RimWorld

RimWorld

Combat Extended
6.415 kommentarer
The Royal Vulpine IV For 3 timer siden 
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 For 3 timer siden 
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 For 19 timer siden 
Please patch for Vanilla Gravship Expanded. It's gonna be a default mod for Odyssey playthroughs.
Laurie For 19 timer siden 
@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. nov. kl. 13:32 
Is anyone else having issues with Bows? FOr some reason they all only work with stone arrows
Vicidsmart 22. nov. kl. 10:09 
Thanks for the great mod. I hope yall can add V Gravships E compatibility
rensiyu123 21. nov. kl. 4:56 
awesome
Vajrasimha 20. nov. kl. 18:45 
le lecho zrobiono :steamthumbsup:
Svar 20. nov. kl. 11:55 
Контрить химер с данным модом нереально ( с учётом что их штук 10)!:angrywaltz:
LZIM 18. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 7:10 
Does anyone else experience an issue with released prisoners going into storage rooms to grab weapons during their leave?
Monbland 15. nov. kl. 11:23 
Please add Makai Tech Compatability!
sassyy 14. nov. kl. 22:03 
any chance of getting grimworld patched plz?
Theguywitharifle 14. nov. kl. 7:21 
PLEASE add SOS2 Compatability
Alpharius 14. nov. kl. 5:24 
is this mod compatible with barbs and moats?
Mr. Plankton 13. nov. kl. 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. nov. kl. 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. nov. kl. 18:00 
@холодный понос

1.5 is available from github
холодный понос 12. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 13:11 
Droped arrows always marked as "do not pick up", how can i change that? its really annoying
Gou 10. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 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. nov. kl. 9:47 
Is there going to be a fix for the VE artillery??
LZIM 4. nov. kl. 19:22 
oh wait.. my lawyer says you may have to consider equipping the mod Simple Sidearms for that to work effectively
LZIM 4. nov. kl. 19:21 
@LUMBAGO

yes that is the entire point. lead with your melee and use ranged when you have that option
LUMBAGO 4. nov. kl. 18:09 
can we equip melee weapons as a sidearm
Mr. Plankton 4. nov. kl. 16:40 
patch with sos2 pls
Mondo 4. nov. kl. 15:11 
Dark Ages: Beasts and Monsters
Mondo 4. nov. kl. 15:10 
[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[defName="DA_Phrak"]/verbs) failed
Puddi Puddin 4. nov. kl. 11:47 
All artillery on Vanilla Vehicles Expanded, takes ages to land once fired and there is no range so you end up hitting yourself.
JZTY 3. nov. kl. 17:17 
Doesn't work with GrimWorld in 1.6
Laurie 2. nov. kl. 10:40 
@catlovr have you got Odyssey activated in your mod list?

@QETTRE you need to take that to the CE discord
catlovr 2. nov. kl. 5:34 
I can't use Save Our Ship 2 and CE at the same time. I absolutely despise vanilla combat, and am not looking forward to playing without it. CE, pls fix.
kingrevolucion12 1. nov. kl. 16:21 
This has a problem with Zombieland 1.6; it doesn't run the same. The pawns move strangely, and it's not like it's the computer because I have a good one and it runs a lot of mods without affecting performance. I hope they release a new patch.
Zorit 1. nov. kl. 16:07 
all VE vehicles artillery cant shoot properly
QWETTRE 1. nov. kl. 7:52 
Can the reloading logic for autocannon turrets be adjusted? For example, if I have a turret with 1000 rounds of ammunition, the pawns will immediately go to reload it after it fires even a single shot. This forces the turret to pause for several seconds while pawns risk being hit by stray bullets to reload it, only to repeat the cycle after just a few more shots. Could the reloading be triggered only when the ammo falls below a certain threshold, similar to the vanilla mechanism? While disabling the turret solves this issue, it becomes very tedious to manage during prolonged combat situations where continuous suppressive fire is needed.
Jamil_AAAAAAAAAAA 31. okt. kl. 18:19 
Actually it seems to be happening with all VE vehicles with artillery. There is no error message and i dont have any other mods that should be conflicting with either the vehicles or CE
Jamil_AAAAAAAAAAA 31. okt. kl. 18:14 
Any one else having problems with the Toad from Vehicles Extended? The 81mm shell just flies straight into the sky and crashes down right infront of the vehicle