RimWorld

RimWorld

[RWY]Advanced Mechanoid Warfare(Continued)
126 Comments
firedragonmc 10 hours ago 
Looks like the mechs aren't charging because they aren't assigned a mechWeightClass field in the race defs
CK-MUTSUMI-  [author] Sep 11 @ 3:30am 
Related skills have been annotated
paridoxreaper Sep 10 @ 7:35am 
I am having the same issue as Nikism with the Mecha thrumbo is it a mod conflict or a bug with this mod?
NikiSm Sep 9 @ 8:10am 
PlasmaChargeJob: Attacker is not AMW_Mech_Thrumbo. Aborting.
...
Erwei.Fra.AdvanceMech.JobGiver_TryUsePlasmaCharge
Luckspeare Sep 7 @ 2:35pm 
Errors when loaded with Rah's Vanilla Turrets Expansion.

I am not sure who the error belongs to, so I have submitted it on both mods.



Config error in AMW_Gun_SChargeCannonAWM: verb 0: has incorrect forcedMiss seConfig error in AMW_Gun_SChargeCannonAWM: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled



Config error in Gun_ChargeCannonAWM: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled



https://gist.github.com/HugsLibRecordKeeper/4c0650e49f0132fd9c0fa7ee857ccb95



If I move RVTE to above AMV, I get the same error for a RVTE weapon (Gun_Chargecannon).
Пельмений Sep 5 @ 11:31pm 
@Kitsune The universal chargers thankfully work with AMV mechs as well as wireless ones https://steamcommunity.com/sharedfiles/filedetails/?id=3330287994&searchtext=charger
Kenny Dave Sep 3 @ 11:15am 
@CK It's due to running away from the big mechs in this mod. The first time I stayed and fought, lost and left with very little. The second time I ran before engagement, While they were distracted murdering my chickens.
CK-MUTSUMI-  [author] Sep 3 @ 5:02am 
My computer's motherboard was damaged before and was not repaired in a timely manner due to busy home decoration affairs. In the next week, I will be busy making CE patches for GD5. So the modification of AMW will be put on hold for a period of time.
CK-MUTSUMI-  [author] Sep 3 @ 5:00am 
@Kenny Dave The wealth chart of your colony is very impressive ... Surprised, it feels like a roller coaster
MerLatus Aug 29 @ 4:56pm 
@Kenny Dave Thank you for your reply.
Kenny Dave Aug 29 @ 7:34am 
@MerLatus no I have many mech mod packs and there's no issue like that.

@MerLatus 不,我有很多机甲模组包,没有这样的问题。
MerLatus Aug 29 @ 7:29am 
听说这个MOD以前会替换其他机械,导致原版机械和其他MOD机械出不来。现在还有这个问题吗?
elĐeve Aug 26 @ 6:33pm 
yessss
Paolini Aug 24 @ 2:37pm 
Btw for anyone looking for mods that are as powerful as these mechs i suggest 'Big and Small'.

Just tested it and 2 giants with vanilla endgame gear managed to kill the Dragon and Thrumbo pretty easily (in a 2v1 each), with modded gear or psycasts 1v1 should be possible too. Be sure to give them jumpacks since the ranged attacks hit like a truck.
Paolini Aug 24 @ 12:35pm 
Not 100% if it's this mod but i'm seeing about 50 red error lines like this

''Config error in Mech_******: description has trailing whitespace'' or
''Config error in MF_******: description has trailing whitespace''
Kitsune Aug 18 @ 11:28pm 
Did anyone find a fix for the charger issue? My mechs won't charge on large or small chargers.
Kenny Dave Aug 16 @ 3:00pm 
The mechs also aren't enemies of manhunting animals. Presumably it needs a setting in the custom faction file, but it isn't obvious to me what that should be. The other mech mods I've looked at don't have a custom faction.
Kenny Dave Aug 15 @ 8:21am 
I'm not a fan of time from start, colony wealth would be better. This is the graph of my current colony: https://i.imgur.com/1sYGlww.jpeg (thanks AMW).

There's numbers in "Factions_Misc.xml" that could do this I imagine? <raidCommonalityFromPointsCurve>?

It's not all the mechs, just the ones with sharp armor up near the 200s. That takes time to be able to deal with. The little ones are a nice challenge, no worries. Ideally a variable to have a max pawn cost based on the raid points. That I have no idea on.
CK-MUTSUMI-  [author] Aug 15 @ 4:43am 
Perhaps I can make them reappear three years after the start of the game? It's 90 days now.
But another difficulty is that as players develop and colonial wealth increases, the attacks three years later will be quite powerful from the beginning. I'm not sure if players are willing to see this kind of change, maybe changing the attack battle points like you did is a better way?
Kenny Dave Aug 12 @ 7:51am 
We do appreciate you continuing the mod, thank you. Frustration with the balance is just frustration, it's a very difficult thing to achieve.
Kenny Dave Aug 12 @ 7:48am 
There's some other variables that I think will effect when they show up, the maximum rating for a single mech depending on the raid points. I haven't touched them yet as I don't yet understand them properly.
Kenny Dave Aug 12 @ 7:46am 
That's lovely, but my second AMW raid included 3 Thrumbos. So I didn't have the opportunity to build any anything with the parts. Some of my colonists were still sporting bows, so there's no way I could even damage them never mind take them down. With their AP rating.

I've adjusted the combatPower variable to more realistic numbers, and installed some OP gun mods. Although the really helpful one isn't updated yet. So hopefully I won't see the big ones again until I have at least a small chance of success.

The difficulty with the thrumbo is that it's an explosive weapon with a high rate of fire that can't be stopped or taken down quickly, or at all without exceptional weapons. The explosiveness means there's no protecting from it. It's fast so it can't be run away from.

My local version I have balanced by fiddling with the combatPower; it's fine as a late game challenge, but they need to only show in late game.
CK-MUTSUMI-  [author] Aug 12 @ 3:47am 
@Kenny Dave Some weapons in this mod, such as Energy katana and Shreder, are capable of dealing with enemies at the wraith level. The biggest challenge for players may be how to ensure a safe output environment? There are multiple ways to solve this problem. You can consider using some auxiliary modules to improve the logistics capability of your colony, increase the number of combat units, etc. to solve this problem. The specific choice needs to be tried by yourself. Also, do you think dragons pose too much harm to buildings?
Kenny Dave Aug 11 @ 5:32pm 
What weapons packs give weapons that can take down a 200% sharp damage mech? Only explosive stuff that I can think of. The big ones can't be skipped, EMPed, psychic ed... And the dragon causes absolute carnage to anything in no time, Walls and defences are no help.
LS_Naix Aug 11 @ 4:52pm 
我无意教你数值平衡,反正这个档也完结了,下个档我自己fork了:steamfacepalm:
CK-MUTSUMI-  [author] Aug 11 @ 4:40pm 
高穿甲考虑到的是环世界的特殊护甲计算方法和抽象命中机制导致远程的作战能力过低,如果你认为这导致部分机械体或者机械体武器的强度过高可以具体指出。在原作者的版本中大部分武器的子弹没有写穿甲,直接使用了泰南的BaseBullet的默认穿甲。敲击兽的冲锋已经删除了。机械鬼蛇如果太强的话我会考虑进行削弱。
LS_Naix Aug 11 @ 3:56pm 
当然怎么改是你的自由,我只是回答你的问题,大不了下个档我自己也fork一个。看到一堆150%往上的破甲给我惊呆了,真的
LS_Naix Aug 11 @ 3:51pm 
@CK-MUTSUMI- 改心灵失聪和EMP抗性我都没意见。大部分机械武器的出手都变快了,以及破甲至少提升了3倍,我近200的护甲跟裸体一样。机械敲击兽还多了个等离子冲锋直接3倍速,后台还一直刷日志。机械鬼蛇的速度更是提升得比活力水小人还快,唯一的短板也没了,根本不是近原版(边缘军工一类)环境能处理的。
CK-MUTSUMI-  [author] Aug 11 @ 3:19pm 
@LS_Naix 如果你认为“现在”的强度高的离谱的话请告诉我是哪些机械体的强度高得离谱,我加强的主要是机械敲击兽和机械鬼蛇(另外的自爆机械体还进行了削弱),其他大部分机械体的数据与原作者Ravvy在1.4时期的数据没有差别(你可以自行对比),考虑到我另外写了生物科技dlc的兼容允许玩家培育这些机械体,以及泰南在新dlc中的数据膨胀(例如说异象dlc的食尸鬼),我认为与1.4时期原作者相比这个模组在难度和相对强度上都有下降。
如果你不满意可以写自己的版本,因为原作者Ravvy已经放弃了并且允许其他人自由使用这个模组的素材了,我所做的工作基本是把这个模组搬到1.6,我目前也不打算对这个模组的代码进行大幅度修改。
LS_Naix Aug 11 @ 2:42pm 
现在强度高得离谱...你这是打算往闪毁靠拢?
Kenny Dave Aug 8 @ 5:10pm 
@CK OK. I've made a local copy with more reasonable numbers. I'll maybe do a modifiable front end and release it as a mod, or maybe not.

I don't remember getting these things quite so early and when I'm so unprepared in previous versions of the rim, has nothing changed?
CK-MUTSUMI-  [author] Aug 8 @ 3:13pm 
@Kenny Dave I'm not sure what you should do, maybe you can ask other modders if they can write a version with lower values. Or I can make the advanced mechanical attack appear later. Since I haven't heard many opinions about race strength, I don't plan to make any modifications in this regard.
CK-MUTSUMI-  [author] Aug 8 @ 3:06pm 
@Engineer Gaming Part 3 That should be plasma overload, not charging, possibly due to an error in the test log text. In fact, as long as the text color is not yellow or even red, it doesn't matter.
Engineer Gaming Part 3 Aug 8 @ 10:55am 
I seem to still have the mechathrumbo plasma charge problem spamming my log
Kenny Dave Aug 8 @ 7:50am 
550 even, not 700.
Kenny Dave Aug 7 @ 4:04pm 
Any suggestions for mods to help counter this? I did have HL Weapons pack with some OP stuff, but it hasn't updated yet.

It's rather unbalanced, with a Mecathrumbo having a CombatPower of 700, vs a centipede of 400. I just had 3 turn up in a raid of 20 when I haven't even got pawns in armor yet. I mean I like the challenge, but there's absolutely no chance with that. I've got nothing that will scratch it's armor.

I could turn the difficulty down, but it would be nice if they were at least a little closer in difficulty to vanilla and the other mech mods I have. I like a challenge, but one with a chance.
Engineer Gaming Part 3 Aug 6 @ 5:38pm 
You could always ask for help in mod-development on the unofficial rimworld discord
CK-MUTSUMI-  [author] Aug 6 @ 6:39am 
Due to my limited abilities, I removed the plasma charge (it would be great if anyone knew how to fix it), and fixed the explosion issue.
Aitor Aug 5 @ 8:40pm 
yep i have some and they dont want to charge themselves xd
trouter Aug 4 @ 5:03pm 
Okay, might be my modlist, but because none of these seem to have a weight class defined, they can't use any rechargers.
trouter Aug 4 @ 4:36pm 
Is it just me, or can none of these mechs use rechargers of any kind?
kvadrin Aug 4 @ 10:46am 
All mechanoids constantly spam plasmachargejob: attacker is not AMW_Mech_Thrumbo if not incapacitated or dead, the game stutters pretty badly when that happens
Engineer Gaming Part 3 Aug 2 @ 10:22pm 
Can you please fix the plasmachargejob: attacker is not AMW_Mech_Thrumbo
SAMUKETTO Jul 30 @ 1:28pm 
please read the 1.6 errors and fix it pleaseee
Latex Santa Jul 23 @ 6:37am 
@CK-MUTSUMI-
Wonderful news. This is one of my favorite enemy mods.
CK-MUTSUMI-  [author] Jul 21 @ 7:21am 
Updated to 1.6
Kenny Dave Jul 19 @ 12:03pm 
This is a wonderful mod, so many fun deaths at it's hands.
CK-MUTSUMI-  [author] Jul 19 @ 8:31am 
soooon,maybe tomorrow?
Mythophile Jul 19 @ 7:56am 
Looking forward to this update. These mechs have some style!
BigLemon Jul 15 @ 9:48am 
Will this mod be updated by any chance? Thanks in advance :)