RimWorld

RimWorld

Apex: Rimworld Legends
Based pma 3 Apr, 2019 @ 1:32pm
About disable mod weapons on enemy when spawning raid
Hello all!

First, thanks Oskar for creating this awesome mod!
I am just wondering is there a way to disable mod weapons on enemy when spawning raids. During the late game (I moded game with bigger raids) raids with +10 charge sniper rifle is game over for me........
On the FAQ section of this mod, the author Oskar did mention that Rimworld Legends weapons should be added to the available item pool when spawning raids. But he did not give a way to disable these option.

Can anyone help me? :) Thanks!
< >
Showing 1-7 of 7 comments
Oskar Potocki  [developer] 4 Apr, 2019 @ 3:05am 
Hmmm disabling weapons is trickier than adding them, but I will see what I can do.
Based pma 4 Apr, 2019 @ 10:13am 
thanks for the explanations! and I know making a mod can cost a lot of your free times, If its too tricky to do it, then don't bother! your mods are the best already and it gives me ton of fun! :steamhappy: Have a great day!
Llewelyn_MT 12 Apr, 2019 @ 2:25am 
I was playing a tribal start. As a 2nd attack (on Cassandra/Medium) I got 2 pirates with Hand Cannons. They ripped my people apart despite me having a gun of my own (of the 5 I had 1 dead, 1 critically wounded, 2 heavily wounded, 1 lightly wounded). :warmage: The gun is seriously OP for the price vs unarmored people and has a ridiculous range too...

This frankly makes the mod unusable for me.
Oskar Potocki  [developer] 12 Apr, 2019 @ 8:52am 
@Llewelyn_MT
I'm sorry to hear that. The hand cannon is meant to have the same damage and stopping power as revolver, but longer range. It does however take longer to fire and the bullets velocity is much lower than that of the revolver. I constantly tweak and balance weapons on my private build, so I will take a look at hand cannon again.
Llewelyn_MT 12 Apr, 2019 @ 1:19pm 
Originally posted by Oskar Potocki:
I constantly tweak and balance weapons on my private build, so I will take a look at hand cannon again.
Keep up the good work. Tribal is supposed to be hard. ;) I've added it back in because I like your art style (and Titanfall :tgrin:) too much. :steamhappy:
I LIKE THE NPCS HAVING THE GUNS!!
Inanis 28 Oct, 2019 @ 7:16pm 
i got annoyed with the orbital launcher ... so since i cant disable it (or any other weapon since there are not options to do so) i nerfed it to hell: Using the RIMMsqol mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1084452457 ) i modified the orbital launcher and increased its aiming time to 200 secs (time you need before launching the marker).. more then enough time to make it almost useless..

PS: the only reason im using the APEX pack and not the extended vanilla one was cus i didnt know APEX also had an orbital marker... (that is the only reason im not using the extended vanilla too) .. now i would normally remove the mod because of the orbital marker... but im atm using some of the other weapons...

PS: the RIMMsqol mod allows you to alter modded items w/o modifying the actual files of the mod/core so the changes dont get reverted when there are updates .. you can mod trains, moodlets, relations and a lot of other things ... like the "entombed underground" once i changed it to give a +10 mood since i was playing on a permanent toxic map.. and going outside should be harmful and pawns shouldn't be wishing to go outside.
< >
Showing 1-7 of 7 comments
Per page: 1530 50