RimWorld
Combat Extended
6.424 σχόλια
Solarius Scorch 28 Νοε, 15:39 
@ミヤビ: Everything works fine for me, and I have over 700 mods active. There are only some harmless errors in the log.
ミヤビ 28 Νοε, 11:15 
With this mod, no other mod simply works. All melee weapons do not work. In version 1.5, weapons from other mods worked without problems. Why break something that worked so well???:Toxic_Geralt::Toxic_Geralt::Toxic_Geralt:
AkarWulv 27 Νοε, 21:29 
@Laurie It doesn't let me change the arrows, and I'm doing a Medieval Playthrough anyway
Chavl 26 Νοε, 17:38 
how to adjust the behavior of the colonists when the enemy throws a grenade? The grenade is thrown, the colonist has plenty of time to run away, but he just lies down and ends up being blown up by the grenade.
Laurie 25 Νοε, 16:31 
@The Royal Vulpine IV have you tried using a colonist with a higher shooting skill? Although if accuracy is important, you do need a spotter to work out the maths otherwise the mortar operator is just guessing.

Most of the time accuracy is not that important as mortars are used to take out siege bases, which are big enough targets and you get a head start. And assuming you're well prepared, you'll fire enough volleys to take them out before they get their chance to shoot back
I 25 Νοε, 14:38 
Really slow Start up..
MaskedJDOG 24 Νοε, 22:36 
@Obeliske you need the quiver to hold the arrows
TheBronzeWarrior 24 Νοε, 11:40 
@Max i agree, pls do this guys
尚晨 24 Νοε, 4:00 
My EMC is all monolithic and cannot be stacked. Is it possible that my module conflicts?
The Royal Vulpine IV 23 Νοε, 19:51 
Is there any way to make mortars a little more accurate? I don't want to use spotters really and by default my mortars are missing by 75 tiles in their shots.
Obeliske 23 Νοε, 19:42 
For some reason I'm running into the problem where my tribals wont shoot arrows from their bows. They have stone arrows and they go through the motions (run out target a thing and pull back the bow bow goes sproing, no arrow is used nor comes out) and react as if they are shooting a thing but nothing seems to happen. It's making it real ahrd to hunt :P
Max 23 Νοε, 4:11 
Please patch for Vanilla Gravship Expanded. It's gonna be a default mod for Odyssey playthroughs.
Laurie 23 Νοε, 3:54 
@AkarWulv

1. You need to select which ammo to use
2. You need to stop using bows and pick up guns that your enemies have
AkarWulv 22 Νοε, 13:32 
Is anyone else having issues with Bows? FOr some reason they all only work with stone arrows
Vicidsmart 22 Νοε, 10:09 
Thanks for the great mod. I hope yall can add V Gravships E compatibility
rensiyu123 21 Νοε, 4:56 
awesome
Vajrasimha 20 Νοε, 18:45 
le lecho zrobiono :steamthumbsup:
Svar 20 Νοε, 11:55 
Контрить химер с данным модом нереально ( с учётом что их штук 10)!:angrywaltz:
LZIM 18 Νοε, 17:55 
i'm intrigued, can one of you post your mods in the compatibility discussion thread ?

i've go 500+ active and have no issues with released aka naked and useless pawns that don't even deserve to be turned into boots stealing weapons, not going directly to map edge and despawning.

They DO however do this when Not confined which is typical. If they happen to grab something particularly dangerous I strip them and release them again to labor in a sectioned off area of the base (via prison labor mod). which y'all arent specifying is the problem. Because that is not a problem that is by design.
Alewolfo 18 Νοε, 16:18 
Any idea what is causing the released prisioners to go into storage and grab not any weapon but THE BEST WEAPON POSSIBLE?
LZIM 17 Νοε, 21:47 
yes, they are behaving like guests and they should not. when released they should head to the map edge and exit. I dont think it is CE causing it. to avoid it you could use the locks mod but that one has been messed up for a while. probably mod incompatibility causing it.
Sargalis 17 Νοε, 7:10 
Does anyone else experience an issue with released prisoners going into storage rooms to grab weapons during their leave?
Monbland 15 Νοε, 11:23 
Please add Makai Tech Compatability!
sassyy 14 Νοε, 22:03 
any chance of getting grimworld patched plz?
Theguywitharifle 14 Νοε, 7:21 
PLEASE add SOS2 Compatability
Alpharius 14 Νοε, 5:24 
is this mod compatible with barbs and moats?
Mr. Plankton 13 Νοε, 1:39 
#MAKESOS2PATCH


guys, if we write more to CE developers, then the chances of seeing a patch with SOS2 increase a lot, so write and we will achieve our goal.:praisesun:

pls, i don't know how to play without CE and SaveOurShip2.
阿飞 12 Νοε, 22:23 
Flying wasp drone(maybe all of flying pawn) will not be hit by bullets fired from characters at horizontal positions. In other words, it can only be hit by bullets fired from characters at the same vertical coordinate. It's too annoying.
LZIM 12 Νοε, 18:00 
@холодный понос

1.5 is available from github
холодный понос 12 Νοε, 3:11 
Please make a mod for 1.5 like before. I don't understand why you even removed the old versions. I have a world where I've been playing for about half a year and the colonies there for many years, and literally all of this stopped because Combat Extended switched completely to 1.6.
Laurie 11 Νοε, 22:55 
@Gou Chain shotgun is only for self defence thats why. Charge rifle is the only gun in the game worth using against mechanoids, although you need the ammo system so you can use EMP to temporarily stun them. They have level 8 shooting skill, more HP and outnumber you so taking them on with only colonists is suicide. You really need to avoid having too many deaths. Cassandra gives you 2 raids per quadrum so you cant afford to lose too many.

Ever watch the film The Terminator? Mechanoids that look human. The humans use charge rifles instead of traditional guns since theyre more effective. And since the mechanoids look human, they use dogs as an early warning system as they bark
Gou 11 Νοε, 10:41 
@Laurie I'm not attacking them with small arms I'm going at them with chain shotgun's and charge lance's I should be able to handle it yet I can't
Laurie 11 Νοε, 7:59 
@Gou you're not supposed to attack heavily armoured mechs with small arms anyway. They are tanks and are only vulnerable to HEAT and guns that are so big that your colonists cant carry them, such as the KLV machine gun which has to be static and weighted down.

Dont forget that if you have trouble getting material like steel for ammo, you can use the mod Autodrill which will shave off hours of a playthrough. Just in case you change your mind in the future.
Gou 11 Νοε, 6:42 
@Laurie You can turn the ammo off but the problem is that you can't use other type's of ammo so in the late game when going up against mech's and heavily armored enemies you're kinda screwed even with late game weapons like a Charge rifle so you're kinda required to craft ammo and that's the only thing I dislike the rest of the mod is fantastic tho don't get me wrong

Also I don't want to have to rely on allies or charm them with highmate's it just aint how I play I wanna be able to defend my colony with my actual colony and having fun tense fire fight's not just getting screwed over because I wanna have inf ammo and sure I could cheat in the ammo with dev mode but that just feels wrong and takes away some of it
Laurie 10 Νοε, 18:39 
@Gou isnt there a mod setting that you can turn ammo mode off?

Even if you change your mind and want the realism of a proper firefight, you can do an all highmate run since your colonists can get away without a gun even when playing at 500% and then when you get a raid, call your allies on the comm console. Then afterwards heal them and you'll get the relations back that you spent on getting their help.

I've done a nude ideology with young beautiful highmate women, that charm the visitor NPCs. Requires the Hospitality mod for your colonists to interact with NPCs and make them feel good so they go back and tell their factions how beautiful and sexy your highmates are
tbanks71cpa 10 Νοε, 18:15 
Hey uhh? what happen to mercenary machine gunner why is he not appearing in the outlander faction or the pirate faction any ideas.
Large Hardon Collider 10 Νοε, 15:21 
+1 to changing things so that disabling the ammo system isn't a huge debuff. I don't like all that added complexity I am only using the mod for its changes to the combat and armor mechanics.
-=Jordan=- 10 Νοε, 13:11 
Droped arrows always marked as "do not pick up", how can i change that? its really annoying
Gou 10 Νοε, 6:07 
@Laurie I don't have them set to full automatic and it doesn't matter if it isn't a big deal I don't wanna be wasting resources on ammo it's not something I find fun in a game like project zomboid I don't really mind it but in Rimworld it's something that I just really don't enjoy which is why I posted my comment
Laurie 9 Νοε, 21:18 
@Gou crafting ammo isnt a big deal if you use the feature properly. You are firing fully automatic which means you constantly have to deal with replenishing ammo. Do not fire fully automatic; you are unlikely to hit anything. Tell your pawns to aim and do single shot or snapshot if its a machine gun at close distance.

Plus most of the time the small arms gun that your colonists carry is only for self defence. CE adds realism to the game. Think about it, only 1% of the people killed in wars today are done by the assault rifle you carry. Its mostly done by things like aircraft, mortars, and eventually, AI.
Gou 9 Νοε, 16:05 
Yo I get this is a big ask and you guy's might not even see this but could you make it a setting or an option where if you have the ammo mode set off you can still craft other ammo type's? Because it's horrible to fight enemies like mech's or heavily armored raider's with just the basic ammo type and it's the only thing stopping me from using the mod more as I don't like having to craft ammo
Zirkonio 9 Νοε, 11:26 
Loading my CE save with CE as the only enabled mod : Pawns can't shoot. || Loading my CE save with all of my mods enabled except CE : All of my pawns deleted || Not sure what to do
Is increasing inventory working for anyone?
Jamil_AAAAAAAAAAA 6 Νοε, 9:47 
Is there going to be a fix for the VE artillery??
LZIM 4 Νοε, 19:22 
oh wait.. my lawyer says you may have to consider equipping the mod Simple Sidearms for that to work effectively
LZIM 4 Νοε, 19:21 
@LUMBAGO

yes that is the entire point. lead with your melee and use ranged when you have that option
LUMBAGO 4 Νοε, 18:09 
can we equip melee weapons as a sidearm
Mr. Plankton 4 Νοε, 16:40 
patch with sos2 pls
Mondo 4 Νοε, 15:11 
Dark Ages: Beasts and Monsters
Mondo 4 Νοε, 15:10 
[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[defName="DA_Phrak"]/verbs) failed