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Author Topic: [A13] Combat Realism v.1.6.5 (08.05.16) Final release  (Read 595742 times)

Facepunch

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1785 on: September 02, 2016, 03:28:03 AM »

So, skimmed through the last few pages, is this mod in shape for A15, yet?
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Deimos Rast

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1786 on: September 02, 2016, 08:10:44 AM »

So, skimmed through the last few pages, is this mod in shape for A15, yet?
Well it relies on CCL and CCL is not in shape for A15 yet, so that's a no. However, I've been watching the github repos for both, and they are being updated regularly. I suspect when CCL drops, CR will shortly after.
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ngcq1811

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1787 on: September 02, 2016, 09:47:47 AM »

Hi, Im new to weapon mods and I cant seem to find these weapons in the machining table in a preexisting save.
Do I need to create a new colony ?
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Kagemusha12

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1788 on: September 02, 2016, 11:50:12 AM »

Hi, Im new to weapon mods and I cant seem to find these weapons in the machining table in a preexisting save.
Do I need to create a new colony ?

That's the standard requirement with most mods
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gendalf

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1789 on: September 03, 2016, 03:23:12 PM »

is all of this behind the research? wouldn't make sense as tribals to have access to bullet crafting.
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Vek17

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1790 on: September 03, 2016, 04:40:14 PM »

The loading bench is behind machining.
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Krolon

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1791 on: September 05, 2016, 05:14:34 PM »

Still waiting for full-auto. At least in heavy machine guns in CR defense.
All my hopes are in A15.
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Jaxxa

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1792 on: September 05, 2016, 07:10:27 PM »

I have updated the A14 Compatibility patch for my Shields mod.

https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264

LustrousWolf

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1793 on: September 10, 2016, 12:27:37 PM »

This mod being continued to A15 or is it fully fully dead now? FeelsBadMan
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Deimos Rast

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1794 on: September 10, 2016, 04:16:16 PM »

This mod being continued to A15 or is it fully fully dead now? FeelsBadMan
No, it depends on CCL and CCL hasn't been updated yet. It has updates pending, but is on hold effective till CCL comes through.
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Pepelnica1488

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1796 on: December 03, 2016, 08:24:17 PM »

apparello work with combat realism 1.6.8?
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joaonunes

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1797 on: December 03, 2016, 08:35:31 PM »

apparello work with combat realism 1.6.8?

yes, why wouldn't it work?
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MightyGooga

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1798 on: December 25, 2016, 07:10:29 PM »

Hello,

May I ask a couple of questions?

I only played with this mod through SK Hardcore Modpack. I found out that, the units wont automaticly get the specific ammo onto its inventory. Is this a behavior added with this mod?

Is there a way to disable the need of ammo?

Thank you
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BlackSmokeDMax

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Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
« Reply #1799 on: December 28, 2016, 12:18:36 PM »

Hello,

May I ask a couple of questions?

I only played with this mod through SK Hardcore Modpack. I found out that, the units wont automaticly get the specific ammo onto its inventory. Is this a behavior added with this mod?

Is there a way to disable the need of ammo?

Thank you

1. They will automatically get ammo for their inventory. You just need to setup a loadout for them. That is similar to the clothes outfits.

2. No, no way of disabling ammo without re-writing the mod.

Last, this version of the mod is basically abandoned at this point. You may want to check out the more recent versions, located in this thread: https://ludeon.com/forums/index.php?topic=27374.0
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