Combat Extended - Combat Realism Reboot, looking for testers

Started by NoImageAvailable, April 16, 2017, 10:52:37 AM

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MrWeeGee

Can't wait to see what you guys have done with the mod!

Couple of quick questions though:

Do you know if the mod will require a clean start? Currently holding off on A17 because I'd hate to start over.

Also, CR had an issue having multiple maps open (like conducting raids, or running two settlements) where if you reloaded turrets on one map, the ammo would drop to the next one, leaving the turret unloaded, causing more reloads and ammo to disappear. This made it impossible to set up trading outposts, and was another thing to worry about during raids/encounters. Is that problem still present? It could have just been my game setup, not entirely sure.

Thanks to everyone whose work kept this mod alive!

Eric

Very glad to see that this is being worked on again, I would love to participate with it

NoImageAvailable

Quote from: MrWeeGee on May 27, 2017, 09:31:06 PM
Do you know if the mod will require a clean start? Currently holding off on A17 because I'd hate to start over.

I doubt its going to run smoothly on an existing game and depending on how long your playthroughs usually last you probably have time to play at least one colony before we get a public release out.

QuoteAlso, CR had an issue having multiple maps open (like conducting raids, or running two settlements) where if you reloaded turrets on one map, the ammo would drop to the next one, leaving the turret unloaded, causing more reloads and ammo to disappear. This made it impossible to set up trading outposts, and was another thing to worry about during raids/encounters. Is that problem still present? It could have just been my game setup, not entirely sure.

First time I heard of this bug, but I went and fixed it now.
"The power of friendship destroyed the jellyfish."

Love

Please make extensive use of patches... the old combat realism had so many compatibility problems.

TA1980

Dear NoImageAvailable,

thank you (and any co-workers) for rebooting this!

Regards

rambo

I took this mod for a spin and so far no bugs, gliches or errors. I was testing some things around (testing out the suppression mechanic, shooting my colonists raiders to test the damage) when I came across the granades my granader keeps getting  hurt by his own granades from the fragments due to its short range. If you can make it so that you can throw frags further.

Umbreon117

I came into Rimworld super late, but I do love it regardless.

My biggest issue with Rimworld A17 is that the mod "Combat Realism" likes to mess up for me. So I was very happy to see it was picked back up and is currently being worked on.

I'm not even going to ask if I can help as I would be unreliable, and not always do as asked. Regardless, Thank You for bringing this mod back. I REALLY look forward to seeing it in (hopefully) Alpha 17.
I'll shoot your colonists...After a long nap.

JadedApprentince

Do you plan on making more cannon/shell based turrets for us to use?
I was working on a modification of your original CR mod that included some changes and new content such as a 105mm artillery piece to go with the 90mm already given to us. I personally love those to death and seeing something similar to what I was working on would be awesome.

Love your mod, I just wish that @Tynan would just put this into the game and have you help work on it. I am just sick of the vanilla combat system and how silly it is.
Standing two feet away from your target shouldn't allow you to miss, its just dumb. So I love this mod for actually doing a great job of accurately portraying combat.
Mods I've made:
Combat Extended Artillery :  https://ludeon.com/forums/index.php?topic=33979.0

rambo

how about making some patches for combat extended like high calibre, rim fire ext....

spyfox321

I'm a (was) real fan of combat realism, Now since I combat realism here, what ways can I help the development of the mod?

I just wanted to say that a lot of people literally can't play the mod since the game feels broken with out this mod.

Thank you for continuing this mod :D

Also Need to ask you, what version is this mod currently in? because this needs to be updated to A17 asap.

rambo

Quote from: spyfox321 on June 02, 2017, 06:14:01 AM
Also Need to ask you, what version is this mod currently in? because this needs to be updated to A17 asap.
It is download the github version for a17

NoImageAvailable

Quote from: rambo on June 02, 2017, 11:36:34 AM
Quote from: spyfox321 on June 02, 2017, 06:14:01 AM
Also Need to ask you, what version is this mod currently in? because this needs to be updated to A17 asap.
It is download the github version for a17

The version on github is an internal testing build. It is unstable and unfinished and people shouldn't be using it before we can get a proper release done.
"The power of friendship destroyed the jellyfish."

rambo

Quote from: NoImageAvailable on June 02, 2017, 12:55:32 PM
Quote from: rambo on June 02, 2017, 11:36:34 AM
Quote from: spyfox321 on June 02, 2017, 06:14:01 AM
Also Need to ask you, what version is this mod currently in? because this needs to be updated to A17 asap.
It is download the github version for a17

The version on github is an internal testing build. It is unstable and unfinished and people shouldn't be using it before we can get a proper release done.
Understood

gariba

@NIA & ProfoundDarkness:
I've seen on github something about setting flags to weapons, like hunting, melee ad ranged for automatic switching. Have you looked at SimpleSidearms?
I still haven't played A17 yet, but it seems to implement most of what you discussed, plus some better control over switching weapons. Back in A16 with CR I used to equip my soldiers with assault rifles for long/mid range and shotguns for close quarters, and sometimes even grenades, but opening each pawn's inventory to change weapons was annoying.

Umbreon117

Quote from: gariba on June 04, 2017, 03:17:24 PM
@NIA & ProfoundDarkness:
I've seen on github something about setting flags to weapons, like hunting, melee ad ranged for automatic switching. Have you looked at SimpleSidearms?
I still haven't played A17 yet, but it seems to implement most of what you discussed, plus some better control over switching weapons. Back in A16 with CR I used to equip my soldiers with assault rifles for long/mid range and shotguns for close quarters, and sometimes even grenades, but opening each pawn's inventory to change weapons was annoying.
Hi there, I'm not a moderator, but SimpleSidearms does work quite well, if you are willing to customize some of the stuff it lets you edit.

However it is relatively basic, and you are fully capable of having a minigun as a sidearm...No I am not joking. They may not want to have that, or they may have something else planned.
I'll shoot your colonists...After a long nap.