边缘世界 RimWorld

边缘世界 RimWorld

Combat Stands
64 条留言
4D 10 月 31 日 上午 4:17 
Playing a bit with the mod and tinkering with the parameters I would like to give some feedback-ish info:
The cooldown and debuff seems both too long and too harsh
If possible, I'd say to make those stances have no cooldown and have "infinite" duration, while starting to grow the staged tiredness debuff from 1% to 100%, where the pawn can either fall unconscious (like consciousness max 20% among other debuffs for some time) or just get really big speed, stats and tiredness/hunger debuffs.
With a button to let go of the stance, ofc.

Otherwise a good foundation
Seti  [作者] 10 月 30 日 下午 2:32 
@TAW | Shadow_Beetle I am bad at the game so i make op mods
TAW | Shadow_Beetle 10 月 30 日 下午 12:20 
will check sometime but it seems kinda broken lol
4D 10 月 12 日 下午 7:45 
Any way to make this colony pawns only?
YouKnowWho142 9 月 22 日 下午 4:44 
i love this mod but it seems like the interaction with npcs is strange. Ive seen npcs activate more than one stance at once ad almost all pawns spam the endurance stance making them incredible hard to kill. I'd love an option to disable the ai's ability to use the stances
Ninisty 9 月 4 日 上午 1:01 
I like this mod. It's kind of broken, but I play with low pawn counts. so it equals out in the end. Though I'm having a major issue. Doing a sort of Medieval Anomaly run with this on. Sometimes the anomalies will pop Endurance Stance and become almost impossible to kill. The Revenant popping Endurance Stance almost ended my run. It was crazy. Sadly I have to disable it as a quarter of the flesh mobs popped Endurance Stance and turned that fight into an absolute nightmare when it exploded into more flesh mobs with Endurance Stances on all. Crazy.
girk 8 月 19 日 下午 10:19 
the picture of the stances needs a vanilla retexture like the stick figure looking you see in signs
vexxn0va 8 月 17 日 下午 12:48 
does it have any buffs (like parry/block) if using combat extended?
Gruntly The Gobdaw 7 月 8 日 下午 5:59 
it is but not sure if its balanced or not in those
Milkman 6 月 24 日 上午 10:13 
i meant extended
Milkman 6 月 24 日 上午 10:12 
is this compatible with combat overhaul?
BottledDew 5 月 2 日 下午 7:40 
Does this add a button (idk what its called sorry) that you can press after a pawn is drafted
Seti  [作者] 4 月 29 日 上午 10:03 
@Mad Catter a penalty is already implemented since launch
Mad Catter 4 月 28 日 下午 2:46 
Consider adding fatigue (penalty to Hunger and Rest Rate) for each stance?
lucky_one 🍀 3 月 19 日 下午 1:34 
Gotcha, will do so - Thanks!
Seti  [作者] 3 月 19 日 下午 1:31 
@lucky_one 🍀 just click the little( i )button on the hediff in the medical info tab, do note that the hediff is progressive and they will get progressively more tired
lucky_one 🍀 3 月 19 日 下午 1:25 
No, I think the mechanic is fine, but it was the first time in 30+ hours of playing with your mod (It's fantastic, thank you for that) that happened, so I was a little bit surprised. Even more because the injuries weren't that crazy, but I did not pay attention to his consciousness so he could have died because of that. Where can I check the debuff information? I couldn't find anything in-game (I didnt look a lot, so it's possible that i missed it). Thanks for the answer :er_heart:
Seti  [作者] 3 月 19 日 上午 11:15 
@lucky_one 🍀not bugged, thats because exhaustion dropped his consciousness together with the injuries affecting him, to zero, killing him, do you feel this is unfair?
lucky_one 🍀 3 月 19 日 上午 9:40 
I have a question. I used the endurance stand and my pawn got injured. I got him to my hospital and after a short while I got a pop up saying that my pawn has died of "Exhaustion". I have tried several times to save him but he always end up dying to "Exhaustion" even if he is resting on the bed and healing. What is this supposed to be? Maybe a bugged interaction? He has his rest at 100% and I dont see anything related to pawns randomly dying from this debuff
Seti  [作者] 3 月 2 日 上午 3:09 
@TARBOY self damage isnt an interaction with vanilla skills expended, the reason for the disclaimer is that it could get way too op
TARBOY 3 月 1 日 下午 4:31 
hold on my bad, I didn't read the disclaimer on the tin.

However I am kinda curious what causes Skills Expanded to do that self damage thing.

also I guess another funny side effect is that the stancing pawn's pets immediately become hostile .
Seti  [作者] 3 月 1 日 下午 1:08 
@TARBOY seems like a really strange mod interaction, could you provide a modlist? or it just like 1 point of damage
TARBOY 2 月 28 日 下午 8:54 
Yo I really love this mod, However a weird quirk that happens sometimes is that when a pawn goes into a stance it sometimes damages itself. other wise goodie mod.
Dorothy Haze 2 月 28 日 上午 7:14 
@Seti Thank you! That worked fantastically, and now I have an idea how it'd work for the Mooseian, Mincho, and Moyo if they don't work from the box. Thanks again! Cheers!
Unus Nauta 2 月 27 日 下午 10:30 
Hey, just wanted to say thanks for making the Ratkin patch. I was also struggling to figure out why the stances weren't applying even when I changed the name in the file before your latest update. Really appreciate it!
Seti  [作者] 2 月 27 日 下午 2:17 
@Dorothy Haze
@vanogot
I made a patch for the ratkin, look into the mods/rat/patches folder, inside it is the patch, use it as an example
Dorothy Haze 2 月 26 日 下午 5:34 
@vanogot @Seti If you get it to work, could you share an example? I'm trying to get it to work for my Ratkin and I'm not exactly sure what the line should be.

So far I've made a copy of the patch, left it in the folder for this mod, and changed the line to:

<Operation Class="PatchOperationAdd"> <xpath>Defs/ThingDef[defName="Ratkin"]/comps</xpath>

But I'm not having any luck getting it to work. Is there something else I have to change with this line? Sorry in advance because I haven't done anything with modding for Rimworld, and I'm not 100% sure what I need to change.
vanogot 2 月 24 日 上午 8:39 
ooh, will do, thank you very much!
Seti  [作者] 2 月 24 日 上午 7:32 
@vanogot it is impossible for it to make it compatible with every race, if you want to make a race compatible, find the thingdef of the race, look inside the folder of my mod, in there you will find a patch folder, copy the file in the patch folder, and just replace the human defname with the name of the race
vanogot 2 月 23 日 下午 10:39 
it appear that other races (as in, modded races liki milira, cinders etc) dont get to use stances, they simply dont show up when drafted :(
still a cool mode, my few human meleeists get to enjoy being in the spotlight for once :steamthumbsup:
Ravioli-Monke 2 月 23 日 下午 3:39 
@Aizuki you should try the "hand to hand re-balance mod" it changes the cool down of some abilities to make the combat much more balanced :griefer: (ofc giving it the name XD)
Aizuki 2 月 23 日 下午 1:44 
do enemy can do this too? because combined with hand to hand combat, my pawn can 1vs12 before it got downed.
Seti  [作者] 2 月 23 日 上午 11:42 
@Pink Lion Gaming not intended, but, thought on it a bit, does it seem reasonable that they just fall over afterwards? seems a good tradeoff for getting high damage negation
Menelert 2 月 23 日 上午 11:13 
Damn, great concept for a mod, nice work!
Pink Lion Gaming 2 月 23 日 上午 4:50 
Just wanted to point out from testing as I am unsure if this intended. Tower Stance lowers moving by 50% this will stack with the exhaustion debuff and end up with a Pawn unable to move what so ever after about 20 hours. I don't believe that this is the case with the other stances. As a side note stances continue on incapacitated Pawns even giving effects such as damage resistance while unconscious.

Also just because it is really fun I suggest everyone watch a Tough, Robust Pawn on Metalblood with the Fencer Stance tank 25 Antigrain Warheads.
MajorityOfTheInternet 2 月 23 日 上午 4:43 
@Seti sorry I meant to ask Captain Pootis did this happen lol
Seti  [作者] 2 月 23 日 上午 12:00 
@MajorityOfTheInternet THIS IS GREAT, can you tell me what mods you playing with? I didnt get them to use it on my end lmao
MajorityOfTheInternet 2 月 22 日 下午 11:10 
hold up the AI used this and beat a centipede to death?
Carbomb McFamine 2 月 22 日 下午 10:15 
I witnessed a man under the effects of the Berserker Stance proceed to BEAT A CENTIPEDE TO DEATH WITH HIS BARE HANDS.
Aizuki 2 月 22 日 下午 5:27 
did this compatible with hand to hand combat, melee animation?
Autismus Maximus 2 月 22 日 下午 2:36 
Always wanted something like this, i would just change the symbols to something for vanilla-like ( symbols of pawn shapes with specific weapons )
Levardio 2 月 22 日 上午 5:42 
@blaw88 my experience with other mods tells me that everything except for armor penetration stance should work fine. Armor penetration breaks with some mods for combat extended, but i im too lazy to figure out how
blackkanye 2 月 21 日 下午 7:46 
@TSense definitely not the same, but there was a mod recently that made the melee dodge stat also double as ranged dodge for a proper 'ranged dodge' mechanic
Seti  [作者] 2 月 21 日 上午 8:01 
@Kaschey I heard that the framework has it covered, however in my testing they didnt use it, if you play with the mod, yell me if they use it on your end
Kaschey 2 月 21 日 上午 7:19 
Wait, what part of vanilla expanded series makes the raiders use these? Core framework or something specific?
TSense 2 月 21 日 上午 3:14 
We got this before going prone for shooting accuracy and ranged dodge
wofwofwofwofwofwofwof 2 月 20 日 下午 6:37 
@Elgate Use a mod called IncomingDamageModify to keep that stat from getting out of control.
Elgate 2 月 20 日 下午 4:03 
Could I advise multipliers rather than flat values for some of them? Otherwise you might reach -100% incoming damage with other mods.
Seti  [作者] 2 月 20 日 上午 9:30 
@blaw88 I have no idea how it handles stats
chitlord 2 月 20 日 上午 9:28 
Does this work with Combat Extended?