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And it is easy. Literally use the search bar to find RIMMSqol. You're already in the workshop whining about how no one will do every single thing for you and trying to grossly stretch the very serious subject of disability options into "me want more pew pew, why doesn't the modder accommodate my every whim for me?"
If you can't take ten seconds to do something for yourself then why the fuck are you playing a timesink like RimWorld to begin with? It would have taken you less time to find RIMMSqol and download it than it would have for you to type up your little bullshit argument about how helpless you are when modders don't do every single thing you want for you.
People like that are the reason I added RIMMSqol as a recommendation. Hell, I even use it plenty just for the sake of saving myself some tedium when I'm tweaking a lot of things at once for a run.
And by the way, piss off with blaming "people like me" for a lack of accessibility options in games, something I fully support and which is disconnected from this particular issue. This isn't about accessibility, it's about personal preference for mechanical balancing.
Sure you can ask players to tweak mods (which I did for this one, to include the "Vulcan cannon fix" at least) or use third-party tools like you suggested, but that potentially creates another batch of issues that the original mod authors aren't responsible of, namely PEBCAK. And to be honest, most mod users will expect a "download & play" experience.
Anyway, my point is that authors should from time to time take their mod, download a popular collection of mods from the Workshop, play with it and see how it feels. If possible, listen to constructive user feedback for improvements and evolutions of course, but also drop any pretence at "vanilla balance" at this point in time.
When you take into account everything the 1.4 (all DLC) game + the VE series alone can throw at you, 1.1 "vanilla balanced" turrets just doesn't cut it anymore.
(2/2)
I'm just saying that :
1/ sometimes creators take a way too cautious approach for the sake of "vanilla" balance, like with this mod. With ever-increasing numbers of mods, the days of "vanilla" are long gone, the "VExpanded" series has taught us that much.
Now it's either *pure* vanilla, or mods. The current most popular "Vanilla experience collection" on the Workshop features no less than... 85 mods, including Yayo combat , so yeah.
(1/1)
Learning to edit XML, make patches and, in a pinch, simply using RIMMSqol is extremely conducive to enjoying a long career of varied modded experiences in RimWorld.
Raids in 1.4 are quite a bit more powerful than what they used to be in 1.1 (or whenever the values that this mod was balanced around were established).
Please don't get me wrong, the mod is good. It's obvious a lot of efforts were poured into it and balancing will never be an accurate science, especially in a modded game.
However I have to concur that the turrets currently lack some serious oomph when playing on 1.4 on higher difficulties, and don't justify their expense in resources, research and building time.