RimWorld

RimWorld

DeadTooth Apr 11, 2024 @ 11:17am
Ghouls, who are only there for fighting, are not good at fighting
In the game it says:
"They cannot work; they only fight"

But all my ghouls only have the shooting skill, but can't equip ranged weapons. They lack the melee skill, and therefore suck at it.

Am I missing something? It does not make sense.
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Showing 1-11 of 11 comments
someonesneaky Apr 11, 2024 @ 11:26am 
Ghouls are like any other pawns, in that their effectiveness is based on their skill. If you randomize a ghoul with crappy melee or crappy traits, they'll be bad at fighting. If you roll one with high melee and good traits (like tough or nimble), you'll have a good fighter.
DeadTooth Apr 11, 2024 @ 11:28am 
I've rerolled a dozen ghouls. The melee skill is always disabled.
DeadTooth Apr 11, 2024 @ 11:35am 
I had some mods active. After disabling them, now ghouls get the meele skilly.
My mod selection was really small. I'll try to find the problem in the mods now.
Karacas Apr 11, 2024 @ 11:37am 
yep, same for me. all had melee disabled but had a shooting skill. Maybe accidentally swapped?
Townsie Apr 11, 2024 @ 11:42am 
Working fine for me, no mods. I think Ghouls are meant to be a cheap throwaway army that heals up after a fight, not some super strong killing machines. At least without upgrading them.
DeadTooth Apr 11, 2024 @ 11:55am 
2
Ok, I've got it. At least for me.
The problem came up if I have the mod "AllowTool" enabled.

https://steamcommunity.com/sharedfiles/filedetails/?id=761421485

It is mentioned on the mod site now too.
ACS36 Apr 11, 2024 @ 12:13pm 
Honestly, ghoul combat shouldn't be based on skills that ordinary pawns have. Since ghouls are less than animals and don't have functioning brains.

Ghouls should behave more like animals do in the game when it comes to combat. Their damage/hit chance should be uniform across every ghoul.

I haven't really seen ghouls in the game yet though, so I'm not sure how they actually work, but if what you're saying is true it sounds really stupid. Ghouls Shouldn't shouldn't have any skills.

Wouldn't surprise me if ghouls suck in general though because developer is often worried about things being too powerful or easily abused.
Last edited by ACS36; Apr 11, 2024 @ 12:15pm
VaeVictis Apr 11, 2024 @ 2:57pm 
Originally posted by DeadTooth:
Ok, I've got it. At least for me.
The problem came up if I have the mod "AllowTool" enabled.

https://steamcommunity.com/sharedfiles/filedetails/?id=761421485

It is mentioned on the mod site now too.

bless you, I was wondering why my ghoul who is "very dangerous in melee combat" had a 1.62 DPS
Wantoomany Apr 11, 2024 @ 3:54pm 
Why would anyone be using or expecting mods to work day one of a major uodate?
Steelfleece Apr 11, 2024 @ 3:58pm 
Originally posted by Wantoomany:
Why would anyone be using or expecting mods to work day one of a major uodate?

To be fair, slightly over half of my obscenely bloated mods list is already updated. That being said, yeah, even the updated ones may need further patching, especially as they interact with other mods that are or are not updated.

Folks who play modded should probably mostly be testing things out unmodded to see how the new features work without their mods when there's a new major update or DLC. Never know how the mods you've used for years will interact with new features, and it can be a little embarrassing when you have an issue that you think is the base game/DLC and it turns out not to be.
Illusia Apr 11, 2024 @ 3:58pm 
Originally posted by Wantoomany:
Why would anyone be using or expecting mods to work day one of a major uodate?
Cause they purposefully let mod devs *AND PLAYERS* play with the update before hand to get them all compatible with it lol? Actually the point of the unstable branch my friend. Although mod content not working right with FRESH dlc content isn't surprising. I don't think anyone was expecting things to work perfectly with DLC content with it being just released though anyways.
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Date Posted: Apr 11, 2024 @ 11:17am
Posts: 11