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WHICH IS PRETTY WEIRD. I don't really get it, honestly. But, other than that, I don't think anything will exactly go wrong - these are patches, correct?
Medieval adds the 'light plate helmet,' which has a whopping -4.0 shooting accuracy citing it 'slightly restrict[ing] the wearer's field of vision.' Except it's an open-front helmet.
Armour adds the 'plate helmet' which has a paltry -0.1 shooting accuracy and no such mention. They both otherwise have the exact same stats except Armour's plate helmet covers the eyes, nose, and jaw (as it should).
The issue is that it seems the two items have their shooting accuracy backwards. Armour's plate helmet should have the -4.0 shooting accuracy and Medieval's light plate helmet shouldn't have any.
Thanks a lot for the feedback here. We are currently looking into making a full sweep through all the VE mods, rebalancing almost everything. I'd like to take most of your ideas on board, if that's okay.
Quick question, should this mod be loaded before or after the Vanilla Expanded mods in the mod list?
I'm doing a new game now where I'm slowing adding in mods that I actually use (as opposed to just throwing all 300+ mods in there and hoping for the best).
Does this mod REQUIRE any of the VE mods to work?
For example: I'm adding in Vanilla Apparel Expanded and want to use your mod to modify the neolithic clothing, do I need all the other VE mods for this mod to work properly?
Thanks!!
So I can't object to anything you've said, because it's 100% true in RL, but I believe sometimes flawed game design needs to be mended even at the cost of "realism" or fall off the cliff into oblivion, which is why I suggested to give the crossbows something unique that makes them able to compete with bows. They're hopelessly outmatched otherwise.
(2/2)
I agree with you about crossbows in RL not having more AP than bows. Barring the facilitated training that you've also mentioned, they appear to me as inferior to bows in almost every other aspect : production cost, range, shots per minute and arguably even lethality.
However RW doesn't account for :
1/ any "easy of use or train in" factor. In this game, crossbows require extra research instead (2 for heavy ones) that bows don't need. As tribals, I start with recurve bows and I'm 1 research away from Great bows. By the time I get there, with the blessing of Cassandra's near constant raids, my pawns quickly learn how to properly use at least the recurve bow (and they're good weapons). My better shooters can snipe some mechanoids with their Great bows.
(1/2)
Given how expensive they are to research and produce compared to bows, I believe 50/60 AP would be a nice soft spot for crossbows to keep some on-the-field value. Not necessary "realistic" but better than having to outright ignore them, even if I also see the need to keep their firepower modulated by what more modern weapons can deliver.
I could see crossbows (especially heavy) to be essential and near required tools against early mechanoids encounters for tribal/medieval colonies, for example. There are always uranium maces, but with crossbows some of my ranged could also join in the fun.
As always, thank you for your consideration and work on the mod.
also I remember jumpsuits and overalls being by far the best choice for clothing because of their 1. high defence 2. ease of maintaining and crafting and 3. stat bonuses, while i think 2 and 3 are fine I think they could use a slight nerf to their armor values.
also this reddit post of a spreadsheet of the VAE items has some good conclusions in the comments, some of which i noticed myself (like the inferiority or military clothes for actual combat pawns):
https://www.reddit.com/r/RimWorld/comments/jxfc21/spreadsheet_of_rimworld_vanilla_apparel_extended/
Looking at the mod, it looks like the VFE production patch is looking instead for the presence of VFE medical. I have only the latter, not the former.
The fixes look good, except maybe the crossbow as you said. In my current game, I equipped one pawn with one for the first time ever. I usually just go with bows, since IMO range trumps any couple of extra damage points, but in this case I thought a case could be made about trading high armour pen for shorter range, putting the pawn in danger.
I admit the armour penetration was outright silly (even more modern weapons couldn't match it), but if the downgrade is much too substantial (I haven't played since your update), I'm back to square one regarding crossbows : useless compared to bows.
You definitely do not have an easy task. Mad props to you for even trying.
Finally, I can relate about VE work clothes being OP. I never use them, even if I can find them. First, they take precious space in my stockpiles since no traders seem to buy them back, and second, to take just one example, the building jacket has 80% armour (blunt). Excuse me ?
- Work clothes from VAE
- Tools from VWE
- Large production tables from VFE - Production
- Cabinets from VFE - Production
- Accessories from VAE - Accessories
- etc.
leading to huge bonuses in the end. I'm not sure it was intended in the original design.
- VFE - Classical: Large passive cooler cannot go below 12°C
- VFE - Core: Reduced fuel consumption rate and heat output of stone campfire
- VWE - Core: Reduced armor penetration of crossbow
- VFE - Medieval: Increased range of heavy crossbow, reduced damage and armor penetration
- VFE - Medieval: Increased weight of claymore and heavy mace
- VFE - Medical: Removed cleanliness malus of surgical table
- VFE - Medical: Increased construction cost of research counter
- VFE - Production: Reduced work speed bonuses of large tables
- VFE - Production: Reduced work speed bonus of electric stone cutter table
Thanks @Karmapowered and @OptimusPrimordial. I implemented the changes you proposed. I'm not very happy with the brutal nerf I applied to the crossbows though as it makes them really bad -- will try to find a way to make them more useful in the future.
@^7p^0o^1i Will look into it, I did not start working on ranged weapons
Lets prevent pawns from arriving or being assigned to you with royal jelly addictions. They just explode into insectoids... kinda makes them worthless and dangerous lol
As it stands, it seems to be just killing my pawns off with increased risks of infections compared to a regular bed, so I basically never use it. If someone really wanted to butcher prisoners for example, a sleeping spot would work just as well and be a cheaper alternative.
There is a patch that removes the cleanliness debuff. Does that seem in line with the other changes you've done so far ? If yes, could it be included in your mod ?
Thank you for sharing the result of your work with us. Thumbs up.
Seems incredibly unfair for the trooper armour imo. I want to be able to use it but if I do, I'm putting all my soldiers at much greater risk for a couple minor stat boosts.
In fact, these mfkers made the Spacer-level Trooper Armour *EQUAL* in sharp protection values to literally the first armour item you can make at tribal level, the wooden armour. How bs is that?
- VFE - Vikings: Reduced cold insulation of armors, capes and coats
- VAE Armour: Added/increased move speed maluses to various armours
- VAE Apparel: Reduced work bonuses for work outfits
- VAE Apparel: Reduced insulation for pelt coat, tribal apparel
- VAE Apparel: Slightly reduced armor of Jeans, Jumpsuit
Regarding the tools - yes I did not bother with them when I had to manually assign it to the pawn. On the contrary if you are using a sidearm mod that makes it easy to switch weapons, they just become huge work bonuses for a very small investment