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as there is no 1.1 version anymore?
Skill +distance accuracy is already in base vanilla game. You can look up Rimworld accuracy calculations curve on the wiki.
That said, I suddenly realize that may also be a huge disadvantage on the raiders part now that quality-based accuracy is a thing, since raiders often have low quality equipment. Very few of them decent enough accuracy at long range to the point that even if I didn't have cover I'd probably still kill them before they landed a shot on our guys.
I know I'm asking a lot but I suggest to make accuracy based instead on skill + distance.
This will be easy to do, but I would also have to throw out quality-based accuracy, which is an aight sacrifice since I believe it already exists in the base game. Pawn-based accuracy, iirc, goes down on a curve along distances which is alleviated by shooting skill.
After all this, however, I'm going to try make a separate mod enabling trees to act as high cover, which will add interesting tactical depth as shooting into forests will prove tough and raiders can take proper cover behind trees, but I'm not sure if this is even possible and might have to settle for a compromise.
Would it be possible to add options for adjusting the accuracy too? I kinda feel like some of my weapons are still just way too accurate at long ranges. I want them to shoot each other from afar, not necessarily kill everything before they even become a threat. In fact I'm ok with extremely long range as long as it's mostly misses lol. I want to enjoy a longer firefight from longer distances.
I don't know how the game does accuracy calculations, though, so I dunno if you can even scale accuracy properly based on range.
I will make future update where exceptions and allowances can be made for turrets and grenades. Some flamethrowers probably act like grenades, maybe some act like guns.
@Thaeric
Someone made a mod for avoid friendly fire. I also added new mod settings enabling you to change gun ranges. Maybe in the far future, I can try to make a toggle to change pawns' engagement ranges.
However, I have experienced some issues with my hunters being stupid. They'll shoot at what they're hunting from half a map away, past other colonists, traders, buildings and equipment, etc. At that range, they hit just about everything except what they're hunting, which leaves me with base damage all over the place, and sometimes wounded colonists from stray rounds.
Is there a way to alleviate this problem for hunting, while retaining the long range combat for everything else?
1. Flamebot from Mechanoid Extraordinaire *always* set the target on fire
2. Flame turret from, idk, Weapon Tech? they don't have extra range
3. Light machine gun is still OP
Patch applies to regular turrets so it should also apply to modded turrets. Make sure to keep it below your turret mods to apply. Also, you can just test it with a new world on development mode, then construct a turret and check its range.
As side note, I will be releasing an update today or tomorrow, however.
I'll see if I can set one up with hugslib.
@Omni
Works on any weapons, so as long this mod is below other ranged weapon mods
Can you put an in-game options config? I feel like everybody's a little too accurate at 100 range. It kinda trivialized some raids because as long as my guys are in position even with really cheap weapons (bows in this case) we were easily destroying every enemy that comes close. Some players may like that, which is why in-game options might be the way to go.