RimWorld

RimWorld

Sneaky Bastard for Combat Extended
65 kommentarer
zeus57007 19. nov. kl. 15:57 
This once had a patch for the Merren race, I remember, but somethin' must've changed when they updated to 1.6, 'cause now it no longer works.
Czahorb 8. aug. kl. 19:40 
true. birds are weird. (Cause their drones ran by the goverment /s)
turkler  [ophavsmand] 8. aug. kl. 16:25 
ok know-it-all, yes there is technically a version of ce compiled for 1.6. that version does not work, odyssey and a lot of 1.6 stuff if still not patched and there are still a lot of oddities (like, birds, for one)
turkler  [ophavsmand] 8. aug. kl. 15:28 
bro ce itself does not work in 1.6, what are you on about?
zeus57007 8. aug. kl. 15:25 
possibly a dumb question, but does this work in 1.6?
cog 25. maj kl. 20:10 
Extremely frustrating mod 10/10
ekisai 12. maj kl. 15:37 
did forget to say that what i did was pretty stupid but it works
Bach 10. maj kl. 8:30 
it is payday now!!
turkler  [ophavsmand] 1. maj kl. 9:38 
@ekisai ooo alright, good luck with that!
ekisai 1. maj kl. 9:21 
"probably" is good enough for me
turkler  [ophavsmand] 1. maj kl. 9:02 
@ekisai yeah probably
ekisai 1. maj kl. 8:52 
would it be possible to patch this to only apply to specific pawns?
turkler  [ophavsmand] 25. apr. kl. 9:59 
@Maple38 because it's payday 2 dodge. dodge goes down proportional to how much equipment you're carrying. bulk is not a good measure of how well-equipped a pawn is, a few spare mags or a single disposable launcher is more bulky than something like a composite vest.
Maple38 25. apr. kl. 8:03 
Why does this use mass and not the bulk mechanic? Wouldn't bulk make more sense?
Redley 7. apr. kl. 16:24 
Yes, I realize that
turkler  [ophavsmand] 7. apr. kl. 15:33 
@Redley this mod is tuned around vanilla - archotech limbs, go juice and the fast runner gene combined is about as fast as you're supposed to get. in contrast, VOID is intentionally op
Redley 31. mar. kl. 11:40 
Good MOD....Until I realized that even the Phalanx couldn't hit VOID's pawn :/
SuperBoyOk 4. mar. kl. 14:37 
Great Mod! makes Tribal playthroughs actually possible.
Though a way to change the max possible Projectile Dodge chance would be cool. (Messing around with stats and reducing the max possible chance would help balance out my game)
turkler  [ophavsmand] 14. nov. 2024 kl. 16:18 
@Kokorocodon yes
Kokorocodon 24. okt. 2024 kl. 15:55 
A question, the mod only applies to projectiles, correct? No close-up combat involved?
Kokorocodon 24. okt. 2024 kl. 15:53 
I guess I missed the mods then... Stronger vanilla mechs mixed with CE is a nasty combination
Iruma 24. okt. 2024 kl. 15:08 
Would this work with out combat extend?
turkler  [ophavsmand] 24. okt. 2024 kl. 2:24 
@Kokorocodon mechs can't dodge I'm afraid. I couldn't find a good way to calculate their dodge stat since factors like movement speed are fixed between mech variants and you can't really upgrade or downgrade those stats, so mechs are skipped for dodge calculations.
Kokorocodon 23. okt. 2024 kl. 23:01 
the warqueen urchin are now a national menace, they can be killed but not before turning you into a pulp
turkler  [ophavsmand] 22. sep. 2024 kl. 22:50 
quick patch - changed the effect of movement capacity of animal dodge from 0.5% per 1% movement to 1% per 1% - effectively doubling it. I tested some setups and realized that it was too small of a factor - a timber wolf with four bionic legs from alpha bionics would get around 20% dodge from those four very expensive bionics. buffed that up a bit to make animals worth using
turkler  [ophavsmand] 22. sep. 2024 kl. 22:22 
minor update with some balance tweaks to animal dodge
so first of all, body size matters less for body size calculations now. this prevents healthy but otherwise unaltered hares from getting comical 60% dodge chances.
second change is base animal dodge chance has been reduced to 16%.
these two changes together mean that hares, which previously had a 60% chance to dodge projectiles, now have a much more reasonable 40% chance.
modifiers from movement capacity are still unaffected so you can still augment your timber wolves with bionics and go juice to make them absolute killing machines
turkler  [ophavsmand] 19. sep. 2024 kl. 12:00 
sorry for the last few updates being a bit back to back, these updates bring serious improvements to the code of the mod. the mod should now be able to handle most, if not all, edge cases with ease
Ev 18. sep. 2024 kl. 10:12 
Oh, nice! Dodging a bullet but not eating it! Love that!
turkler  [ophavsmand] 18. sep. 2024 kl. 8:32 
big update - completely reworked how dodge is applied, now projectiles pass straight through if a pawn dodges said projectile
turkler  [ophavsmand] 14. sep. 2024 kl. 6:56 
massive update is out, this update changes a lot of things

first of all, animals can now dodge! they have a seperate calculation used for their dodge chance since things like inventory mass are mostly irrelevant for animals.
second of all, dodge bonus from mass has been reworked to use a hard value - 20 mass as the base - instead of the % of empty inventory space. this means that heavily armored pawns more or less can never dodge

enjoy!
turkler  [ophavsmand] 13. sep. 2024 kl. 5:40 
small update - made melee only thrashers come with a psycho high to help them dodge
turkler  [ophavsmand] 11. sep. 2024 kl. 23:43 
quick patch - added a moving capacity check for when dodge applies to prevent some edge cases, like crawling people sometimes being able to dodge

also the previous patch added dodge stat offsets to several traits and pieces of apparel, forgot to mention that in the comments here
turkler  [ophavsmand] 9. sep. 2024 kl. 20:11 
@FIATEOB haven't tested with rebound, no option for melee dodge chance I'm afraid
FIATEOB 7. sep. 2024 kl. 8:27 
Question, has anyone tested this with Rebound? Im wondering if they would get in each others way or work fine together.

Also, and mind you have have not been able to look so sorry if this is a dumb question, but is their an option to make ranged dodge chance use melee dodge chance calculations? combined with a mod that lets melee skill impact melee dodge chance and it would make being able to dodge projectiles a reward for high skill. I set Rebound to work more like this and also tone down the chances (As at 100% deflect chance you can take a 155mm HE to the face and be fine).
Mettanoia 6. sep. 2024 kl. 15:44 
"Do you think you're funny, re-introducing RNG mechanics to Combat Extended?
Yes."

alright that one won me over i cant lie
Kokorocodon 5. sep. 2024 kl. 20:49 
I AM THE STORM THAT IS APPROACHING!
turkler  [ophavsmand] 5. sep. 2024 kl. 19:42 
@hellothere it's compatible, only humans get a dodge chance. the calculation is entirely skipped for mechs, animals, anything that's not a human
hellothere 5. sep. 2024 kl. 13:09 
Is this mod compatible with vehicles or do they also get a dodge chance?
turkler  [ophavsmand] 5. sep. 2024 kl. 9:53 
for context, a pawn with two archotech legs, on go juice and with genes to maximize movement speed will just about reach 80% dodge with a neutral inventory. any movement above that will only counteract the inventory debuff to dodge, your can't go higher than 80%
turkler  [ophavsmand] 5. sep. 2024 kl. 9:06 
yes
D3K43 5. sep. 2024 kl. 8:21 
Okay so just to clarify absurdly high movement speeds would just be capped at 80%, right?
turkler  [ophavsmand] 5. sep. 2024 kl. 4:33 
no
D3K43 5. sep. 2024 kl. 4:17 
Pawns with that high of move speed should have 100% chance to dodge, lol
turkler  [ophavsmand] 5. sep. 2024 kl. 1:13 
no? where did you get that number from
D3K43 4. sep. 2024 kl. 23:10 
OS essentially a pawn with %1500 movement speed (achieved through extensive modification) has a %15 chance to dodge? Sick.
KatzenSindKool 4. sep. 2024 kl. 9:49 
i like imagine this is for every thing and seeing a scene where some colonist is ripping his eyes out seeing the guy he is barraging with artillery (mortars) just causally dodging
Quill 3. sep. 2024 kl. 16:42 
"Guys. The Doomsday, Go Get It"
Robosium 3. sep. 2024 kl. 8:40 
are there any plans to make an "Unseen Strike" mod where pawns deal bonus damage if not being attacked?
turkler  [ophavsmand] 2. sep. 2024 kl. 13:04 
@Luftwaffles yes*, 10c/s is more than double the speed of a normal pawn and you need go juice, two archotech legs and the fast runner gene to achieve a speed around that number anyway so it evens out
*no, it caps at 80%