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Messages - f0xhunt

#1
Quote from: Lormax on March 05, 2019, 02:28:09 AM
This update broke my last save.  There's a conflict between Lord of the Rims - The Third Age and CE.  It's not allowing me to build arrows any longer.  Is there any way to revert back to a previous version of CE?  There were no conflicts at all at Rimworld startup previous to this update.


Alternatively, is there a mod out there that limits tech and research like the Lord of the Rims mod?  I'm simply trying to do a medieval playthrough.  Thanks!

Download the previous version of the mod and unzip it into your mods folder. The mod folder should be where the exe is. IIRC steam contains all of the game data in a "common" folder from there you can find the Rimworld folder.

https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.2c
#2
Releases / Re: [1.0] Better Loading Mod
March 05, 2019, 04:53:56 AM
Very fun mod for people with way too many mods (ie most people here).

I noticed there is an issue where the last bit "freezes" on whatever the last mod was. I thought I found a loading bug on one of the mods but it turns out the loading screen was "freezing" on the last mod.

Maybe the game is actually taking forever on the last mod due to how it loads mod or not.
#3
Releases / Re: [1.0] Rimatomics | Rimefeller
February 23, 2019, 06:00:22 PM
Quote from: IceAero on February 23, 2019, 01:36:12 PM
Quote from: Dubwise on February 12, 2019, 11:35:04 AM
Pushed updates for Rimefeller and Rimatomics.

Rimatomics:
Added multiplayer support.
Added gore to marauder and punisher hits.
Increased armour penetration on marauder and punisher.

Using these weapons with Combat Extended still doesn't feel right...They are doing very little damage to Centipedes (less than 10% per shot).

I'm not sure if this is just an issue with the CE integration, or if maybe this is actually intended.  I have no idea how powerful they 'should' be in the CE-universe, but presumably it's more than that.

I have the same experience. This shouldn't be the case. RPGs and LAWs do significantly more damage than the Marauder. The marauder is suppose to be shooting plasma which melts everything. Every if a single burst kills a centipede, I think it would be balanced by the cooldown.

I can understand why they are underpowered right now. Balance is hard and it takes a while for something to feel right.
#4
Releases / Re: [1.0] Rimatomics | Rimefeller
February 21, 2019, 07:16:00 PM
Am I supposed to burn through 10kw of power every time I fire the marauder? I can't fill up the batteries up fast enough to keep up with the cool down.
#5
Releases / Re: [1.0] Rimatomics | Rimefeller
February 16, 2019, 10:15:19 PM
It's great that rimatomic supports combat extended. However, I found an enormous balance issue. Sythamide is balanced to be between hyperweave and devilstrand. Combat extended nerfs the hell out of them so they have sharp values of 44% and 52%, but sythamide has 160%. This is obviously ridiciously broken especially since combat extended changes the armor system and ammo is balanced around those values. It basically makes dusters close to the value of armor vests. I didn't realize this issue until I accidently made hyperweave hats and noticed they sucked for armor.

Anyway, I am going to add a small patch to fit synthamide to be between combat extended's hyperweave and devilstrand. That's if I figure out how to.

Edit: I did some small testing. I had one guy spray another guy in sythmide duster. With an Ak12 firing 5.45x39, he couldn't penetrate his armor. I know kevlar is effective at stopping bullets but it's not at all going to stop rifle bullets.

Edit2: Made the patch. Surprisingly easy. I just made the values right between hyperweave and devilstrand. It doesn't have code to check if Rimefeller is installed but that's a concern for Combat Extend. I'll move my discussion to their thread.
#6
Quote from: NoImageAvailable on February 01, 2019, 11:08:02 AM
Quote from: nickdos on February 01, 2019, 05:58:05 AM
Why is fsx a thing when chemfuel exists already?

a) FSX predates chemfuel by far, so really you ought to be asking why is chemfuel a thing when FSX exists already
b) They're completely different resources. One is gasoline, the other a military grade explosive. And for balance sake I'd rather not have those manufacturable in mass from some wood you had lying around.

Quote from: f0xhunt on February 01, 2019, 06:04:27 AM
How do I prioritize getting ammo so my colonist don't run off to get food when they don't have ammo? It's extremely annoying when you have a nest of insects next to your head.

You can right-click order someone to pick up ammo just like anything else.

Maybe FSX should be refinable from chemfuel in the drug lab? So FSX is still a somewhat gated but not entirely through animals.
#7
How do I prioritize getting ammo so my colonist don't run off to get food when they don't have ammo? It's extremely annoying when you have a nest of insects next to your head.
#8
Quote from: rizay on January 31, 2019, 03:16:55 PM
Please make it CE compatible ce dev said he is pretty busy and i love both mods

They already added a patch for Rimfire.

https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc
#9
Can we get a recipe to craft FSX or just get rid of it entirely?

It seems like FSX was added before boomalopes could be milked for chemfuel. Now that they can be milked for chemfuel, FSX is redundant. I know it's not that hard to make chemfuel with a generator but imo it's annoying that boomalopes don't milk for chemfuel. Plus it some terrains don't have boomalopes at all.

Also, how do we use CE guns and Rimfire together? They add the same guns sometimes like the AK47 and Vector.
#10
Handy mod. For some reason, CE doesn't include turrets that shoot rifle rounds apart from the m240B. DP turret is handy in the early game when you have a bunch of russian arms since NATO arms require chemfuel to build. KPV is expensive to shoot and none of your rifles share ammo with it. Horrible for suppression since you are using 50 steel for 200 rounds while 7.59R uses ~20 steel for 500. This mod should probably be included in CE guns, tbh.

I haven't tried any of the other turrets but looking over the stats in the patch files, they seem to be reasonable and fill in holes of CE. Minigun seems like a lot of fun. Very expensive fun.

Also, why this isn't in the steam workshop? There is the older version but you could just label it, "Defensive Machine Gun Turret Pack 1.0 [CE compatible]".