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Messages - Retry_02Hide

#16
Quote from: Crossbowman on July 16, 2019, 05:19:15 AM
Quote from: Morbo513 on July 15, 2019, 10:41:16 PM<snip>
A hilarious side-effect of using stick bombs is that against inferno cannon centipedes, the last stick bomb to detonate and kill the centipede will eradicate the entire centipede (corpse and all) since the centipede drops its ammo.
This is why I had a hard time to build up my mechanoid army. If u want to defeat them, u must use something that explode, but the explosion always makes the ammo cook off and destroy everything lying around :-\
#17
Unfinished / Re: [1.0] Prison Labor
July 15, 2019, 11:34:21 AM
Hi, do prisoners able to train animals or harvest stuffs from them? I let them have access to my animal area, and also had the animal handler work tab set to highest priority, but they just walked in to clean up some trash and go do other low priority jobs. If I only give them animal handler job, they just started to wander like they have nothing to do.
I am using job splitter mod with prison labour, but this is the only problem I am having right now.
#18
@Crossbowman
I have a question aboout bunkers. The damage of inferno cannon is too damn high, it can one shot everything, even your embrasure, which makes it so hard to build up a defense able to hold the centipes. Even the shot doesn't land on the bunkers, it may randomly destroy part of your base.
One another question is that the inferno cannon is too accurate. The cover system in CE made every shots mostly hit the cover, but cannon shell doesn't care what cover you are using at all, it just blow up everything around. Everytime it finish aiming means I need to load the save again cause it would certainly kill someone.
As for PTRS, most of threads talk about CE weapons said it's necessary, and works pretty well against centipes. But after I tried some AMR in other mods using .50BMG Ap-i, I doubt that only AMR is not quite enough. (maybe 14.5x114mm ammo do much more damage than .50BMG? I need to do some test later)
#19
Quote from: dninemfive on July 10, 2019, 05:25:09 PM
@sumghai I'm a bit late, but can't you add a ModExtension defining the percentage damage reduction when attacking a tank?

i.e. in the hook, try to get the mod extension, if it has it factor damage by the percentage, and if it doesn't set damage to 0.
Try the latest version of CE:FT, the problem of the dmg taken by tank is fixed. Should work more like fighting a centipe now.
#20
Hello roolo, is it normal to see modded mechanoids spawn with mechanoid faction? For example, spawn with centipes and lancers in a raid or ship part incident.
#21
Quote from: sumghai on July 05, 2019, 07:30:42 AM
Quote from: Retry_02Hide on July 05, 2019, 07:18:14 AM
Quote from: sumghai on July 05, 2019, 07:05:59 AM
I think the issue is that because the actual hitbox is the size of a 1x1 cell, you have to aim at exactly that cell to get any damage from grenade launchers.

If there are no further complaints, I'll consider the patching for the LMM T-55 to be complete.
But direct hits from HEAT do much less dmg than HE is quite weird, this would make its only purpose totally be replaced by HE.
The problem is that it's a Catch-22 situation.

HEAT ammo is defined in the original CE mod as a Bullet damage type. Specifically for the T-55 tank, I lowered the damage multiplier for Bullets so that small arms fire won't inflict damage on the tank armor, while ensuring that rockets and grenades remain viable.

If I increased Bullet damage to make HEAT rounds better than Frag/HE rounds, then we go back to the original problem of tanks being shot to pieces by rifles and pistols, which you didn't want in the first place.

You can't have your cake and eat it too, Retry_02Hide.
So what cause this is that HEAT is define as bullet in CE? I think it may be a new dmg type made for them, quite a pity actually.
Thank you for your fast reply and adjustments, at least now t-55 still can be killed by HE shots and immune small fire arms at the same time, good enough to me.
#22
Quote from: sumghai on July 05, 2019, 07:05:59 AM
I think the issue is that because the actual hitbox is the size of a 1x1 cell, you have to aim at exactly that cell to get any damage from grenade launchers.

If there are no further complaints, I'll consider the patching for the LMM T-55 to be complete.
But direct hits from HEAT do much less dmg than HE is quite weird, this would make its only purpose totally be replaced by HE.
#23
Quote from: sumghai on July 04, 2019, 10:39:02 AM
Okay Retry_02Hide, I've just pushed an update to the CE:FastTrack repo.

I basically implemented a hacky workaround to the damageMultipliers for the LMM faction T-55 tanks, which now makes them nearly impervious to all small arms fire, but still vulnerable to grenade or rocket launchers.

Please let me know how it goes.
Ok, just finished some tests...I think I can say it is the most powerful creature in rimworld now , something beyond a tank (maybe not stonger than polaris bloc mechanoids, idk).

So it basically immune to gun shots now, because their dmg value is set to 0 against t-55. .50 ap-i can do very little dmg to it, maybe it would take 5 days to let a pawn to kill t-55 with that, and the .50 sabot is useless now because it's dmg type is define as gun shot.

Use some launchers to atk it too, but it looks like only HE ammunitions can do some dmg (just like before, fair.enough but not too much). I used Carl Gustaf with HEAT and M72 LAW to test how AT launchers work (damn these things is so hard to hit, u would need to find proper range or they will always miss), HE can do more dmg than HEAT even it is not a direct hit (the dmg of heat is quite low as well, just a little more than .50 ap-i, hard to notice the difference on health bar).

I didn't test gun enplacements yet, but the result might be the same cause the dmg is decided by ammo types. If only using soldiers to fight it, grenade launchers would be a better choice than AT lauchers since HEAT do less dmg than HE.

In the end, I rate it 5 centipes cause it is invincible now :).

Side question: will the place u hit change the dmg value?

Edit: test 90mm pak gun as well, also try some other launchers.
        90mm heat can do a little more dmg than AT launchers, and its HE can ONE SHOT, yes ONE SHOT t-55, no exaggeration.
        As for launchers, MATADOR can do lots of dmg to t-55, I'm not sure why, maybe dmg type 'missle' is define as a stronger HE? AT4 is the one who do its job well, take 4 shots to kill a t-55, just like a normal AT launchers does (it's dmg type is called AT4 grenade, maybe that's the reason). And I also test Carl Gustaf again, the HEAT shell really do much less dmg than HE, I am sure that every shots are direct hits.
#24
Quote from: sumghai on June 18, 2019, 07:17:46 AM
Quick update:

The WIP version of Combat Extended FastTrack Edition now supports ALL* Rimmu-Nation and Red Horse Faction mods!

  • [RH] Faction: Elite Crew
  • [RH] Faction: Last Man Mercs (tanks also do CE damage!)
  • [RH] Faction: Militaires Sans Frontieres (now with working CE implementation of tranquilizer ammo! a bit OP though)
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts
  • [RH] Faction: Umbra Company
  • Red Horse Furniture
  • Rimmu-Nation - Clothing
  • Rimmu-Nation - Weapons

Athena is still putting the finishing touches before an official release, but if you want to run a CE game right now, delete your existing copy of the original CE mod and install the FastTrack version instead from here:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack

*The ones that add weapons, apparel and factions, that is
Hello sumghai, I have a problem with the balance issue of T-55 LMMC in your CE patch.
I know that in the original release from CP have reduced some resistance of T-55, but when I tried it with CE, it feels a little bit...too weak? Even 5.56mm NATO FMJ can easily penetrate them, two magazines from MG(FMJ as well) would be an instant kill, no need to use 50. BMG or AT launchers at all. Also, maybe it needs more hp, no need to like centipes have tons of hp to receive lots of launchers and mortar shells, at least make it can sustain a little longer under heavy fire?

Compared to the strong as hell centipes, it is quite a shame that T-55 is such an easy target for everyone(I think even scyther is more 'tanky' than this tank). I originally want to build a tank army for myself, but since a colonist with power armor could tank more dmg than they do...well...

#25
Unfinished / Re: [WIP] Deep Storage (functional)
June 30, 2019, 09:35:39 PM
Quote from: LWM on June 30, 2019, 04:57:53 PM
Quote from: Retry_02Hide on June 29, 2019, 11:40:19 PM
I am using CE guns...
my pawns just refuse to put anti-material rifles(like ptrs-41 from ce guns, AW50 from rimmu-nation etc) into weapon lockers

If they NEVER get put in (for example, if they are the only thing allowed in the list, and you let the game run for a few minutes to make sure the hauling engine checks everything, and you cannot get a pawn to right-click Haul the item), then it's possible it's because they weapons are too big to fit.

The Weapons Locker has, as I recall, 16 Bulk if using Combat Extended, or 10 kg is not.  What is the mass of the item you're using?

Side question: is CE guns a separate mod that uses part of the CE engine?

--LWM
Oh, so there's a mass and bulk restriction to weapon lockers? That might explain why they didn't put them in, most of AMRs are over 10kgs.
As for CE guns, it is a seperate mod made by CE's creator, to give players better experience in CE, so it should fit into CE mechanics very well.
#26
Unfinished / Re: [WIP] Deep Storage (functional)
June 29, 2019, 11:40:19 PM
Hello LWM, got some little problem about the weapon locker in your mod. I am using CE guns with you deep storage, but my pawns just refuse to put anti-material rifles(like ptrs-41 from ce guns, AW50 from rimmu-nation etc) into weapon lockers, they put them in stockpile instead, even though I allow all weapons and these guns are in the list, the priority is set to important as well.
#27
Have some little problems when use "replace stuff" with clutter "the door stuff", pawns will build a new door "into" the wall already exist. This would make the door unaccessable, but deconstruct the wall fix the problem.
Also, a recently released mod called "rimcities" have the same problem as well, all the doors in the map are built into the wall.
*Edit* looks like using clutter door or structure alone both cause the same problem
*and another edit* is the mod better vents/coolers conflict with replace stuff, sorry for bothering
#28
Releases / Re: [1.0] RunAndGun
June 26, 2019, 12:05:09 AM
Hello Roolo, is it possible to have an option to forbid mechanoids run and gun? Or let the mechanoids' weapons a part of forbidden list. Because the mechanoids in CE are quite horrible and have a big chance to one shot colonist. I don't want to see the centipes equipped with inferno cannon or charge blaster run into me while shooting, it would be tragic!
#29
Quote from: omatkoicorko on January 30, 2019, 12:54:46 PM
it did work, thanks!
Hi, sorry for replying your old post.
I wonder how you get the problem fix, just removed the trade request event by editing save file or found the mod causing this problem and removed it?
I keep facing the same problem even after starting a new game, just want to get rid of this...
Btw, I have a cross-reference issue that make one of item uncraftable(even def can't place it), could that be the source of problem?
#30
Quote from: Canute on June 16, 2019, 05:28:14 AM
Normaly it doesn't matter, but could you try to switch the load order of these both mods ?
Uhmm... I think load prison labor behind bad hygiene would not have this problem, but it doesn't work as what I thought. Will try change load order later 'cause I am quite busy recently, and the horrible load time always waste too much time to test mods.