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Topics - JadedApprentince

#1
Solved?
Only way I've found is that somehow new content I've added had broken the format by accident, so therefore I'm just going to have to rebuild it from version 1.2.

I've been developing Combat Extended Artillery for a couple weeks now and am ready to release version 1.3 of the mod. The only problem that appears (Thanks to NoImageAvailable since I didn't even realize that the format was off until he pointed it out to me.) to be the issue is that the format (or something) breaks the compatibility with Combat Extended by messing with texture paths most notably.

EDIT: To clarify, I know that something is wrong with the XML format, but I don't see any problems and the fact that I based this off of CE's own 90mm cannon code doesn't exactly help either. So overall I cannot seem to pin-point what is creating problems, but I have an idea of where it MIGHT be happening.
75mm cannon might be creating errors
Ammo might be (and most likely) creating errors due to something about it's features.
All three cannons use APHE ammunition (based off of the .50 BMG explosive armor-piercing ammunition, and the game doesn't have a problem with them in version 1.2). The only thing I can think of here is that the game can't tell the difference between AP and HE shells, so the pathing gets messed up even though they are different.


Here's an error log:

CEA version 1.3 is here:
Use if you wish to help by recreating the error message and/or helping me fix what's broken.

Any help is welcome, I'd like to make sure this version is good to go before I release it so it doesn't break people's save games.
#2
Outdated / A17b - Combat Extended Artillery (v1.3)
June 23, 2017, 07:18:15 PM
Mod Description:
A simple mod designed to add onto Combat Extended with the addition of new emplaced cannons. This adds a 50mm, 75mm, and 105mm cannon to the security tab that are similar to the stock 90mm cannons with their own uses. 50mm cannons have access to APHE, HE, and APCR shells, just like the 75mm cannon, while the 105mm cannon has access to a powerful HE shell. Each cannon is different and even in late game they can still be useful to some degree.

Important Note(s):
Version 2.0 is being worked on, here's the full list of changes and planning if you haven't seen it already:
(7/18/17) - Ammunition has been completed, next will be weaponry, then any other defs, and finally any remaining art/graphical/audio stuff.

(7/19/17) - Coding work has been finished, all that's left to do is all the graphical and audio items, which should take some time, but it should be ready within a week or less.

(7/20/17) - New audio for each cannon has been recorded, put together, and finished. I recorded them from the same caliber guns, so they should sound relatively realistic. All that is left to do is some graphical textures and any beta work and everyone should be able to enjoy the overhauled version of CEA. As a secondary note, this may break saves due to some changes that remove certain items from the game, rename items, or otherwise change them in a way that alters the save game, so keep this in mind. I'll have an entire changelog of everything that's been done posted as the update goes live, so do be excited for v2.0.

Also in other news, I will be hosting a meeting a week or two for ANYONE after release who wishes to attend on the Rimworld Modding discord; the purpose being to discuss how the mod has been working, take suggestions, and other things that are related to this mod. Thanks especially to those few on this post that have been extremely helpful such as TA1980 and admiralKew and for your support.

(7/24/2017) Graphical items are still being worked on, and bug fixing is underway. No ETA for when this will be released, but if you want to see something in the mod, now would be a good time to suggest it.

(8/7/2017) Progress on the mod has slowed since summer is ending and school will be starting back up for many in the US. As such, development of this mod will be slowed or halted. However:

I plan to release version 2.0 with not only new content, but reworking the entire mod from scratch so that it is completely balanced, and most importantly completed. This phase of planning is random I know, and I understand that many of you might be disappointed by this, but understand that I do this in my free time. I want to see this mod come out with its first (second if you want to count version 1.3) major update strong and do it justice so that it can be much more enjoyable than before.

Download Link:
Github : https://github.com/JadedApprentince/Combat-Extended-Artillery/releases

Mod Requirements:
Requires Combat Expanded to function properly : https://ludeon.com/forums/index.php?topic=33461.0

Credits, License, and Special Thanks:

CE Team - Reuse of sounds (v1.1 to v.1.31), modification of textures, and basis of code.
Gaijin Entertainment (War Thunder) - Reuse/Modification/Recording of sounds for cannons (v2.0)

Special thanks to:
- NoImageAvailable : Helped me with attempting to solve the ammunition errors that were appearing before v1.3 released, also guiding me along the way to solving other errors.
- TA1980 : Suggestion of content for CEA.
- admiralKew: Suggestion of content for CEA.

Update Log:

Version 1.31
- Fixed 75mm HE having huge blast radius, value was incorrectly set to 3,5 instead of 3.5.

Version 1.3
- Refined shell textures some more, fixed a slight graphical error that made the outline look white instead of black in some cases.
- LOTS of slight improvements and changes to cannon and shell stats
- 75mm cannon: Uses 75mm APHE, HE, and APCR shells.
- New 50mm ammunition: HE and APCR
- APCR ammunition will create a tiny explosion (1 damage and 0.1 radius) in order to create fragmentation.
- 105mm cannot indirectly fire anymore (broke the targeting system for some reason)
- Many other minor improvements and changes.

Version 1.24
- Fixed 50mm sight efficiency,  0.9 to 1.1.
- Adjusted warm-up time for 50mm, reduced from 3.5 to 3.
- Fixed 105mm sight efficiency, 0.9 to 1.2.
- Adjusted warm-up time for 105mm, reduced from 5 to 4.5.
- Fixed 105mm range, increased from 100 to 200.
- Updated descriptions of items with the v1.3 descriptions.
- Fixed 105mm steel cost, was 500 when it should have been 600, components are the same.
- Adjusted 105mm bulk value, changed from 575 to 700.
- Fixed sway factor for both cannons, was 0.75 when it should have been 0.25.
- Fixed 105mm not being able to indirectly fire at targets, just like the mortar.
- Refined all textures with shading, general improvements, etc. I hope you like them!
- Various other small changes and improvements.
- Download changed from Nexus Mods to Github.


Version 1.23
- New change-log system for this post.
- New textures for turrets and ammunition; A new texture was also added for shells fired, before it was CE's HEAT shell projectile by default.
- Balancing of ammunition: Silver value, mass, bulk, etc. will roughly match the values given by the materials they were made from:
> 50mm APHE is FAR lighter than before, allowing you to carry 5 shells in place of 1 when compared to the old values.
> Ammunition costs for both calibers got cheaper and much more balanced.
> 105mm HE got lighter, but also more powerful and lethal.
> 105mm shells are now made in pairs instead of single shells.
- Balancing of turrets: Just like ammunition, turrets were also balanced considerably and the 50mm got far lighter than before, having 300 mass and 200 bulk, allowing it to be semi-portable.
- Various bug fixes and improvements.

Version 1.22:
- Fixed mod errors with the new ammunition in version 1.2, had to remove 50mm APCR and 105mm HEAT rounds due to the errors they caused.

Version 1.2:
- Reworked textures of shells and turrets.
- Balancing of weaponry
- Added two new ammunition types for 50mm and 105mm.
- Announced 75mm cannon and future rocket systems.

Version 1.1:
- Initial upload of mod.

#3
Title really explains it all.
I recently gained a new colonist with the perk "teetotaler" and realized later on that he wouldn't take penoxycyline like my other colonists were, which was strange. From what I can see from the information it gives me if I try and force it, the colonist will treat it like a social drug unlike the medical/preventive drug that it is.

UPDATE! : So after a bit it seems that the colonist will take the pill on his own, its just that forcing it will display that message if you attempt to do it through the medical bills tab.
#4
Due to a number of reasons, mainly that school is coming back soon, I will have to put this project on hold since I won't have tons of time to work on it. Until then, please use Combat Realism for A16 since it is now released. When this mod, or a remake is done, it will appear on the releases topic when that is. I have no idea when that will be, so I can't give a date or estimate.

<!-----------------------------------------------------------------!>
!IMPORTANT! After testing, this mod has some MAJOR flaws that may prevent the user from generating a world, plus a large amount of coding error due to unknown type that I will have to create my own simplified model from scratch. Therefore, until ALL current errors are fixed, I will have to keep the Nexus mod link out for now. On Nexus mods as well it is also hidden so that I can fix this.
Sorry, I'll try and fix this as soon as possible!

<!-- 12/31/16 --!>
I already got some great ideas on how to ammunition will play out in this mod, compared to Combat Realism:
-Ammunition will be in rounded measurements and would usually be not historically accurate, meaning that the weapon names WILL be different than the CR / Vanilla name, such as this example:
7.62x51mm Survival Rifle to 8x50mm SR-2
So ammunition will be different, but similar to the original round since I'm going to say that the use of charge technology has made traditional ballistics look for an easy standard for ammunition and firearms. So the 8x50mm round is 1mm shorter than the old round, but is now 8mm in diameter, so the ballistics of the round stay roughly the same. Also an important note is that the type of ammunition will be changing the cost requirement of the ammunition. This is roughly saying that 100 rounds of AP ammunition would require more steel than the 100 of rounds of FMJ ammunition.
-I may look into creating a specific furnace or similar forging application for the creation of plasteel, and other metal alloys that I plan on creating, such as High-Strength Steel, which would be used in firearms or in creating strong steel structures. I might also see about an ultra strong material that uses plasteel and gold/silver + the synthetic parts (that might be revived).
-If synthetics are revived: There would be a light, slightly flexible material that can help bridge the gaps between steel/wood, stone, or plasteel structures since it can be grown(Synstem) and is quite strong, but in order to be made into a wall for example, it takes time and materials:
Synstem fibers > synthetic sheets > synthetic plates > structure or other object
Synthetic plates are used in high durability structures or in certain recipes/uses, but some will require synthetic sheets, which can also be used in some armors.

Note Modders:
If you want to use my mod in a mod pack or create a modification of it, please contact me BEFORE so that I can give my permission before you continue, this goes especially for modifications.

[attachment deleted by admin due to age]
#5
This mod is now finished, and a new post has been created in the correct topic, found here:
https://ludeon.com/forums/index.php?topic=28757.0
#6
Unfinished / [A15 WIP] Universal Weaponry Expanded
November 30, 2016, 12:27:27 AM
Disclaimer: I've moved this over to yet another post, this time under the name of "Energy and Ballistics Expansion." I've been working on it for a while now and finally got some great progress done that is quite different from my original, go there to check out recent changes to this mod! If you need to contact me, please email me via the email icon under my name, thanks!



After developing my unreleased mod, EWE (Energy Weapons Expanded), I realized that Rimworld was pretty lacking in effective ballistic weaponry once you got to charge rifles, since they are a great jack-of-all-trades throughout the game.
I plan on releasing not only remade versions of my ionic weapon series, but also high caliber machine guns, manned+auto turrets, 15mm and 20mm auto-cannons, 75mm, 88mm, and 105mm cannons, and also more diverse subculture of weapons other than just the generic series we are given:
Assault rifle (Renamed to AR-15) : AUG, FN FAL, AK-47/AKM, Gaili AR, G3A3 etc.
Pistol (Renamed to M1911) : FN 5-7, Glock 17, .357 / .44 Magnum, etc.
Machine Pistol (Renamed to Mac-11) : M1A1 Thompson, MP5 / MP7, etc.
LMG (Renamed to RPD) : SAW, MG3A1, M1919 (.30) / M2 (.50) Browning MGs, etc.
Shotgun (Renamed to Remington Model 10) : AA-12, Double Barrel Shotgun, etc.
Survival Rifle (Renamed to Lee-Enfield) : Mauser-98, M14, Winchester Model 70 etc.
Sniper Rifle (Renamed to AWP) : M82 Beretta (.50), etc.

I will also plan on adding the systems put in place by Combat Realism, which has been *partly* abandoned by its original creator, and I think that many will agree that since a patch for specific content the fans want changed might not come, I would like to put my own spin on it using many complaints from fans of the mod.
Important note: Ammunition.
I do like the ammunition requirement, but I would like to tone it down and make it easier to manufacture ammunition early on (Stuff like 5.56x45mm, .303 British, .45 ACP, etc.) using a hand bench in batches of 50-100 rounds for balance, instead of 500, plus taking a lot less time. I also think that the different kinds of ammunition are cool, but for balance might need to have their costs adjusted for the kind they are, like AP requiring more metal than FMJ.

If the creators of the original mod, or the patched version would like to help, it would be greatly appreciated: Skyarkhangel (original creator), Killface, Spoonshortage, or anyone else I missed.

Personally I love CR simply because it makes the game seem much more realistic and harder, as well as improving the seemingly flawed combat system, especially in regards to damage to humanoids in areas like the torso. But due to a lack of balancing, it is pretty one sided, especially the KPV and M240B machine guns once you get them. Also the ammunition system is actually too large, with most of the ammunition being specifically tailored to a kind of threat that is great at one task, like attack mechanoids, but not against humanoids or animals. So some balancing and remastering of the mod would be best to keep it popular and updated with Rimworld since it seems that Alpha 16 might be coming out soon.
#7
Unfinished / (A15) Energy Weapons Expanded (Finished!)
November 25, 2016, 04:20:40 PM
All right, its come down to this...
I have finally created one of many weapons mods, only this one adds 7 new ionic weapons that are useful past the original charge rifle.
Thanks to Dingo for helping with this!
Only there is one problem...
I have everything done, the code, textures(Even bullets!), and everything else I need, only the textures aren't being accepted, I know why, but there is a depressing void of recent information regarding how to convert a JPEG (I used Paint) to a .tex file so it will actually be accepted.
Once that is done, then this mod will be ready to be released I can keep improving and releasing more weapons!