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Messages - Vek17

#1
The loading bench is behind machining.
#2
Are you going to wait to update CR to A15 before the release of 1.6.7.4 or are you still targeting A14?
#3
Quote from: Adalah217 on August 27, 2016, 10:50:19 PM
Quote from: skyarkhangel on August 27, 2016, 08:42:53 PM
In master branch ready 1.6.7.4 version. But i am not hurry to move in release. Because, will require update all CR pathes, that add weapon. 1.6.7.3 not compatible with 1.6.7.4!

So you're saying any patch that adds new weapons will need to be updated to be compatible with 1.6.7.4?

Yes, there are some changes to how a few things are handled with ammunition and casings but looking at it quickly there isn't a ton to change that I can see and it shouldn't be too bad migrating from 1.6.7.3 to 1.6.7.4
#4
Quote from: FudgePoly on August 27, 2016, 02:05:24 PM
Is the CR-EPOE patch still the same as it was in the OP? Someone said it might be but nobody verified.

Yes that patch still works just fine.
#5
Quote from: Killaim on August 22, 2016, 08:44:59 AM
some of the basic functions would be nice though for the main game.

hold your fire and such is pretty awesome

That is odd as I find the game is significantly easier with CR then without since gunfights always favor the defenders by a large margin.
#6
I believe those deaths are pain related. People get incapacitated by pain and the storyteller decided if they die or become downed instead based on thier population limits.
#7
Are you working against CR 1.6.7.3? A lot of the really bad bugs have been fixed and explosions are functional now (though cause some slight lag)
#8
Quote from: Drusek on August 07, 2016, 11:52:21 AM
I have a bug with taming (probably also training) animals. First if my pawn can't carry all that food it throws "10 action" error on pickup. Second when pawn can carry it he just picks it up and immediately put it back on the floor.

That is a bug with loadouts right now, you can get pawns unstuck but changing their loadout to an empty one as a work around.
#9
Just want to say I really appreciate the effort you are putting into getting this mod running again.
#10
Quote from: Sarelth on August 05, 2016, 11:55:37 PM
I like the ammo, but where do I make more. I thought it said the machining bench, but there is no ammo there. Not being able to reload is a little disappointing when the raider come running. lol

Ammo is crafted at a loading bench which has the same tech requirements as the machining table.
#11
Quote from: Boston on August 05, 2016, 07:36:19 PM
Shooting things in vital areas should kill them. I don't care what it is.

While that is true I don't think animals as a whole are properly balanced with this mod (both in terms of part hit chances and health and general durability) but that is a bit outside of the scope of this mod and would limit compatibility with other mods that mess with animals. I am thinking about playing with it a bit to get something I like better once CR14 gets in a more stable state for my own gameplay though.
#12
Quote from: Britnoth on August 05, 2016, 11:20:40 AM
Passive clothing decay is not in the least bit micromanagement. Set a min clothing quality of 50% and they will swap out their clothes for something else when it falls below that.

That is only true if you want colonists wearing whatever happens to be laying around, trying to manage what they wear like having everyone wear Devilstrand that you make is annoying as hell especially without something like colony manager to keep your crafting automated since you cannot create bills based on specific stockpiles just overall colony inventory.

That said this isn't the place for me to gripe about vanilla woes.

Quote from: Britnoth on August 05, 2016, 11:20:40 AM
On that point, removing ammo and multiple weapon carry from CRs inventory changes just leaves you with autoequiping a gun. That could be added to the vanilla apparel assign tab I guess. But not strictly needed. Having players have to think about what gun to give someone is the one item you actually need to micro in the game.

Generally in Vanilla this just means I give everyone assault rifles because it is the most general purpose high performing weapon, swap to grenades if getting raided though a choke maybe but there is little to no thought in loadouts in vanilla.
#13
Quote from: Thorbane on August 05, 2016, 06:43:57 AM
Quote from: skyarkhangel on August 03, 2016, 10:28:04 AM
Any errors, bug-reports, please send in github too.
https://github.com/skyarkhangel/CombatRealism
I have a lot of other modifications and such lack of time, please, if you found a bug, which can be fixed in XML - do it. I accept your changes.

You need to check the issues option in your repo settings for the issues tab to appear, otherwise reporting bugs on github is rather difficult.

Please do this. I don't have fixes for a lot of the issues I am seeing but I have been spending a fair bit of time trying to isolate everything I am seeing and having a proper place to make sure issues are reported is helpful when dealing with something like this.

Quote from: Britnoth on August 05, 2016, 06:08:20 AM
Um, no.

The fixes to collision are nice and should be looked at adding to vanilla.

Adding in the totally overpowered weapons in CR? hell no. 1 man with an incendiary launcher can solo sieges or ship parts.
Having a hand held, accurate, AoE weapon that can kill a centipede in 3-4 shots is just ridiculous.

Adding in the ridiculously deadly combat that kills people in 1 burst? Even more hell no.
Once you get get a few good guns, you can fend off stupidly large raids with them. More deadly guns favour the defender, which is already easy enough as it is. Equally, any mistake or lack of micro results in dead colonists left and right. This makes actually fighting with your guys even more risky for new players, forcing newbies to rely even more on turrets than they already do.

Adding in gun nut fetishist levels of weapon types and ammunition? Hell no.
Rockets are the only single use item in vanilla for good reason. For every person that likes the ammo, I suspect there are a dozen that do not.
And once you have machining up, making ammo is available and just becomes a micromanagement. At least the mod has auto equip....

But by the looks, this 'update' is just a straight copy judging by the huge numbers of things that are now broken. I only played for 10 days and noticed an FPS drop on speed 3. Log showed an error every tick lagging the game with just 4 people and no enemies on the map, so god knows how bad it gets later on.

Uninstalled, hopefully this will be fixed back to a playable level, as it has some interesting features behind all its broken mechanics and weapons.

I think there are more useful additions then just the collision changes like the inventory and loadout systems which would imo be good changes even with vanilla mechanics. I personally think ammo adds a lot to the survival feel of the game but if it were to become a vanilla system it would most likely be simplified somewhat. That said there are already some really micromanagy mechanics in vanilla like passive clothing decay which is WAY more annoying then ammo in this mod.

The combat I could see going either way but the vanilla system definitely feels like it devolves into tower defense way more which is a big negative for me. I do think some of the concepts in CR combat could be integrated into vanilla in a way that would improve the experience and make the game less forced into kill boxes in the late map stages.
#14
Combat realism seems to break animal aggression. Wild animals do not aggress when shot (they do aggress when melee'd but will not chase if you leave melee range), mad animals act no different then normal animals and manhunter packs do not attack (they spawn then sit near the edge of the map wandering).

This is on a clean install with just Community Core and Combat Realism.
#15
There is a bug related to load outs creating permanent hauling loops in some cases. I haven't 100% isolated it but the game throws:
    Pawn started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Initially observed it when I had a load out consisting of a simple meal, swapping to an empty load out broke the cycle.