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Messages - skyarkhangel

#61
Quote from: Fafn1r on January 19, 2017, 08:50:24 AM
Quote from: coldcell on January 19, 2017, 07:03:31 AM
Is there a way to make my pawn automatically switch to a melee weapon, if they have it? Currently in my loadout I have my pawns carry both AR and Knife/Handgun. If enemy comes to melee range, any way to make them switch weapons?

Right now when I tell them to melee, they'll use fist instead.

For now you have to micromanage it by going in their invetory and making them equip it (right click menu). They will put their gun back to their inventory.

I'd love to see automatic switching to melee when being hit by melee attacks and when hunted animal is downed. Skyarkhangel, if you aren't too busy... :P

Yep, iam plan to make it in future. With checking target distance, to switch back to gun.
#62
Quote from: deeperman on January 21, 2017, 10:38:16 AM
skyarkhangel,
answer, somebody has been translated into Russian? I started to do the translation, but I do not want to do double duty!

ответьте, кто нибудь занимается переводом на русский язык? я начал делать перевод, но не хочу делать двойную работу!

For now, nope. Push works with translation on github.
#63
Update to 1.6.9.5
Calculate ammo needs by bulk size.
Traders ignore TakeEquip job for supressing error.
Add check for Tame job.
Colonist won't use "raider" type ammo finder.
Fix issue with handling and berries.
#64
A16 version has a bug with Crash to Desktop with out of memory: https://ludeon.com/mantis/view.php?id=2782
This bug related to GRAM, not to RAM. So players with top videocards are less likely to receive CTD bug. Tests shows that players with really high-end videocards may not get a CTD ever.

And its still not solved. Seems will be fixed in A17. Try less attack other settlements, to prevent CTD!
#65
Quote from: Quatrosss on January 12, 2017, 03:47:57 AM
Quote from: Quatrosss on January 12, 2017, 03:15:41 AM
I have no bills in my loading table. Does is happen to everyone or im just doing something wrong? Ive read someones post about this mod actually colliding with medieval time but as long as i know CR supports medieval times giving for example arrows..

Shared logs:
https://gist.github.com/4b65ddf59705310b6173fe000679a9d8

So is is a well know bug or this only happens to me? I need to know cause i wanna play so bad right now  :P

For some reason ammo injector failed. And as a consequence, no ammo recipes. Try to change CR place in mod list.

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at Combat_Realism.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
#66
Quote from: minakurafto on January 12, 2017, 01:55:32 AM
weird pawn behaviour, i have my pawn take a pistol next to a wall then i press reload without any spare ammo , then my pawn will loop digging the wall and the other wall

then i draft the pawn move to ammo then undraft then it will pick ammo and not digging anymore
if i just draft and undraft without place it near ammo it will dig wall again

so maybe the pawn confused between finding ammo and digging wall (my self built wall , not natural wall aka destroying my own base).

Colonist didnt understand your joke to hide ammo! With wall and without door and make a door himself. lol
Ok Yes, its a bug, colonist used "raider type ammo finder"  soon fix.
#67
Oh lol, I did not consider Traders. Ok :)
#68
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,

I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.

Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.

Thanks

I did not understand the question, can be more specific? If you're talking about a new ammo finder mechanics. In future a will improve it. For now, pawn won't to search ammo if 1) ammo too far from current position 2) overloaded 3) ammo forbidden 4) have health problems. 5) have another needs priority that more important then ammo.
#69
I hope in A16b Ludeon fix problem with CTD. I'll see they are still working on it
#70
Quote from: Grax on January 11, 2017, 02:53:30 AM
Trading spot gives an error:

Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Soon fixed and more other from bug-reports
#71
Ohh iam finished with CR, start work with bug-reports.
#72
Updated to 1.6.9.4
Auto ammo finder. All pawns could monitor their ammo themselves, if not settings for loadout.
Advanced AI for AI pawns Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
Equipment weight effect on the total weight of pawn.
Fix fillpecent for turrets (can't shoot through sandbags)
Fixed last bullet error.
Fix rocket launcher projectile.
Varius Ammo Tweaks.
Fix turrets having no build time.
Fix mech armor and Pawn move speed.
#73
Comms console fixed, relation tab too.

Since A16 Hardcore SK  can be loaded with only 2 activated mods after CORE (minimal start), in the following order:
Core
Combat Realism
Core_SK

All other mods may be removed, but some of them require other, like Misc. mods require Misc. core.
It makes easy to update project and improved opportunities for players to switch off available mods.
Also since A16 (bcs of lack of CCL & Ludeon's inability to make function with reload mods without restart) after enable/disable mod, switching language, require a reboot!
#74
Yep, on Steam still 9.2.
Soon 1.6.9.4 update with on Steam too.
#75
Update to v.1.6.9.3
Fix apparel drop from inventory
Fixed colonists following drug assignments
Chinese translation
Make ranged and melee weapons smeltable
Decrease chance to hit friendly target for 70%
Fix consume food button not appearing in pawn inventory tab