边缘世界 RimWorld

边缘世界 RimWorld

HLRW - The Combine
328 条留言
Agent Washington 10 月 21 日 下午 4:47 
I think it'd be neat if you made it so UU bases were called City ## instead of the usual names.
Agent Washington 10 月 20 日 下午 3:11 
@Herbert Pretty sure they plan to add the stun baton alongside the civil protection armor. I dont think the Charger's baton is any different to the normal stun baton but I could be wrong.
Herbert 10 月 20 日 上午 11:01 
i can't believe you added charger armor and shotgun but not CHARGER BATON! (shield planned?)
Bro 10 月 19 日 上午 1:04 
may I ask if you can strengthen?I hope this mod can bring a powerful villain to my game .please QAQ
veoba 10 月 18 日 上午 9:14 
So. CE alredy been updated to 1.6 so far.
Will you add support for it? I hope you will :)
Agent Washington 10 月 16 日 上午 8:43 
Got it! I hope you get em soon!
Slippin' Jimmy  [作者] 10 月 16 日 上午 8:38 
@Agent Washington

Still waiting on art assets.
Agent Washington 10 月 16 日 上午 6:55 
I hope we get info on the next update soon
provokedartist 10 月 12 日 上午 9:26 
gorgon seamen is going to win
overgrown palico 10 月 8 日 下午 7:00 
oh I was just responding to Thelostgamer146 asking about how to recruit overwatch elites
Slippin' Jimmy  [作者] 10 月 8 日 下午 5:06 
@overgrown palico

Yeah, nothing stopping you from doing that. I don't see any reason to put a blocker on it.
overgrown palico 10 月 8 日 下午 3:41 
can't you just mindwipe them with anomaly rituals to recruit them?
BigGovernment 10 月 5 日 下午 3:49 
Eta on 1.6 ce compatibility?
Thelostgamer146 10 月 4 日 下午 11:26 
is it even possible to recruit combine elites with their resistance of 999?
Slippin' Jimmy  [作者] 10 月 4 日 上午 7:38 
@hydra

Some functions in the mod use the Vanilla Expanded Framework. It’s not critical though.
hydra 10 月 4 日 上午 5:56 
When I try to sort the mode using Rimsort, I get a lot of notifications saying that this mode requires 'oscarpotocki.vanillafactions expanded.core'. What does this mean??
Mr.Darkside 10 月 4 日 上午 12:15 
god it's just a nightmare smg need to reduce the rate of fire! this is a weapon of mass destruction 2 pawns with smg can kill a huge number of people
Agent Washington 10 月 3 日 下午 1:21 
Any idea when this will be updated to be compatible with CE? Or is this already compatible on their end?
Irane 10 月 3 日 上午 10:44 
I'm unable to get the combine to spawn with their xenotype with biotech enabled. Any reason why they're 100% baseliners?
Vi Pok 10 月 3 日 上午 6:37 
I think RimCity 17 is better
SoulessPurpleFire 10 月 1 日 下午 3:22 
YEAAHHH! THIS IS JUST WHAT I WAS LOOKIN' FOR!
I LOVE HALF LIFE!
Agent Washington 9 月 27 日 下午 5:58 
That'd be funny.
Slippin' Jimmy  [作者] 9 月 27 日 下午 5:49 
@SAUCE__GODD

I might add that as a "unique" weapon using the Odyssey system.
SAUCE__GODD 9 月 27 日 下午 4:28 
No AR3?
Slippin' Jimmy  [作者] 9 月 26 日 下午 4:35 
@Mismagius

Yes
Mismagius 9 月 26 日 下午 3:57 
do you plan to add in a scenario where you start off as the combine faction?
Rey 9 月 23 日 上午 9:53 
CE compatibility with this would be awesome.
Agent Washington 9 月 22 日 上午 7:05 
Now that Combat Extended has been updated, will this be updated soon to be compatible?
Orpheus.zip 9 月 14 日 上午 11:23 
We need synthetic implants and rations!
Entity 9 月 14 日 上午 4:54 
@Swatch Agree. my walls shred and hitting like no chance of missing.
Swatch 9 月 10 日 下午 6:01 
Is it just me or is the SMG1 completely busted? It has near perfect hit chance. I have a mod that gives me embrasures with 85% cover, and my pawns still get hit by 2 to 3 bullets from every volley at a distance of about 22 tiles. I dunno what to do, getting raided by this faction feels like an automatic game over, and it's just Grunts they're sending.
Agent Washington 9 月 8 日 下午 1:55 
Ayy, glad to hear the critters will happen eventually. I'd love the option to make headcrab canisters.
Slippin' Jimmy  [作者] 9 月 8 日 下午 1:02 
@Tony Zamboni

Eventually
Slippin' Jimmy  [作者] 9 月 8 日 下午 1:01 
@Fodofox

Got it, will fix.
dehydrated piss 9 月 8 日 下午 12:28 
any plans to make a mod for some of the half life critters?
Fodofox 9 月 7 日 上午 5:11 
It throws an error if Ideology is not owned (LeaderTitleMaker_GlobalStructure and LeaderTitleMaker_GenericContent not being able to be cross referenced). The mistake seems to be that RulePacks_LeaderTitles.xml does not check if the DLC is owned.
Rabbi Shmuley 9 月 5 日 上午 11:47 
fabulous mod
Agent Washington 9 月 2 日 下午 8:17 
I know you plan to make an update/sub-mod for the Resistance, but do you ever plan to do anything with Xen? Adding headcrabs, antlions and other animals would be amazing, especially if you had the ability to launch headcrab canisters.
Agent Washington 9 月 2 日 下午 8:13 
Ayy, glad to hear it!
Slippin' Jimmy  [作者] 9 月 2 日 下午 3:19 
@Agent Washington

The first release will only have the basic Civil Protection gear. I do plan on adding extra variants later, like the Elite Metrocop and whatnot.
Agent Washington 9 月 2 日 下午 12:19 
I know it's not's not cannon but will you be adding other variants of Civil Protection armor? Or will you only be adding the one in the games?
LordKhalton 9 月 1 日 下午 10:12 
can we get the transitional period fan armor and the beta grunt armor?
negreaflorin687 9 月 1 日 上午 12:14 
hmm, alr, i dont really know much about the code of the game, thx
愉悦zz 8 月 31 日 下午 8:35 
bro,When will the featured mechanical and biological units be updated? In voidWhen will the featured mechanical and biological units be updated? And those neutral rebels and creatures. They are all very interesting and I hope to see them in the game. Overall, you have made a very good module, thank you very much.😘
Slippin' Jimmy  [作者] 8 月 31 日 下午 7:58 
Civil Protection armor won’t be biolocked.

Regular combine guns are biocoded because the chance to biocode is determined by the pawn, not by the gun. That’s why you’ll get raiders with biocoded muskets in vanilla. I could remove the code that lets the SMG1 get biocoded but then it’d be inconsistent with vanilla, where all guns can be biocoded.
Agent Washington 8 月 31 日 下午 1:02 
I agree with negreaflorin687. The other weapons make sense to be biolocked, but I feel like the MP7, SPAS-12, as well as the USP Match and .357 for when they are added, should not be biolocked. If possible, I also think the Civil Protection armor shouldn't be biolocked either whenever it's added.
negreaflorin687 8 月 31 日 下午 12:49 
also, i think the mp7 and spas12 shouldnt be biolocked since theyre just regular human guns
negreaflorin687 8 月 31 日 下午 12:48 
very good and theyre strong as hell one grunt destroyed my colony
Brian Dunderhead 8 月 30 日 下午 3:24 
I feel like the combine gear should be locked behind techprints implementing this as optional would be best. Their gear is really good and fighting them is so much fun they're super dangerous.
愉悦zz 8 月 28 日 下午 4:42 
Thanks bro. I made a mistake.😂