[A16] Combat Realism [closed]

Started by skyarkhangel, November 11, 2016, 03:20:29 PM

Previous topic - Next topic

ElvenMusic

Is there a loadout system? I keep hearing about it from older versions of this, but i cant find it, im tired of my colonists all carrying 800 clips of pistol ammo

porcupine

Quote from: ElvenMusic on February 01, 2017, 02:55:14 PM
Is there a loadout system? I keep hearing about it from older versions of this, but i cant find it, im tired of my colonists all carrying 800 clips of pistol ammo

Yes.  It should be the same setup as the clothing tab/etc. (I haven't installed on this version, but have been following).

ElvenMusic


grimsurgent

Quote from: ElvenMusic on February 01, 2017, 03:44:52 PM
The problem is i cant actually find it, where is it?

If you have better pawn control, you either need to update CR or disable BPC because BPC disables the loadout menu from CR. Sk said he added support but I havent updated yet.

MrWeeGee

Quote from: seanandjay29 on February 01, 2017, 11:27:49 PM
Quote from: ElvenMusic on February 01, 2017, 03:44:52 PM
The problem is i cant actually find it, where is it?

If you have better pawn control, you either need to update CR or disable BPC because BPC disables the loadout menu from CR. Sk said he added support but I havent updated yet.

What you're looking for is the pencil icons in the 'assign' section, one of the columns should be labeled "loadout".

The author of BPC is waiting for CR to be updated on Steam to finish the integration on his end. However, if you place BPC above CR in your load order, you can still use the animal controls while keeping CR's loadout options. You just won't be able to use BPC's colonist control options. Hope this helps.

Tanelorn

I am also running into issues with reloading the heavy machine gun turrets. They take the FMJ ammo but I also have other rounds like HE and EMP that they won't use.

TrashMan

Hey, I see you added some great changes to the base game. Here's one suggestion to further improve the mod

New armor tag/flag:
- powered (or whatever, name is notimportant) - marks a piece of armor as strength-enhancing

Weapon tags:
- bulky (required power armor to be used without penalty. Without power armor, speed and aim penalty)
- massive (CANNOT be equipped without and armor with the "powered" tag. UN-equipping the armor automatically unequips and drops this weapon)


EXTRA: weapons come in regular and sidearm, let's increase that:
- "sidearm" is for one-handed small guns (bonus when second hand is empty, but allows something else to be used in other hand)
- "sidearm_P" is considered as one-handed for a user in power armor, a regular two-handed weapon otherwise
- "two-handed" is for regular two-handed weapons, these are ALWAYS used two-handed

FreyaMaluk

Quote from: MrWeeGee on February 02, 2017, 01:41:50 AM
Quote from: seanandjay29 on February 01, 2017, 11:27:49 PM
Quote from: ElvenMusic on February 01, 2017, 03:44:52 PM
The problem is i cant actually find it, where is it?

If you have better pawn control, you either need to update CR or disable BPC because BPC disables the loadout menu from CR. Sk said he added support but I havent updated yet.

What you're looking for is the pencil icons in the 'assign' section, one of the columns should be labeled "loadout".

The author of BPC is waiting for CR to be updated on Steam to finish the integration on his end. However, if you place BPC above CR in your load order, you can still use the animal controls while keeping CR's loadout options. You just won't be able to use BPC's colonist control options. Hope this helps.

I really don't get what you say... the 1.6.9.6 version "should" be compatible with BPC.
The current version, 1.6.9.7 should be as well... Is there something I'm missing here??

joaonunes

Quote from: NoImageAvailable on January 29, 2017, 12:08:45 PM
Not much to give really, when I implemented the ammo system I tried to make sure it retained the old functionality so that if you removed the ammo-related XML entries for a weapon it would act like before the ammo system (i.e. limited magazines but infinite reloads). I always knew there would be lots of interest in a no-ammo patch so I tried to make sure creating one would be as easy as possible. No idea if whoever maintains it right now stuck to that paradigm though, so might no longer be the case.

Either way, it would certainly be better to ensure the DLL side allows for it and pointing people towards a solution than this attitude of "piss off if you want a no ammo version" that I've seen skimming through this thread. The whole point of modding is that people with different tastes will want different things in their game and if a lot of people dislike a particular feature it makes sense to provide an option.

Firstly, as being one of the guys complaining about who keeps asking for a no ammo version, I am sorry if I offended anyone or even yourself, that is not what I meant to do.

Second, welcome back!! A lot of people have missed your presence :D

Lastly, will you return to this mod?
Do you want your colonists to look manlier?
Get a free mustache sample here!

Maniox

How do you craft miniguns and rocket launchers after completing the required research?

I'm specifically after rocket launchers, but can't find the production bill for it anywhere.

ElvenMusic

Thanks for the note? notification? About BPC load order... and incompatibility thingy Almost positive that was the problem, now that i know about it :P

Tanelorn

I could use some help. I can't find any crafting options for the agl-30 ammo. I have many weapon techs unlocked and the ammo and machining bench. I crafted the weapon.  What tech is associated with making that ammo?

On a related note, the soviet hmg and the agl will only reload the ammo they already are set for. I have alternate ammo nearby but they won't load it. 

NoImageAvailable

Quote from: joaonunes on February 02, 2017, 02:32:20 PM
Lastly, will you return to this mod?

Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.

Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.
"The power of friendship destroyed the jellyfish."

sirgzu

Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Quote from: joaonunes on February 02, 2017, 02:32:20 PM
Lastly, will you return to this mod?

Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.

Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.
There is no shortage of people for testing and moving the code to github has made it a lot easier for players to report bug and for the modders to manage bug tracking.

joaonunes

Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.

Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.

That would only be a matter of speaking with Sky and working together on the mod.
As you can see the mod's users keep reporting bugs when they are detected and as "sirgzu" said...
Quote from: sirgzu on February 03, 2017, 06:20:36 AM
There is no shortage of people for testing and moving the code to github has made it a lot easier for players to report bug and for the modders to manage bug tracking.

This is probably one of the most famous mods for Rimworld and it's having some problems to stay stable, perhaps you could at least give a hand to skyarkhangel, maybe help him make the mod as good as you'd like it to be :P
Two minds work better than one, and I am sure the community will be glad to help test whatever you want, you just need to release an unstable version and ask people to test it.
Do you want your colonists to look manlier?
Get a free mustache sample here!