Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - JadedApprentince

#16
Quote from: admiralKew on July 04, 2017, 07:30:39 PM
I'm not an expert in modding, so feel free to take my words with a tablespoon of salt. Though, wouldn't a recipe that accepts, say, a 105mm cannon as an input then outputs its subcomponents suffice?

I'm no expert either, but it may be possible if you can modify the value and/or items that are dropped from deconstructing something. I'll have to look into it.
#17
Quote from: admiralKew on July 04, 2017, 06:52:01 PM
Wonderful! Downloading now!

Would it be impudent of me to suggest a portable 'toolkit' workbench that allows you to further break up the the larger guns into smaller pieces (Barrel/Gun shield/aiming systems/etc.) for transport in a later release? It'd allow the big guns to be portable via pack animal, but would probably be balanced out by having to have to reassemble the gun twice for a siege.

I eagerly await 1.3, and more by the way!

I'll see what I can do, but I think that the idea of disassembling an existing turret into those parts might not be possible, but I can probably set something up that allows you to craft the basic parts for the cannon and therefore assemble it similarly to just building a mortar in the vanilla game. Also expect later on that turrets will have much more realistic and balanced mass and bulk, so like the ammunition, their value will be roughly their base products value with some extra since its a manufactured item.

Other than that, I'm probably going to release a sort of patch that will overwrite the default 90mm cannon so it doesn't seem as useless compared to the other cannons CEA adds in.
#18
Version 1.23 released! Here's the rundown about what has changed, please see the important notes section regarding a new update on version 1.3's current progress!

- New change-log system for this post.
- New textures for turrets and ammunition; A new texture was also added for shells fired, before it was CE's HEAT shell projectile by default.
- Balancing of ammunition: Silver value, mass, bulk, etc. will roughly match the values given by the materials they were made from:
> 50mm APHE is FAR lighter than before, allowing you to carry 5 shells in place of 1 when compared to the old values.
> Ammunition costs for both calibers got cheaper and much more balanced.
> 105mm HE got lighter, but also more powerful and lethal.
> 105mm shells are now made in pairs instead of single shells.
- Balancing of turrets: Just like ammunition, turrets were also balanced considerably and the 50mm got far lighter than before, having 300 mass and 200 bulk, allowing it to be semi-portable.
- Various bug fixes and improvements.
#19
Quote from: admiralKew on July 03, 2017, 01:29:19 AM
Oh, that's absolutely lovely then! I eagerly await the release.

Regarding the issues with the ammunition patch, have you checked with the people on the CE Discord server? They may be able to offer some help.

I actually realized my mistake today.
It revolves around the idea that the XML format was correct, but the ammunition code was incorrect, since I was using the RocketHEAT code for 90mm HEAT shells as the base, when I should have been using the ammunition code for specific ammunition types.

Basically: I messed up by attempting to reuse the same code for different ammo types, and used one base instead of the several given by other ammo such as .50 BMG. This also means that APCR (sabot) rounds will return for the 50mm. I'll try and finish in the next few days for version 1.3
#20
Quote from: admiralKew on June 29, 2017, 06:11:11 AM
More heavy artillery is always a plus! I'm downloading this now.

Have you considered making 'pack' versions of the guns to make sieging enemy bases easier/make sieging your base easier for raiders? What about autocannons of the 20 and 37mm flavor?

I'll point this out now since I've been trying to finish update 1.3.
50mm cannons are now MUCH lighter, and the shells have the same base mass and similar bulk compared to the materials used to make the shells. So you could effectively take a couple of muffalos and carry a 50mm cannon and ammunition to different places.

Not only that, but they'll also be getting some new ammunition types for 50mm most notably.
#21
Solved?
Only way I've found is that somehow new content I've added had broken the format by accident, so therefore I'm just going to have to rebuild it from version 1.2.

I've been developing Combat Extended Artillery for a couple weeks now and am ready to release version 1.3 of the mod. The only problem that appears (Thanks to NoImageAvailable since I didn't even realize that the format was off until he pointed it out to me.) to be the issue is that the format (or something) breaks the compatibility with Combat Extended by messing with texture paths most notably.

EDIT: To clarify, I know that something is wrong with the XML format, but I don't see any problems and the fact that I based this off of CE's own 90mm cannon code doesn't exactly help either. So overall I cannot seem to pin-point what is creating problems, but I have an idea of where it MIGHT be happening.
75mm cannon might be creating errors
Ammo might be (and most likely) creating errors due to something about it's features.
All three cannons use APHE ammunition (based off of the .50 BMG explosive armor-piercing ammunition, and the game doesn't have a problem with them in version 1.2). The only thing I can think of here is that the game can't tell the difference between AP and HE shells, so the pathing gets messed up even though they are different.


Here's an error log:

CEA version 1.3 is here:
Use if you wish to help by recreating the error message and/or helping me fix what's broken.

Any help is welcome, I'd like to make sure this version is good to go before I release it so it doesn't break people's save games.
#22
Quote from: GargoyleZoo on June 28, 2017, 11:35:26 PM
Is this going to be reuploaded to steam at some point? Without it, my save is broken
Yes, I will reupload this to the Steam Workshop at some point once I understand the updating system, but you shouldn't have a problem. Just download the file version, unzip it, and put the mod folder into your Rimworld/Mods folder. Then when you boot up Rimworld, place the mod under CE and/or CEG. Both the steam workshop and direct file are exactly the same.

Quote from: admiralKew on June 29, 2017, 06:11:11 AM
More heavy artillery is always a plus! I'm downloading this now.

Have you considered making 'pack' versions of the guns to make sieging enemy bases easier/make sieging your base easier for raiders? What about autocannons of the 20 and 37mm flavor?

I had originally planned to release a 30mm autocannon in version 1.1, but in the end I couldn't finish it in time and just wanted to get the mod out here to start. Of course you'll see some autocannons added into the mix later on, most likely after/during version 1.3 with the new rocket systems.

Balancing will also probably be done, so with the right equipment you could possibly haul a 50mm cannon and some shells in a caravan. I'll have to test that though, so until then it might be a little too bulky/heavy.
#23
Outdated / Re: A17b - Combat Extended Artillery
June 26, 2017, 01:45:40 PM
Quote from: Exoray on June 26, 2017, 12:29:16 PM
Update has completely broke the mod, was fine before.

says it recovered from incompatable or corrupted mod errors whenever I turn it on
Will look into it now, I'll try and fix anything else I find.

EDIT: Unlocked the Steam workshop page that contains v1.1. Until this is fixed, this is the only one that isn't broken.
EDIT 2: I believe this is a compatibility error between CE and CEA, which shouldn't be happening. I'll look into reworking/fixing the code so that I can pinpoint what, if anything, in CEA is causing the problem. From the error log it seems to be related to texture mapping.

EDIT 3: Errors have been fixed, I believe it had to do with the new APCR and HEAT rounds for each cannon respectively, so they've been removed until I can get them to work properly. Otherwise the mod is back in working order.
#24
Outdated / Re: A17b - Combat Extended Artillery
June 26, 2017, 11:24:56 AM
Version 1.2 released on Nexus Mods.
Steam workshop is being annoying and won't update correctly, so in the mean time download the file directly while the workshop page is hidden. Sorry about that!

Here's what's new:
- Texture redesigns, not exactly final, but will probably be better than what I have before.
- Slight balancing done.
- 50mm Cannons got a new APCR (sabot) round!
- 105mm Cannons got a new HEAT round!

- Plans are going ahead for a 75mm cannon in the near future, keep yourselves posted to see when it comes out!
#25
Outdated / Re: A17b - Combat Extended Artillery
June 24, 2017, 04:46:22 PM
Got some new textures for both the 50mm and the 105mm cannons, they look great and are now complete, next I'll be doing the shells and possibly adding a couple new round types to the 50mm cannon.

[attachment deleted by admin due to age]
#26
Outdated / Re: A17b - Combat Extended Artillery
June 23, 2017, 10:46:10 PM
These cannons are also useful for taking down ancient dangers, particularly HEAT shells through walls. Also able to be used against enemy bases with the right equipment unlike mortars which aren't very viable.

This will be improved with new textures, balancing, and content as time goes on, so I'll account for any problems that come up later on as time passes and this mod matures. Even the 105mm HE shell can blow down most walls in a single shot at the point of impact, so it serves the role of anti-infantry very well with a large explosion and large amounts of fragmentation for such an expensive shell.

Keep me posted on anything that needs to be fixed/balanced or you want to see added and I'll look into making it reality.
#27
Outdated / A17b - Combat Extended Artillery (v1.3)
June 23, 2017, 07:18:15 PM
Mod Description:
A simple mod designed to add onto Combat Extended with the addition of new emplaced cannons. This adds a 50mm, 75mm, and 105mm cannon to the security tab that are similar to the stock 90mm cannons with their own uses. 50mm cannons have access to APHE, HE, and APCR shells, just like the 75mm cannon, while the 105mm cannon has access to a powerful HE shell. Each cannon is different and even in late game they can still be useful to some degree.

Important Note(s):
Version 2.0 is being worked on, here's the full list of changes and planning if you haven't seen it already:
(7/18/17) - Ammunition has been completed, next will be weaponry, then any other defs, and finally any remaining art/graphical/audio stuff.

(7/19/17) - Coding work has been finished, all that's left to do is all the graphical and audio items, which should take some time, but it should be ready within a week or less.

(7/20/17) - New audio for each cannon has been recorded, put together, and finished. I recorded them from the same caliber guns, so they should sound relatively realistic. All that is left to do is some graphical textures and any beta work and everyone should be able to enjoy the overhauled version of CEA. As a secondary note, this may break saves due to some changes that remove certain items from the game, rename items, or otherwise change them in a way that alters the save game, so keep this in mind. I'll have an entire changelog of everything that's been done posted as the update goes live, so do be excited for v2.0.

Also in other news, I will be hosting a meeting a week or two for ANYONE after release who wishes to attend on the Rimworld Modding discord; the purpose being to discuss how the mod has been working, take suggestions, and other things that are related to this mod. Thanks especially to those few on this post that have been extremely helpful such as TA1980 and admiralKew and for your support.

(7/24/2017) Graphical items are still being worked on, and bug fixing is underway. No ETA for when this will be released, but if you want to see something in the mod, now would be a good time to suggest it.

(8/7/2017) Progress on the mod has slowed since summer is ending and school will be starting back up for many in the US. As such, development of this mod will be slowed or halted. However:

I plan to release version 2.0 with not only new content, but reworking the entire mod from scratch so that it is completely balanced, and most importantly completed. This phase of planning is random I know, and I understand that many of you might be disappointed by this, but understand that I do this in my free time. I want to see this mod come out with its first (second if you want to count version 1.3) major update strong and do it justice so that it can be much more enjoyable than before.

Download Link:
Github : https://github.com/JadedApprentince/Combat-Extended-Artillery/releases

Mod Requirements:
Requires Combat Expanded to function properly : https://ludeon.com/forums/index.php?topic=33461.0

Credits, License, and Special Thanks:

CE Team - Reuse of sounds (v1.1 to v.1.31), modification of textures, and basis of code.
Gaijin Entertainment (War Thunder) - Reuse/Modification/Recording of sounds for cannons (v2.0)

Special thanks to:
- NoImageAvailable : Helped me with attempting to solve the ammunition errors that were appearing before v1.3 released, also guiding me along the way to solving other errors.
- TA1980 : Suggestion of content for CEA.
- admiralKew: Suggestion of content for CEA.

Update Log:

Version 1.31
- Fixed 75mm HE having huge blast radius, value was incorrectly set to 3,5 instead of 3.5.

Version 1.3
- Refined shell textures some more, fixed a slight graphical error that made the outline look white instead of black in some cases.
- LOTS of slight improvements and changes to cannon and shell stats
- 75mm cannon: Uses 75mm APHE, HE, and APCR shells.
- New 50mm ammunition: HE and APCR
- APCR ammunition will create a tiny explosion (1 damage and 0.1 radius) in order to create fragmentation.
- 105mm cannot indirectly fire anymore (broke the targeting system for some reason)
- Many other minor improvements and changes.

Version 1.24
- Fixed 50mm sight efficiency,  0.9 to 1.1.
- Adjusted warm-up time for 50mm, reduced from 3.5 to 3.
- Fixed 105mm sight efficiency, 0.9 to 1.2.
- Adjusted warm-up time for 105mm, reduced from 5 to 4.5.
- Fixed 105mm range, increased from 100 to 200.
- Updated descriptions of items with the v1.3 descriptions.
- Fixed 105mm steel cost, was 500 when it should have been 600, components are the same.
- Adjusted 105mm bulk value, changed from 575 to 700.
- Fixed sway factor for both cannons, was 0.75 when it should have been 0.25.
- Fixed 105mm not being able to indirectly fire at targets, just like the mortar.
- Refined all textures with shading, general improvements, etc. I hope you like them!
- Various other small changes and improvements.
- Download changed from Nexus Mods to Github.


Version 1.23
- New change-log system for this post.
- New textures for turrets and ammunition; A new texture was also added for shells fired, before it was CE's HEAT shell projectile by default.
- Balancing of ammunition: Silver value, mass, bulk, etc. will roughly match the values given by the materials they were made from:
> 50mm APHE is FAR lighter than before, allowing you to carry 5 shells in place of 1 when compared to the old values.
> Ammunition costs for both calibers got cheaper and much more balanced.
> 105mm HE got lighter, but also more powerful and lethal.
> 105mm shells are now made in pairs instead of single shells.
- Balancing of turrets: Just like ammunition, turrets were also balanced considerably and the 50mm got far lighter than before, having 300 mass and 200 bulk, allowing it to be semi-portable.
- Various bug fixes and improvements.

Version 1.22:
- Fixed mod errors with the new ammunition in version 1.2, had to remove 50mm APCR and 105mm HEAT rounds due to the errors they caused.

Version 1.2:
- Reworked textures of shells and turrets.
- Balancing of weaponry
- Added two new ammunition types for 50mm and 105mm.
- Announced 75mm cannon and future rocket systems.

Version 1.1:
- Initial upload of mod.

#28
Quote from: Evelyn on June 16, 2017, 02:31:45 AM
Hunters can barely hit what they're shooting at as-is at 6-10 blocks.
I have this same issue too, a colonist with the assault rifle (M16/AR-15) can hit targets decently at hunting range, but as soon as the target is incapacitated, they will miss 75% of their shots when they're right next to the target, sometimes even shooting themselves when an animal is next to them/on the same tile. I think that the targeting system is taking the cover/size factor(s) too far and will drastically reduce the ability for the target to get hit based on that/those factor(s). I also had this colonist with 18 shooting skill, and was using 3-round burst while taking aimed shots, so really I don't think this is right at all. This happens with smaller animals like boars and stuff, but even stuff like deer can have this happen, which really bugs me about hunting.
#29
Can we see some new SMGs for our colonists please?
I know we have a few, but some new ones would really be great to add to this mod.
Something like the UMP (9mm and/or .45 ACP), P90, MP5/MP7, etc. would be cool to see added into the CE Guns mod.

I'll try to get some pictures done whenever I can and provide those here unless someone does before me. Also some of the outlines of some weapons you provide are a little big, so might want to fix that in my opinion.
#30
Title really explains it all.
I recently gained a new colonist with the perk "teetotaler" and realized later on that he wouldn't take penoxycyline like my other colonists were, which was strange. From what I can see from the information it gives me if I try and force it, the colonist will treat it like a social drug unlike the medical/preventive drug that it is.

UPDATE! : So after a bit it seems that the colonist will take the pill on his own, its just that forcing it will display that message if you attempt to do it through the medical bills tab.