安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
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)
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
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)
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''
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?
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.
I won't be able to give long explanations due to the workshop comment limit but to put it briefly:
- the armor vest textures are only swapped if you have ve textures, it seemed more fitting to me but I can also revert that. it's really whatever
- composite armor is straight up busted. it competes with recon armor in terms of protection and can stop battle rifle rounds. with a hard armor system where shots either penetrate or they don't, the big armor buff more than makes up for its lesser hp. if you have access to traders, composite stuff is also cheaper to make despite being more advanced. I chose to remove them and buffed the armor values of flak jackets and armor vests a bit instead
- the leather thing, I'll take a look at.
still, thank you for your feedback! feel free to join the discord if you'd like to talk about the changes in detail
Looks like you forgot to buff plainlether when buffing various textiles (i consider cow lether to be at least as strong as human lether), I dont know why you swapped textures for CE armor soft and flak vests but it sent me for a loop i guess its just preference.
I understand why you removed composite vest and heavy composite gear, keeping more vanilla gear progression, but it would be nice to have them back (maybe locked behind their own tech)
Other than those nit picks i really like the changes. I really like ammo crafting changes, warcasket durability should be the deafult, and having shield belts that accualy do somthing fells great
Rationale: to ease up the loadout management in CE (mass/bulk/caliber/ammo type/...) compared to the vanilla game.(just equip one weapon).
Cheers!
https://imgur.com/a/y13gsFY
[Buffs 'n Nerfs for the Generic Ammo Experience - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="Ammo_LaserChargePack"]/statBases"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Misc changes\Laser_charge_pack_rework.xml
Is it possible to use only this mode?
"[Buffs 'n Nerfs for the Generic Ammo Experience] Patch operation Verse.PatchOperationRemove(Defs/ThingDef[defName='Apparel_GasMask']/modExtensions/li[@Class='CombatExtended.ApparelHediffExtension']) failed"
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Equipment tweaks\gas_mask_hediff_removal.xml
I was looking for something that changes how warcaskets work and the shield belt buff + shield bulk buff is also greatly appreciated.
the mod doesn't have any extra expanded materials integration, no
Also does it use Expanded Materials - Metals if enabled like I think CE used to?
I've had runs where it's been a while until I've been able to get them so I think this can make gunpowder weapons, especially the emplaced ones, really difficult to supply.
added two new recipes to salvage ammo from the common ammo types. these recipes aren't just static however, but using some code magic I was able to make it so you actually get the ingredients of the ammo you smelt. the formula is about three fourths of metals, all of propellants and half of most everything else.
I've removed the highroller mechanic from vwe frontier and also tweaked their costs while I was at it. they no longer cost gold and plasteel to make for one, also made a reason to use the derringer by making it super cheap. it's super weak, has awful armor penetration but at least now it's just steel and 1 component
enjoy lads
if that doesn't work, hit me up on discord and I'll try to sort things out