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Yeah balancing this kind of weapon system is quite hard, I try to not make them too OP but at the end of the day a .50 with the rate of fire of around 850rpm will still be deadly, so as long as it's not game breaking... :')
I didn't added the .30 AN/M2 because as far as I rember it wasn't around in US service anymore during the Vietnam War, and that made me realise that I didn't removed it from the files, sorry for the inconvenience. :/
Unfortunately I wasn't able to work as much as I'd like on my mods for a while now (not that much free time and personal life being kind of a mess until not too long ago) but things are coming back together now.
Again, thank you so much for your kind message, it really helps me when motivation isn't there !
Fixes :
- The grammatical error warnings regarding labels.
- Some weapon mods that were not intended to be in this mod.
- The inconsistency in research pre-requisits, label nomenclature and description format (more info in description)
Fixe :
- Fixed the issue where the M60 on a Heavy Mount was using a M1919A4 as a building ingredient instead of a M60.
And for the SKS it's supposed to be the soviet one. Granted, the main difference being the bayonet and giving that it's literally 3 pixels wide it's not that obvious. I will probably take the time to implement both the Type 56 carbine and Type 56 Assault Rifle, it will easily add a bit of diversity to curent weapons.
Indeed I don't think it has something to do with my mod because after some testing on my part I awsn't able to recreate your situation, it's more likely an issue with CE and its inventory system or an other mod you're may be using that touch to colonist inventory, giving that CE has been updated just recently. If it is it will most certanly be patched as soon as possible.
If you encounter other issues that may be coming from my mods, feel free to ask me !
I will do some test on my side too just in case.
And are you able to make your colonist reload their gun manualy, when they are drafted ?
Are you using other mods that introduce their own ammo variants, especially for 7.62x39mm ?
Sometime colonist won't reload immediatly their weapons for some reason, but it has more to do with Cobat Extended in general, in addition they may not reload their gun or pick up ammo if they are over encumbered.
Can you describe me in detail what happenned for yours ?
In the meantime, here is what you can try to fix it :
- Unsubscribe an re-subscribe to the mod, sometime updates un mods in general are not well downloaded on your computer by Steam.
- This one may sounds dumb but you never know, make sure you're using the correct 7.62 cartridge. Giving that there is 4 vastly different rounds but all starting by 7.62x... used in that mod, an error is easily made.
And for a Makarov PM, unfortunately I don't have one in any of my mods for now, sorry :/
@Dr_octopuss thanks you so much! I'm happy that you liked it!
@SylarOne90 thank you very much! I'm really glad that you like my work!
@LeonYourBro Not yet unfortunately but it's planned, there is a lot of work before getting there tho :/
- Fixed missing textures for turrets
- Fixed crafting, now build weapons part create an "unfinished weapon part" until the part is done, crafting parts now gives crafting experience.
- LSA Weapon Oil craft is now cheaper but give less LSA.
- LSA can now also be crafted from the Weapon Assembly Workbench
- The compatibility with the Workshop version of Combat Extended has been verified, no need to stick with the CE 1.3 beta now and you can swith to the release version with no problem (regarding my mod)
Thanks for quickly updating this mod! I love all your mods and am looking forward to all of them being updated. (I need my 30-40 Krags and M1903s) Your mods just make Rimworld more fun for me. Thanks Pratt.