[MOD](Alpha 7) Realistic Weapons V2.0 + Fortifications Mod V2.0

Started by AY, August 28, 2014, 12:22:41 PM

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Xerberus86

Quote from: AY on September 04, 2014, 07:23:14 PM
Quote from: Xerberus86 on September 04, 2014, 06:22:16 PM
Quote from: AY on September 04, 2014, 06:05:15 PM
Quote from: Iwillbenicetou on September 04, 2014, 04:56:53 PM
ONE: Mistake for some pistols in PA,
TWO: The Lee Einfield has quite a big range (don't know if accident or on purpose)
1. The Steyr Mannlicher should be the only pistol that is bugged, the rest (should) have ranges of less than 40.
2. The Lee Enfield has a range of 100, it is on purpose. Some weapons have even higher ranges, so it's recommended to use this pack for Big sized maps.

big-sized maps are fine and good but the game isn't optimized yet and i get some framerate drops while i get some huge invasions (50 +), but that might also be because i often play at 3x speed and won't really go below 2x speed^^.

the game also doesn't seem to utilize all my cores (intel core i5 4440, 4x 3.2 ghz), i did test it once with both coretemp and openhardwaremonitor. my first core got once to 100% but my other cores were around 60% at max. so i don't know about using bigger maps, i have 8 gig ram so it should be fine though.

till now i played on the standard settings, i might try the mod again then. but its kinda ironic, at the start of a new game and the first time i play with these weapon modifications, the first one who shoots is some colonist i get right from the start (never had that before) and he carries the only buggy gun x'D.
Problems with optimization is up to Tynan, so unfortunately there is nothing I can do to make big maps run better. However I do recommend using 1x speed during combat, since messing up is more devastating and your colonists can be killed very easily.
The problem with the Mannlicher pistol will be fixed next update along with some tweaks to trees and cover.

sounds great, thanks for your effort!

Iwillbenicetou

Man, Xerb you have an awesome computer. Mine is the worst computer you can have. A macbook wich is outdated. Hopefully upgrading when I get some money.

Also you should tweak cover. In "Vanilla" embrasures, most of the late game guns, just passed straight throught it. In real life, there is a 10% chance to actually get the bullet/arrow inside, let alone dealing with hitting them. I think there should be a buff.
Mod Help! The basics on how to download mods!

Viperlol

here is hoping you can use those ww2 weapon textures i sent you :P if you need anymore just throw me a message
When in doubt, rely on everyone else to fix up your .xml

Xerberus86

Quote from: Iwillbenicetou on September 05, 2014, 12:02:38 AM
Man, Xerb you have an awesome computer. Mine is the worst computer you can have. A macbook wich is outdated. Hopefully upgrading when I get some money.

Also you should tweak cover. In "Vanilla" embrasures, most of the late game guns, just passed straight throught it. In real life, there is a 10% chance to actually get the bullet/arrow inside, let alone dealing with hitting them. I think there should be a buff.

to quote myself here to answer the last paragraph of yours:

Quoterimworld has, at least for now, the mount & blade syndrome. the base game is decent and nice to play for a while but what really makes the game shine is the moddability and the available mods.

this is mainly because tynan is focusing on game mechanics, which is the correct choice, and the community delivers the content updates :).

i played vanilla rimworld once, then tried TTM and i'm not able to go back, like dat difficulty and techtree & crafting-focused progression. also wasn't mentioned that the lee einfeld had the largest range (100), i found a rifle that has 120 .....also the increased weapon-damage in this mod is brutal man x'D.

DarkTemplarlord

I cant get Fortifications Mod Pack working for some reason. I installed all tree files into mod loader but i cant see any defensive structures. Do i need Research somethink first or what?

Iwillbenicetou

Put the fortifications folder into the mods folder, then install it.
Mod Help! The basics on how to download mods!

DarkTemplarlord

I Extracted file into mod folder as you told and activated all tree files "Defs, Textures and About" files and still nothink happend. Did you mean i have to spesially install it? Il have installed lot mods il removed every one and tryed and nothink happend....

Iwillbenicetou

Don't put the folders, do these steps:
Unzip the folder.
Place folder into mod folder located in Rimworld's files.
Open Rimworld and go into mods and activate fortification's mod. Should show a description.
Mod Help! The basics on how to download mods!

Xerberus86

Quote from: DarkTemplarlord on September 05, 2014, 02:42:46 PM
I Extracted file into mod folder as you told and activated all tree files "Defs, Textures and About" files and still nothink happend. Did you mean i have to spesially install it? Il have installed lot mods il removed every one and tryed and nothink happend....

first time applying a mod? this is one of the easier versions so most of the answers thus far didn't recognise the fact that you didn't knew how to do it, sorry!

mods have to be ONE folder which are placed in the "mods" folder in the rimworld folder. in this ONE folder, lets call it "Hello World Mod", are more fodlers like defs and others, those are NOT to be placed directly in the "mods" folder but have to be in a folder of themselve.

maybe you downloaded the wrong mod version? all mods i have seen thus far here are already in their own fodler once you have extracted the file, so you only have to copy & paste the one folder to the mods folder of the game.

DarkTemplarlord

Quote from: Xerberus86 on September 05, 2014, 04:59:44 PM
Quote from: DarkTemplarlord on September 05, 2014, 02:42:46 PM
I Extracted file into mod folder as you told and activated all tree files "Defs, Textures and About" files and still nothink happend. Did you mean i have to spesially install it? Il have installed lot mods il removed every one and tryed and nothink happend....

first time applying a mod? this is one of the easier versions so most of the answers thus far didn't recognise the fact that you didn't knew how to do it, sorry!

mods have to be ONE folder which are placed in the "mods" folder in the rimworld folder. in this ONE folder, lets call it "Hello World Mod", are more fodlers like defs and others, those are NOT to be placed directly in the "mods" folder but have to be in a folder of themselve.

maybe you downloaded the wrong mod version? all mods i have seen thus far here are already in their own fodler once you have extracted the file, so you only have to copy & paste the one folder to the mods folder of the game.

i did have extracted it wrong way now its working fine Thx for you

Xerberus86

Quote from: DarkTemplarlord on September 06, 2014, 12:50:20 AM
Quote from: Xerberus86 on September 05, 2014, 04:59:44 PM
Quote from: DarkTemplarlord on September 05, 2014, 02:42:46 PM
I Extracted file into mod folder as you told and activated all tree files "Defs, Textures and About" files and still nothink happend. Did you mean i have to spesially install it? Il have installed lot mods il removed every one and tryed and nothink happend....

you're welcome, omg....latenight english is worst englich ....FODLER x'D...hilarious.
first time applying a mod? this is one of the easier versions so most of the answers thus far didn't recognise the fact that you didn't knew how to do it, sorry!

mods have to be ONE folder which are placed in the "mods" folder in the rimworld folder. in this ONE folder, lets call it "Hello World Mod", are more fodlers like defs and others, those are NOT to be placed directly in the "mods" folder but have to be in a folder of themselve.

maybe you downloaded the wrong mod version? all mods i have seen thus far here are already in their own fodler once you have extracted the file, so you only have to copy & paste the one folder to the mods folder of the game.

i did have extracted it wrong way now its working fine Thx for you

a89a89


MelanisticAlbino

Absolutely love this mod. I can't go back to vanilla after using superior crafting + Project Armory  + Realistic Weapons.

I do think that close quarters combat could be more interesting. The idea behind the "warmup" is that colonists aim, right? Well sort of. And because shotguns are only effective in really tight quarters, I would really feel it would be advantageous for them and other weapons that are supposedly ideal for CQC to barely have any warmup. It just looks so weird and less intensive when they stand literally one square from eachother and hostiles swarm in only to stand there looking at eachother for 2 seconds before shooting. Wouldn't it be cooler just to keep the reload after the first shot
and remove the warmup?

Ideally the warmup should be higher the longer away from you are, but that might be hard to implement in a mod, or impossible.

Just a thought.

Xerberus86

Quote from: MelanisticAlbino on September 07, 2014, 08:49:30 AM
Absolutely love this mod. I can't go back to vanilla after using superior crafting + Project Armory  + Realistic Weapons.

I do think that close quarters combat could be more interesting. The idea behind the "warmup" is that colonists aim, right? Well sort of. And because shotguns are only effective in really tight quarters, I would really feel it would be advantageous for them and other weapons that are supposedly ideal for CQC to barely have any warmup. It just looks so weird and less intensive when they stand literally one square from eachother and hostiles swarm in only to stand there looking at eachother for 2 seconds before shooting. Wouldn't it be cooler just to keep the reload after the first shot
and remove the warmup?

Ideally the warmup should be higher the longer away from you are, but that might be hard to implement in a mod, or impossible.

Just a thought.

i like the differentiations of the different weapons and their use in different circumstances too, i personally just find the range a bit too high in general. long range might be realistic but it has some problems gameplay-wise.

the warmup-phase is a vanilla feature though and yes it is supposed to be like an aiming time.

Edit: @MelanisticAlbine: you should also try the apparello mid (way more gear and HATS) and the techtree minami mod :). the ladder is an overhaul mod and you can use the realistic weapon for PA files but not superior crafting with it (does does things similiar to superior crafting but more emphasis on research and true game progression). also you HAVE to try edb interface mod, its a must-have in my opinion!

MelanisticAlbino

#74
Quote from: Xerberus86 on September 07, 2014, 08:56:51 AM
Quote from: MelanisticAlbino on September 07, 2014, 08:49:30 AM
Absolutely love this mod. I can't go back to vanilla after using superior crafting + Project Armory  + Realistic Weapons.

I do think that close quarters combat could be more interesting. The idea behind the "warmup" is that colonists aim, right? Well sort of. And because shotguns are only effective in really tight quarters, I would really feel it would be advantageous for them and other weapons that are supposedly ideal for CQC to barely have any warmup. It just looks so weird and less intensive when they stand literally one square from eachother and hostiles swarm in only to stand there looking at eachother for 2 seconds before shooting. Wouldn't it be cooler just to keep the reload after the first shot
and remove the warmup?

Ideally the warmup should be higher the longer away from you are, but that might be hard to implement in a mod, or impossible.

Just a thought.

i like the differentiations of the different weapons and their use in different circumstances too, i personally just find the range a bit too high in general. long range might be realistic but it has some problems gameplay-wise.

the warmup-phase is a vanilla feature though and yes it is supposed to be like an aiming time.

I can agree with that. Gameplay wise, I too feel that range needs to be shortened a little bit. There's too many weapons that can shoot all the way across the map, when in my opinion, only certain sniper rifles should possess that range.

Right now it's way to hard to advance on enemy positions because they can shoot at you from a mile away.

My wishes right now
1. Make battle rifles, Assault Rifles, LMGs have lower range, and lower the range of sniper rifles slightly but not much.

2. Lower warmup on Pistols, Shotguns and SMGs, to somewhere around 0,1-0,5.

This will make the game more tactical and specifically balance out the game. It's always fun placing out your colonists strategically in a room when the enemy is about to breach to door. But what happens when they do enter is not that exciting because no one is even firing at the door within 2 seconds. Those seconds count in a firefight!