[A13] Combat Realism v.1.6.5 (08.05.16) Final release

Started by NoImageAvailable, January 29, 2015, 12:27:41 PM

Previous topic - Next topic

NoImageAvailable

Development ceased, see this post

Combat Realism:

This mod is an extensive overhaul of the game's combat to make it both more realistic and more tactical and engaging.



Features:

All weapons have been rebalanced:

  • All weapons have ranges corresponding to their real life effective range. This means sniper rifles and heavy machine guns can easily cover half the map provided they have line of sight.
  • All weapons do damage in accordance with their calibers. No longer does putting a scope on your weapon make your bullets fly 5 times harder. Bullet speed is 1/5 of real world muzzle velocity.
  • Rate of fire is based on real world values.
  • Cooldown times are based on a weapons action type. Automatic weapons have very low cooldown, while pump- and bolt-action take significantly longer. For sniper rifles it is also based on type: .50cal anti-materiel rifles cannot be fired from the shoulder and need time to set up and tear down.
  • Weapons inflict penalties based on their loaded weight: -0.1c/s movespeed and -2% workspeed per kg.
  • Market values have been rebalanced in accordance with weapons' new power.
  • Shotguns fire 8 low damage pellets instead of a single projectile with damage depending on how many hit.
  • Many explosives now use a new fragmentation effect, scattering lethal shell fragments over large distances.
  • And more...
The health system has been rebalanced:

  • Generally, limbs are tougher while organs are squishier and bleed much more. A rifle shot to an unprotected heart is lethal, but it does not send an arm flying. Only repeated hits or a high power round (.50cal, Lasgun, etc.) can destroy limbs.
  • Internal body parts are significantly more likely to be hit. The human body is chock-full of vital organs and you are much more likely to hit one of them rather than this generic "torso" area that 80% of vanilla bullets would hit.
  • Battle wounds cause more pain, more bleeding and more penalties overall.
  • Walls and rocks are nearly impervious to bullets while explosives deal increased damage.
The aiming system has been redone:

  • Pawns have two stats, one for aiming and one for shooting
  • Pawns have to lead and estimate range on a target
  • Guns have inherent shot spread and dynamic recoil
  • Bullet height is tracked to determine collision. If a squirrel is behind a wall of sandbags you can't hit it
  • Collision is now dependent on how close the bullet actually passes to the target instead of pure RNG
  • And more...

New inventory and ammo system:

  • Pawns can carry various sidearms and items in their inventory
  • Carrying items confers penalties based on weight and bulk of carried items
  • Inventory space is limited
  • Weapons have magazines and need to be reloaded
  • Reloading consumes ammo
  • Different ammo types give different effects
  • Ammo can be looted from raiders, bought or crafted

Armor system has been redone:

  • Projectiles have armor penetration now
  • Deflection chances and damage depend on the relation of armor penetration to armor reduction
  • If penetration is too low damage won't go through the armor
  • Shots absorbed by armor might still cause bruises
  • And more...

New suppression mechanic:

  • Pawns have a suppression threshold dependent on their mental break threshold and current mood
  • Bullets flying past pawns will add to their suppression meter depending on the bullet's base damage and chances to penetrate the pawns armor
  • Once the threshold is reached pawns will run for the nearest cover
  • If suppression keeps building past the threshold a pawn will eventually hunker down
  • Hunkered pawns gain a lower profile, becoming impossible to hit through most hard cover but they also can't move or shoot

Important note: As many people have been asking about this, improvised turrets have been changed. Instead of being built they are made at the machining table and placed as minified furniture.

Current release available from GitHub here

Installation:

  • Download and extract the Community Core Library
  • Make sure you place CCL right below Core in your load order
  • Download and install the CR Core using standard installation procedure
  • Place Combat Realism Core below CCL in your load order
  • [optional] Download and install CR Defence, place below CR Core
  • [optional] Download and install any compatibility patches (see the "Compatibility" section below)



Combat Realism Defence:



This is an optional addon introducing various defensive structures:

  • Barbed wire: Slow the enemy, cheap to build and lets gunfire through without providing cover.
  • Embrasures: Walls that let you shoot through them.
  • M240: Medium manned machine-gun turret, excellent for decimating enemy forces as they approach your colony.
  • Cannon Turret: A manned cannon emplacement. Fires HEAT shells that are effective against enemy armor and clustered infantry alike
  • AGS-30: Light-weight automatic grenade launcher, punches through even the heaviest cover.
  • Heavy Turret: Heavy automatic gun emplacement with a high caliber gun and improved health.
  • Charge Blaster Turret: Rapid-firing advanced auto turret with high rate of fire and range.
  • KPV: Heavy machine gun firing large caliber rounds, good for suppressive fire and taking out heavily armored targets.

The embrasures and barbed wire can be built while the new turrets have to be bought from combat suppliers.

Installation:

Install the main mod.
Download and extract Combat Realism Defence.
Place the addon below the main mod in your load order (Recommended EdB Mod Order)




License:


Note that as far as I'm concerned taking donations falls under "commercial use" and you do not have permission to use my work if you plan on collecting donations.

Compatibility:

Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod. Compatibility patches for the following mods exist:

  • Rimfire compatibility patch available on the mod page
  • Expanded Prosthetics and Organ Engineering patch available here. Load after both CR and EPOE.
  • Auto-Equip patch by pestilenz available here

Known issues:
  • Sometimes enemies don't properly attack pawns behind embrasures.
  • When hunting, pawns will close to point-blank range for an execution but will be unable to hit particularly large animals like rhinos.

Contributors:

  • Alistaire - coding, misc art
  • fluffy - coding, misc art
  • Latta - coding, Korean translation
  • A friend - art
  • stinkycat752 - art
  • Shinzy - art
  • DaemonDeathAngel - consultant on the topic of pain caused by bullet wounds and knife attacks.
Credits:


Tips:
  • Combat is very lethal as most weapons have the potential to oneshot a pawn. Wear body armor to eliminate this risk as only a few weapons are capable of destroying organs through an armor vest.
  • Weapons are generally best at their individual range brackets. Shotguns, SMG's and sub-carbines rule close range combat, assault rifles dominate the fields and sniper rifles can take out enemies from far away. MGs also have a lot of range and firepower, however they are highly inaccurate and are therefore best used against clusters of enemies.
  • Make sure to build up your defenses in time. You don't need killboxes but a well placed heavy machine gun can make a group of tribals turn tail before they even reach the colony.
  • Stick to cover and watch your flanks. Pawns in the open are very vulnerable. Make sure you bring appropriate weaponry for the battlefield, charging through rifle fire to get into shotgun range is a good way to get killed.
  • Use rapid fire on automatic weapons to suppress high value targets. Suppression prevents the use of aimed shot and can make pawns hunker down. Putting a lot of MG fire on a pawn with a rocket launcher might make the difference between him whiffing or blowing up your pillbox.
  • Make intelligent use of aim modes. Use aimed shot to hit far-away targets and snapshot to get the first strike in close quarters. Use single and burst fire to take out single targets and auto fire to suppress or break up clustered enemies.
  • Choose the right ammo for the enemy you are facing. Hollow-points shred unarmored opponents but are easily deflected while armor-piercing rounds excel against body armor and Mechanoids.
  • Mortar shells are lethal but their fragments can be stopped by sandbags and other obstructions. Take cover to increase your chance of survival.
  • If you're having trouble with Centipedes, try crafting EMP weapons. Wait until they are in range of your defenders, then hit them with the EMP, it will stun them and do a fair bit of electrical damage. To take them down you will need weapons with high armor penetration or explosives so plan your loadouts accordingly.
"The power of friendship destroyed the jellyfish."

Epyk

I'm going to have to take a look at this.
Click picture for Epyk Pack!
Try Epokalypse!

Dibblah

Ohhhh yeah, just the right combo of items to grab my attention by the short'n curlies and make me give it a go! :)

numen0r

can this apply the new rules to other new weapon mods in the game?

if not please tell me this is possible in an update.

Ronin90

Awesome, can't wait to try this out.

SundayTuesday

"When your kingdom is attacked, Do not flee.
Show them WHY it is your kingdom!"

Boboid

Well, 100 days in so far and I can safely say that this mod helps keep your population low.. Not because of colonist deaths but rather because Browning Mgs don't leave many survivors :P
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

HBKRKO619

Great mod :)

I have just 1 question. Can you rename your modified version of PA "CR Project armory 217" for exemple ? Because I actually can't have your version and the original one in my mod folder without replacing it.

I ask this because I want the 2 versions and being able to choose to play with the original version or your modified realistic version when I want to begin a game.

Or, can I rename your version like my proposition for exemple without creating a bug ?

NoImageAvailable

Quote from: numen0r on January 29, 2015, 01:29:56 PM
can this apply the new rules to other new weapon mods in the game?

if not please tell me this is possible in an update.

Unfortunately no, while other weapon mods won't have any compatibility issues, their weapon values won't be balanced for this mod. The only way to fix it would be to manually adjust the weapon stats to fit in.

Quote from: HBKRKO619 on January 29, 2015, 04:30:06 PM
Great mod :)

I have just 1 question. Can you rename your modified version of PA "CR Project armory 217" for exemple ? Because I actually can't have your version and the original one in my mod folder without replacing it.

I ask this because I want the 2 versions and being able to choose to play with the original version or your modified realistic version when I want to begin a game.

Or, can I rename your version like my proposition for exemple without creating a bug ?

You can rename the PA folders just fine, the only issue is that PA's integrated Weapon Kit Switcher will give you an error message telling you to put it into the PA directory if the folder is renamed. You can safely ignore it and it will work just fine but that's the reason I didn't rename it. Ingame it doesn't matter what the folders are named.
"The power of friendship destroyed the jellyfish."

HBKRKO619

Quote from: NoImageAvailable on January 29, 2015, 04:40:05 PM
Quote from: HBKRKO619 on January 29, 2015, 04:30:06 PM
Great mod :)

I have just 1 question. Can you rename your modified version of PA "CR Project armory 217" for exemple ? Because I actually can't have your version and the original one in my mod folder without replacing it.

I ask this because I want the 2 versions and being able to choose to play with the original version or your modified realistic version when I want to begin a game.

Or, can I rename your version like my proposition for exemple without creating a bug ?

You can rename the PA folders just fine, the only issue is that PA's integrated Weapon Kit Switcher will give you an error message telling you to put it into the PA directory if the folder is renamed. You can safely ignore it and it will work just fine but that's the reason I didn't rename it. Ingame it doesn't matter what the folders are named.


Thanks you for this quick answer, I will do this :)

SilverDragon

I just realized while reading the mod description that this is what I need in my life currently. ;D

Evul


TheSilencedScream

Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

Latta

This is the shotgun I expected, not vanilla's psuedo-shotgun!
May I use your shotgun source?

SilverDragon

Hi hi! :D

Am I the only one getting this fun little yellow thing?


I'm only assuming it comes from this mod, so just to be sure I wanted to check if anyone else is having this issue.
If noone else has it, I'll start to dig around to see if it's an incompatibility with a mod. :)
IT'S DEBUGGING TIME! ᕦ(✧ㅂ✧ˇ)ᕤ