't seem to find them at my Machining Table either, which is where the HC_Weapons.xml seems to be pointing the recipes to. I can craft the stuff out of Rimfire just fine, but not things in High Caliber

Soryy, I don't know if the question was already asked but is it possible to do something to "Equip ballistic shield" and not force to wear it ?

You can clear the "Forced" status in the Assign tab, unless you need certain clothes forced, in which case you might have to play around with assigned outfits and wait for your Pawns to pick the shields up on their own.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on May 27, 2017, 07:40:30 AM
A17 update uploaded 8)
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: code18red on May 27, 2017, 01:13:52 PM
Hey Kenny, Thanks for the quick update!

Was wondering if ballistic shields were going to make their way back in later. Also wanted to suggest a gun, the USAS-12. As a full auto shotgun it fulfills basically the same role as the SAGIA-12 in your mod, so maybe to add a bit of flavor add higher accuracy, longer reload and shorter range?
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on May 27, 2017, 03:40:35 PM
Was wondering if ballistic shields were going to make their way back in later.

i lost the source code since my last harddrive died so i can't promise a return for the ballistic shield.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: mismaerz on June 01, 2017, 03:22:45 AM
sir how to craft wepon in A17
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: daman2501 on June 01, 2017, 12:16:00 PM
I`m almost sure you can without a recipe Mod, which i think is not out yet
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: tobi1449 on June 01, 2017, 05:45:22 PM
You know that it's pretty easy to recover the source code of a C# program, e.g. with http://ilspy.net/ (http://ilspy.net/)?
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: rambo on June 01, 2017, 07:16:29 PM
There is a new combat realisim update to A17 [but now its called combat extended]. I want to play high caliber with combat extended the vanilna guns are just so boring to play with there is just a few guns. If its possible can anyone reading this make some sort of patch for these mods please :)
Pretty please with please on top
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: daman2501 on June 01, 2017, 09:54:49 PM
well... Not out but in testing. i think they are working with the HC MOD too so i expect compatibility between both MODS
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: RoronoaDroagon on June 10, 2017, 12:09:03 AM
Hello
love the mod used it before CR came out, played and used it since then.
It suck's that you have lost the riot shield codeing, but i stumbled over a mod i used back in A15 and A16:
http://steamcommunity.com/sharedfiles/filedetails/?id=852412886
the modder/owner seems to have abounded the mod so why not use that one as a templet for the ballisticshield???
keep on updateing and keep the good work up.
Thanks for the work you have put in to this mod.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: MMAciek on June 17, 2017, 05:05:08 AM
I crying for balistic shields... well i updated polish version :D

http://www.nexusmods.com/rimworld/mods/127?
https://ludeon.com/forums/index.php?topic=22642.0
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tanelorn on June 17, 2017, 07:42:46 AM
Yes, please make a compatibility patch for Combat Extended. They really deserve eachother!

http://steamcommunity.com/sharedfiles/filedetails/?id=943406470
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: dragonregure on June 20, 2017, 03:02:50 PM
sir how to craft wepon in A17
I have same issue.. How can i craft gun? There's no craft non-vanilla gun in machining table.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on June 20, 2017, 03:30:17 PM
sorry guys i'm really busy with real life stuff, so if anyone is interested to make a CE patch plz go ahead, i will give you permission and credit.
those guns are mostly more advaced than vanilla guns so they are not intended to be crafted.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: dragonregure on June 21, 2017, 12:39:31 AM
sorry guys i'm really busy with real life stuff, so if anyone is interested to make a CE patch plz go ahead, i will give you permission and credit.
those guns are mostly more advaced than vanilla guns so they are not intended to be crafted.
so how can i get the guns?
Trade?
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: MMAciek on June 21, 2017, 05:19:32 AM
sorry guys i'm really busy with real life stuff, so if anyone is interested to make a CE patch plz go ahead, i will give you permission and credit.
those guns are mostly more advaced than vanilla guns so they are not intended to be crafted.
so how can i get the guns?
Trade?

Yep, trade. Or grab from dead enemy's :D
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 21, 2017, 10:46:58 PM
sorry guys i'm really busy with real life stuff, so if anyone is interested to make a CE patch plz go ahead, i will give you permission and credit.
those guns are mostly more advaced than vanilla guns so they are not intended to be crafted.
ill make a patch for it, fine it to be a easy-hard job but ill take it, really love this mod and never got to test it out with CR and upset that it is not comp for CE. so im going find a way to get a patch up and pm you the result, do you have a discord so i can send it to you easier?
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 22, 2017, 11:21:01 AM
already got 1 weapon done, many to go :)

[attachment deleted by admin due to age]
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on June 22, 2017, 02:10:25 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 22, 2017, 03:10:47 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
can you post the link here, i try find it before i start but i couldn't find it.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on June 22, 2017, 04:11:08 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
can you post the link here, i try find it before i start but i couldn't find it.
https://ludeon.com/forums/index.php?topic=29609.0 (https://ludeon.com/forums/index.php?topic=29609.0)
but seems the download-link has broke down:/
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 22, 2017, 04:59:37 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
can you post the link here, i try find it before i start but i couldn't find it.
https://ludeon.com/forums/index.php?topic=29609.0 (https://ludeon.com/forums/index.php?topic=29609.0)
but seems the download-link has broke down:/
yeah it is broken, well that suck, i almost finish just need to finish a few more weapons but im just not sure about the stat i put for them
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on June 22, 2017, 06:12:04 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
can you post the link here, i try find it before i start but i couldn't find it.
https://ludeon.com/forums/index.php?topic=29609.0 (https://ludeon.com/forums/index.php?topic=29609.0)
but seems the download-link has broke down:/
yeah it is broken, well that suck, i almost finish just need to finish a few more weapons but im just not sure about the stat i put for them
if you dont mind you can upload the Def and i will take a look at the stats
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 22, 2017, 09:07:44 PM
Finally done 99% of the comp, hpoefully i  didn't miss a weapon but here you go, you will have to fix some of the stats cause i don't think it acc or well balance

[attachment deleted by admin due to age]
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Demon of War on June 28, 2017, 08:29:17 PM
In CE version grenades bugs out when used. My guess is CE considers them one time use but your throwables don't have any ammo count and are made for unlimited use.
Clever raiders use them to drown me in error messages. ;]
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 28, 2017, 09:28:37 PM
Well it was never final, I only made most of the weapon comps and not the throwable as i didnt know how, plz i also say that in the readme file, rn I'm basically waiting for Kenny to do the stats changes
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: eatKenny on June 29, 2017, 02:16:40 AM
I'm almost done with the weapon states, I will send you back the Defs this weekend for your further development.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: NoImageAvailable on June 29, 2017, 04:12:11 AM
I'm basically waiting for Kenny to do the stats changes

For guns you should only use stats from the stat calculation spreadsheet. The CE OP has a section on making compatibility patches with detailed documentation, stick to that.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: 12qw34ert on June 29, 2017, 04:49:17 PM
Why those guns are no longer craftable? This mod became useless
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Tekuki on June 30, 2017, 12:05:47 AM
Won't be able to continue, my laptop took a fall and it now fuck up, I could borrow my sister pc to finish the stuff but not sure if she would let me
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: rambo on June 30, 2017, 03:15:39 AM
WoN't Be AbLe To CoNtInUe, My LaPtOp ToOk A fAlL aNd It`S nOw FuCkEd Up, I cOuLd BoRrOw My SiStEr`S pC tO fInIsH tHe StUfF bUt NoT sUrE iF sHe WoUlD lEt Me
ITSAJOKE.PNG
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: ololo86 on June 30, 2017, 01:27:47 PM
If it helps you develop a patch for extended combat, so I allowed myself re-upload A16 Comabt Realism patch( created by merix1110 ) into this thread: https://ludeon.com/forums/index.php?topic=29609.msg348223#new
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: player99zyzy on July 01, 2017, 10:39:53 AM
Hi my dear, I found my A15 backup mods include the High Caliber,if you need the HC_BallisticShield code,here it is



[attachment deleted by admin due to age]
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Mitsael on July 23, 2017, 05:43:23 PM
Where are your weapons? In alpha 16 I had them but in this version I can not find them anywhere ... I have almost everything researched and all the assembly tables.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Schwartz on July 24, 2017, 07:03:37 AM
You find them on enemies. They're not craftable.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Mitsael on July 24, 2017, 12:51:08 PM
WHAT!!!???   :o  It's a remarkable setback, how can you do this with this great mod? If on alpha 16 it was not like that! I would have known and did not install it.  :'( 
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Kartel7 on July 26, 2017, 12:40:03 PM
Please make more Shotguns and add melee weapons)
And after, that mod be mine favourite!
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Schwartz on July 26, 2017, 01:09:02 PM
It's always been like that. They're a bit more powerful than vanilla weapons and to balance that, you have to find them first.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Mitsael on August 02, 2017, 04:53:08 PM
It's always been like that. They're a bit more powerful than vanilla weapons and to balance that, you have to find them first.

It is not like this! In alpha 16 I could make all
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: IWannaChaos on August 09, 2017, 07:51:54 PM
It's always been like that. They're a bit more powerful than vanilla weapons and to balance that, you have to find them first.

It is not like this! In alpha 16 I could make all
High Caliber weapons definitely used to be craftable. I think. In my current play-through I'll probably have left the planet before I could even come across three.

Edit: Maybe I got this mixed up with Rimfire or something.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: lakajadiwa on August 09, 2017, 10:10:53 PM
Perhaps you guys are mixing up HC with a different gun mod? I don't recall the shield being craft able,I dont think the guns were either.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: sirgzu on August 10, 2017, 05:09:03 PM
this could help, it was a16 i think
https://www.dropbox.com/sh/rl53mqx634q6qpx/AAA7KCqJagUxOXnD36NB4kEea?dl=0
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: falloutpc on August 11, 2017, 09:43:53 AM
Reading further back in this post i can see there isn't an updated crafting recipes version for A17 yet. This mod is a must for me but I like to craft the weapons instead of looting them so hopefully someone can make an updated version.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: Mitsael on August 14, 2017, 09:32:35 PM
Well, I have the glitter tech mod "faction command", another mod with imperial ... Each with its own weapons. Although I have played a long time, the weapons of H.C. Stolen from raids, Are enough
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: sirgzu on August 16, 2017, 05:25:33 PM
Pretty pls give us CE patch :'(
For those looking for the craftable version, here goes the a16 patches to make guns craftable (will probably need updating too)

[attachment deleted by admin: too old]
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: falloutpc on September 17, 2017, 08:00:05 AM
Tried my hand at updating the crafting recipe but my modding skills are not that good i guess. Hopefully someone knows what they are doing and can make an update.
Title: Re: [A17] High Caliber - more than a gun mod (27.05.2017) A17 update
Post by: ambivalence on December 17, 2018, 03:04:50 AM
the last reply here was in 2017… could someone resurrect the mod?
Title: Re: [1.0] High Caliber (25.01.2019) 1.0 update
Post by: eatKenny on January 24, 2019, 06:58:27 PM
this mod has been updated to 1.0 thus can be moved into "release" section. ;)
Title: Re: [1.0] High Caliber (25.01.2019) 1.0 update
Post by: eatKenny on January 26, 2019, 12:55:21 PM
thx GM to move this to the release section. ;)
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 updat
Post by: publicuser on January 27, 2019, 12:52:28 AM
need github or mediafire download
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 updat
Post by: eatKenny on January 27, 2019, 04:06:09 AM
need github or mediafire download
added Mediafire download link  ;)
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 updat
Post by: publicuser on January 27, 2019, 05:34:10 AM
need github or mediafire download
added Mediafire download link  ;)

thanks
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: Ra1612 on January 27, 2019, 09:47:17 AM
I always wanted to try this mod, thank you for updating it. But is it compatible with combat extended?
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: eatKenny on January 27, 2019, 10:14:26 AM
I always wanted to try this mod, thank you for updating it. But is it compatible with combat extended?
no it's not compatible with CE, it will cost me too much time to do that, maybe someone else can create a CE patch for this mod.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: Roido on February 18, 2019, 04:37:13 PM
I have to ask cause I tried to use the mod but I get this "has incorrectly formatted target version "Unknown".
Still tried to run the game and I can't find the weapons. Already have everything researched.

So I tried to at least add the correct version just to see if it works. Still nothing.

Do I need a new save for this to work or does it just need a patch or something?
I currently have v1.0.2096.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: eatKenny on February 18, 2019, 06:23:32 PM
I have to ask cause I tried to use the mod but I get this "has incorrectly formatted target version "Unknown".
Still tried to run the game and I can't find the weapons. Already have everything researched.

So I tried to at least add the correct version just to see if it works. Still nothing.

Do I need a new save for this to work or does it just need a patch or something?
I currently have v1.0.2096.

i think the latest Rimworld version is 1.0.2150? but still this should not be an issue.

the guns in this mod can't be crafted, you can get them from raiders or traders.

and this mod should work fine with existing saves.

Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: Roido on February 19, 2019, 01:10:01 AM
Ahh..  thanks for replying man! Didn't know I couldn't craft it. MB.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: Canute on February 19, 2019, 04:20:57 AM
Quote
I have to ask cause I tried to use the mod but I get this "has incorrectly formatted target version "Unknown".
When you see this, mosttime you have installed/copied the mod not correct.
Look at your mods folder you should have a folder "High Caliber"
Inside these you should see About,Defs,Sounds,Textures.
If you don't have, this something wrong and you should delete the whole "High Caliber" folder und unzip it again into mods.

Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: Raf's on July 11, 2019, 05:35:36 AM
Hi, is there a version with crafting enable available?
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: sumghai on July 12, 2019, 11:25:03 AM
Hi everyone and eatKenny, for those of you looking for CE compatibility, I have submitted some patches to an independent, standalone version of CE called "Combat Extended: FastTrack Edition", which will be rolled out in the next update.

However, if you want, you can try it now:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/archive/dacdbc0ace12a0ee0221ae442692abfd612c1b62.zip

To use this:
- Uninstall the original CE mod
- Install CE:FT
- Enable CE:FT and High Caliber
- Enjoy
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: sumghai on July 13, 2019, 11:26:32 PM
Okay guys, Combat Extended: FastTrack Edition now officially supports High Caliber:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/releases/tag/v1.0.1.5-FT-002

Please use CE:FT instead of the original CE mod - thanks!
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: jager666 on July 14, 2019, 05:50:34 AM
Okay guys, Combat Extended: FastTrack Edition now officially supports High Caliber:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/releases/tag/v1.0.1.5-FT-002

Please use CE:FT instead of the original CE mod - thanks!

Hi! Are there any changlelog for this CE fork? I mean what's the differences from original CE? Only incorporated patches? Does it have a steam workshop page? Thanks!
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: sumghai on July 14, 2019, 06:26:25 AM
Hi! Are there any changlelog for this CE fork? I mean what's the differences from original CE? Only incorporated patches? Does it have a steam workshop page? Thanks!
More bundled patches, more ammo types for mods that need them, and a faster release/update cycle. The changelog for each version can be found on the releases page on GitHub.

No Steam Workshop page yet, as RaptorX will be handling that in the future.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: jager666 on July 30, 2019, 01:17:00 PM
Neat! Any chance to make the High Caliber weapons craftable when using CE:FT?
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: eatKenny on July 31, 2019, 03:58:28 PM
thanks you guys for your effort.

i just updated the main thread with gun crafting option done by OnlyMarvellous, however i dont know if it works with CE i dont have time to test it.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: OnlyMarvellous on August 01, 2019, 02:39:54 AM
I don't use CE, so I didn't try to make it compatible with it. I'm not sure if it would be. I just took the default High Caliber and made every weapon able to be crafted. I made the guns slightly more expensive to craft than the vanilla versions of those guns, and they're unlocked with the same research.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: sumghai on August 01, 2019, 08:27:16 PM
Combat Extended (and by extension, the FastTrack Edition fork of CE) would require a different set of crafting recipes, as the ingredients and their quantities are calculated based on a standardized CE weapons crafting spreadsheet that takes into account various factors (e.g. length, mass, firing mechanism/conplexity, different materials for grips/stocks).

That being said, neither eatKenny nor OnlyMarvellous needs to concern themselves with CE:FT compatibility, because my (soon-to-be updated) patches will simply patch the costLists non-destructively only when CE:FT is running.
Title: Re: [1.0] High Caliber (27.01.2019) 1.0 update
Post by: ShiroiOkami11 on November 12, 2019, 06:42:53 PM
Hi guys! I want to know if there's some possibility, to you guys add Star wars patch for ammo and also for H.P Lovercraft series? Thank you guys for the good work, this is such a great mod :)