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[A17] Trading Economy Mod 1.4 Combat Extended Patch
 
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Oct 13, 2017 @ 10:33am
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[A17] Trading Economy Mod 1.4 Combat Extended Patch

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Description
This is a simple patch that make the 2 Walkblem guns compatible with Combat Extended mod (CE). I also added Prometheus and FSX to Walkblem Technologies.

Unfortunately, due to technical problems, I am unable to add any of the weapons, ammo or turrets from CE to be sold by the Walkblem Military Industrial Complex.

Make do guys. Make do.

(will try again when I feel like it...)

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-4-combat-extended-patch/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1167647308

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11 Comments
WalkingProblem  [author] Dec 8, 2017 @ 12:35pm 
SUPPORT OUR MODS
BE A PATRON: https://www.patreon.com/walkingproblem

Your contributions will ensure all the mods will be kept updated and improved upon, as well as allowing more new awesome mods to be developed!
WalkingProblem  [author] Nov 20, 2017 @ 12:12am 
@Oddworld75 - The weapons should need ammo.

It did not need?
Oddworld75 Nov 19, 2017 @ 10:54pm 
"Maybe dun recruit them? "

I think I did not resist their beautiful black uniforms and their 2000 silver coins! It's wrong to tempt poor survivors of a crash like they did ...

The overpowering of weapons is less disturbing to me than the fact that they do not need ammunition. Because in my case once ammunition exhausted, I can not do anything with the rifle.

But waiting for your update, I think I would resist, and let them go !
WalkingProblem  [author] Nov 19, 2017 @ 7:45pm 
@Oddworld75 - Yeah i know.

The next update will see some the caravan's escorting soldiers be replaced with robot soldiers - thus their weapons will not be dropped.

As for the soldiers themselves... they might still appear as visitors. =x

Maybe dun recruit them? haha
Or I maybe I should make the gun decay really fast
Oddworld75 Nov 19, 2017 @ 2:25am 
Love your mod, but same experience as Stuff. Moreover, due to my social stats, I recruited all of them (5 pawn), with hospitality mod. The charge rifle is really overpowered without needing ammo. Now they feel like in call of duty when hunting.
WalkingProblem  [author] Nov 10, 2017 @ 6:26pm 
@Suff - no probs. The main reason they are so powerful, is to prevent attacks on the caravan.
Suff Nov 10, 2017 @ 6:19pm 
I might be too fast on the judgement, I'm really afraid of the numbers more than in-combat experience. I will look into closely. Went a little too emotional there, sorry
WalkingProblem  [author] Nov 10, 2017 @ 5:54pm 
@Suff - they still dies... and dies especially quickly since CE is weapons are so realistically powerful. And remember your colony are the one living in the wild west, while these guys works for a galactic mega corporation. Of course they arent going to be armed with modern day earth armor and M16 assault rifles.
Suff Nov 6, 2017 @ 5:06am 
3 in-game days of the new naked colony. Visitor appears with Walkblem powered armor https://i.imgur.com/mFpYbLN.jpg and completely broken stats. This guy is unvulnerable in CE terms. Should I even keep playing or will it be the same way unbalanced further?

So sad I can not just get traders without items.
WalkingProblem  [author] Oct 21, 2017 @ 1:36am 
@zboogie1212 - I didnt touch the Gunblades. But melee weapons are generally useless in the CE universe, given how powerful the ranged weapons are.

CE does not really touch melee weapons, in case you do not know. XD
(i know because I checked the codes when i was working on the patch)