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Messages - BattleSausage

#1
That worked, thanks (havent had time to test it but the startup dialog went from a million errors talking about armour penetartion to one talking about the m72 LAW reminding me that I forgot to drag CE guns to below CE.
#2
Is there a recommended load order? I'm running the patches for medieval times, misc core and the astra militarium mod. (+ a shitload of random other mods that dont need CE patches) and my load order is
CE
Hugslib
jetsec tools
random mods
mod that needs CE patch
CE patch for that mod
random mods.

Including the various astra militarum mods (core, core patch, factions, factions patch, turrets, turret patch) and the astra militarum guns dont work (no projectiles leave the guns when fired, tested by spawning a bunch of lasguns and some ammo).

Should it be all the Astra militarum mods together before any of their patches?

Thank you for these patches by the way. Letting other great mods play together isnt brings far more joy then another great mod that wont play together with the others.

#3
Thanks for the quick response, where do I find that info? This is what I get when I press the i for info on colonists and their guns. Had to crop the screenshots a littlebit due to filesize limits.

Edit:
Nevermind I found the issue myself. The mod "Make it harder faster stronger" that modifies the quality modifiers of weapon stats was causing the issue. Seems to work fine now. Wonder what effekt this will have ingame.

[attachment deleted due to age]
#4
Recently started using the mod and really liking it. Have a few questions: In the "shooting info" on the colonist the only stat I can find is weapon handling that says it covers how well a pawn deals with recoil, but no accuracy stat. Is weapon handling recoilcontrol & accuracy? If it is accuracy why is the only healthfactor manipulation and not sight? If it isnt accuracy where can I find that stat? 

Secondly: can I find a list of the damage/penetration of various ammo types? I've had to test my way trough to find out if certain calibers hurt mechs/Thrumbos. And the damage differance between HP/AP/FMJ rounds.

Thanks again for the mod, really liking it. Noticed that embrasures trivliaize manhunters that just run around confused and under fire, might wanna change animal AI so if the get shot from embrasures they attack that embrasure? Will make Megafauna manhunters actually dangerous instead of food4lead delivery.