RimWorld

RimWorld

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Suppression (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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181.699 KB
Jul 28, 2021 @ 1:24pm
Aug 3, 2024 @ 5:39am
12 Change Notes ( view )

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Suppression (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
917 items
Description

Update of YAYO (Original by D A)s mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2016866580

- Added french translation, thanks qux!
- Chinese translation https://steamcommunity.com/sharedfiles/filedetails/?id=2566690133
- Russian translation added, thank you Hellengi!
- Removed legacy HugsLib requirement
- Added option to only apply suppression to pawns using a ranged weapon
- Added option for mood to affect the chance of getting suppressed, higher mood equals lower chance of getting suppressed.
- 1.5 update done by the awesome Taranchuk



[dsc.gg]
[github.com]


Overview

Adds suppression mechanics and it is bad.

Causes pawns to become suppressed if they take too much heavy fire. Pawns will make themselves a smaller target, causing them to move slower, aim worse and aim slower. Pawns recover from suppression over time, greater when they are not taking much fire.

Intent is to slow down fights a bit so you don't have to micromanage every colonist (if they are in lots of danger, they will tend to duck, reducing her chance to be hit). Also allows for concentrating fire to slow targets, such as charging melee swarms. And it gives a bit of a reason to spread defenses out a bit more.


Details

Adds a hediff 'Suppressed' when taking fire that will collect suppression from any bullet impacts that are near the pawn. It clears itself over time when not taking fire.

The amount of suppression is balanced roughly around the LMG, where 2-3 bursts should suppress a single target. Lower tier weapons should then only be able to suppress with multiple shooters. Automatic weapons suppress better than single shot. Higher damage rounds suppress much more than lower (sniper rifles suppress dramatically more than pistols per shot).

It should not have a huge impact on the way fights work. It is a side thing.



Recommended mod ( Not Required )

Yayo's Combat : Combat improvements
https://steamcommunity.com/sharedfiles/filedetails/?id=2038409475

Yayo's Shooting : Add Shooting Style
https://steamcommunity.com/sharedfiles/filedetails/?id=2020785943

Suppression
https://steamcommunity.com/sharedfiles/filedetails/?id=2016866580

Ammo
https://steamcommunity.com/sharedfiles/filedetails/?id=1892397131

Shield
https://steamcommunity.com/sharedfiles/filedetails/?id=1588616696

Mortar Accuracy
https://steamcommunity.com/sharedfiles/filedetails/?id=1729446857





Origianl mod by D A(Sonya Wins) https://steamcommunity.com/sharedfiles/filedetails/?id=1421919369


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Popular Discussions View All (1)
0
Apr 28, 2023 @ 4:12pm
Pawns suppressed when shielded
Ksaturn
111 Comments
iF Mar 30 @ 5:32am 
@Mlie When using the same save file, I couldn't reproduce the issue with vanilla weapons. It might be caused by the extremely high firing rate of modded weapons combined with simultaneous shots, but that's just a guess. In any case, the vanilla game shouldn't have this problem.
Mlie  [author] Mar 30 @ 3:21am 
@iF Please verify with just this mod loaded as you have other mods loaded in that log. Essentially follow the steps described under Reporting Issues above
Mlie  [author] Mar 30 @ 2:07am 
@iF You can share the log-file even after game crash.
See https://www.reddit.com/r/RimWorld/comments/zvc7em/whats_the_file_location_of_playerlog/
iF Mar 30 @ 1:42am 
@Mlie Sorry, I always forget to set the permissions.(update to the same link) Also, since the issue causes a direct crash to the desktop, I’m unable to obtain any logs from when the problem occurs.
Mlie  [author] Mar 30 @ 1:32am 
@iF Please share the link to the log. Also, your save-link is blocked behind login.
iF Mar 30 @ 1:15am 
I found that this mod causes the game to crash when facing multiple undead enemy units.
Here is the save file where the issue occurs. Hope this helps.

https://drive.google.com/file/d/1DDsWIAz33ctTZyBXlnmWnsmPLW6UF18F/view?usp=drive_link
Darkequation Mar 8 @ 8:18am 
Hope there's a finer adjustment function to which kind of pawn can be suppressed, seeing your warcasket android killing machine cowering in arrow volley is frustrating, but I still want to suppress their melee rusher
Mc_Dyno Jan 26 @ 6:41pm 
I found a work around to this. The mod settings fix this issue. Melee Pawns will not flee and low mood affects their chance of fleeing. Much more realistic.
Mc_Dyno Jan 26 @ 6:28pm 
Hey idk if you can patch this but immortal pawns or pawns with significantly high armor should not be able to be surpressed. Sanguophages in warcasket armor should not fear a little man with his hunting rifle and his five shotgun wielding tinheaded sons.