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Messages - Eryx

#1
Still on my past save, but..
1. Do smoke grenades have any negative effects on pawns? Is it different if inside of a building?

2. Has a morale system a bit deeper than where it's at ever been thought about? Something like 20 social pawns giving a -50% suppressability or something to pawns within a certain distance?
Perhaps a 'leader' trait? I think it'd be nice to counteract losing pawns because they're pinned, because a good leader could go 'guys, we're fucked, let's go!' and decide to pull back.
#2
I miss both of those; the P7 was my standard sidearm, actually. The .45 really didn't pack enough punch when comparing the lack of available rounds.

I also liked the Vector but the UMP is there, no need for two .45 caliber SMGs.

Do you think nightvision is ever going to be a thing?

I still need to try out the newest version, though, but strongly hope for the return of at least the P7, or some other 9mm capacity>power sidearm.

What about save compatibility?
#3
I know this may be unrelated to that last post, but is there any particular reason explosives have been weakened? I used to use GLs as a way to counter physical/'bubble' shields and power armor, but now they're much less effective against, well, everything.
I put a 25mm into a tribal and he survived, no Go-Juice or anything, although yes, that is a smaller grenade than more standard 40mm's. I do see much less shields, so it's at least more balanced in that regard, but explosives seem a little underwhelming now.
#4
In Combat Extended, your pawns are perpetually crouched while stationary. This allows them to avoid fire.
When they take enough fire, they go prone- lowering their silhouette and becoming a smaller target. When they're behind cover, they effectively hide themselves behind it doing this.
The problem is, pawns with the 'Fearless' trait don't do this at all, and I've lost a couple due to that. Once, I went up against a Mechanoid raid with two centipedes and scythers. Put my main unit onto the line, with an AT detachment moving around to the enemy's flank through defilade. All in all, the engagement went flawlessly; I took out the advancing scythers, and when in range, the enemy Centipede began laying down fire on my defensive line. Most of my guys hunkered as the 7.62s flew over, but my Fearless sniper thought he should keep peering over his sandbags to scan for targets despite there being none- he took one to the head and dropped immediately with no chance to revive him. Soon after, I took out the centi.

I wanted to ask if there was anyone out there willing to make a 'prone' mod to manually hunker your guys so they don't expose themselves to unnecessary fire. It'd also be useful to more than just 'fearless' and 'brave' traits when you just want your guys to stay down but they're not pinned.

Otherwise, a little help with CE and how to do it myself would be greatly appreciated!
#5
I know you're not going to continue updating the mod, so maybe this is irrelevant, but would it be possible to make some sort of MAT like the RPG but with more range and accuracy, like the Carl Gustav or LAW 80? Something man portable but not inaccurate and short range like the RPG. Maybe a recoiless gun like the SPG-90?

Binos increasing general accuracy of pawns targeting the target? Like a spotter?

A tactical AI, even if it's as simple as spawning the raid on two sides of the map or something.

Bug: With ammo disabled, there are a number of problems like mortars not working for raiders. Would it be possible to disable infinite ammo for mortars for both balance and sieges?
#6
Machining Table.

I'm pretty sure it's 'Simple Launchers' that you need to have researched, but I don't remember off the top of my head.

Personally, I don't bother with charge weaponry, so I couldn't tell you what you need researched for it.
#7
Also, to the guy saying Centipedes are too hard- well, I won't say they're not but.. there's ways around it.
Small PTRS teams shredding one at a time at a range, MATs in close/medium range conditions.
Grenade launchers have EMP munitions, the XM25 (not in the 'base' CE guns) is highly accurate compared to the 40mm grenades used by the MGL, but I'm not sure if there are 25mm EMPs. The player has plenty of those 'insta kill' weapons available to be able to fire a few back at the Mechs, too. I collect a lot of triple/Doomsday launchers, the first thing I do after a battle is see who'd make useful slaves -> colonists, then I stabilize, and finally I loot. There's always something useful, and if not, sellable. I don't use them much at all other than for selling, I use RPGs/LAWs to take out Mechs just fine, for the most part without casualties.
Slink around buildings and mountains then hit them in the side while they're still moving. I usually am not afraid to set up some poor soul as decoy at the edge of a Centi's range to soak up fire since he'll most likely be ok, since no one is bunching up/forming a bigger target.
Plenty of tree coverage in between you and the Centipede will catch a lot of cannon shells, too. Trees are a real LOS blocker, believe it or not- pawns can target one another and bullets can go 'through' them but they can just as easily be caught.
In general, I'd avoid KPVs because of the vulnerability- I put mine in bunkers with plenty of clean LOS, which means that Inferno shell can be lobbed straight for it- but again, PTRS/D are plenty, and mobile.

Again; you can disable the ammunition system to make it easier.

NoImageAvailable, I have a question- maybe it's sort of a request, too- Is it a technical reason that you don't allow weapons to change their ammunition types when the system is disabled, or is it possible to allow weapons to switch even without the ammo system enabled? I enjoy making casual, combat oriented games from time to time with the ammo disabled to just practice against raids and conduct a few myself, but I like my OG-7 warheads.
#8
I think it's been taken out (with the Precision rifle being a sort of replacement) to help demonstrate the disparities between the tech of your colonists (and people) vs. the tech of the Mechanoids.

Charge weaponry is plenty effective; I typically make do with projectile weaponry up until the end with the exception of selling charge weapons/munitions.

'Lil tip for those who struggle with the mod: you can disable the extra ammunition mechanics to focus on building up your troops with scavenged weaponry rather than struggling raid to raid until you've built up enough research and gear.
#9
I think the Charge Lance is the Scyther weapon, right? If not, I've never seen it.

As for dealing with mechanoids, you need to wait until they're within a close enough range to engage them. Wait somewhere in defilade (preferably behind a 'mountain' terrain feature and/or within buildings. There are mods that allow for building generation pre game, it can help. Messes with your sightlines, though.) so that by the time they can see you, you can hit them. Ideally, you'd be able to hit them with an RPG or LAW, otherwise 50. BMG and 14.5mm will do in a pinch. I've never used much of the EMP weaponry, so I can't really comment on that.
#10
I love how so many people comment just to hate- then call the other people the trolls.

Anyway, I have a question- as of B18 (and perhaps now) do pawns have complex hitboxes? 'Complex' as in if their box is hit at x Cells high, they'll suffer a headshot wound? Or is it simply realistic RnG?

Also, people need to keep in mind that Rimworld era is different from today. EMP weapons make sense as a viable weapon against Centipedes, for instance. I however, avoid that approach. See, what everyone tends to forget is that you're not even a full squad of soldiers assuming you use the Vanilla settings, but three ill equipped and likely trained civilians. Defense is more than about just a lot of cover- and did you ever cut down those trees? Did you make sure your positions had nice open fields of fire? Did you get overrun because you bunched up all your guys in a single bunker rather than spreading them out, allowing them to cover eachother- an in depth defense? Could you gradually fall back, picking them off? Do you make sure to pick up all of the enemies weaponry for use later?

I know I'm just rambling here but there's a lot to defending successfully. Having a strong grip on small unit tactics is key in this mod. I never use EMPs, rarely utilize mech suits/power armor, super heavy weaponry, etc. etc. I just try to populate my colony and to keep them equipped enough for the next fight, eventually regulating my forces enough to have 'standard issue' style forces.

Three man fireteams are effective enough within the mod, small enough to utilize early but still large enough to provide a small front and provide aid to wounded while still firing, or dragging out wounded.
Early on, dividing your two teams into assaulting and base-of-fire elements with respective weaponry is important, although balancing out your men can be equally effective. However, early on, having a sniper to pick off important targets can be crucial to your colonists' survival. Thus, splitting your troops in a way that divides firepower and agility less equally can work, provided you make sure you cover your assaulting element properly.
I'd recommend reading some tactical guides not made for Rimworld, but other realistic games, or perhaps even real world applications.

This mod is truly a huge improvement to combat regardless of how 'unrealistic' one could consider it anyway.
#11
Does your 'configurable maps' mod work for 1.0 or is it still being worked on..?
#12
Centipedes aren't too difficult, in my opinion. In all honesty, they're fairly easy as long as you don't bunch up and can break line of sight.

The AT weaponry in-game seems to have similar effectiveness (in range) as a WWII panzerschreck, although with more lethality. Find a place where you can sit and wait for them to get close, preferably a 'mountain' or 'hill,' and then hit them when they round the corner.
Unless you're caught out in the open or have literally no AT weaponry, (even medium caliber rounds do damage, though.) you should be able to deal with about 2-4, assuming that not all of them have their heaviest available weaponry.

I'm more worried about high point (2500~ and above) pirate raids, with multiple heavy launchers and even a few incendiary launchers that send my pawns running into bullets, or worse, having no combat capable units.
Another tip: RPG-7s have unlimited HEAT ammunition without ammo crafting.
#13
I recommend you listen to the creator of the mod, then- if you're using the test build or some off-brand (I guess that's what I'll call it) version, expect these bugs. That's why I still play B18, despite its many flaws in comparison to '1.0.'
#14
Were you using the '1.0' version..?

EDIT: Centipedes are apparently an issue in 1.0

And do you have the proper research acquired (stupid question considering your other weaponry) for charge weaponry?

I know that in the B18 version (I still haven't quite moved on) that centipedes typically don't take much- 1-2 shoulder launched LAT/MAT to take it out.

As for the damage of the inferno cannon, well- it's a cannon. A Centipede essentially is a tank, and it makes sense for it to have an equally tank-y style of main weapon- a long range cannon that trumps most infantry weapons in both range and firepower. Thus, a Centipede should be powerful- but certainly not invincible.
Otherwise, I'm not sure what your problem is, sorry if this wasn't helpful.

Personally, I'd love some sort of integration of the 'Yes, Vehicles' mod. Having a tank or technical could really help offensively, as long as the whole 'matching' forces thing is gotten rid of, because always fighting an 'equal' force is pretty boring, because it means I can send in the minimal amount of people simply for an easier fight.

Also, have deployed weapons been considered in raids? They could deploy similarly to mortars, I assume, except closer to the edge of wherever 'your base' is calculated. Perhaps create a sort of 'danger' area, similar to trap memories, where colonists get killed from most often, and the weapon would place itself just within max range and rain hell on these spots.
Oh, and combined raids. I really hate to see a siege come in, just to wipe them out before they get a single shot off. Truly disappointing... perhaps add a sort of detachment that moves ahead with the raid, a combined arms approach, with an accuracy buff to simulate the usage of binos- since making AI use binos would be difficult.
#15
How about a mod that adds a meter for water and a meter for bathroom use?

I was thinking that different levels of plumbing/water availability would be similar to how meals work- drinking from the river will lower mood, having some sort of 'pump' to gather water from would be the middle-ground, and clean/purified water would offer a mood boost. The purified water would need to be crafted someway, and the water from the pump would have to be gathered by someone 'crafting' it. It only takes time and needs to be close to a water source.

Bathroom needs could be something seperate between solid waste and liquid waste, and pawns would visit the bathroom as necessary.
Mood debuffs in general will occur when there is no bathroom, in which case the pawn would go out into the wilderness to do their business. However, males wouldn't be bothered with urination. Women would experience a larger debuff urinating than getting rid of exrement. The latter would be equal among both of the sex's.
To lower the debuff, the player can dig a pit which will only mitigate mood loss, pawns will need a toilet complete with a pipe leading to what will be an underground septic tank, and nothing can be on top of it.

Finally, bathing. Again, 3 basic stages. No bathing, bathing in the river, and bathing in a bath or shower.
Note, pawns won't exactly like bathing outside in the winter.

I'd be glad to help in anyway possible, or rather, have help from any other modders here so I can make it myself. I thought it'd add some depth into your colonists' lives.

Oh, and there wouldn't be any 'filth' created by using the bathroom in the wilderness. The pit and tank would have a limit, however, and would need to be disposed of after a time- and when I say 'disposed,' I mean you would need to disconnect the pipes and/or forbid the pit so that it all naturally dissipates by itself. The idea is to not actually model either form of excrement in game, but rather an abridged version. There would be no 'deconstruct' option for the pit or tank, but perhaps an 'ignore' option which will cause the tank or pit to slowly empty itself over time. An option to 'dispose' will appear when the pit or tank has emptied in order to clear up the space.

It wouldn't apply at all to animals.

Thoughts?