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Messages - Faryzal2020

#1
Is it possible to make a new race with armor rating more than 200%? or is there a mod that allows other modder to do so?
#2
Quote from: LiteEmUp on April 23, 2019, 01:41:33 AM
also i'm not sure if anyone has reported this on the steam workshop page, which i did already...
but everytime after the cnc module gets built, it disappears into thin air as if it did not exist lol... i tested with god mod instant build, and yes the cnc module vanishes after being built lol...

I've tested again and i find no problem with it, is there any errors in the log? does it happen when you don't use any other mods?
#3
Quote from: LiteEmUp on April 02, 2019, 06:43:13 PM
So i checked the spreadsheet, and it didnt say anything about which of the turrets can shoot overwalls.. so i assume all??
info regarding whether if its able to shoot over walls or not are in the description of each turrets and also in the research node description, but regardless i've just added them in the spreadsheet as well.
#4
Quote from: Rabanatz on March 11, 2019, 03:01:08 PM
Hello, I have No Armored Centipedes installed. But still get the opponent from the spaceship wreck. Why is that?
i just checked on the rar file of the no armored centipede version, there is no armored centipede def file, means you did a mistake on downloading and installing the mod, you have to download and install the no armored centipedes only.
https://github.com/Faryzal2020/DefinitelyMoreCannons/releases
https://steamcommunity.com/sharedfiles/filedetails/?id=1554666637
#5
Hotfix v1.6.0.3
- Fixed the T-54 turret using the wrong shell
- Added Plasteel costs for 288mm and 600mm howitzers
- Added advanced component costs for Kugelblitz and M247 autocannon turrets
#6
Hotfix v1.6.0.2
- Fixed the Karl Gerat size
- Increased the miss radius for 15cm, 288mm, and 600mm howitzers
- Reduced the armor penetration value of for all HE shells to 0.8
- Reduced the damage for armored howitzers
- Increased the damage for 128mm and 105mm cannons
- Added Fabrication research prerequisites for 15cm Howitzer
- Added Advanced Fabrication research prerequisites for 155mm howitzer, 600mm howitzer, and 20.3cm naval gun.
#7
Hotfix v1.6.0.1
- Fixed some turret cannot be loaded with ammunition
- Fixed recipes for some 30mm shells not showing
#8
Help / need help on making CE patch with xpath
March 03, 2019, 05:10:19 PM
i want to make a CE patch for my mod but i got confused by this. so basicly there's this thingdef for an ammunition


i want to convert it into CE format like this with xpath


how do i add the Class="CombatExtended.AmmoDef" and change the ParentName with xpath?
#9
Finally, the big update that i've prepared and worked on for weeks, is now released. Expect some bugs and mistakes, please post them on the github -> https://github.com/Faryzal2020/DefinitelyMoreCannons/issues

v1.6
- Added bunch of new turrets
- Added new weapons for Armored Centipedes and these weapons can only be used by Armored Centipedes and not any other Mechanoids
- Added Composite Alloy raw resource
- Armored Centipedes corpses now yields Composite Alloys when dismantled
- Composite Alloy is craftable only for DMC No Armored Centipede edition
- Added Composite version of flak vest, flak jacket, flak pants, advanced helmet, power armor, and power armor helmet
- Re-adjusted all Building costs of the turrets
- Re-adjusted the accuracy, damage, and penetration power of all turrets
- Added a recipe to recycle all ammunitions in the Electric Smelter
- Re-adjusted the spawn-rate of Armored Centipedes
- Changed the fire mode of TAK 120 into burst
- Bunch of description and label rewritings
- Re-adjusted the turret texture size of some turrets
#10
Quote from: Beyondfubar on February 26, 2019, 09:14:59 AM
The concept for this is just awesome.  How nice does it play with CE?  I see some discussion over the art (I believe?) On the CE thread, I'd like to help with that if I can.  Drives me crazy that there are so few options for middle and high end cannons and turrets.  I posted to steam as well, but figured I'd hit you up in both spots.  I think Noimageavailble was going to do a guide for making mods compatible with CE, but likely is only for guns and races and armor. 

Either way I like playing with very small colonies, with very nice stuff!  I simply can't defend them with 2 guys when Randy sends 25 to 50 pawn raids.  Definitely (need) more cannons.
Thank you, currently the mod doesn't work with CE, but it is on the works.
#11
v1.5.2.2
- fixed the wrong component cost for 75mm PAK 40
- fixed the error that shows up when clicking on turrets that uses manual loading system
- fixed shell inspector tab not showing on howitzers and naval guns that uses manual loading system
#12
I got reports from users on steam workshop that the new update v1.5.2 broke savefiles that uses v1.5 , so for everyone that plans to update (which you should), try this method before updating:

1. unsub and reinstall the v1.5 of the mod manually (download from github)
2. go back to the game, load the save game
3. dismantle and/or destroy all DMC items (cnc machine, turrets, shells) just use dev tools to destroy the shells or spent them all
4. save the game to a new savefile with a new name
5. reinstall the latest version of the mod from github or you can just re-sub from workshop.
6. try loading the save file again
#13
Quote from: Garnett on February 15, 2019, 10:42:42 AM
Alright my mistake, How about the ZPU-4 sort of as an upgrade to the KPV from CE the Flakvierling could also be an upgrade for the regular Flak 38.
Since the 600mm Karl Gerät is already in the mod do you plan on adding the 800mm Schwerer Gustav?

ZPU-4 is very possible. but the 800mm i don't think so, because i have to make the explosion radius larger than the karl gerat, naturally, because its bigger, but the explosion radius of karl gerat is already big enough to become a problem like friendly fire, environmental catastrophy, etc. so i dont think 800mm would be feasible?
#14
Quote from: Garnett on February 15, 2019, 02:39:42 AM
So i thought of a few more mortar additions since the stock rimworld mortar looks a bit weird honestly.
Examples 50mm (5 cm Granatwerfer 36) > 81mm (8 cm Granatwerfer 34) > 120mm (Granatwerfer 42)
Also what is your opinion on Rocket artillery like the Nebelwerfer or the Katyusha.

might possible, but not in this mod, in separated mod might be good. in here i'm just exclusively make it focused on cannons (cased propellant or bagged charge)
#15
Quote from: nickdos on February 13, 2019, 11:03:38 AM

yeah using a machine gun against a tank totally makes sense right? @noimageincluded
No, the uranium slug turrets exist for this sole purpose and make perfect sense, they are to counter centipedes and are the only weapon that makes sense if you really want to be """realistic""" with this mod.
Strange how attacking a tank with shotguns and grenades are supposed to be realistic when in reality all heavy armor vehicles in history were fought with big guns.

DID SOMEONE SAYS BIG GUNS
eh but i still can't do a CE patch to my >BIG GUNS< mod because of the damn turret size issue