RimWorld

RimWorld

Combat Stands
56 Comments
Gruntly The Gobdaw 8 Jul @ 5:59pm 
it is but not sure if its balanced or not in those
Milkman 24 Jun @ 10:13am 
i meant extended
Milkman 24 Jun @ 10:12am 
is this compatible with combat overhaul?
BottledDew 2 May @ 7:40pm 
Does this add a button (idk what its called sorry) that you can press after a pawn is drafted
Seti  [author] 29 Apr @ 10:03am 
@Mad Catter a penalty is already implemented since launch
Mad Catter 28 Apr @ 2:46pm 
Consider adding fatigue (penalty to Hunger and Rest Rate) for each stance?
lucky_one 🍀 19 Mar @ 1:34pm 
Gotcha, will do so - Thanks!
Seti  [author] 19 Mar @ 1:31pm 
@lucky_one 🍀 just click the little( i )button on the hediff in the medical info tab, do note that the hediff is progressive and they will get progressively more tired
lucky_one 🍀 19 Mar @ 1:25pm 
No, I think the mechanic is fine, but it was the first time in 30+ hours of playing with your mod (It's fantastic, thank you for that) that happened, so I was a little bit surprised. Even more because the injuries weren't that crazy, but I did not pay attention to his consciousness so he could have died because of that. Where can I check the debuff information? I couldn't find anything in-game (I didnt look a lot, so it's possible that i missed it). Thanks for the answer :er_heart:
Seti  [author] 19 Mar @ 11:15am 
@lucky_one 🍀not bugged, thats because exhaustion dropped his consciousness together with the injuries affecting him, to zero, killing him, do you feel this is unfair?
lucky_one 🍀 19 Mar @ 9:40am 
I have a question. I used the endurance stand and my pawn got injured. I got him to my hospital and after a short while I got a pop up saying that my pawn has died of "Exhaustion". I have tried several times to save him but he always end up dying to "Exhaustion" even if he is resting on the bed and healing. What is this supposed to be? Maybe a bugged interaction? He has his rest at 100% and I dont see anything related to pawns randomly dying from this debuff
Seti  [author] 2 Mar @ 3:09am 
@TARBOY self damage isnt an interaction with vanilla skills expended, the reason for the disclaimer is that it could get way too op
TARBOY 1 Mar @ 4:31pm 
hold on my bad, I didn't read the disclaimer on the tin.

However I am kinda curious what causes Skills Expanded to do that self damage thing.

also I guess another funny side effect is that the stancing pawn's pets immediately become hostile .
Seti  [author] 1 Mar @ 1:08pm 
@TARBOY seems like a really strange mod interaction, could you provide a modlist? or it just like 1 point of damage
TARBOY 28 Feb @ 8:54pm 
Yo I really love this mod, However a weird quirk that happens sometimes is that when a pawn goes into a stance it sometimes damages itself. other wise goodie mod.
Dorothy Haze 28 Feb @ 7:14am 
@Seti Thank you! That worked fantastically, and now I have an idea how it'd work for the Mooseian, Mincho, and Moyo if they don't work from the box. Thanks again! Cheers!
Unus Nauta 27 Feb @ 10:30pm 
Hey, just wanted to say thanks for making the Ratkin patch. I was also struggling to figure out why the stances weren't applying even when I changed the name in the file before your latest update. Really appreciate it!
Seti  [author] 27 Feb @ 2:17pm 
@Dorothy Haze
@vanogot
I made a patch for the ratkin, look into the mods/rat/patches folder, inside it is the patch, use it as an example
Dorothy Haze 26 Feb @ 5:34pm 
@vanogot @Seti If you get it to work, could you share an example? I'm trying to get it to work for my Ratkin and I'm not exactly sure what the line should be.

So far I've made a copy of the patch, left it in the folder for this mod, and changed the line to:

<Operation Class="PatchOperationAdd"> <xpath>Defs/ThingDef[defName="Ratkin"]/comps</xpath>

But I'm not having any luck getting it to work. Is there something else I have to change with this line? Sorry in advance because I haven't done anything with modding for Rimworld, and I'm not 100% sure what I need to change.
vanogot 24 Feb @ 8:39am 
ooh, will do, thank you very much!
Seti  [author] 24 Feb @ 7:32am 
@vanogot it is impossible for it to make it compatible with every race, if you want to make a race compatible, find the thingdef of the race, look inside the folder of my mod, in there you will find a patch folder, copy the file in the patch folder, and just replace the human defname with the name of the race
vanogot 23 Feb @ 10:39pm 
it appear that other races (as in, modded races liki milira, cinders etc) dont get to use stances, they simply dont show up when drafted :(
still a cool mode, my few human meleeists get to enjoy being in the spotlight for once :steamthumbsup:
Ravioli-Monke 23 Feb @ 3:39pm 
@Aizuki you should try the "hand to hand re-balance mod" it changes the cool down of some abilities to make the combat much more balanced :griefer: (ofc giving it the name XD)
Aizuki 23 Feb @ 1:44pm 
do enemy can do this too? because combined with hand to hand combat, my pawn can 1vs12 before it got downed.
Seti  [author] 23 Feb @ 11:42am 
@Pink Lion Gaming not intended, but, thought on it a bit, does it seem reasonable that they just fall over afterwards? seems a good tradeoff for getting high damage negation
Menelert 23 Feb @ 11:13am 
Damn, great concept for a mod, nice work!
Pink Lion Gaming 23 Feb @ 4:50am 
Just wanted to point out from testing as I am unsure if this intended. Tower Stance lowers moving by 50% this will stack with the exhaustion debuff and end up with a Pawn unable to move what so ever after about 20 hours. I don't believe that this is the case with the other stances. As a side note stances continue on incapacitated Pawns even giving effects such as damage resistance while unconscious.

Also just because it is really fun I suggest everyone watch a Tough, Robust Pawn on Metalblood with the Fencer Stance tank 25 Antigrain Warheads.
MajorityOfTheInternet 23 Feb @ 4:43am 
@Seti sorry I meant to ask Captain Pootis did this happen lol
Seti  [author] 23 Feb @ 12:00am 
@MajorityOfTheInternet THIS IS GREAT, can you tell me what mods you playing with? I didnt get them to use it on my end lmao
MajorityOfTheInternet 22 Feb @ 11:10pm 
hold up the AI used this and beat a centipede to death?
Pootis 22 Feb @ 10:15pm 
I witnessed a man under the effects of the Berserker Stance proceed to BEAT A CENTIPEDE TO DEATH WITH HIS BARE HANDS.
Aizuki 22 Feb @ 5:27pm 
did this compatible with hand to hand combat, melee animation?
Autismus Maximus 22 Feb @ 2:36pm 
Always wanted something like this, i would just change the symbols to something for vanilla-like ( symbols of pawn shapes with specific weapons )
Levardio 22 Feb @ 5:42am 
@blaw88 my experience with other mods tells me that everything except for armor penetration stance should work fine. Armor penetration breaks with some mods for combat extended, but i im too lazy to figure out how
blackkanye 21 Feb @ 7:46pm 
@TSense definitely not the same, but there was a mod recently that made the melee dodge stat also double as ranged dodge for a proper 'ranged dodge' mechanic
Seti  [author] 21 Feb @ 8:01am 
@Kaschey I heard that the framework has it covered, however in my testing they didnt use it, if you play with the mod, yell me if they use it on your end
Kaschey 21 Feb @ 7:19am 
Wait, what part of vanilla expanded series makes the raiders use these? Core framework or something specific?
TSense 21 Feb @ 3:14am 
We got this before going prone for shooting accuracy and ranged dodge
HUGE DOG :3 20 Feb @ 6:37pm 
@Elgate Use a mod called IncomingDamageModify to keep that stat from getting out of control.
Elgate 20 Feb @ 4:03pm 
Could I advise multipliers rather than flat values for some of them? Otherwise you might reach -100% incoming damage with other mods.
Seti  [author] 20 Feb @ 9:30am 
@blaw88 I have no idea how it handles stats
chitlord 20 Feb @ 9:28am 
Does this work with Combat Extended?
Well_sai_ 20 Feb @ 7:05am 
also could stances just be a passive but alot more weaker compared to the active abilities
Well_sai_ 20 Feb @ 7:03am 
ranged stances could be like
prone shooting ->
+ Accuracy, + Range,
- Moving, - Ranged CD
Seti  [author] 20 Feb @ 6:54am 
@ZX Zero possible, but i havent decided what stances to add for ranged characters
Seti  [author] 20 Feb @ 6:53am 
@Aurus it doesnt affect any animations and doesnt affect any stats, this mod should be compatible with every single mod out there
ZX Zero 20 Feb @ 4:52am 
you have plans to extend the instances to bow/ranged? like a fast shoot stance or aimed shot?
ZX Zero 20 Feb @ 4:48am 
Very cool stances :winter2019happybulb:
Captain_Tess 20 Feb @ 12:31am 
Also sorry I realised my question was already answer below