RimWorld

RimWorld

Machines of War
173 Comments
idk does it say 1.6 at the top
SonicPaladin 17 hours ago 
Is this compatible with 1.6?
xuxer 20 Nov, 2024 @ 7:35am 
https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md

Hello from North.

Ce says: Machines of War is compatible.

It is compatible?
Doctor Sex 21 Sep, 2024 @ 6:52am 
Ce incomp I think
Neopolitan Daze 12 Aug, 2024 @ 5:15pm 
can this be added mid game?
Random Space Marine 12 Jun, 2024 @ 2:13am 
While the description says that this mod is compatible with Better Mechanoid Loot, will this also work with a mod that does the same but also with VFE Mechanoid Expanded? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3212571877
Choosechee 9 Jun, 2024 @ 5:48pm 
I did see that, but I didn't see it on the heavy charge blaster and pikeman gun. I guess I really just should have tried it. Thank you!
Elseud  [author] 9 Jun, 2024 @ 1:22pm 
@Choosechee
It's very easy to do,- you simply add <ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer> in the verb field of the weapon. Check breach charge scatter's def, <verb> section, if you're unsure about implementation. Note that its for weapons, not the mechs themselves, so you need to either patch an existing weapon with this field or create a new one that has it
Choosechee 8 Jun, 2024 @ 3:58pm 
weird question, but how did you make the Breacher Enforcers attack walls in breacher raids? I'm trying to make a mod that allows Biotech mechanoids to spawn in breacher raids, but they won't attack the walls. Specifically, I want to make the Legionaries and Tesserons attack the walls and not just protect the others.
Elseud  [author] 23 Apr, 2024 @ 3:11am 
Sorry, I meant change notes
Elseud  [author] 23 Apr, 2024 @ 3:02am 
@ferny
Check mod updates. I removed EM Marksman, its now been reworked as a part of the ion weaponry mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3223261922
ferny 23 Apr, 2024 @ 2:37am 
Did you do that unnerf to the EM marksman you were talking about?
TacoLite 12 Apr, 2024 @ 11:03am 
Thank you for updating Elseud & SmArtKar. I love the cicadas.
Mr_Awesome88 11 Apr, 2024 @ 7:05pm 
1.5?
brandonmoran1999 6 Nov, 2023 @ 2:02am 
Spencer i think comes down to a common issue in the rimworld modding spae especialy around ce people use incompatable when really they mean unsuported

Incompatable would normaly mean causes issues or crashes but most mods ghat claim incompatabiligy with ce do not meet this definition
Spencer 29 Oct, 2023 @ 3:35am 
For Combat Extended, your mod is listed on the supported 3rd Party Mods.
Elseud  [author] 23 Oct, 2023 @ 8:02am 
@Rukka
Oops, fixed. Thanks for pointing it out
Rukka 22 Oct, 2023 @ 4:03pm 
I don't usually comment on description topics, but I do believe the link for Better Mechanoid Loot (Continued) is wrong. It sends me to VFE Mechanoids page.
InspireMe7 (Warcheese7) 15 Aug, 2023 @ 4:11pm 
5.
Anyway thank you for the Mod and your open Ears for Feedback Elseud :)
I really enjoyed using your Mod and it definately added a nice and interesting new Challenge to the Game. Enforcers beeing strong in Melee really got me on my first encounter haha. Demolishers are an interesting new Threat and adding and fighting an Utility bot caught me off Guard the first few times aswell. It Was fun using your Mod so Thank you :)
InspireMe7 (Warcheese7) 15 Aug, 2023 @ 4:11pm 
4.
I also noticed something important. I have a Mod installed called "No More Lethal Damage Threshold". That Mods basically makes it impossible for anything to die unless they Bleed to Death or loose a Vital Organ.This also applies for Mechanoids. So usually Mechanoids do not die until you really smashed the sh** out of them.
Here is the important Part: Before the Update the Mod worked and i really had to shoot those Demolishers into oblivion. ( Which also made them a more difficult threat for me, should have maybe mentioned that sorry) However after the Update i noticed they died really fast. When i checked their Vitals they seemed to die without any Lethal Damage applied. I assume the normal 150 Damage Threshold was applied to them again. I do not know if that was caused because the Update happend on my Running Game or maybe a new Line of Code. But i thought that might be intersting for you to know.
InspireMe7 (Warcheese7) 15 Aug, 2023 @ 4:11pm 
3.
It was also really nice to see that the Demolishers did not seem to Spawn in a Group of 20 xD But rather in a Group of 3 within a Big Mechanoid Cluster. It felt better then 20 of those Monsters combined with like 20 Enforcers xD
InspireMe7 (Warcheese7) 15 Aug, 2023 @ 4:10pm 
2.
I did not use the gun to fight against Mechanoids so i can't give Feedback on that but i do not see the Point in fighting Mechanoids with a EMP Sniper Rifle in the first place to be honest, they will adapt anyway and i will not do a sniper duel with a pikeman or lancer..

For me the Gun feels more like an Supportive Utility Gun that can buy some time when needed against Mechs while still dealing damage to smaller Mechanoids or shred Shields so that other Weapons can unleash their full killing Potential without worrying about the Shield. A Sniper alone can not stop a fast Shielded Melee fighter, but with the EM Sniper Rifle that Melee guy is vulnearable immediately, and killed easily with the next Sniper shot. I do not see the need for the Damage on that Gun because as i mentioned i think every Gun needs a Drawback and should be balanced by looking at Vanilla Weapons. But that is just me ofc.
InspireMe7 (Warcheese7) 15 Aug, 2023 @ 4:09pm 
1.
@A Fat Kid
How did you feel about the weapon beeing used against your Colonists?
It is one thing to fight with the Gun against Mechs, it is another when it is used against your Colony in Late Game when Shield Belts, Shield Mechs and Implants are Everywhere.

As you said:
"Short duration EMPs are useless in this game except against shield belts and Royalty DLC brain and stomach implants"


@Elseud
So i finished my Run and wanted to give you some Feedback on how the Changes felt for me personally. :)

I personally disagree with "A Fat Kid". I did like the nerfed Gun much better. It felt more Balanced. Because now it can still melt through Shields and knock out Colonists with Implants very quickly from afar but has the Drawback of not dealing as much Damage as a Sniper Rifle for Example. The Sniper Rifle on the other Hand while having much Damage can not get through the Shields so easily.
Elseud  [author] 15 Aug, 2023 @ 11:46am 
@A Fat Kid
Thank you for the feedback, and the breakdown of the weapon. I'll do some more extensive testing, with the weapon being used both by and against colonists. I think I might have swung the nerf bat too hard.
A Fat Kid 15 Aug, 2023 @ 11:18am 
@Elseud
What I can tell you was the role your weapon filled before you nerfed it: kiting. Vanilla Rimworld has no true kiting weapon, so it had no competition. A kiting weapon needs long range and a rapid firing cycle to facilitate relocation, and that's exactly what 40 range, 1.5s warmup and especially the 0.5s cooldown gave. That it could do a short stun and had enough stopping power for small mechs was a nice bonus because that bought time to retreat. It was effective against centipedes and demolishers while being terrible against 200 tribal raids and that's why I liked it. That the firing cycle duration got nerfed and the DPS thrown in the dumpster has left me wondering what this is even meant for.
A Fat Kid 15 Aug, 2023 @ 11:18am 
@Elseud
Combat support, to EMP mechs while other weapons do the killing? It's about as useful as a zeushammer for that, which is to say: useless.

Short duration EMPs are useless in this game except against shield belts and Royalty DLC brain and stomach implants. This is because the mech EMP immunity is identical in duration regardless of EMP damage dealt. So, what weak EMP damage does, like the zeushammer and your weapon, is lock the mech out from being stunned by stronger EMP weapons. The EMP grenades and launchers are true support weapons because they have long duration stuns, and they don't rely on a coin flip like your post-nerf weapon does. The real reason the zeushammer is good at supporting mech killing is because locking mechs into melee prevents them from firing their far more dangerous guns. Why would I ever use a support weapon that stuns a centipede or demolisher for only 3s, far less time than necessary to secure the kill, and doesn't even stun reliably?
A Fat Kid 15 Aug, 2023 @ 11:17am 
@Elseud
Not all feedback is good feedback. Please trust your own judgement. Incremental changes help too.

What is your intended role for your weapon?

Damage output? It is abysmal. At a base 10 damage per 2.5s firing cycle, this puts it below the vanilla sniper rifle in DPS output. It is actually comparable to a greatbow post-nerf. For a spacer tech weapon that has a pricey build cost, this is atrocious. The accuracy and AP numbers are nice, but the mechs this weapon is supposedly meant to combat have high health scaling which hard counters this weapon's lack of DPS. It is not a good mech killer.

Long range for triggering an attack? The sniper rifle has it beat. The sniper also has higher one-shot killing potential, stopping power and DPS to boot.
InspireMe7 (Warcheese7) 9 Aug, 2023 @ 9:29am 
Thanks for hearing me :)
I will see how it feels and give you a Feedback on the Encounters :)

I do not want to re download the Mod currently because im afraid it could cause Errors or bugs. ( i spent 2 Days sorting, reorganizing and kicking out mods to make my game work after some errors so im just happy it works for now :/ however the rifle damage is changed within my game so i think i got the update anyway)
Elseud  [author] 6 Aug, 2023 @ 7:19am 
Also, remember to redownload the mod, Steam's workshop updates are not very reliable
Elseud  [author] 6 Aug, 2023 @ 7:14am 
@InspireMe7
Just published a rebalance update that should adress your concerns. Do tell me what you think of it when you get the chance
Elseud  [author] 6 Aug, 2023 @ 1:35am 
@InspireMe7
Thank you for your input, I'll definetly be keeping it in mind when rebalancing the mod, both mechs and the gun
InspireMe7 (Warcheese7) 5 Aug, 2023 @ 8:03pm 
3.
I also found a Way to deal with Demolishers now. I use my Centipedes as Tanks and throw my 10 Snipers at them and pray lol. Also Psychic Lances work.

Well thank you for your work. What i really loves about this Mod is that it does not add too many Mechs to the Game, but unique Mechs with interesting Challenges and Abilites. Love it.

( Humble Request: Could it be possible to have a Mod option to untick Mechs dropping Components? Even though it is really really nice having soo many Components and it feels like a fair Trade giving the Damage of Demolishers for example i do like my Challenges :P)

Sorry for really long Post lol
InspireMe7 (Warcheese7) 5 Aug, 2023 @ 8:03pm 
2.
With the Rifle that is different.
You have great Range, Stun AND Damage. So i am wondering what is the Drawback?
Vanilla EMP Range Weapons have the Drawback of not having much Range or Damage.
It even has alot of Armour Penetration. I guess 15 Damage does not do much against Mechs but it really hurts vs Colonists. ( To clarify i had a Strong Pirate Squad (10?) drop on 4 Colonists. Before i could get reinforcements i saw their Shields pop like Bubbles and then one just dropped Dead.) That is scary haha. Against this Gun all my Shieds and Shield Mechs are just Bubbles waiting to pop :D
To conclude: I guess i just do not see the Drawback of the Gun.
Sniper Rifles have a lot of Damge and AP but no EMP.
EMP Range Weapons have EMP but no AP and no DMG.
And Melee EMP forces you to engage.
I think it should be either EMP and low Damage or Damage and no EMP, both seems unbalanced looking at what Vanilla has to offer. Still a nice Idea of a Gun. :)
InspireMe7 (Warcheese7) 5 Aug, 2023 @ 8:03pm 
1.
@Elseud
It just feels a bit off because it is a Sniper Rifle i think. I have not encountered it often to be fair.
Probably because it deals Damage + EMP.
The EMP Launcher and Grenades are just EMP while the Zeushammer forces you to engage in close combat. With Grenade Launcher and EMP u loose potential damage output for emp and they do not have much range. And when the Mechs Adapt you can not Deal damage with those. With the Zeushammer you have to get close to the target but they can hit you back, or well shoot at you before you can even hit the Target.
Elseud  [author] 5 Aug, 2023 @ 2:12pm 
@IIDarkHuntII @InspireMe7
Where does exactly the issue of the gun lie? Just AP/DMG or the combination of the two? Becouse I was thinking of lowering the gun's dmg from 15 to 12, bringing it below the treshold of oneshotting limbs.

Separate from that, I really need to go over the mod again, there has been balance changes to Biotech since it dropped and I haven't brought this mod in line with them
InspireMe7 (Warcheese7) 5 Aug, 2023 @ 12:28pm 
Great Mod. I just think its a bit Unbalanced when there is like 10 Demolishers spawning at once. They are a really big Threat, a bit like a Boss Mech. 10 is just too much i think. I have to throw everything at them everytime haha. Scary Mechs...

Also i have to agree that the Rifle is a bit overpowered. It basically makes all the Shields in Biotech completely obsolete. Every personal shield aswell. I had 10 Soldiers with Landing Pods killing my Pawns faster then i knew what was going on.

I love the Enforcer though <3
Revinder 31 Jul, 2023 @ 3:29am 
The rifle is too unbalanced
Kyle McTexas 4 Jul, 2023 @ 8:15pm 
@Lekoda my brother in Christ, read the mod description.
Lekoda 27 Jun, 2023 @ 5:45pm 
Is this compat with CE?
Bweady Boy :3 2 May, 2023 @ 10:25am 
well i dont think the demolisher should be a medium mechanoid. Hes way bigger to be one
Nameless 15 Apr, 2023 @ 10:38am 
Dear authors, thank you for your work, it is amazing! Any chance you can look at the compatibility with Vanilla Psycasts Expanded? Cicada mechanoids from Machines of War are not properly affected by the Haywire psycast from Vanilla Psycasts Expanded, they just wake up angry and not friendly as intended. Thank you!
Nameless 9 Mar, 2023 @ 9:57am 
Thank you @Elseud!
Elseud  [author] 9 Mar, 2023 @ 9:11am 
@Nameless
I'd suggest properly sorting your mods first, they look like a mess. Dowload rimpy and iots database, or use another sorting tool, I know the authors of Rocketman are working on one. If sorting the mods properly doesn't work, you might need to go bug hunting
Nameless 9 Mar, 2023 @ 8:57am 
Hi @Elseud, I appreciate that you found time for the investigation a lot! Any guess which direction I should look?
Elseud  [author] 9 Mar, 2023 @ 8:04am 
@Nameless
I ran some tests and browsed through the log and let someone else take a peek: the issue is not on my end. Something in your modpack is interfering with VE's mechanoid AI. I don't know what exactly tho.
Nameless 9 Mar, 2023 @ 7:06am 
Hi @Elseud, many thanks for your efforts and kind reply!
Elseud  [author] 9 Mar, 2023 @ 5:14am 
@Nameless
Thank you for reporting it, I'll check it as soon as I can
Nameless 9 Mar, 2023 @ 3:14am 
Moreover, it seems that an auto enforcer was spawned without a weapon
Nameless 9 Mar, 2023 @ 3:11am 
Hi @Elseud, thank you for the mod, it is really cool! I wanted to bring an issue I encountered to your attention. After a drop of a mech cluster all vanilla mechanoids were asleep as usual. But the one from your mod started acting immediately. https://gist.github.com/2f103f74e52b23c7328b0de3c3ea95ec May I please kindly ask you to look at that when/if you have time?
The Golden Skull 3 Mar, 2023 @ 10:14pm 
@femoral2

i mean they can both work alongside each other if that is what your asking, I have been using both this mod and reinfoced mechanoids 2 for a month now and its been fine