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"Thanks for that, Boss!"
New version of takedown abilities added here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556532381
Lots of improvements, no more mod conflicts with JecsTools or a need for JecsTools. Special thanks to Taranchuk and ya boi Hideo Kojimbo
Goodbye lads, till next time
@NOT A COOL OSCAR - I appreciate it my friend but no need to call anyone any names. Remember to be nice
In my humble opinion, it should be a skill only available to pawns with 18-20 on their melee skill.
Or simply add a miss chance.
And of course thank you for all the wonderful modding experiences, they're amazing.
I also only do Rip And Tear when a pawn has at least 15 melee .
This is extremely entertaining, and imo, it balances it quite well.
This is kind of like cheating at solitaire, so if you sit there rolling over and over to get the # you want, that's on you.
You don’t mean physical log files do you?
so,i notice something when i opening a new save,i am not sure but i think this mod seems keep making a some log on the save file as
<li>
<pawnAbilityPawn>Thing_Human606</pawnAbilityPawn>
<pawnAbilityPowerDef>CP_CQCTakedown</pawnAbilityPowerDef>
</li>
every time when i use cqc,it seems keep filling your save file like gc(may even cause lag and longer save loading?not sure)
do u have any idea what is this?can this fixable if it is somekind spam?
@Yeetpacito2 - Can’t be done due to coding limitations. I’ve explained this in the description, we have no coder to fix the mod, but it’s a good shout. I know it’s be cool if the enemy could knock you out instead like FROGs in MGS4 but sadly we don’t have the extra help
@Yo - you’d never be able to use the mod then, especially since 20 melee skill burns out, it doesn’t stay 20 for long because pawns lose the skill stat due to learning loss. It’s be a wonder why people should have the mod in the first place if they can’t use it at all. I appreciate your suggestion anyway, thank you
_________________________
JecsTools dependent versions
(Working with other ability mods such as Force Choke and Rim of Magic)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057671527
Metal Gear Solid - CQC (JecsTools)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057672223
DOOM - Glory Kill (JecsTools)
_________________________
I'd like to thank An Archie for creating these patches, would not be possible without him. Obviously future versions will now be so much easier to patch and the mod can now be support long-term even when I disappear into obvlivion. Thanks Archie, you're the champ
I know when an error happens it's a mod conflict, any clunky mechanic is due to how the mod is coded. Technically CQC isn't a melee attack, it's a ranged attack. If things were more simple this mod would be perfectly balanced and the mechanic would probably be a lot more complex, but it isn't and this is how it will be. I can't code C# and I don't know how much more I can stress that, it's already in the description, so I can't patch for other mods even. Those other mod makers that made RoM are much more skilled than me, and they couldn't fix this conflict. It's gonna stay, unfortunately, and the only hope is if RimWorld develops a better system for skills casted like these in the future.
@Timeless Ambulant - That always happened in 1.0, it's more noticeable now. The reason they don't use it when they're attacked is because they were interrupted, and the AI is automatically set to switch to melee attacks and stop whatever else they are doing. No there's no chance of this being "fixed" as said above, besides being updated to work with 1.1 there is no more polish or further development that can be done for this mod because it's all C#.
I'd consider the clunkiness a downside to the several other complaints that you can one hit KO thrumbos and mechanoids. If you wanna CQC while in melee combat, re-draft the colonist and click the action again. All I could give you, sorry.
Log here: https://gist.github.com/ee4e6e591a389e7a5138070ef63c4158
It looks like it's happening when clothes are added to a pawn or something... It's funny though because it looks like it's checking the initial drop pods for clothes. The errors also don't seem to do much other than clog up the debug log.
"StarWars_ForceChoke_Lv2 already has short hash"
like that when theres dupelcate assemblies trying to load (happens to me alot when i change refernces because i forget to uncheck copy local)
Sadly no change, only thing other than projectJedi.dll were some harmony files and not mix or match of one of them or none of them in the folder had any change.
https://gyazo.com/405c22ee6b40b19cf4dac00cbd0c74fd
hope that helps
check the force mods folder, last i looked it had dupelicates of the games assemblies in it
https://gist.github.com/HugsLibRecordKeeper/e424a8dfd292b5b63f82dc9cded417bb