RimWorld
Combat Extended
6,424 件のコメント
Solarius Scorch 11月28日 15時39分 
@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 11月28日 11時15分 
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 11月27日 21時29分 
@Laurie It doesn't let me change the arrows, and I'm doing a Medieval Playthrough anyway
Chavl 11月26日 17時38分 
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 11月25日 16時31分 
@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 11月25日 14時38分 
Really slow Start up..
MaskedJDOG 11月24日 22時36分 
@Obeliske you need the quiver to hold the arrows
TheBronzeWarrior 11月24日 11時40分 
@Max i agree, pls do this guys
尚晨 11月24日 4時00分 
My EMC is all monolithic and cannot be stacked. Is it possible that my module conflicts?
The Royal Vulpine IV 11月23日 19時51分 
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 11月23日 19時42分 
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 11月23日 4時11分 
Please patch for Vanilla Gravship Expanded. It's gonna be a default mod for Odyssey playthroughs.
Laurie 11月23日 3時54分 
@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 11月22日 13時32分 
Is anyone else having issues with Bows? FOr some reason they all only work with stone arrows
Vicidsmart 11月22日 10時09分 
Thanks for the great mod. I hope yall can add V Gravships E compatibility
rensiyu123 11月21日 4時56分 
awesome
Vajrasimha 11月20日 18時45分 
le lecho zrobiono :steamthumbsup:
Svar 11月20日 11時55分 
Контрить химер с данным модом нереально ( с учётом что их штук 10)!:angrywaltz:
LZIM 11月18日 17時55分 
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 11月18日 16時18分 
Any idea what is causing the released prisioners to go into storage and grab not any weapon but THE BEST WEAPON POSSIBLE?
LZIM 11月17日 21時47分 
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 11月17日 7時10分 
Does anyone else experience an issue with released prisoners going into storage rooms to grab weapons during their leave?
Monbland 11月15日 11時23分 
Please add Makai Tech Compatability!
sassyy 11月14日 22時03分 
any chance of getting grimworld patched plz?
Theguywitharifle 11月14日 7時21分 
PLEASE add SOS2 Compatability
Alpharius 11月14日 5時24分 
is this mod compatible with barbs and moats?
Mr. Plankton 11月13日 1時39分 
#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 11月12日 22時23分 
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 11月12日 18時00分 
@холодный понос

1.5 is available from github
холодный понос 11月12日 3時11分 
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月11日 22時55分 
@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月11日 10時41分 
@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月11日 7時59分 
@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月11日 6時42分 
@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 11月10日 18時39分 
@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 11月10日 18時15分 
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 11月10日 15時21分 
+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=- 11月10日 13時11分 
Droped arrows always marked as "do not pick up", how can i change that? its really annoying
Gou 11月10日 6時07分 
@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 11月9日 21時18分 
@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 11月9日 16時05分 
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 11月9日 11時26分 
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 11月6日 9時47分 
Is there going to be a fix for the VE artillery??
LZIM 11月4日 19時22分 
oh wait.. my lawyer says you may have to consider equipping the mod Simple Sidearms for that to work effectively
LZIM 11月4日 19時21分 
@LUMBAGO

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