RimWorld

RimWorld

Combat Extended
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Visperas 7. feb. 2023 kl. 8:52
Status of No Ammo games
Hey!

I'm doing a run with the ammo system disabled and I've read some stuff here and there but all of it pretty updated so here's a few questions.

-Is it still that hard to kill heavy armor enemies? If so, are fire and explosions still viable?

-Ammo still appears available to be crafted. Is there a way to fix that so that it doesn't clutter my stations unnecessarily? Crafting ammo in a ammo disabled game does nothing, right?

-I'm not there yet but I looked ahead in the research tree and I think I might have an issue getting a incendiary and smoke launcher if I have ammo disabled. Is that correct? Any workarounds?

That's it for now. Thanks!!
Sidst redigeret af Visperas; 7. feb. 2023 kl. 8:59
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Juan Carlos 7. feb. 2023 kl. 10:13 
how do you disable ammo?
Dustin Echoes 9. feb. 2023 kl. 15:04 
Better question is, why would you install a mod and then disable its integral part?
Magic 11. feb. 2023 kl. 16:54 
Oprindeligt skrevet af Scout Gaming:
Better question is, why would you install a mod and then disable its integral part?

The projectile and caliber system, the way armor is handled, and the ability to make loadouts instead of having to micromanage a pawn's inventory. Ammo is not the end all be all of CE

To actually answer the questions:

The default fmj is still pretty useless against armored targets for most weapons. If you are using character editor, you can change different aspects about the weapon including what round it fires. A lot of weapons in mod packs compatible with CE have ap ammo that is sufficient to take out mechs and other heavily armored, though I am not sure about base game weapons or the weapons CE adds. It is important to note that if you change the ammo type via character editor, the ammo type changes for all weapons of that type. So, if you change your assult rifle to fire sabot rounds, all assult rifles will fire sabot rounds. I dont think you can change ammo types on the fly with the ammo system disabled without character editor or prepare carefully, but I could be wrong. Fire and explosives are still safe options for most targets.

I dont think you can get rid of the ammo crafting slots, and I think you can still actually craft ammo. Your pawns just wont use them for small caliber things. (I think, have not tested)

To my understanding, mortars and other launcher still take ammo, so a mortar for example wont fire unless the pawn has shells for it. So you will still need to craft ammo like normal. For this answer in particular, this is just what I have observed, so there could be a nuance I am missing.
Kosh 7. mar. 2023 kl. 6:37 
Oprindeligt skrevet af TheNasky:
how do you disable ammo?

There's an on/off option in the Mod Menu for CE

I prefer no ammo for less micro on the loadouts and manufacturing/storage. Mortars still require shells, and your guys still "reload" during firefights etc. Been a while since I played with ammo on and might give it a go if I can get CE working again. But I found no ammo a nice balance between vanilla and CE deadliness and other features.
Henzo 25. mar. 2023 kl. 4:08 
Oprindeligt skrevet af Scout Gaming:
Better question is, why would you install a mod and then disable its integral part?

I'm a diehard fan of mechanoids/mechanitors, but it's annoying to have to get my mechanitor to manually top up the mechanoids ammo supplies.

If they they could streamline the system or change how mechanoids work in regards to ammo that would be great. Like making it so that mechanoids can change ammo types on the fly. It would make enemy mechanoids much more threatening, and encourage mechanitor colonies.
At the very least, make it so that Mechanoids will automatically refill their own ammo inventories. Instead of having to draft my mechanitor and mechanoids, then strip my mechanitor down so he can pick up 200 shells, then give them to the first of 6 Militors and then repeat the process...

And anyway, I'm using CE not for the ammo, but the changes to moment to moment combat. Vanilla combat in Rimworld felt far too RNG for me.
Dustin Echoes 29. mar. 2023 kl. 0:53 
Oprindeligt skrevet af Henzo:
Oprindeligt skrevet af Scout Gaming:
Better question is, why would you install a mod and then disable its integral part?

I'm a diehard fan of mechanoids/mechanitors, but it's annoying to have to get my mechanitor to manually top up the mechanoids ammo supplies.

If they they could streamline the system or change how mechanoids work in regards to ammo that would be great. Like making it so that mechanoids can change ammo types on the fly. It would make enemy mechanoids much more threatening, and encourage mechanitor colonies.
At the very least, make it so that Mechanoids will automatically refill their own ammo inventories. Instead of having to draft my mechanitor and mechanoids, then strip my mechanitor down so he can pick up 200 shells, then give them to the first of 6 Militors and then repeat the process...

And anyway, I'm using CE not for the ammo, but the changes to moment to moment combat. Vanilla combat in Rimworld felt far too RNG for me.

They did streamline that, dummy.
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