Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - smitj045

#1
Hey guys, long time lurker here who's finally found a probably that a quick search didn't give me a solution to. The issue I'm having is that raids always spawn when they're mechanoids or any modded type of machine or android but not if they're humanoid. I'd estimate a roughly twenty percent chance of a human raid spawning. I've been testing it in dev mode and all I've found out is that the points I assign don't matter and I get this error:




Tried to set Polo with gender Female as Mark's father.
Verse.Log:Warning(String, Boolean)
RimWorld.ParentRelationUtility:SetFather(Pawn, Pawn)
RimWorld.PawnRelationWorker_Sibling:CreateRelation(Pawn, Pawn, PawnGenerationRequest&)
OneBigFamily.GeneratePawnRelations:Prefix(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawnRelations_Patch2(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at OneBigFamily.PawnGenerator_Patch/GeneratePawnRelations.Prefix (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00927>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x0007f>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Exception while generating pawn group: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at OneBigFamily.PawnGenerator_Patch/GeneratePawnRelations.Prefix (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00927>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x0007f>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Tried to set Baugher with gender Female as Raccoon's father.
Verse.Log:Warning(String, Boolean)
RimWorld.ParentRelationUtility:SetFather(Pawn, Pawn)
RimWorld.PawnRelationWorker_Sibling:CreateRelation(Pawn, Pawn, PawnGenerationRequest&)
OneBigFamily.GeneratePawnRelations:Prefix(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawnRelations_Patch2(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
TargetingModes.<ModifiedPawnGroup>d__6:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at OneBigFamily.PawnGenerator_Patch/GeneratePawnRelations.Prefix (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00927>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x0007f>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
TargetingModes.<ModifiedPawnGroup>d__6:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Exception while generating pawn group: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at OneBigFamily.PawnGenerator_Patch/GeneratePawnRelations.Prefix (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00927>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x0007f>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
TargetingModes.<ModifiedPawnGroup>d__6:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=1400 raidStrategy=ImmediateAttack )
Verse.Log:Error(String, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyC:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)



I like to think I can puzzle out a few lines of code to see what's going wrong, this on the on the other hand quite frankly makes my head hurt. Is there any chance someone can puzzle out what the issue is? All I got from that is that the "One Big Family" mod doesn't realise Fathers have to be male, disabling that mod removes that error but doesn't fix the rest of them.
#2
This is a great mod. The only issue I have with the mod itself is that the weapons are balanced differently to astra militarum, which really isn't a fair criticism between two seperate authors. This is just plain great.

I have however been having an irritating issue, sorry if it's been mentioned before but I couldn't find any mention of it myself. For some reason my colonists won't wear some of the apparel in this mod without me forcing them to. Even if they spawn with the apparel, they just take it off immediately. It's a minor but irritating bug. Has anyone else encountered this?
#3
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 14, 2014, 12:42:22 PM
Quote from: Ded1 on December 14, 2014, 12:11:44 PM
I wonder if its possible to make it so if they are shot with again with a zat that they die?  Making it true to the show would be amazing.

Maybe making it do direct damage to the heart with each shot can simulate that?
#4
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.1
October 05, 2014, 01:02:07 PM
I'm playing with the zombie mod, so I'm really hoping to pick up a lightsaber or two. I'll be sure to tell you if I find any other bugs.
#5
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.1
October 05, 2014, 12:15:08 PM
Ah well I fixed it myself. I'm assuming it was meant to use the same bullets as the M24, so I altered it to this:

  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_M24Rifle</defName>
    <label>M-24 bullet</label>
    <graphicPathSingle>Things/Projectile/Bullet_Big</graphicPathSingle>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <DamageAmountBase>45</DamageAmountBase>
      <Speed>120</Speed>
    </projectile>
  </ThingDef>

Just copy and paste that over the original just under the page break and it'll work fine. The other ranged weapons seem to work fine, haven't seen Ronin's pistol in action or the melee weapons yet.
#6
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.1
October 05, 2014, 11:21:14 AM
Did you make these weapons? If so that's pretty good work.

Edit: I should probably mention that the L96 fires other L96's instead of bullets. Not sure if that bug is in every weapon, but I'll be checking in a moment.
#7
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 09:14:13 PM
Quote from: pollgg12 on October 04, 2014, 09:11:17 PM
I still think uploading your brain in to a scyther is cooler not sure how hard that would be.
-Change texture
-Buffs IE. hand knife (which is all ready in the game) and all the other bionic buffs
-Some sort of down side (Killing said scythers are hard enough so maybe we don't need this)
But then again im not smert with coding so i dont know how hard that would all be

Maybe use the harvesting function? Remove the brain then use something similar to the MAI to make a bill on dead scythers to implant the brain. The biggest problem I think might be taking the damage the scyther's taken into account.

Edit: While I'm mentioning harvesting, does anyone else think it's weird/annoying that you can't harvest organs from fresh bodies? I mean you can harvest organs from recently deceased people in real life so it's not like it doesn't make sense.
#8
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 04:22:03 PM
Quote from: Chaplain on October 04, 2014, 03:43:05 PM
So I tried to post an ad for a series of weaponized implants but the forum says I don't have access.  The only words that might legitimately be tripping it up is the full word for condo and a word that might have a creed (I remember a forum whose filter liked to say "thingy-pit" instead of the word for where you sit when you fly a plane).  Other than that the words Edward Scissorshands, Glockinator, ED-209, Flak, and the words Sandler, Jim, Adam, and Carrey in a particular order.

It also had a pyramid of water skiing swimsuit models jumping over an exploding oil tanker as a rocket powered unicorn pegasus crapping rainbows flew over with Benjamin Franklin driving it while George Washington manned the turret against a squadron of mecha-Hitler/Stalin Hybrids.

Quite simply you had to be there since the forum can't handle my post's awesomeness.

Oh and I guess I'm suggesting implants that add weapon capabilities without equipping the weapon but also reduce worker functionality.  Like knife or gun hands.

Knife hands are easy enough, they already have claw hands after all. Gun hands would be a lot more difficult. It would probably have to permanently replace their firearm.
#9
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 02, 2014, 09:53:20 PM
Quote from: Iwillbenicetou on October 02, 2014, 06:26:52 PM
And have a chance to deflect the bullets/arrows!

I'm willing to bet that would be hell to implement.
#10
Quote from: Axel on September 12, 2014, 11:50:48 AM
Billhook
Brass knuckles
Entrenching tool
Fascine knife
Hatchet
Knife bayonet
Mace
Machete
Pickaxe handle
Push dagger
Spade
Stiletto
Trench raiding club
Trench knife
^these are all melee weapons that were used to raid trenches (i believe i read somewhere that they're coming in alpha 7?)
as for handguns (keep in mind a lot of them were revolvers) there's:
Colts (americans used these alot)
Mannlicher M1901
Rast M1898
Nagant M1895
Star M14
Savage M1907
Frommer Stop (probably the most badass pistol on the list. they sometimes used two as a double barrel machine gun on a tripod. Cant get any better than that!)
Nambu
As i said before many of these are revolvers so they all look very similar so you may want to just put in a couple to make it seem like theres variants.

Lets go for rifles now:
Remington M8
French Lebel
French Berthier
U.S. Springfield
Winchester M1910
Jezail (although i feel like this should be a craftable weapon because of its history)
Elephant gun. Because fuck it. They were actually used in the beginning of the war.

Snipers
Couldnt really find anything on them other than they were basic rifles with greater range and a scope.

Light machine guns
Again not much found that i already didnt give you. although i would like to see Maxims and MG's like the 08 and 18 being mountable turrets.

and thats really all i got. good luck with your new work :D

I don't believe there were any specialised sniper rifle until around the vietnam war. At least there aren't any I'm aware of since snipers in WW1/2 were standard bolt action rifles with a scope.
#11
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 09, 2014, 10:35:53 PM
Quote from: Zeta Omega on September 09, 2014, 04:59:12 PM
The projector...The longest ranged weapon with the best incap chance without tearing limbs off...I LOVE THAT THING!

I dunno, it burns off plenty of limbs for me. I prefer the rifle.
#12
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 09, 2014, 08:55:44 AM
Quote from: Sam_ on September 09, 2014, 05:43:10 AM
Unarmed commandos...Seems the perfect contradiction to me. I may have messed up the tags. Have you seen any commandos with the APB-projector? perhaps that could be why. I personally think the commandos shouldn't be recruit-able. Think if them like a Spartan from halo. Augmented and fighting for a cause since childhood, they die before breaking.

The next update should help balance things out now. Lets hope you advance quick enough to defend against a raid!

Wait, are they supposed to have projectors? I haven't seen a single one. All rifles and pistols.
#13
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 08, 2014, 08:53:47 PM
Quote from: Zeta Omega on September 08, 2014, 08:25:43 PM
Ok so uh...funny thing I HAVNT mentioned......All commandos that spawn for me are unarmed XD so yeah.....They are easy for me lol

They were unarmed for me at first, just deleted the mod folder then downloaded it again. That fixed it.
#14
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 04, 2014, 08:56:39 PM
Quote from: Zeta Omega on September 04, 2014, 04:21:36 PM
Quote from: smitj045 on September 04, 2014, 11:15:52 AM
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.
Would you prefer the mechanoid screech instead with a crashed ship part carrying 20+ centipedes

Honestly? Yeah. At least mechanoids take a while to get a shot off and their heavy hitters are slow as hell. These commandos overran my colony before I could pull anyone into anything even resembling a defense.
#15
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 04, 2014, 11:15:52 AM
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.