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RimWorld

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Moosesian - CE Patch
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Mod, 1.4, 1.5
File Size
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906.771 KB
13 Jun, 2023 @ 9:16am
19 Apr @ 5:39pm
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Moosesian - CE Patch

In 1 collection by Waffel F.
Moosesian Race - Complete Pack
7 items
Description
This patch will be updated once CE itself is updated & the base mod is 1.5 stable.

Combat Extended compatibility patch I made for my Moosesian race mod.

Included features

• CE support for all Moosesian firearms and melee weapons.
• CE support and changes to the race itself with 'realism' approach.
• CE support for Moosesian beginning scenario.

Detailed changes over vanilla

• Longer legs = wider strides = faster Moosesian.
• Bodypart health scaled up to fit CE balance, unarmed melee damage have been scaled up accordingly.
//Social fighting have never been any deadlier.
• Melee weapons that were once usable by human are now race restricted.
//This is due to wider practical damage gap between human and Moosesian wielding the same weapon.
• Some Moosesian firearms use ammo that come with CE, some have their own ammunition.
• Added ammunition for firearms in the Moosesian starting scenario.
• Pawns from NPC faction now spawn with their issued ammunition.
• Traders from NPC faction now buy and sell ammunition with player.
• CE support for Moosesian Artillery.

To be implemented

• Balancing.

There will be a lot of changes to come regarding the balance, so feel free to leave your feedback.

MIRROR LINK[mega.nz]
Dedicated discord server[discord.gg]
38 Comments
栖那 28 Jan @ 7:27am 
kami~
Waffel F.  [author] 19 Jan @ 12:54pm 
Actually let me rephrase that again.
Right now, in the base mod, all of the post-Napoleonic guns are being reworked (either rebalance or complete conceptual change), as such, I want that to be done first before I come back to this patch, thank you.
Waffel F.  [author] 19 Jan @ 12:45pm 
I will fix it, but after the guns in base mod themselves finalized & stable, thanks!
Pogrzebacz 19 Jan @ 9:34am 
Hi, i just wanted to say that it's somehow softly incompatibile with generic ammo experience for combat extended. Ammo disapears after adding generic ammo experience
Waffel F.  [author] 26 Oct, 2024 @ 1:13am 
I'm very content with the state of balance for black powder firearms, vanilla or CE.
But for everything after, there will be conceptual changes for some guns to fulfilled the intended CE balance.
Waffel F.  [author] 7 Oct, 2024 @ 11:51am 
The balance is currently, absolutely broken.
I'm working on it, if it's the only thing I can do at the moment.
I.T. 7 Oct, 2024 @ 9:58am 
Balance seems a bit.... hooo boy. The moose women are bigger than normal pawns yes, a lot bigger, but they shouldn't be able to fire such ridiculously powerful rounds. maybe .50 bmg size in their standard assault weapons, autocannon size for their snipers.
Medieval firearms are mostly okay, damage is maybe a bit high for what metals then could allow, but it's probably okayish if paired back a little.
Problem is after that, the proto relics and relic weapons. The machine guns... They're autocannon laserbeams. Really low recoil, far higher burst counts than standard, low aim times, and utterly massive bullets? yikes.
also .22lr is really weak. it's considered puny and weak in irl pistols even.
Waffel F.  [author] 13 Jul, 2024 @ 1:03am 
Do tell me if you run into any problem, I've not had the time to tested it out fully myself :D
Keller 12 Jul, 2024 @ 11:06pm 
So far no problems have been noticed, nor balance wise. But well, you have a better vision on it I guess. Anyway, great work as ever. Praises to Waffel.
Waffel F.  [author] 7 Jul, 2024 @ 11:11pm 
After full testing, I have finally updated the patch for 1.5, enjoy!