RimWorld

RimWorld

Long Range Firefights
29 Comments
VelxraTV 26 Oct, 2022 @ 12:14am 
please update to 1.4
Denneisk 2 Aug, 2021 @ 11:34am 
It would be nice if instead of a hard limit, you could have a multiplicative factor.
なの〈Nano〉 24 Jul, 2021 @ 3:48am 
So far I encounter no related issues to the 1.3&dlc
Traschy 27 Sep, 2020 @ 5:57am 
Would you please be able to add a separate setting to make my pawns engage at shorter distances when hunting?
Vaeringjar 26 Sep, 2020 @ 7:17pm 
do weapons still use vanilla range values for accuracy? So for example, medium range accuracy value for hardcoded 25 tiles distance?
userequalto_null 10 Sep, 2020 @ 2:14pm 
Is this compatible with Combat Extended?
Aurtose 31 Aug, 2020 @ 12:22pm 
Having some issues with the "Don't Shrink Range" option. Does it only apply to long range? Using a mod that adds "ranged" melee weapons (polearms with 1-tile reach) and I don't particularly want them to have 30-tile range, but the alternative is reducing all pistols and shotguns to essentially melee range.
BiGGieEyes 25 Aug, 2020 @ 6:10am 
Hi.. Is it possible if you make a version or update options to use range multiplier to existing weapon range or fixed weapon range like the current version ? i think it will be much better balance toward various weapon range..
ChickenBites84  [author] 19 Aug, 2020 @ 5:10pm 
Most 1.2 and 1.1 mods are cross-compatible, but as i go on future updates it won't be guaranteed
Yrol Akiyama 19 Aug, 2020 @ 6:52am 
I used this mod with 1.1 and all of a sudden it is incompatible
as there is no 1.1 version anymore?
ChickenBites84  [author] 16 Aug, 2020 @ 4:28pm 
Most 1.1 mods should work. I'm curr busy with another mod rn.
Skynert 16 Aug, 2020 @ 3:23am 
Work with 1.2? Or better wait?
BiGGieEyes 11 Aug, 2020 @ 11:28pm 
This mod is the answer for realism without Combat Extended and much more simpler than Weaponry. Thank you @ChickenBites84
Paradichlorobenzene 11 Aug, 2020 @ 5:57am 
This mod is incompatible with Yayo's Shooting 2.
Michiko 9 Aug, 2020 @ 2:11am 
Oh. That's odd. Am I just lucky then? The majority of my shooters are fairly low skill (3-6) and they're still killing most things with semi-automatic weapons. Could it be just because the weapons are Excellent+ quality?
ChickenBites84  [author] 9 Aug, 2020 @ 1:41am 
@未知狐 ~ Unknown Fox
Skill +distance accuracy is already in base vanilla game. You can look up Rimworld accuracy calculations curve on the wiki.
Michiko 9 Aug, 2020 @ 12:00am 
That sounds good to me. I don't want to completely eliminate threats. I still want my colonists to be facing danger and occasionally even die as part of the colony's story. But I want to do it in a way that's believable, so I wouldn't not draft them and put them behind cover in my base and deck them out in the best quality equipment I could find/make/afford.

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.
ChickenBites84  [author] 8 Aug, 2020 @ 3:32pm 
@未知狐 ~ Unknown Fox
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.
Michiko 8 Aug, 2020 @ 10:30am 
Hi, thanks for the options update. It works nicely.

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.
ChickenBites84  [author] 8 Aug, 2020 @ 4:49am 
@Erythion
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.
Thaeric 5 Aug, 2020 @ 8:53am 
First, let me say I love the longer range gun fights. Really opens things up for flanking tactics and slows combat down over-all.
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?
Erythion 4 Aug, 2020 @ 11:09pm 
Playing with this mod for a few quadrums, noticed some things:
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
ChickenBites84  [author] 4 Aug, 2020 @ 7:18pm 
@Erythion
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.
Erythion 4 Aug, 2020 @ 4:54am 
what about modded turrets?
Michiko 3 Aug, 2020 @ 3:02pm 
Thanks, looking forward to it!
ChickenBites84  [author] 3 Aug, 2020 @ 2:38pm 
@未知狐 ~ Unknown Fox
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
Omni 3 Aug, 2020 @ 1:51pm 
It only works for vanilla weapons, I presume?
Michiko 3 Aug, 2020 @ 10:57am 
Finally Steam comments are working again...

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.