RimWorld

RimWorld

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CEGE - DEPRECATED
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Mod, 1.5
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44.736 MB
29 Apr @ 11:10am
12 Jun @ 3:27am
13 Change Notes ( view )

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CEGE - DEPRECATED

Description
This mod is deprecated and you can subscribe to the official CE - Dev snapshot now, thanks for sticking around!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495749827





After following CE since it was called Combat Realism and was only available on Ludeon Forums, to working on the mod for years and getting to know its ins and outs, it was time to take matters into my own hands, solve two of its major issues and respect the players again.
The issues of very infrequent steam updates and sacrificing gameplay in places for absolute "realism".


This fork was created at first as something that was easy to download and was always up to date with recent changes made to CE and then evolved into what it is today, so...

Who is the mod for?

This mod is for two groups of people:
- The ones that want to stay up to date with CE's latest changes, including new patches, updates, fixes and features, without needing to manage and manually maintaining a local copy of CE all the time. As a bonus it might include some of the patches and changes that are not merged into the dev build of CE yet.
- The ones that on top of the ones above, want a more gameplay-friendly experience.


So welcome to Combat Extended: Gameplay Edition
In short, CEGE.


What exactly does CEGE do?
- CEGE is essentially CE's latest dev snapshot but uploaded to steam for ease of access to players so at core it's not different from CE.
- CEGE occasionally includes the hottest pending changes and patches that are not merged into the dev branch of CE, mostly patches in high demand.
- CEGE features a growing list of changes made to CE in order to make it more gameplay-friendly without being intrusive or very different from the core experience.

The list of changes:

  • CEGE changes the explosive blunt AP ratio from x0.4 the damage to x1 making them more potent.
  • Includes fixes to vanilla weapon texture offsets and sizes, they look off without the fixes.
  • Mechs and other similar threats no longer have an increased CombatPower stat that result in skewed raidgroups and nerfed raids. You're going to have end game raids that have a more balanced ratio of pawns/threats in them instead of only getting a handful of the heaviest units at the worst case.
  • Melee-oriented non-human pawns have had their melee hit chance increased in various degrees to make them more competent at hitting their targets, considering CE's added defensive layers in melee combat.
  • Includes a small and deserved buff to 5x35mm charged ammo, what lancers and charge lances shoot.
  • Includes hollow point cartridges for high caliber ammo ranging from .300 Win Mag to .50 BMG.

Suggestions for more gameplay-friendly changes are welcome.

Important notes:

CEGE is a fork of CE and therefor should be treated as such, meaning that if you decide to use it, you absolutely have to make sure you have unsubbed from CE and don't have a local CE folder in any of your RW mod folders, otherwise in not doing so the game will get confused and fails to load the patches included in CEGE. The is true for normal CE too, local or from steam workshop.

- CEGE is a soft and fast track fork of CE so it's going to inherit any possible issues that exist on upstream. Before reporting errors here, please confirm and compare the issues you're having with the additional features of CEGE and if they don't match, report them to the CE team/project for a fix. All that aside feel free to DM me on discord with any issues you have, it's easier to figure things out like that; same user ID as here.

- CEGE will get regular updates and brief change notes about the changes between the updates, expect at least one update per week if there's enough upstream changes an or CE is not close to an update.

- You can find the Github branch of CEGE here[github.com] for the exact changes made by the mod.

- Since CEGE is a fork of CE, it's under the same license being CC BY-NC-SA 4.0[creativecommons.org].

FAQ:

Is CEGE compatible with ongoing saves and so on?
Yes, I've made sure CEGE is a simple sub and play, you can swap seamlessly from steam or local CE to CEGE as long as the first note above is true.
Sub and enable it in your favorite mod manager of choice and place it in the same place CE used to be in the load order.

What's with the columns in the preview image?
They are an Easter egg for the history nerds.


Check out my other mods, you might find something of your interest among them. And stay tuned as there are more things coming in the future ;).

96 Comments
Samael Gray  [author] 21 Jun @ 10:14am 
You can subscribe to this now, thanks for sticking around!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495749827


The changes made in CEGE will probably go into a patch mod in the future, no exact date on that.
Evono 17 Jun @ 9:00am 
Is this https://github.com/CombatExtended-Continued/CombatExtended/pull/3927 already included here ? or 1.6 material?
Samael Gray  [author] 10 Jun @ 4:15pm 
Copy pasting the log or grabbing the Hugslog link of it will do, otherwise message me on discord.
joni2010 10 Jun @ 5:58am 
if you tell me how i can send a picture ill do so
joni2010 10 Jun @ 5:49am 
I tried it and it still has this bug but ill send the debug log mby you can do something or know how to fix it
Samael Gray  [author] 9 Jun @ 1:56pm 
There are probably red errors associated with it in your logs, post them here if you want and I'll check.
joni2010 9 Jun @ 8:08am 
or do you not know?
joni2010 9 Jun @ 8:06am 
Combat Extended makes my Float menu not work is this issue fixed here?
Samael Gray  [author] 27 May @ 12:59am 
The CIWS system is present in CEGE too, implementing it for the turrets themselves is on the patchers of the CE team tho, same as how mods with built-in CE patches can potentially have CIWS-capable turrets like amaoto's highfleet and my own PCA turrets.
Birdinmotion 26 May @ 5:15pm 
follow up question, will this have that new feature where some manual turrets can target drop pods?