边缘世界 RimWorld

边缘世界 RimWorld

Yayo's Combat 3 (1.1-1.2)
I blame Earthshaker 2020 年 12 月 30 日 上午 11:46
Ammo regeneration for mechs?
Love this mod, but since ammo was added, much easier to just wait out a mech fight until the mechs run out of ammo then kill the mechs. This mod seems to already attempt to handle this, since most mechs seem to at least spawn with a ton of ammo, but that just means you gotta wait longer. I'm not advocating that mechs be completely excluded from ammo, since having ranged mechs temporarily run out of ammo definitely heightens dramatic tensions (ie, gives pawns a window to do stuff, change cover, reload, emp grenade, run up and bash mech to death, etc.). Since there seems to be some issues with getting ai pawns to use ammo to reload and it would be easier to make the mechs regenerate ammo rather than add some extra mech to run around reloading mechs individually while under fire (like The Kid from that Matrix movie), having mechs regenerate ammo seems a pretty valid compromise. I guess alternatively, a reloading station mech building could also be added, but like adding the ammo bot, just seems like way more work. Whether the mechs would slowly regenerate ammo over time (but eventually running low) or regenerate all ammo after some delay is a decision for another day.

Semi-related, but is it possible to hide the ammo count of hostile pawns? Generally easier to let hostile pawns run out of ammo when you can see their ammo count...
最后由 I blame Earthshaker 编辑于; 2020 年 12 月 30 日 上午 11:49
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I blame Earthshaker 2021 年 3 月 31 日 下午 7:31 
Actually, another fix would be to just exclude certain spacer weapons/mechs from the the ammo code entirely (ie, mechs and certain weapons just have infinite or near infinite ammo, so that reloading adds like 1000 ammo). Seems like a kind of lazy "fix," but possibly easier than adding some sort of extra units/behavior code.
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