边缘世界 RimWorld

边缘世界 RimWorld

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Buffs 'n Nerfs for the Generic Ammo Experience
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Mod, 1.5, 1.6
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1.564 MB
2024 年 8 月 7 日 上午 9:54
10 月 1 日 上午 11:50
162 项改动说明 ( 查看 )

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Buffs 'n Nerfs for the Generic Ammo Experience

在 turkler 的 2 个合集中
The Generic Ammo Experience
12 件物品
The best of the Experience
43 件物品
描述
[discord.gg]

This mod contains some big balance changes and miscellaneous content additions for the Generic Ammo Experience. I was initially going to merge these into the main mod but I realized not everyone might be a fan of such big changes, so I've moved those changes to this mod.

A list of changes
There are so, so many small changes that they don't fit in the description character limit of the workshop. You can find a list of changes in the discussions page of this mod.

Keep in mind that the pack is balanced around these changes, this mod is technically optional but strongly recommended.
It goes without saying that all aspects of Combat Extended and the Generic Ammo Experience have full integration, but this mod also patches many, many mods. Everything covered by the main mod (plus some more) is also covered by this mod.

I'm open to all feedback so please do share your opinions about these changes in the comments!
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5 月 30 日 下午 8:50
置顶: A list of changes
turkler
82 条留言
Novaemberia 10 月 1 日 上午 9:56 
While it's painful to see my plasteel go when playing mechanitor with centipedes, I understand the rebalance and think it's worth it, centipedes in CE are indeed very strong.
Autoloaders are amazing, it was painful to constantly reload turrets in CE and I had to build a stockpile of ammunition right next to them just to make it more bearable, with autoloaders now it's soooo much more smooth.

I might be forgetting a lot of stuff, but overall, I really enjoy all of the changes
(2/2)
Novaemberia 10 月 1 日 上午 9:55 
Well then, let's see...
I very much enjoy the ammo rebalance, especially the fact that charged ammunition now costs much less components, was really painful to see those go fast in normal CE :lilith_sobsob:
I adore the sneaky bastard addon, especially the smoke dodge chance, which reminds me of sicario from payday 2 haha. Makes smoke even more worthwhile to use, and I just love using smokes.
The buffed implant armor is also great, because as described, it really was meh for the cost in normal CE, but now it's very strong coupled with armor, helps live out the cyberpunk fantasy hehe.
I can't say much for the shooting accuracy change, because I haven't really noticed a difference and because it's kind of hard to measure, but I think it's a move in the right direction, in normal CE, every pawn can pretty reliably hit their shots so long as they're not that far, even ones with 0 skill.
(1/2)
turkler  [作者] 10 月 1 日 上午 9:35 
@Novaemberia oh the recipe thing is me mislabeling stuff. thanks for the report, they're intended to make one. I'll update the labels tonight
the systems for the autoloaders are actually from combat extended. they're very much neglected features that I've patched up a bit to get to a usable state. I don't exactly know why autoloaders wouldn't save the ammo within them as they use the same ammoset system turrets use, but I'll look into it

oh and one more thing. I'd be more than happy to hear about specifics parts you like/don't like, either here or in my discord works. feedback is in very short supply and and would be appreciated, even if it's just ''x is really neat, I love it''
Novaemberia 10 月 1 日 上午 8:37 
hello once again. i have encountered another issue. the recipe for creating 5 disposable rocket launchers added by this mod only creates one.

other than that, loving this mod! love playing with it and the generic ammo experience due to better immersion and because it really does balance out CE in things it's sometimes lacking, as well as making usually irrelevant things, relevant once again.

oh also, autoloaders added by the generic ammo experience seem to lose their ammunition count with the gravship launch, while turrets don't, not sure if it's an issue on my end, but maybe you could look into it?
Novaemberia 9 月 28 日 上午 10:09 
AWESOMEEEE
turkler  [作者] 9 月 28 日 上午 4:25 
@Novaemberia it's fixed now, thanks for the report!
Novaemberia 9 月 27 日 下午 4:23 
No problem!
turkler  [作者] 9 月 27 日 下午 4:19 
@Novaemberia damn. I'm currently not at home so I can't do a hotfix but I'll fix that asap. thanks for the report
Novaemberia 9 月 27 日 下午 4:13 
hello. after seeing my cataphract warcasket receive a lobotomy they did not volunteer for by a hollow point from a yttakin firing a poor frontier pistol, i was perplexed as to what just happened. looking into the stats of said gun i have noticed, to my horror, that it has the same penetration value as a flak cannon. it mustn't be intended, i thought. so i looked for the cause. after seeing that it was no fault of combat extended since it does not modify penetration values in such a way, i have come to your mod. it appears as if there was a mistake made, or it was made deliberately out of malice. i have come to beg, to make sure this tragedy never befalls my colony again, to look into such a conundrum, and hopefully bring peace to my mind.

tl;dr: poor quality weapons have armor penetration multiplier set to 85 rather than 0.85, resulting in armor penetration value of 8500% rather than 85%. i have come to kindly ask for guidance on this matter. :lilith_sobsob:
turkler  [作者] 9 月 13 日 下午 5:50 
@Pamparampampamparam mostly ve, yeah, though the changes should work with all laser weapons on paper