RimWorld

RimWorld

Absolutely More Cannons - CE Version
 This topic has been pinned, so it's probably important
Mayano Topgun  [developer] 18 Jul, 2021 @ 5:29am
Error Reporting and Balancing Feedbacks
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Showing 1-13 of 13 comments
llt 18 Jul, 2021 @ 11:26pm 
@Fary Is it possible to use CE built-in ammo types? For example Flak38 uses 20x138mm while there is already a 20x138mmB in CE.

Using built-in CE types allows compatibility with other mods too.
Mayano Topgun  [developer] 19 Jul, 2021 @ 11:51pm 
done, i've changed the following ammo sets to use CE built-in:
20x138mmB
25x137mm NATO
40x365mm Bofors

but these ammo obviously will use CE's cost calculation, meanwhile all my ammunitions costs are using adjusted cost calculation (a lot cheaper). it might cause balancing issues.
CE's cost calculations are more intended for small caliber ammunitions, when used for my mod that has 600mm shell the cost result is too absurd so i have to make adjustments.
Nivalis 24 Jul, 2021 @ 5:02pm 
Hey making sure you're aware of this incase you haven't come across it already.
I was having issues with the artillery pieces missing their targets (by far more than they should) and some projectiles simply leaving the map.

I did some digging around and confirmed this was due to the "<speed>" tag on the ammunition.
For example the "Bullet_150mmKC36_HE" has "<speed>167</speed>".

After reducing this to 25, the shells worked.
Doing some digging around, it seems CE sets all mortar rounds to "<speed>0</speed>", I'm assuming this lets CE automatically calculate the velocity.
I've set all the mortar type shells to "<speed>0</speed>" and aren't having any more issues.
Mayano Topgun  [developer] 24 Jul, 2021 @ 8:51pm 
@Alex Dyre Thanks for the report, and the solution as well! i'll apply the fix soon.
Nivalis 24 Jul, 2021 @ 9:26pm 
No problem, I'm not 100% if it's the correct approach, but it seemed to fix it at least!
Porygon 25 Jul, 2021 @ 2:53pm 
Fun mod. One thing I noticed is that there is a small localization bug, in the research screen to get the 2S19 Msta the text displays 2S19 Research_152mmMsta. Sorry if already reported. :steamthumbsup:

Forgot to add but placing the Karl-Gerat causes an error to show up on the logs.
https://pastebin.com/p3u5mgpq

Not sure if it's a big issue but some of the flak cannons say in the logs that burst fire shot count is the same or greater than auto fire.
Last edited by Porygon; 25 Jul, 2021 @ 3:54pm
Mayano Topgun  [developer] 25 Jul, 2021 @ 10:35pm 
@Porygon, thanks for the report, i've fixed the label mistake and the error on Karl Gerat >should< be gone. i expect there are some more errors lingering around yet to be discovered.
but i can't find the cause for the warning logs on flak cannons, can you try other "field guns" as well? like the Pak 40, BS-3, and Pak 44. do they all have the same warning in the logs?
Porygon 26 Jul, 2021 @ 10:17am 
Just did a test and the following weapons throw that warning.
Flak 38
Kugelblitz
3.7cm Flak M42
M247

Just used them against enemies and they seem to work just fine in game though, so I'm not sure how critical the warning is but here is the log for the Kugelblitz as an example.
https://pastebin.com/rpbNzpWK
Last edited by Porygon; 26 Jul, 2021 @ 10:20am
Mayano Topgun  [developer] 26 Jul, 2021 @ 10:26am 
those turrets has their aimed burst shot count higher / the same as the regular burst shot count, which should be lower. should be fixed now
Niv 8 Aug, 2021 @ 1:34pm 
the turrets dont seem to show their maximum range when setting forced target
Mayano Topgun  [developer] 9 Aug, 2021 @ 12:20am 
@Niv this is a known issue, seems like vanilla limitation and needs some C# coding to fix it..
Niv 10 Aug, 2021 @ 1:42am 
good to know, thanks
Platonov 17 May, 2022 @ 7:17am 
artillery don't work anymore with CE -negative fire rate for most of the weaponry (except 1 line)
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