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Verse.Log:Error(String, Boolean)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()
Why is this happening for so many ammunition types?
https://gist.github.com/ea1d3832d637cd21a9fb892383799b52
The base CE steel streamlined arrow
<damageAmountBase>6</damageAmountBase>
<armorPenetrationSharp>1.0</armorPenetrationSharp>
<armorPenetrationBlunt>2.960</armorPenetrationBlunt>
<preExplosionSpawnChance>0.6</preExplosionSpawnChance>
The medieval bodkin arrow
<damageAmountBase>4</damageAmountBase>
<secondaryDamage>
<li>
<def>Arrow</def>
<amount>14</amount>
</li>
</secondaryDamage>
<armorPenetrationBase>0.3</armorPenetrationBase>
<preExplosionSpawnChance>0.2</preExplosionSpawnChance>
Base CE 9x19mm
<damageAmountBase>14</damageAmountBase>
<armorPenetrationBase>0.16</armorPenetrationBase>
<armorPenetrationSharp>2</armorPenetrationSharp>
<armorPenetrationBlunt>10.820</armorPenetrationBlunt>
Medieval musket ball
<damageAmountBase>35</damageAmountBase>
<armorPenetrationBase>0.4</armorPenetrationBase>
Putting the 9x19 values into the seems to fix it [imgur.com].
Rimworld's folder should be named 294100. The files you look for should be under \patches once you found the mod's folder, since it is a CE patch. Sorry that it's not too exact, it's been a while that i tweaked something myself. And remember: Always make a backup file if you're going to change something!
"Trying to get stat MeleePenetration from MedTimes_Ranged_Composite which has no support for Combat Extended."
Everything works except firepots and quicklime pitch don't show up on the MT crafting bench or even in dev mode trying to manually place them. I can place a firepot trap and deconstruct it and I'll get a firepot and a couple quicklimes, but since they don't exist in the game I can't make a stockpile for them. If I take out CE and its patches I can get them fine, which is how I'm running now because I eventually just gave up.
My suspicion is that since these two items aren't defined as Ammo but some sort of grenade or other weapon-like item, there's something in CE that's defining their tech level at more advanced than medieval. I've tried (I believe) every configuration of load orders for these mods with nothing not relevant to them with no success.
@Preechr I would be very surprised if something were overwriting an existing Def, they're pretty self-contained and uniquely named. What exactly is the problem? Can your down then via dev mode? What LotR mod are you using?
Projectile_ExplosivePot12632 tried to register out of bounds at (-2147483648, 0, -2147483648). Destroying.
Projectile_ExplosivePot12632 tried to de-register out of bounds at (-2147483648, 0, -2147483648)
Tried to get valid region out of bounds at (-2147483648, 0, -2147483648)
Tried to destroy already-destroyed thing Projectile_ExplosivePot12632
I have double checked my load order and it is
-Core
-Medieval Times
-Combat Extended
-Medieval Time + Combat Extended Combatabiltiy
I also have checked that I am using the proper version.
After playing quite a bit more with this on, I can confirm that it's not just pistol rounds / HP ammo that has trouble against medieval armor.
When a group of knights charge into my base and get pelted with a hail of AP rounds from M16s and AK-47s they take 1-damage bruises on most body parts. Sometimes the armor is completely destroyed from durability loss before the pawn is downed and other times a lucky neck-shot decapitates them (because for some reason no medieval armor exists to cover that one slot). And that's raiders with "normal"/"good" quality armor. My one melee pawn with nanite-enhanced armor fears NOTHING...except getting hit in the neck. Too much for comment section though...I'll start a discussion thread.
Not so sure about the wood armor set though...that still seems very good for its tech/accessibility level (made at a crafting station, requires 0 skill, needs no resource except wood) and it's strength results in even non-tank medieval pawns like crossbowmen being tank-ier than I'd personally expect.
Thanks for your quick reply and thanks so much for maintaining this mod as well as CE!
And HP is awful against armor of really any kind.
Medieval raiders just seem many times more deadly than more "high tech" pirates, mainly because of the superiority of medieval armor against an early-game defense of traps, arrows, and even scavenged guns (.44 magnum with HP rounds is ineffective even against the wooden helmet you can make at a crafting station - headshot became a crack on the jaw).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1400468939