RimWorld

RimWorld

[Obsolete] MIM - WH40k Factions
emitbreaker  [developer] 10 Jul, 2022 @ 8:36am
Balance discussion / IMOs
Any topic related to faction / race / weapon balances. Your IMOs are always welcomed ;)
< >
Showing 1-6 of 6 comments
YetiMindtricks 3 Dec, 2022 @ 9:16am 
Hi,
I'm not sure if I'm am at the right playce here. For some reason (sorry for that phrase) I cannot post a comment or maybe I'm not allowed to to.

First I want to say thank you for working on this mod! It's truly amazing especially for a 40K fan since childhood.

I have a few question regarding MIM Factions.

-Is it normal that Astartes Helmets weight is 15kg?
When I hover over the other gear like Armor or Backpack they only weigh aprox. 3kg each maybe a little bit more. The 15kg Helmet are so heavy that Caravans with exclusively Astartes are stuck and cannot travel further except when I add animals to the group.

-Is Gene-Seed crafting not aviable yet?
Even though I can create a bill to craft Gene-Seed/Blood Angel Gene-Seed it is greyed out once I try to force pawn to work on the Fabricator. It says something like "10000x silver needed."

Just fyi I'm using the GOG version of Rimworld but it's updated regulary. I'm using SteamCMD for the Mods.

Maybe I have to get the Steam version of the game as well.

Anyway. Thank you again and good luck with your futre projects. I'm looking forward to try them out.

Good bye.
emitbreaker  [developer] 3 Dec, 2022 @ 9:35am 
Originally posted by YetiMindtricks:
Hi,
I'm not sure if I'm am at the right playce here. For some reason (sorry for that phrase) I cannot post a comment or maybe I'm not allowed to to.

Maybe steam did steam - I haven't disallowed anyone to write down any comment XD

Besides, to be honest, I just realized that I copied and pasted mass of Helmet from the power armor... it should be 3kg. Sorry for the mass. This will be fixed and released within next couple of minutes.

Gene-seed should be craftable once you have done the research of Gene-Seed. It requires 10000x silver as per the original mod's configuration. If you completed the research but yet cannot craft, it may either mod conflict or I may did something wrong.

Just in case, please check your research status from the Research Tab of Adeptus Astartes > Gene-Seed. If you've done, please take your log with HugsLibe (Ctrl+F12) and I'll deep down further.
YetiMindtricks 8 Dec, 2022 @ 6:32am 
Yea, either it's steam or I'm just stupid and can't figure out the comment section. Thanks for your quick reply. I tried out your newest update and now the helmets are 3kg as well.
I also found out that 100K silver is required after I opened up the details tab. By just right clicking on the fabricator with the open bill it shoews 10k.

Anyway. Thanks again and have a good one.
emitbreaker  [developer] 8 Dec, 2022 @ 6:47am 
Originally posted by YetiMindtricks:
Yea, either it's steam or I'm just stupid and can't figure out the comment section. Thanks for your quick reply. I tried out your newest update and now the helmets are 3kg as well.
I also found out that 100K silver is required after I opened up the details tab. By just right clicking on the fabricator with the open bill it shoews 10k.

Anyway. Thanks again and have a good one.

Ah, that should be the typo from either me or the original mod's end....
sk4p3g04t 11 Dec, 2022 @ 1:43am 
In regards to the bolter, the over-penetration makes the weapons difficult to use outside of standing in an open field due to the collateral and friendly fire issues, however, the 0% armor penetration means the gun can't actually kill very much despite the respectable damage and piercing effect.

If I could re-balance I'd ditch the coilgun-style penetration, at least on standard bolts, and up the actual armor penetration so it could effectively punch through single targets. As it is, even targets in t-shirts take mostly blunt damage and anyone in even modest armor takes almost no damage whatsoever. Two pawns in space marine armor could probably shoot each other until their armor disintegrated and not even start bleeding.

Additionally, the accuracy on the bolters, and especially the bolt pistols could stand to go up by 10-20% or more across the board, the bolt pistol in particular is practically useless since the AP and accuracy are too low to kill anything inside its effective range.
emitbreaker  [developer] 11 Dec, 2022 @ 4:07am 
Originally posted by sk4p3g04t:
In regards to the bolter, the over-penetration makes the weapons difficult to use outside of standing in an open field due to the collateral and friendly fire issues, however, the 0% armor penetration means the gun can't actually kill very much despite the respectable damage and piercing effect.

Thanks for your comment ;) In addition to other opinion you may find from Bolter Balancing Thread, I will redesign the weapon system in the future ;)
< >
Showing 1-6 of 6 comments
Per page: 1530 50