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#1
Combat Extended

This mod completely overhauls combat from the ground up. It brings completely new shooting, melee and medical mechanics and drastically changes the way combat plays out. Unarmored combat is much more lethal and realistic, bullets are highly lethal. Melee fighters can use ballistic shields and score parries and critical hits against opponents. Bloodloss on the battlefield is a major threat and requires medics to immediately stabilize patients. Almost every aspect of combat has been redone.

Important: First time players should enable the ingame tutor. CE changes a lot about how combat works and the new learning concepts will explain the differences as they come up.

Requires a new save.

Features
For a list of features, see here

CE Guns
CE Guns is an addon to CE which adds a selection of guns specifically designed to interact with new CE mechanics. These include weapon types that are missing from vanilla, e.g. belt-fed machine guns, anti-tank rocket launchers, etc. It is highly recommended that you install this if you're not using another gun mod that adds these things, as they fill niches in gameplay that are missing from vanilla's weapon lineup.

Load below CE main mod in your load order.

CE Melee
Like Guns, CE Melee is an addon to fill in niches opened up by CE mechanics, such as a two-handed blunt weapon and powered melee weapons with improved armor penetration.

Load below CE main mod in your load order.

Mod spotlights
Mod showcase by Barky

Download
GitHub:Main Mod - CE Guns - CE Melee
Steam:Main Mod - CE Guns

Compatibility
Since CE makes sweeping changes to the combat system it is unfortunately incompatible with any mod adding new weapons and requires a compatibility patch. Mods adding new animals also require a patch to add new CE melee verbs and body shapes to animals. Trying to shoot at an unpatched animal will produce a log error to warn you about it using the default body shape.

For instructions on how to make a mod compatible with CE, see the CE Wiki on GitHub.

These mods have been made compatible with CE:
A Dog Said
Achtung!
Apparello
Clutter Weapon Hands (part of Clutter Misc)
Defensive Machine Gun Pack
EPOE
FashionRIMsta
Hand 'n' Footwear
Mechanoids Extraordinaire
More Mechanoids
Rah's Bionics and Surgery Expansion
Rimfire
RunAndGun
Simple Sidearms
Vanilla-Friendly Animal Surgery
Vanilla-Friendly Weapon Expansion
What The Hack?!
Zombieland

These mods have known conflicts with CE:
MedievalTimes (third party patch is available here)
WM Smarter Food Selection (hard conflict with hay food and loadouts due to destructive detours used by SFS)

Bug reports
If you found a bug, please report it using the GitHub issue tracker

Discord
We have our own Discord here

Contributors
CodingNoImageAvailable, ProfoundDarkness, Alistaire, Skullywag, Killface, Skyarkhangel, Latta, Fluffy, NotFood, Shackleberry, DoomOfMax, LockdownX7
XMLBobDoleV, SeanAndJay, Papa_Borov, XeoNovaDan, N7Huntsman, DChieh
ArtA friend, Shinzy, Alistaire, stinkycat752, BobDoleV, 3DGrunge, Dark_Inquisitor, AndrewZo, Luizi, Aleanna
TranslationsLatta, spoonshortage, AwesomeDOWD, Boundir
Special advisorsSkullywag, DaemonDeathAngel, JetpackManiac
Steam releaseN7Huntsman, Profugo Barbatus, Skullywag
Compatibility patches  XeoNovaDan, Pardeike, Boundir, JetpackManiac, Valerate, noooooo

A special thanks to all the people who helped with testing this mod.

Credits
Realistic Weapons by AY - The original inspiration for this mod.
Defend That Colony! by elStrages - Adopted the barbed wire.
Turret Collection by eatKenny - Adopted cannon turret sound effects.
Simply More Melee by Rottweiler - Adopted several sprites for CE Melee
cuproPanda - Adopted the code for PatchOperationFindMod
Vagabond - Donated the bassinet sprite

License


Future plans
  • Overhaul AI
  • Extend combat some more
  • Make a sandwich
  • World domination?
#2
NoImageAvailable's mod list

Table of Contents
ModVersionDescription
Mass Gravesv0.18.1.0 Adds a mass grave for easier disposing of raider corpses.
Wolfpackv0.17.1.0Makes wolves spawn in packs.
Panaceav0.18.0.0Adds painkillers and surgery options for dealing with small permanent injuries.

License
#3
A17 has been out for a while now and people are starting to adapt xpath patches into their mods. However, pretty much every mod I've seen does a major mistake: they begin their xpath expressions with //.

Do not use //-expressions for your patches!

They absolutely tank performance. Just how bad is it, you ask? On my machine I can start vanilla Rimworld and get to the main menu in ~7 seconds. After I updated a large-ish overhaul mod to A17 and xpath loading times went up to 3 minutes. People on slower machines have reported even longer startup times of up to 10 minutes. That's 10 minutes startup time from a single mod!

If you use something like //ThingDef[defName="someDefName"] the system will open a file, start at the root node, find the first ThingDef and check all its child nodes to see if one of them matches <defName>someDefName</defName>. Then it will move through those child nodes again and check to see if any of them are called ThingDef. If the child nodes have their own child nodes it will check those as well. The system will iterate through every single XML node in existance, through every file and every loaded mod to find any nodes called ThingDef.

Not only does this incur a massive performance hit, it gets worse the more defs there are. So if you have a mod that adds more defs then every single one of your //-expressions becomes even more performance intensive!

Instead:

Set every one of your xpath's directly to the root node of the file you're targeting. For most files that's going to be [Defs] but other files might have other root nodes. For example a TraderKindDef might look like this:

<?xml version="1.0" encoding="utf-8"?>
<DefPackage-TraderKindDef>

  <TraderKindDef>
    <defName>Base_Neolithic_Standard<defName>
    <stockGenerators>
      [...]
    </stockGenerators>
  </TraderKindDef>

</DefPackage-TraderKindDef>


To add a new stockGenerator your xpath should look like this:
*/TraderKindDef[defName="Base_Neolithic_Standard"]/stockGenerators

or like this:
/DefPackage-TraderKindDef/TraderKindDef[defName="Base_Neolithic_Standard"]/stockGenerators

but not like this:
//TraderKindDef[defName="Base_Neolithic_Standard"]/stockGenerators

I mentioned earlier that I was looking at startup times of 3 minutes. After converting all //-type xpaths to the proper format the time went all the way down to 18 seconds. Its literally 10 times faster than before. That said, it is still almost thrice the loading time of vanilla, so still a significant performance impact. So make sure you keep to the proper format and minimize the amount of patch operations you perform, or else bring a nice book to read because you're going to stare at that startup screen a long time once you get a decent amount of mods together.

A note to tutorial makers: please update your tutorials to use proper xpath format. People are emulating the examples you give them and if you're teaching them to use //-expressions for everything then we will soon see a flood of poorly optimized mods kneecapping performance.

Update: as has been suggested by Zhentar, you can also use xpaths like */ThingDef to achieve the same result. Technically speaking using the root node proper is still marginally faster but the difference is too small to really notice in practice and this way you don't need to look up the exact node name for every file you're patching.
#4
Note: The current CE release on github is only meant for internal testing. Do not use it if you just want to play a regular game with the latest version of Combat Realism. Go here instead: https://ludeon.com/forums/index.php?topic=27374.msg315289#msg315289

So some of you might have seen an announcement in the old CR thread about me and some other modders coming together to pick up development of that mod. After a few months of work we can finally present to you, Combat Extended. All the mechanics and rebalance that made CR what it is are still there, however the aim of CE going forward is going to be to focus more on gameplay and balance than before. We're not going to go full-on arcade but there won't be any more features added just for the sake of realism alone either.

That said, a lot of work has been done already. Tons of bugs have been fixed, features were polished and overhauled. Some of the changes are:
  • A new options menu, allowing users to toggle various features on and off, including a no-ammo mode
  • Lots of learning concepts have been added to the ingame tutor, explaining various CE mechanics such as aiming, armor, suppression and ammo crafting
  • Medical system rebalance with new painkiller drugs that let you treat pain from scars
  • Ammo deteriorates and can cook off in spectacular fashion when damaged
  • Complete animal rebalance
  • Lots of QoL improvements: loadouts were massively improved, hunters will no longer try to snipe squirrels half the map away and a myriad of other small changes

The focus of development right now is on balancing existing features to create a more tactical combat experience and fix various long-standing problems, as well as making sure the new features integrate properly with gameplay and work properly. For that, we need playtesters to help us find bugs and test balance. This means:
  • Finding bugs and the steps to reproduce them. This means carefully observing features to make sure they are actually working as intended. If your usual mod-list includes other mods you should try to reproduce the bug with only CE loaded (otherwise its a mod conflict and should be reported as such).
  • Testing balance. There are a number of areas that are currently under revision and testers are needed to provide detailed feedback on balance issues and help work out possible solutions. Note that feedback should be more than just "Shit's broke, plz fix" or "I think trees should give more cover because I like trees". If you think something needs changing you should generally try to provide some reasonable arguments as to why.
  • Autonomously finding balance issues. Aside from the areas currently under revision, we can always use good feedback on potential improvements to make the gameplay more engaging and/or improving on various features, general usability, etc. Same rules as above apply for providing feedback.
If you're okay with all that and want to help out with this project, we have a Discord where we handle all our development. Let me know via PM or in this thread that you want to participate and I'll send you the invite.

If you want to track our progress or see what we're up to you can check out the Development branch on our github repo.
#5
Mods / DRM in mods
March 05, 2017, 12:11:45 PM
Context: there has been a debate in the modding Discord about a recent incident involving a mod that shall remain unnamed. The mod-maker updated his mod with a bit of code that would deliberately freeze the game if it detected a certain unrelated mod which adds rape mechanics to the game. There was no mention of this addition anywhere in the OP and it only became known after a user of both mods found the bit of code and publicized it. The official response to this was that the mod maker was within his rights to include the crash-inducing code but should warn users prior to installation.

This sparked some criticism from several people on the Discord as they see it as problematic to allow modders to include malicious code with their mods. A potential example for this the Minecraft modding community where it is common for modders to include digital protection to prevent users from using a mod if they didn't download it from the approved location (usually adf.ly). The official counter-argument is that restricting this would limit the freedom of modders and the only means of enforcing a ban on such behavior would be removal of the entire mod from the forums and Workshop (but not other places such as 4chan).

I am legitimately curious where the community stands on this issue. Note that this poll is not meant to be some kind of petition to drum up support one way or another, but simply to gouge overall opinions on the matter.
#6
Outdated / [A13] BackstoriesCore
April 10, 2016, 11:37:34 AM
Since mipen has left Rimworld modding I have been given permission to update his Backstories Core mod. For download, see the attachment. I only recompiled the old source code against the new version, I haven't done any excessive testing to confirm it works, so do let me know if there are issues. Here is the original OP post:

Quote from: mipen on March 26, 2015, 05:58:39 AM
Description:
This mod adds a new def type - BackstoryDefs! These let you write your own backstories which are then added into the game! The mod itself is just a framework to add the new backstories, but I will post download links to backstories written by others and myself for you to add to your game. Also added by this mod are NameDefs, which let you add custom names to the game, and PawnBioDefs, which let you add custom unique bios for pawns, which means that you can group two backstories together and they will only appear on one pawn in a game, letting you create unique stories for pawns.

How to:
To create your own backstory, install the mod, then open the .zip file inside the defs folder, called Templates. Extract the BackstoryDefTemplate.xml into the BackstoryDefs folder, then open it. I have detailed how to go about making your own backstory inside this template file, so just follow through that :) If you need some points of reference, then open the CoreBackstoryDefs.xml and look at the backstories I have written. To add your own in-game name, extract the NameDefTemplate to the NameDefs folder. I have written how to make your own name inside this file, so just follow the hints.

A basic understanding of xml coding will be greatly beneficial for doing this, so if you don't know anything at all about xml, I would suggest doing some basic tutorials on the internet to get yourself familiar with it. It would also help you with other mods :D

If you write a really good backstory and want to submit it to me to be in a backstory package, feel free to do so! :)


No screenshots here, as there isn't really anything to show.

Thank you to Tynan for giving permission for backstories to be modded in :D

QuoteBackstory Downloads:
Linked here are some backstory packages written by others and myself:
CoreBackstories
Yogscast Names
Backstories by Andouce
Backstories by Igabod
Backstories by Mokona

Backstories by MarvinKosh

[attachment deleted by admin - too old]
#7
Outdated / New A13 Mods announcement thread
April 07, 2016, 07:33:53 AM
This thread is here so you can announce any new mods you made or updated for A13.

Many times when people post smaller mods their threads get buried under the threads of bigger, more established mods which generate more activity. They go unseen because they sink to page 2 of the releases forum and people who don't check the forums daily might never even see them.

To solve this issue this thread is here. If you're modder you can make a post with a link and short description of your mod and it will always be at the bottom of the thread where people can find it easily. If you're a mod user wanting to check out which new mods have been released you can simply go to the new posts, same as any other thread and see all the new releases since your last visit.

Rules

  • One post per mod. If you've just released your mod or updated it to A13 you can make a post for it but if you already posted here once don't keep bumping your mod.
  • Only the mod author may post a mod. This is mainly to help with rule #1 so we don't get situations where a mod author posts his mod, then someone else didn't see it and posts it again.
  • Only post mod announcements in this thread. Any post that is not a mod announcement will be removed. If you have feedback/criticism/etc., send me a PM.

To get you started, here is a quick template on what your announcement post could look like

Title of the mod
[Link to the mod's forum thread]
A short description of what your mod is about. Should be no longer than 1-2 sentences.

Example:

QuoteZ-levels
https://ludeon.com/forums/index.php?topic=17336.0
Adds a system of z-levels akin to Dwarf Fortress to the game.
#9
Outdated / How to install mods, report issues, etc.
April 04, 2016, 05:53:30 AM
1) How to install a mod

  • Check the mod's OP (opening post) for install instructions. This is the standard installation procedure that applies to most mods but some mods/modpacks require special installation, so make sure to check if the author listed any special steps you need to take in addition to this.
  • Download the mod
  • Find your Mods folder. If you're on Windows it should be in the same place as the Rimworld.exe, on Mac/Linux it should be where you store the Rimworld app.
  • Extract the downloaded mod to the Mods folder. Most mods are packaged in .zip or .rar formats, you will need a program like WinRAR or 7Zip to unpack them, Mac users can use apps like the Unarchiver. Check the new folder to make sure it is placed correctly, if everything is right you should have a folder structure like this: Mods/ModName/About/
  • Start Rimworld and open up the Mods menu. If you did everything right the mod should appear in the list of inactive mods. Click the mod to add it to the list of active mods.
  • After activating it, the mod will display a number like [5] next to its name. This is its position in the load order. Mods with higher numbers are loaded after and override changes from mods with lower numbers and some mods have dependencies that must be loaded before them. Make sure you read the mod's OP to check if the mod lists any dependencies.
  • Restart the game. This is important. Due to the way the game loads mods you must restart the game every single time you open the mod menu, even if you don't change anything, otherwise it can cause all kinds of graphical and other issues until you restart the game.
  • Start a new colony and/or create a new world. Some mods require a new colony or world file to work properly. If you're unsure whether a mod requires it, check the OP or ask in the thread.
If you're looking for the old install instructions thread, you can find it here

2) How to report mod issues

If you found an issue, bug or error with a mod, first up you should check the OP for instructions on bug reporting. Some mod authors like to use systems like Mantis or Github's issue tracker. If the mod author didn't specify otherwise, post the report in the mod thread. When reporting bugs/errors you should always include the following:

  • A description of the issue. Try to describe when or how the issue occured and what exactly went wrong.
  • Your mod load order with any other mods you are running.
  • Your output_log.txt. To find it go to the place your Rimworld.exe/Rimworld app is stored. There should be a folder called Rimworld914Win_Data or something similar. Open it and there should be a file called output_log.txt. Do not simply copy-paste the content of the file into your post. Instead attach the file to your post. If the filesize is too large for that use the code BB tag and paste the content inside it. If you're on Linux, see this post.
  • Any other special information. For example if you made your own changes to the mod or got your version from a modpack you should mention it in your report.

3) How to update a mod

  • Navigate to your Mods folder and delete the old version. Do not simply copy-paste over the old installation or you could run into issues.
  • Extract the new version unless the mod author specified some other update instructions.
  • Start a new colony and/or create a new world. Sometimes an update requires a new colony or world to be started, so use caution before updating mods in the middle of a running colony.
4) How to recover a broken installation

Should you somehow run into the issue that you cannot start the game anymore after activating a mod and the game doesn't recover the mod list automatically on launch, you can use this method to reset it manually.

  • Navigate to your Config folder. By default it will be C:/Users/YourUserName/AppData/LocalLow/Ludeon Studios/RimWorld/Config if you're on Windows (you'll need to enable displaying hidden folders in Explorer view options). If you're on a Mac it should be ./Users/YourUserName/Library/Application Support/RimWorld/Config
  • You should see a ModsConfig.xml file. Delete it.
  • Start Rimworld. It should generate a new ModsConfig.xml with only the Core mod enabled.
If you only want to disable a specific mod you can skip steps 2 and 3 and instead open the ModsConfig.xml in a text editor of your choice, find the line where it says <li>ModName</li> and delete it to disable that mod without resetting the entire mod order.
#10
Bugs / [W|0.12.914] Targeting through walls
April 01, 2016, 07:26:59 AM
See the attached screenshot for exact setup. Colonist is in a spot where he can theoretically lean out to shoot the Scyther but does not, due to having no weapon/Scyther being out of range. I would expect the Scyther to not shoot since he has no line of sight on the pawn unless he leans out. Instead the Scyther targets the pawn through the wall and hits (which is an already known bug with collision IIRC).

[attachment deleted by admin - too old]
#11
Help / Volume issue with newly added songs
March 21, 2016, 02:26:13 PM
I recently tried adding some new music to the game, set up the defs, audio files are in .wav format. When I go ingame the songs play but at maybe half the volume that they should. I tried changing the volume setting in the defs to various values between 0.5 and 5000 and it didn't have any appreciable effect. I also tried converting the audio to .ogg with no luck. I'm pretty much stuck at this point.
#12
Video / Modding Madness - Live Stream
March 09, 2016, 09:43:09 AM
I'll be doing a livestream of the upcoming CR release over on Twitch. I'll be joined by several other modders as my colony slowly descends into madness.

Starting tomorrow at about 7pm GMT, so if you want to see skullywag laugh at me as my colony goes down in flames there's your chance.
#13
Ideas / The problem with Rimworld
August 24, 2015, 05:30:20 PM
This is something that occurred to me recently: for a supposed story generator Rimworld really doesn't produce that many interesting stories, certainly nothing of the caliber that is regularly produced by Dwarf Fortress. So why is that? When looking at DF, the most memorable stories are produced simply by the mechanics interacting in weird unexpected ways to create disasters of epic proportions. When someone forgets to build elephant traps and is subsequently overrun by the murderous beasts only for the horde to be decimated by a breaking dam releasing lava all over the fortress and when the survivors struggle only to face a renewed attack by bloodthirsty wildlife, it is that kind of madness that makes the story entertaining and memorable.

Rimworld on the other hand uses the "Storyteller" concept, events are carefully tailored to the player and his capabilities, lest we upset the status quo. The events themselves reflect this and are mostly ineffectual and non-threatening. Raids are easily repelled using killboxes and standardized combat tactics, they never vary in anything but size, even sappers aren't all they're made out to be. Natural events are even less noteworthy. If the game didn't tell me about them I could probably go through an entire eclipse and not even notice, because they have barely any effect and if you have batteries and/or geothermal power they affect basically nothing at all. Solar flares could theoretically be problematic if they were to occur at the same time as a raid but that virtually never happens because the event engine forbids it.

Which leads me to my second problem, the predictability of it all. Even Randy is anything but random. Once a month a raid arrives like clockwork, every few weeks a bad event out of the list of possibilities is chosen to occur and so on. It happens with such regularity that the game loses any semblance of variety. Every game has the same events occur over and over at the same intervals making every colony essentially the same as the one before. Combined with the overall lack of threats the game becomes monotonous, repetitive and tedious. The feature is the base building but there are only so many nigh-identical sandcastles you can build before you wish an evil horde would come along and lay siege to one of them.

So how should one fix it? Simple, increase both the potential threat and the randomness of events. By letting events pose existential threats to a colony you heighten the tension, by increasing the randomness you allow for more variety and for threats to emerge dynamically. The colony that had 5 crop blights in 2 months and subsequently resorted to cannibalizing passing travelers to survive makes for a much better story than the colony that had blights on the 5th of each month and never faced any hardship whatsoever. Think about what events you remember more vividly, the one that sent two dozen insane boomrats against you and wiped out half your colony or the fifty that made the AC lose power for a few hours? Imagine if animal insanity could affect multiple species at random, imagine if it send all the wildlife on the map at you while an eclipse crippled your shooters and a solar flare took out your turrets. Imagine you struggle with your losses and have just about given up when a lucky string of travelers join your colony and help you back up.

There are a lot of people these days asking for more events to increase variety but I think we would be better off restructuring the way events happen so the current ones can be fun. What we need is significant events, something that has an impact and makes the player throw his hands in the air and proclaim "this changes everything!" and adapt his strategy. Currently none of the events force the player to sit down and rethink his plans. What they should do is force the player to change priorities, to adapt to constantly changing circumstances and to keep hoping, guessing what comes next. Even if it means your colony gets wiped out by man-eating elephantine monstrosities, sometimes seeing your colony burn and descend into madness is the best story of all.

Now this isn't some carefully crafted critique of the game and more of a rant based on something that crossed my mind today, so perhaps the arguments aren't as refined as they could be. Nevertheless I feel this is something that has to be said if we are to consider the future development of Rimworld.
#14
Help / ThingCategory.Pawn vs is Pawn
June 12, 2015, 09:49:13 AM
Looking through the changes for A11 I noticed that in some places you see code like
this.currentTarget.Thing.def.category == ThingCategory.Pawn
and in others its
target.Thing is Pawn

As far as I can tell both pieces of code check to see if a thing is a pawn, so why have both? What's the difference between the two?
#15
Off-Topic / Paying money for mods
April 26, 2015, 03:38:29 PM
So as some of you may know, last Friday Valve and Bethesda officially launched the curated Workshop for Skyrim, where modders can monetize their creations. As it stands Steam is taking a 30% cut (apparently that's standard for microtransactions) and Bethesda another 45%, the modders receive 25% of the revenue, but only after the first $100. Furthermore, while the modder chooses what price to charge, Valve retains the right to change the pricing and/or resell it as part of package deals, etc. without the author's consent. They also refuse any responsibility for the product.

It took less than 24 hours for the first mod to be pulled for copyright reasons and many mods from the Nexus were stolen and sold without the author's consent, causing many modders to hide their mods for fear of further thefts.

While some people argue that this gives creators of major mods the recognition they deserve the overall community reaction has been less than positive and free modding communities like the Nexus have already been forced to adjust while the Steam forums themselves are overflowing with ASCII middle fingers. There is even a petition on change.org against the new Workshop.

Nonetheless many game developers have spoken out in favor of the new system and some games have already announced they would allow for monetization of mods as well. Considering Steam's monopoly on the market I think there is a good chance this trend could catch on and we might see more publishers follow. Since this has the potential to change the modding community as a whole I'm curious what you guys all think. Also, in case Tynan stops by, what is your stance on this? Is monetized modding something you want to see in Rimworld, in this form or another?
#16
Bugs / [A9] Charge Lance too fast?
February 23, 2015, 02:43:32 AM
This is kind of a minor thing but I thought I'd report it anyway. While going through the game files I noticed that Verse.Projectile uses the following:

protected int StartingTicksToImpact
{
get
{
int num = Mathf.RoundToInt((this.origin - this.destination).magnitude / (this.def.projectile.speed / 100f));
if (num < 1)
{
num = 1;
}
return num;
}
}


Now I'm not well versed in Unity but from what I understand "Mathf.RoundToInt((this.origin - this.destination).magnitude" essentially corresponds to target distance in game cells which would make "this.def.projectile.speed / 100f" equivalent to cells traveled per tick. This in turn means that any projectile with a speed >100 would travel fast enough to essentially "skip" a cell without ticking. From a quick look through the files I noticed that the Charge Lance has a projectile speed of 120, i.e. it travels 1.2 cells per tick. Now seeing as tick handles the collision detection for projectiles with "canFreeIntercept=true" it would mean the Charge Lance can effectively skip over cells without performing the proper collision detection and therefore phase through pawns and in fringe cases, solid walls.
#17
General Discussion / Balance tables
February 21, 2015, 07:49:21 AM
From the changelog for A9:

Quote
  • Rebalanced ranged weapons using calculated balance tables.
  • Rebalanced crops and melee weapons using calculated balance tables.

Is there any chance the community can get access to these balance tables? I imagine mod makers trying to balance their additions against vanilla would appreciate it and others might find it useful too.
#18
Mods / [Help Request] Need some basic spritework
February 03, 2015, 05:14:18 PM
I need some basic projectile sprites for my mod but I'm not very good at this kind of thing so I figured I'd see if one of our resident artists is feeling charitable. I need two things: a shotgun pellet projectile in the style of vanilla bullet graphics (basically the vanilla bullet with trail but round instead of cylindrical) and a number of graphics for fragments (the kind that is created by HE shells and shreds people) of different sizes and shapes.

If anyone could draw these for me, that would be great.
#19
Development ceased, see this post

Combat Realism:

This mod is an extensive overhaul of the game's combat to make it both more realistic and more tactical and engaging.



Features:

All weapons have been rebalanced:

  • All weapons have ranges corresponding to their real life effective range. This means sniper rifles and heavy machine guns can easily cover half the map provided they have line of sight.
  • All weapons do damage in accordance with their calibers. No longer does putting a scope on your weapon make your bullets fly 5 times harder. Bullet speed is 1/5 of real world muzzle velocity.
  • Rate of fire is based on real world values.
  • Cooldown times are based on a weapons action type. Automatic weapons have very low cooldown, while pump- and bolt-action take significantly longer. For sniper rifles it is also based on type: .50cal anti-materiel rifles cannot be fired from the shoulder and need time to set up and tear down.
  • Weapons inflict penalties based on their loaded weight: -0.1c/s movespeed and -2% workspeed per kg.
  • Market values have been rebalanced in accordance with weapons' new power.
  • Shotguns fire 8 low damage pellets instead of a single projectile with damage depending on how many hit.
  • Many explosives now use a new fragmentation effect, scattering lethal shell fragments over large distances.
  • And more...
The health system has been rebalanced:

  • Generally, limbs are tougher while organs are squishier and bleed much more. A rifle shot to an unprotected heart is lethal, but it does not send an arm flying. Only repeated hits or a high power round (.50cal, Lasgun, etc.) can destroy limbs.
  • Internal body parts are significantly more likely to be hit. The human body is chock-full of vital organs and you are much more likely to hit one of them rather than this generic "torso" area that 80% of vanilla bullets would hit.
  • Battle wounds cause more pain, more bleeding and more penalties overall.
  • Walls and rocks are nearly impervious to bullets while explosives deal increased damage.
The aiming system has been redone:

  • Pawns have two stats, one for aiming and one for shooting
  • Pawns have to lead and estimate range on a target
  • Guns have inherent shot spread and dynamic recoil
  • Bullet height is tracked to determine collision. If a squirrel is behind a wall of sandbags you can't hit it
  • Collision is now dependent on how close the bullet actually passes to the target instead of pure RNG
  • And more...

New inventory and ammo system:

  • Pawns can carry various sidearms and items in their inventory
  • Carrying items confers penalties based on weight and bulk of carried items
  • Inventory space is limited
  • Weapons have magazines and need to be reloaded
  • Reloading consumes ammo
  • Different ammo types give different effects
  • Ammo can be looted from raiders, bought or crafted

Armor system has been redone:

  • Projectiles have armor penetration now
  • Deflection chances and damage depend on the relation of armor penetration to armor reduction
  • If penetration is too low damage won't go through the armor
  • Shots absorbed by armor might still cause bruises
  • And more...

New suppression mechanic:

  • Pawns have a suppression threshold dependent on their mental break threshold and current mood
  • Bullets flying past pawns will add to their suppression meter depending on the bullet's base damage and chances to penetrate the pawns armor
  • Once the threshold is reached pawns will run for the nearest cover
  • If suppression keeps building past the threshold a pawn will eventually hunker down
  • Hunkered pawns gain a lower profile, becoming impossible to hit through most hard cover but they also can't move or shoot

Important note: As many people have been asking about this, improvised turrets have been changed. Instead of being built they are made at the machining table and placed as minified furniture.

Current release available from GitHub here

Installation:

  • Download and extract the Community Core Library
  • Make sure you place CCL right below Core in your load order
  • Download and install the CR Core using standard installation procedure
  • Place Combat Realism Core below CCL in your load order
  • [optional] Download and install CR Defence, place below CR Core
  • [optional] Download and install any compatibility patches (see the "Compatibility" section below)



Combat Realism Defence:



This is an optional addon introducing various defensive structures:

  • Barbed wire: Slow the enemy, cheap to build and lets gunfire through without providing cover.
  • Embrasures: Walls that let you shoot through them.
  • M240: Medium manned machine-gun turret, excellent for decimating enemy forces as they approach your colony.
  • Cannon Turret: A manned cannon emplacement. Fires HEAT shells that are effective against enemy armor and clustered infantry alike
  • AGS-30: Light-weight automatic grenade launcher, punches through even the heaviest cover.
  • Heavy Turret: Heavy automatic gun emplacement with a high caliber gun and improved health.
  • Charge Blaster Turret: Rapid-firing advanced auto turret with high rate of fire and range.
  • KPV: Heavy machine gun firing large caliber rounds, good for suppressive fire and taking out heavily armored targets.

The embrasures and barbed wire can be built while the new turrets have to be bought from combat suppliers.

Installation:

Install the main mod.
Download and extract Combat Realism Defence.
Place the addon below the main mod in your load order (Recommended EdB Mod Order)




License:


Note that as far as I'm concerned taking donations falls under "commercial use" and you do not have permission to use my work if you plan on collecting donations.

Compatibility:

Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod. Compatibility patches for the following mods exist:

  • Rimfire compatibility patch available on the mod page
  • Expanded Prosthetics and Organ Engineering patch available here. Load after both CR and EPOE.
  • Auto-Equip patch by pestilenz available here

Known issues:
  • Sometimes enemies don't properly attack pawns behind embrasures.
  • When hunting, pawns will close to point-blank range for an execution but will be unable to hit particularly large animals like rhinos.

Contributors:

  • Alistaire - coding, misc art
  • fluffy - coding, misc art
  • Latta - coding, Korean translation
  • A friend - art
  • stinkycat752 - art
  • Shinzy - art
  • DaemonDeathAngel - consultant on the topic of pain caused by bullet wounds and knife attacks.
Credits:


Tips:
  • Combat is very lethal as most weapons have the potential to oneshot a pawn. Wear body armor to eliminate this risk as only a few weapons are capable of destroying organs through an armor vest.
  • Weapons are generally best at their individual range brackets. Shotguns, SMG's and sub-carbines rule close range combat, assault rifles dominate the fields and sniper rifles can take out enemies from far away. MGs also have a lot of range and firepower, however they are highly inaccurate and are therefore best used against clusters of enemies.
  • Make sure to build up your defenses in time. You don't need killboxes but a well placed heavy machine gun can make a group of tribals turn tail before they even reach the colony.
  • Stick to cover and watch your flanks. Pawns in the open are very vulnerable. Make sure you bring appropriate weaponry for the battlefield, charging through rifle fire to get into shotgun range is a good way to get killed.
  • Use rapid fire on automatic weapons to suppress high value targets. Suppression prevents the use of aimed shot and can make pawns hunker down. Putting a lot of MG fire on a pawn with a rocket launcher might make the difference between him whiffing or blowing up your pillbox.
  • Make intelligent use of aim modes. Use aimed shot to hit far-away targets and snapshot to get the first strike in close quarters. Use single and burst fire to take out single targets and auto fire to suppress or break up clustered enemies.
  • Choose the right ammo for the enemy you are facing. Hollow-points shred unarmored opponents but are easily deflected while armor-piercing rounds excel against body armor and Mechanoids.
  • Mortar shells are lethal but their fragments can be stopped by sandbags and other obstructions. Take cover to increase your chance of survival.
  • If you're having trouble with Centipedes, try crafting EMP weapons. Wait until they are in range of your defenders, then hit them with the EMP, it will stun them and do a fair bit of electrical damage. To take them down you will need weapons with high armor penetration or explosives so plan your loadouts accordingly.
#20
General Discussion / The mechanics OF PAIN!
January 27, 2015, 04:05:10 AM
Since we're now getting alcohol to reduce pain I'm curious how the mechanics behind it actually work. Is it based on total body part health? Percentage health? Something else entirely? All I know so far is pawns are incapacitated when pain goes up to "Extreme" (>80%?) but it would be nice to know the exact calculations.