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Messages - falconne

#17
Yes I will update all my mods soon
#18
Latest update now forces name labels of friendly animals blocking shooters to be shown in green, even if animal labelling is off in game preferences.
#19
Quote from: togfox on March 14, 2019, 07:54:52 AM
Has a bug been introduced? Yesterday this was working fine and now shooters won't fire "over" shielded melee pawns. They turned blue - which was great - but they had clear shots (as in clear LOS) except for fully shielded pawns that were engaged.

There were 'friendly' animals mixed up in the combat - would that be a reason to hold fire?

I'll experiment some more ...

Great mod btw!

I just tested with shielded pawns and that doesn't appear broken, they didn't cause shooters to stop. Friendly animals will if you have that option turned on the mod settings. Unfortunately animals don't change colour as their name is not show on the map by default. You can temporarily turn on labels for all tame animals in the game options and then they will change colour. I will see about making animal names show up regardless if they are blocking shooters.

The previous update increased the miss radius used for low skill shooters as mentioned in my previous post, so maybe your seeing that. If you're used to the old one tile radius you might need to readjust your placements. You can check the shooters actual fore cone by clicking their weapon on the pawn toolbar and hovering over the intended target so you can see if the animals are in the red area.
#20
In the latest update, shooters who are being blocked by friendlies (but would otherwise have a target) will have their name on the map and in the Colonist Bar be written in cyan. Likewise, the first friendly blocking any shooter will show up in green.
#21
Quote from: XeoNovaDan on September 03, 2018, 05:21:08 AM
Hey, so ToWild radius has actually been made dynamic with B19 rather than the old fixed 1.9 cell radius. You can find the values in ShootTuning in Verse.

Latest version now accounts for the larger miss radius
#22
Just done a bugfix release, should fix the hospital overlay bug
#23
Are you planning to put this in the Steam Workshop
#24
New update now lets you set custom scales for the gradient.

Also, when overlay is on, each room's temperature is now shown over the room. This can be disabled in the mod settings.
#25
Quote from: EntityFramework on February 10, 2019, 04:50:28 PM
I'm pleased to tell you that a revamped version is almost finished in which weapon setups are aside from outfits (a different column in the assign table.

That's awesome
#26
I was thinking, wouldn't it be better to separate this into a new weapons template and expand the Assign Tab to include that? I prefer to assign specific weapons to colonists based on their skill and my needs, so I'd want melee-pierce, melee-bash, ranged-precision, ranged-spray&pray, etc. However many of them would use the same apparel. A combined apparel and weapons template requires a lot more duplication and maintenance.
#27
I haven't tried but it should work. The mod reads the stat info dynamically from the game data, so new stats should show up. Let me know if they don't.
#28
I will add these suggestions to the backlog: https://github.com/Falconne/ImprovedWorkbenches/issues
#29
Quote from: 中村ジロ on November 09, 2018, 08:13:03 AM
Is that just due to the nature of drafting? Or can some use of trickery achieve the same thing?

In the game currently, during combat you have to manually place your pawns; they don't automatically move to go find targets. You would generally position ranged pawns behind cover or in tactical places... and you wouldn't want them moving out of position and into danger on their own. So I think if the mod started doing that it would probably not be a feature you'd really want to use.
#30
Quote from: 中村ジロ on November 08, 2018, 10:30:37 PM
Wait, so will pawns move by themselves if they don't have a shot at the target that won't hit their friends?

Only while hunting, not while drafted.