FINALLY, ITS DONE. thank you so much NIA for your hard work I've been waiting for since November
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#2
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
January 17, 2019, 03:29:36 PMQuote from: NoImageAvailable on January 16, 2019, 04:45:42 PMwas expecting an RC car bomb like the one from black ops 1
Mod now went officially from Alpha to Beta status. All features are ported and major bugs resolved, from here on out it's only non-critical bugs and balance testing. On that note, a few unplanned feature additions did sneak in at the last minute.
#3
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
November 17, 2018, 01:48:25 PMQuote from: N7Huntsman on November 16, 2018, 08:50:17 PMjust tested it and the number of bugs I found broke the game on the first few in-game days so we gonna wait a long time for this one lets be patientQuote from: lperkins2 on November 16, 2018, 08:20:30 PM
The development branch on github compiles and runs fine in 1.0. I believe the precompiled assemblies are also up to date and should function.
I'd say that's saying an awful lot--the dev is still 11 open tasks/issues to deal with to meet the 1.0, including testing transpilers (some of which remain either untested or currently broken), which tend to fail silently. I do not recommend trying to run CE on 1.0 at the moment--wait for a stable, or at the bare minimum, a test release.
#4
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
November 13, 2018, 12:54:44 PMQuote from: NoImageAvailable on November 12, 2018, 07:24:51 PMwell I'm sorry then
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.Quote from: rambo on November 12, 2018, 08:56:25 AMone of the devs say that it is gonna be added he said it from the steam page
There are no devs on the Steam page, the maintainer is a third party who never actually worked on CE.
#5
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
November 06, 2018, 03:16:03 PMQuote from: iceball3 on November 06, 2018, 01:55:56 PMyes I know that the stat increases with skill but the increase percentage doesn't go up enough as people who barely know a gun reload at half the speed than a godlike ability colonist it should change to a slower speed for the sake of realismQuote from: rambo on November 02, 2018, 03:21:16 PMI'm 99% sure this is already in the mod to begin with. Did you read the colonist stat readouts? Reload speed is affected by shooting skill.
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow.
#6
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
November 06, 2018, 08:31:16 AM
so any indication when this will be updated to 1.0. 1 or 2 months maybe?
#7
Releases / Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
November 05, 2018, 04:27:55 PM
how about adding horses
#8
Releases / Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
November 03, 2018, 02:44:05 PM
1.0?
#9
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
November 02, 2018, 03:21:16 PM
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow. Another thing with reloading is the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag. the last really isn't much of a problem but could improve the mod is actual mags made for guns and bigger mag options, for example, m16 40 round mag but the bigger the mag the bigger the sway because if you put a 30 round mag in a pistol it will be hard to control and pouches for shotguns to increase reload time as you know where to reach for shells. thanks for reading.
#10
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
October 29, 2018, 04:02:22 PM
excited for the 1.0 release I hope your wrist gets better
#11
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
September 16, 2018, 09:01:59 AM
b19?
#12
Mod bugs / mining co spaceship bug
July 17, 2018, 10:02:29 AM
medics do nothing and this error pops up
JobDriver threw exception in initAction. Pawn=Zebra, Job=TendPatient (Job_14931) A=Thing_Human674, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=Spaceship.JobGiver_HealColonists, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
JobDriver threw exception in initAction. Pawn=Zebra, Job=TendPatient (Job_14931) A=Thing_Human674, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=Spaceship.JobGiver_HealColonists, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#13
Ideas / control over fiendlies
April 28, 2018, 03:21:16 PM
tell the friendlies to got to a specific spot simple really
#14
Releases / Re: [B18] Vegetable Garden Project [2/11/18]
April 24, 2018, 09:41:21 AM
can add this to an existing save?
#15
Mod bugs / Re: assign tab bug
April 24, 2018, 08:32:58 AM
never mind turns out it was the gear up and go mod