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Messages - Devon_v

#31
Quote from: Anfi0312 on February 03, 2017, 07:18:01 PM
For some reason my colonists don't want to pick up their assigned loadout. I have all weapons and ammunition. Bulk and weight shouldn't be a probem also, a naked colonist without stuff in his inventory can't equip a pistol automatically. Since nobody reported this issue I think there is a conflict with my mods. Does somebody know where the problem may be?
[Is it possible to put long lists in a spoiler tag?]

Core
HugsLib
Izzyssentials Core
Better Pathfinding
EdBPrepareCarefully
Blueprints
Bulk Medicine Production A16
Additional Joy Objects
AllowTool
Appetite Suppressant A16
Caerbannog
Chemicals & Neutroamine
Clutter Furniture
ColonyManager
CombatRealism-1.6.9.5
Crate
DeadMansClothing
ED-Embrasures
ED-LaserDrill
ExpandedIncidents
ExpandedProsthetics&OrganEngineering
Fences And Floors
FishIndustry
FluffyBreakdowns
HaulPriorityLite
High Caliber
High Caliber (Combat Realism Patch)
Hospitality
ImTheWorkerNow
Izzyssentials Furniture
Izzyssentials Hydro
Izzyssentials Solar
Izzyssentials Switch
kNumbers-0.6.0
LED Lights More Furniture Patch
LED Lights Redux
LT_DoorMat
M No RNG in Death
MadSkills-A16-1.2.1
MakeComponentsx10-1.0.1
MF A16
MineItAll
MiningShaft-StoneAddon
MiningShaftA16
Nandonalt - Camping Stuff
Nandonalt - Colony Leadership
Nandonalt - Pests
Nandonalt - Set-up Camp
Psychology
QualityBuilder
Rainbeau's Fertile Fields
RD_FireDepartment
RD_ReinforcedConcreteWall
Reinforced indiscernible power conduits
RelationsTab
ResearchList
RimFridge
Signs_and_Memorials
RT_Fuse-A16-1.0.5
RT_QuantumStorage-A16-1.0.8
RT_SolarFlareShield-A16-1.1.2
RumoursAndDeceptionA16
RW_MedicalInfo
Soylent green a16
static_quality_plus_A16.1.2
StepAway
Super Soil
WM Medivac
WM Reuse pods
WM SyncGrowth
ZhentarFix
[SS]BiggerBatteries
[SS]BiggerFuses
823126273 (Roof Support A16 from Workshop)
729908976 (Colonist Bar KF 0.16.2.2 from Workshop)
726479594 (Storage Search A16 from Workshop)
Assorted Leather Scraps
Clutter Misc
CombatRealism EPOE
Crafting Neutroamine [1.1]
ED-Embrasures-CR
luciferium
Mending
sd_power
Where Is Rich Soil
Tranq Turrets
765650558 (JTSavagePrisonersCompatPsychology from Workshop)
Miniaturisation-0.16.2
Miniaturisation
Bulk Meals A16
Hunting Alert
Pandora Dark
Patient Sanity
RW_RefugeeStats-master
AdvancedLamps [A15]
Is that your exact load order?

Don't put things in alphabetical order, you need to place major mods towards the bottom so they have priority over whatever changes smaller mods might make. I have CR almost last on the list so that when something isn't compatible it's the other mod's feature that breaks, not CR.
#32
Quote from: minakurafto on January 16, 2017, 12:11:46 AM
i noticed spear is more powerful than longsword in CR, is it inteded or not? compared to vanilla
spear vanilla : damage=15 cooldown=2.3 materialcost=90
CR : damage=18 cooldown=1.15 materialcost=90 penetration=27.5%
longsword vanilla : damage=17 cooldown=2.5 materialcost=120
CR : damage=16 cooldown=1.25 materialcost=120 penetration=22.5%

cooldown is halved in CR, penetration wise spear is better , but the damage while sword get lowered by 1 , spear increased 3 point instead.
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it would be cool if ammo base have explosive comp so all ammo will explode on destroyed like vanilla mortar shell

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is it possible to ignore food in loadout ? so pawn without meal in loadout not loop drop and pickup meal
or make an allow rule something like, dont drop "A" but never pick up "A", it can minimize micro in loadout for example
in times where weapon still un-uniform, if you want to use loadout with some variation because lack of weapon, you must make a lot of loadout like bow+spear, bow+knife, etc.
but if we can tell pawn to ignore something we can just make 1 bow loadout with allow rule spear and knife, it only take 1 loadout to have pawn with bow and other weapon.
The spear should be bulkier and heavier. It's not pure DPS any more.
#33
Quote from: Vilesting on January 15, 2017, 07:50:53 AM
First of all this is a great mod and lots of fun, at least while it doesn't do something to break the seamless fun. In my case i hit a road bump on two fronts, one of which is a big one and the other annoying one.

The first issue that i have is that i can't craft ammo. I tried going through the posts and see if someone might have posted a fix but i didn't find any. And the second annoying one is that when i try to craft sandstone floors they actually cost steel instead of sandstone blocks.

So if anyone else has had this issue and resolved it i would be grateful if you can share how you did it.
Sounds like you have a conflicting mod installed. Medieval Times being the biggest offender.

NO weapon mods and NO faction/pawn mods unless they have a CR patch is the general rule.
#34
Quote from: minakurafto on January 15, 2017, 07:40:31 AM
how do you guys arm your pawn? do you always equip weapon and armor all the time and sacrifice speed+workspeed or  equip them when emergency or only equip few selected pawn as guard?
in early and mid game wall and turret not available yet so if i only equip them when emergency most of the time pirate already burn my base when i equip my pawn.
Don't leave home without it.

The speed debuff is negligible, all pawns should have at least a sidearm, dedicated soldiers should be armed at all times.

The alternative is death.
#35
Medieval Times changes something which causes the ammo injector to fail. I don't think anyone has figured out why.
#36
Quote from: skyarkhangel on January 10, 2017, 09:22:53 PM
Fix mech armor and Pawn move speed.

*Shudder*
They're baaaaaaack. :)

Nice update. The auto-ammo thing should make the Workshoppers happy.
#37
Quote from: kunyomi on January 07, 2017, 06:16:10 AM
Is there some kind of write up or mini guide somewhere about all the guns CR has to offer?

By default it's all the vanilla guns, so they aren't balanced around a concept of every gun having a clear role, or there being a specific progression of guns, it's more a matter of working with what you have. Especially early in the game the best gun is the one you have ammo for.

Once you can start crafting I favor sniper rifles, assault rifles, and shotguns. Shotguns rule early combat if you can get your hands on one, and murder unarmored tribals like nobody's business. They're also fittingly fantastic hunting weapons with buckshot. Assault rifles are middle of the road, while snipers are handy for picking off doomsday launchers and cracking armor on scythers. Explosive ammo and the weapons that can use it are very strong, but also limited in how often you can use them. Once the bug that's preventing the mechanoids from having their proper armor values is fixed they will be very important again for dealing with the eventual centipede stampede.

The humble pistol should not be overlooked. Pawns can carry as many weapons as they can fit on their bodies, and a quick-firing pistol is a great backup weapon for a sniper or for when you just don't have time to reload your shotgun. As Fafn1r mentioned, a combat knife is always a good idea as well.
#38
Are you loading HardcoreSK and CR together? The former already includes the latter.

Otherwise it looks like a mod conflict. Put CR at the bottom of the load order and it should resolve it. Unless it's Medieval Times, CR doesn't like it for some reason.
#39
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.
#40
You can also report bugs directly to the git:
https://github.com/skyarkhangel/CombatRealism/issues
#41
Quote from: minakurafto on January 02, 2017, 03:49:43 AM
ammo from centipede (12x64mm) too high in price and making centipede a silver mine. 1 centipede can give you 10K+ silver just from ammo(if it havent use too much when you killed it. since the ammo is useless junk why would trade buy it for a high price ,unless we can use mechanoid weapon or can retrofit the ammo into charged rifle ammo 24mm or make it disappear on death like mechanoid weapon never drop when it dead.
Quote from: Maeyanie on January 02, 2017, 01:31:55 PM
Not sure if this has been noted (I read the last couple of pages and didn't see it), but in A16, I've noticed mechanoids seem a LOT weaker than before. It used to be that centipedes could bounce anything short of charge rifles, but recently I've seen stuff as weak as 5.56mm hollow point do them harm. I haven't tested this with no other mods, but nothing else I'm using should alter them in any way, it's all UI and such stuff.

Mechanoids are missing their extra armor for some reason. They aren't supposed to be that easy to kill.
#42
Quote from: dkbrk on December 30, 2016, 08:55:46 PM
Also, managing loadouts also used to be much more tedious because the dialog had abysmally poor rendering performance unless you filtered the items selection down to a relatively small number. Fortunately that's now been fixed.

May I hug you?

Quote from: fall on January 01, 2017, 02:09:06 AM
man i would love this mod if it didn't have the whole ammo sistem ,there are 100 types of bullets making it a micro managing nightmare always having to make sure the idiots have ammo for their guns, and making them carry too much makes them slower...

There's only 12-ish that you need to care about. I even made a list of them!
https://docs.google.com/document/d/1p9TA14NdVO0_gDt8lIrZyFlaNBHqOgbITw5GnbDHT8o

The key is working up to machining and securing your own supply of a few critical calibers.
#43
Outdated / Re: [A16] Combat Realism v.1.6.9.2 (28.12.16)
December 30, 2016, 06:40:22 PM
Quote from: messiah on December 30, 2016, 05:47:37 PM
I've just tried this mod for the first time. I think it's awesome, but manually managing loadouts is very tedious, especially taking into account different ammo types and the fact you can't get someone take something other not in current loadout. Any tips?
I make loadouts specific to a few weapons. I make one with a pistol, .45 ammo, and meals, another for the rifle and .303 British, and one for the 12-gauge and buckshot. I try to keep my colonists using standard weapons so that the ammo is interchangeable. Basically get everyone a shotgun unless they can actually shoot, then get them a rifle and the .45 submachinegun.

Once they're set, you shouldn't need to touch loadouts unless you acquire a new weapon that you actually want to use.
#44
Outdated / Re: [A16] Combat Realism v.1.6.9.2 (28.12.16)
December 29, 2016, 12:37:52 AM
Quote from: Alloy on December 28, 2016, 07:32:18 PM
Quote from: dkbrk on December 28, 2016, 07:28:45 PM

Use RCC (https://ludeon.com/forums/index.php?topic=25305.0) to find the problem.

Thanks mate, didn't know there was this addon at all. Will try to find the problem and report back to see what's wrong with it.

Edit: Oddly enough, it works if it's lower on the load order. Is there a recommended position for this mod in the list?
CR and Medieval Times don't like each other. Even if you get them to load without seeming conflict, you will run into issues like being unable to craft ammo or somesuch. I'm not sure what the real problem is, but those two mods just don't get along.
#45
Outdated / Re: [A16] Combat Realism v.1.6.9.1 (21.12.16)
December 27, 2016, 01:39:33 PM
Quote from: katjezz on December 27, 2016, 07:08:26 AM
is there a reason why this mod removes nearly all turrets from the game?
The combat balance is based around man-to-man confrontations rather than horde vs. towers. There are some turrets, but they are way down the research tree, so traders are the best way to acquire them. It's all about building solid fortifications and using the right weapons - shotguns are fantastic against tribal hordes - rather than auto-turret spam.