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My uneducated guess is that their task assignment tells them that it is a viable build task as if it were just sandbags in the way but the wire itself stops the pathing from taking place.
Barbed Wire needs to be strapped down otherwise you can just put a thick blanket on it and push it. The author of CE probably considered this "base" you put the longer tracks of wire in to keep it in position.
https://drive.google.com/file/d/1l2Z8Ady50y9pd15YUVyGQsIdz4sP7Ysz/view?usp=sharing
I have a suggestion, it would be cool if we could electrify these. It could be a mid game research thing. Maybe by putting a 1x1 box-like item in proximity to a row of barbed wire could electrify the whole row. And maybe it could then give little to no damage, but have a 50% chance of stunning an enemy when they pass over it.
The wire also seems to take no damage passively from hurting others. Not sure if I've done something wrong, but this is really overpowered.
3 steel = 1 concertina wire
30 steel = 10 concertina wires
1 concertina wire = 1 concertina wire obstacle
3 concertina wires = 1 concertina wire barrier
Concertina wire(s) are made at the machining table.
Neat mod, thanks for making it!
My only problem is that raiders, insects and other enemies tend to be hellbent on destroying any wire i place outside my settlement. I tried placing some away from my settlement and a part of the raiders always seem to run over there to destroy them before attacking my settlement effectively dividing up their forces. They also seem to like bashing the wire barricades that I have in range of my turrets, leading to them getting mowed down by my turrets while they pointlessly try to destroy some barbed wire.
Thing is, too, it seems to be more than just a mod incompatibility. Vanilla spike traps, bows and arrows, and creature teeth and bites can apply that 216 damage "bruise" just the same as any modded weapon - in my experience it happened with OC Defense guns from the Glittertech, notably thanks to their super high fire rate...
In fact, thinking on it, this glitch seems to apply only to sharp damage, and particularly against armored opponents or those with armored flesh, in the case of elephants, thrumbos, or (modded) dragons. I'm even lead to believe that the new RHA/MPa armor system may have something to do with it, as this bug was never an issue with the previous CE armor system.
What do you think, @N7Huntsman? Let's figure this out.
... however...
I understand concertina wire barricade functions as a shoot/see-through wall and concertina obstacle functions as a movements slowing object and trap.
The problem is the trap behaviour of the concertina obstacle, it's too powerfull often killing people in one hit by obliterating their torso. I'm not sure if other people using this mod also experience this behaviour or if it's another mod conflicting with this one.
配方:1根蛇腹形铁丝网
健康:150;损伤:6(55%的可能性);钝性损伤抗性:15%;爆炸损伤脆弱性:200%。
。它的安装成本低,速度极快,重量轻,便于部署,因此它非常适合外围和临时营地。虽然它仍然可以克服一些困难,但它仍然对步兵构成了障碍,并使他们暴露在迎面而来的炮火之下。虽然没有适当的工具很难造成破坏,但容易受到爆炸物的破坏,使单一的障碍不足以严重阻碍敌人的前进。
蛇腹形铁丝网-
配方:3根蛇腹形铁丝网
健康:350;钝性损伤抗性:20%;爆炸损伤脆弱性:175%。
虽然建造起来更费时间,但它构成了一个巨大的屏障,敌人不能越过它而不首先造成一个缺口,这使得它对建造围墙、囚犯关押区或临时野外工程很有用。
保存游戏兼容性(M)
in ww1 that was a big problem because it would just bend around but not brake
I can't really address that issue on my end, but a possible workaround may be too have a little guy somewhere with a prisoner sleeping spot you transfer them to before releasing them. That way, they're either outside of the wire when your release them, or are at least leaving via a route that doesn't have any wire in the way.
I have got a prisoner who insists on walking over this stuff every time no matter what and some times gets hurt.
My colonists always walk around it what am I doing wrong? :(
Thanks
https://i.imgur.com/KbVoC5N.jpg