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Messages - omatkoicorko

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just got attacked by civil APC each with machine gun and machine cannon... ultra fast indeed, no to mention that ultra dmg 150 per shot and destroyed everything... all def that i ahd. only one APC so arent guns too OP now? i mean burst of 300 bullets every .30 of second is out of any control


pirate truck had inside two pirate tanks ;) quite a surprise

so i can download newest version [v0.8b.2] and it will work with and without CE?

log that i have posted yesterday in some point cause freezes as game is counts this over and over. after i destroyed vehicle via dev mode, everything started to work normally

edit: mod combat readiness do not work well with vehicles, after i removed it, game works even smoother ;P

Mods / question - any reform caravan timer mod?
« on: September 15, 2019, 05:12:54 PM »

any option or mod for adjusting this time counter? sometimes it is to much of things to deconstruct in enemy base

Potato211, you must compile a dll called O21VehicleFramework.dll and put it in the Mods\[O21] Vehicle Framework\Assemblies\ folder, replacing the existing file there. This is done through Visual Studio or any existing C# compiler, no text editors are suitable here.

In case you still have difficulty compiling, here is a modified dll with variable that I set to 0.01f, just to avoid starvation if I forget the pawns in the vehicles. Just keep in mind that I'm not going to upload a new modified dll, every time as soon as the framework update comes out, you have to do it yourself.
or maybe talk to mod author to address that issue?

question from me and observation.
only driver can be part of caravan? as when i formed caravan and uploaded pawns inside as passengers, APC was waiting for them to be unloaded in order to move from map. also while forming caravan, APC with driver moved to storage for items, it wasnt waiting at caravan gather point.
and using all pawns in APC makes travel faster on world map?

ps. i have to admit that low needs thing is really annoing


try to overwrite files or delete previous files and recopy the new one. And make sure this mod is the last mod you got in your mod load order.

edit: Bug.
edit2: if you install fluffy, it will breakdown. but its not yet fully implemented.
i did it, didnt work, also mod is at the very bottom of my mod list


i cant assemble parts... progress bar is showing up but its 0% all the time. i had it in 0.7e ver and in newest one. i dont use CE

edit: also i have seen raid with ATV and truck without drivers... is this feature or bug?
edit2: does vehicle might be broken like any other machinery in rimworld? cuz im using Fluffy Breakdowns and i can see how slowly his maintenance is droping...

System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>c__Iterator0.MoveNext () <0x0026d>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator1.MoveNext () <0x00443>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator0.MoveNext () <0x001ce>
at RimWorld.Storyteller.StorytellerTick () <0x00105>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)

Good to hear it, its nice mod, i wish i have it now in 1.0 one request from me. Update sprites of it. Make some futuristic dropships, similar to orca from c&c. I believe one guy did somethig similar on page 29 of this mod.

Mods / [mod request] Stealth
« on: August 24, 2019, 05:47:46 AM »

So is there any way to make a Stealth mod, that will allow to go invisible for enemy eyes? Something like that would be awesom when attacking enemy base, so mortars wont shoot you at the moment when you enter map. That also could introduce silent kills, silencers etc.

hell yeah! its time to start new game :D


may i ask for a status of mod? last time it was unplayable, how its now? also, do they run like animals? or standing in one place when not used, as it should. i waiting for this mod!


Ideas / Re: Vehicles
« on: June 19, 2019, 05:59:52 AM »
indeed i was suggesting it months ago, and im doing it each time on steam and here... i believe that land transport is needed in this game, as we have transport for medieval games, we have transport for future tech travels. but nothing in the middle. i really wish that they implement it.

Furniture is all what we are waiting for, it was so great

so please explain me one thing... you said that "- Colonists could not go out of the vehicle because of some JecsTools problems, until JecsTools CompVehicle is not finished this will never be fixed." so we cant use vehicles anyway.
so mod do not work as it should right?... also you mentioned animal AI. did you implemented it? so vehicles are running form place to place? like animals?


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