RimWorld

RimWorld

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Combat Extended: Gameplay Edition
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Mod, 1.5
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43.418 MB
Apr 29 @ 11:10am
May 20 @ 1:06am
11 Change Notes ( view )

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Combat Extended: Gameplay Edition

In 1 collection by Samael Gray
Samael Gray's Mods
9 items
Description
After following CE since it was called Combat Realism and was only available on Ludeon Forums, to working on the mod for years and getting to know its ins and outs, it was time to take matters into my own hands, solve two of its major issues and respect the players again.
The issues of very infrequent steam updates and sacrificing gameplay in places for absolute "realism".


This fork was created at first as something that was easy to download and was always up to date with recent changes made to CE and then evolved into what it is today, so...

Who is the mod for?

This mod is for two groups of people:
- The ones that want to stay up to date with CE's latest changes, including new patches, updates, fixes and features, without needing to manage and manually maintaining a local copy of CE all the time. As a bonus it might include some of the patches and changes that are not merged into the dev build of CE yet.
- The ones that on top of the ones above, want a more gameplay-friendly experience.


So welcome to Combat Extended: Gameplay Edition
In short, CEGE.


What exactly does CEGE do?
- CEGE is essentially CE's latest dev snapshot but uploaded to steam for ease of access to players so at core it's not different from CE.
- CEGE occasionally includes the hottest pending changes and patches that are not merged into the dev branch of CE, mostly patches in high demand.
- CEGE features a growing list of changes made to CE in order to make it more gameplay-friendly without being intrusive or very different from the core experience.

The list of changes:

  • Most importantly, CEGE comes with sanity checks and fixes to explosion AP and damage falloff calculations along with increasing the blunt AP ratio of explosion to a 1:1. No more anemic explosions that do close to nothing even if the projectile lands a direct hit.
  • Includes fixes to vanilla weapon texture offsets and sizes, they look off without the fixes.
  • Mechs and other similar threats no longer have an increased CombatPower stat that result in skewed raidgroups and nerfed raids. You're going to have end game raids that have a more balanced ratio of pawns/threats in them instead of only getting a handful of the heaviest units at the worst case.
  • Melee-oriented non-human pawns have had their melee hit chance increased in various degrees to make them more competent at hitting their targets, considering CE's added defensive layers in melee combat.
  • Includes a small and deserved buff to 5x35mm charged ammo, what lancers and charge lances shoot.
  • Includes hollow point cartridges for high caliber ammo ranging from .300 Win Mag to .50 BMG.

Suggestions for more gameplay-friendly changes are welcome.

Important notes:

CEGE is a fork of CE and therefor should be treated as such, meaning that if you decide to use it, you absolutely have to make sure you have unsubbed from CE and don't have a local CE folder in any of your RW mod folders, otherwise in not doing so the game will get confused and fails to load the patches included in CEGE. The is true for normal CE too, local or from steam workshop.

- CEGE is a soft and fast track fork of CE so it's going to inherit any possible issues that exist on upstream. Before reporting errors here, please confirm and compare the issues you're having with the additional features of CEGE and if they don't match, report them to the CE team/project for a fix. All that aside feel free to DM me on discord with any issues you have, it's easier to figure things out like that; same user ID as here.

- CEGE will get regular updates and brief change notes about the changes between the updates, expect at least one update per week.

- You can find the Github branch of CEGE here[github.com] for the exact changes made by the mod.

- Since CEGE is a fork of CE, it's under the same license being CC BY-NC-SA 4.0[creativecommons.org].

FAQ:

Is CEGE compatible with ongoing saves and so on?
Yes, I've made sure CEGE is a simple sub and play, you can swap seamlessly from steam or local CE to CEGE as long as the first note above is true.
Sub and enable it in your favorite mod manager of choice and place it in the same place CE used to be in the load order.

What's with the columns in the preview image?
They are an Easter egg for the history nerds.


Check out my other mods, you might find something of your interest among them. And stay tuned as there are more things coming in the future ;).

82 Comments
Samael Gray  [author] May 21 @ 11:39am 
With ammo disabled you win some and lose some, on one hand you get reloadable rocket launchers with infinite HEAT ammo but lose advanced ammo types for normal firearms so mechs don't strictly become harder to deal with depending on the situation.
Marqin May 21 @ 9:21am 
Does this mod make mechs harder if ammo is disabled?
Nekrux May 20 @ 3:12am 
Ay ay ay, caramba che fortuna!
Samael Gray  [author] May 20 @ 1:10am 
The compatibility issues caused by the different mod name of CEGE is fixed for good now, there's no need for patch changes on my end or getting other mods to fix the issue. Mods looking for CE now work with CEGE again too out of the box so enjoy!
Samael Gray  [author] May 19 @ 12:21am 
The radio pack is only required for shelling other world map tiles, only binocs on a skilled shooter to mark the target are needed for shelling the same map tile. Don't target multi-tile builds tho since those are bugged, target right next to them.
Farbott May 18 @ 5:27pm 
Do I need the radio pack with the spotter kit for mortars to not be doodoo? my 20 shooting bionic sniper is doing the marking but the mortar squad still cant hit shit
Nekrux May 18 @ 4:07am 
This looks spicy.
Le pp baguette De wewe May 18 @ 3:43am 
Ill add i got those same error logs as GIBBY but i have not noticed any issues in game.
Samael Gray  [author] May 18 @ 12:11am 
@GIBBYDAMAN That's odd, I'll take a look.

@Le pp baguette De wewe Disabled ammo mode still exists within CE and in CEGE too as a result.
Le pp baguette De wewe May 17 @ 11:02pm 
Does this one allow playing without the ammunition mechanic, The main version seems to have abandoned that option. The micromanagement of ammunition was the only thing i disliked.