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Author Topic: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)  (Read 558292 times)

Eryx

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Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
« Reply #1200 on: November 20, 2019, 12:13:57 PM »

Still on my past save, but..
1. Do smoke grenades have any negative effects on pawns? Is it different if inside of a building?

2. Has a morale system a bit deeper than where it's at ever been thought about? Something like 20 social pawns giving a -50% suppressability or something to pawns within a certain distance?
Perhaps a 'leader' trait? I think it'd be nice to counteract losing pawns because they're pinned, because a good leader could go 'guys, we're fucked, let's go!' and decide to pull back.
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NoImageAvailable

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Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
« Reply #1201 on: November 21, 2019, 01:54:58 AM »

Still on my past save, but..
1. Do smoke grenades have any negative effects on pawns? Is it different if inside of a building?

The new smoke is only created by fires, things like smoke grenades are unchanged

Quote
2. Has a morale system a bit deeper than where it's at ever been thought about? Something like 20 social pawns giving a -50% suppressability or something to pawns within a certain distance?
Perhaps a 'leader' trait? I think it'd be nice to counteract losing pawns because they're pinned, because a good leader could go 'guys, we're fucked, let's go!' and decide to pull back.

CE development is pretty much ceased. Even the 1.6 update was mainly there to accompany the AoA announcement. There are some plans for more in-depth morale simulation for AoA but after the CE Melee release later today and a WIP smoke overhaul a contributor is working on (may or may not happen) it's very unlikely any more features will be added to CE.
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"The power of friendship destroyed the jellyfish."

NoImageAvailable

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Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
« Reply #1202 on: November 21, 2019, 06:48:25 AM »

Release

CE Melee is now officially released: like CE Guns, it's a companion mod to CE aimed at providing more functional variety in weapons. Aside from a number of normal melee additions (like the often asked for two-handed blunt weapon) it introduces powered variants that have vastly superior penetration capabilities. Get it on GitHub.
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"The power of friendship destroyed the jellyfish."

Jaleco8

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1203 on: November 30, 2019, 06:41:31 PM »

I'm also having the "field medic" bug but I don't have the mod. Is there any other mod that causes healing not to work?
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temple_wing

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1204 on: December 01, 2019, 04:52:11 AM »

Looks like I found a bug.
My bear do 21 damage and 4.5 blunt AP with its paw. But only did 6 damage to a almost unarmored human.

Code: [Select]
<li Class="CombatExtended.ToolCE">
<label>left claw</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>21</power>
<cooldownTime>1.41</cooldownTime>
<linkedBodyPartsGroup>FrontLeftPaw</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>21</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
<armorPenetrationSharp>0.05</armorPenetrationSharp>
<armorPenetrationBlunt>4.5</armorPenetrationBlunt>
</li>
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Kori

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1205 on: December 05, 2019, 10:11:26 AM »

Since 1.6 and its changes to apparel layers, the mod Show Hair with Hats is only partially working. Sometimes you see the hair and sometimes you don't. Is there a fix for this?
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Kiame

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Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
« Reply #1206 on: December 05, 2019, 09:33:51 PM »

Since 1.6 and its changes to apparel layers, the mod Show Hair with Hats is only partially working. Sometimes you see the hair and sometimes you don't. Is there a fix for this?

Just updated Show Hair mod with the help of LockdownX7. If things still seem off I'll try to make some time to get it working fully in the near future.
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