RimWorld

RimWorld

Combat Stands
65 Comments
rextheheroexe Nov 4 @ 10:26pm 
does this work for CE
4D Oct 31 @ 4:17am 
Playing a bit with the mod and tinkering with the parameters I would like to give some feedback-ish info:
The cooldown and debuff seems both too long and too harsh
If possible, I'd say to make those stances have no cooldown and have "infinite" duration, while starting to grow the staged tiredness debuff from 1% to 100%, where the pawn can either fall unconscious (like consciousness max 20% among other debuffs for some time) or just get really big speed, stats and tiredness/hunger debuffs.
With a button to let go of the stance, ofc.

Otherwise a good foundation
Seti  [author] Oct 30 @ 2:32pm 
@TAW | Shadow_Beetle I am bad at the game so i make op mods
TAW | Shadow_Beetle Oct 30 @ 12:20pm 
will check sometime but it seems kinda broken lol
4D Oct 12 @ 7:45pm 
Any way to make this colony pawns only?
NUMBER 1 WUTVILLE ENJOYER Sep 22 @ 4:44pm 
i love this mod but it seems like the interaction with npcs is strange. Ive seen npcs activate more than one stance at once ad almost all pawns spam the endurance stance making them incredible hard to kill. I'd love an option to disable the ai's ability to use the stances
Ninisty Sep 4 @ 1:01am 
I like this mod. It's kind of broken, but I play with low pawn counts. so it equals out in the end. Though I'm having a major issue. Doing a sort of Medieval Anomaly run with this on. Sometimes the anomalies will pop Endurance Stance and become almost impossible to kill. The Revenant popping Endurance Stance almost ended my run. It was crazy. Sadly I have to disable it as a quarter of the flesh mobs popped Endurance Stance and turned that fight into an absolute nightmare when it exploded into more flesh mobs with Endurance Stances on all. Crazy.
girk Aug 19 @ 10:19pm 
the picture of the stances needs a vanilla retexture like the stick figure looking you see in signs
vexxn0va Aug 17 @ 12:48pm 
does it have any buffs (like parry/block) if using combat extended?
Gruntly The Gobdaw Jul 8 @ 5:59pm 
it is but not sure if its balanced or not in those
Milkman Jun 24 @ 10:13am 
i meant extended
Milkman Jun 24 @ 10:12am 
is this compatible with combat overhaul?
BottledDew May 2 @ 7:40pm 
Does this add a button (idk what its called sorry) that you can press after a pawn is drafted
Seti  [author] Apr 29 @ 10:03am 
@Mad Catter a penalty is already implemented since launch
Mad Catter Apr 28 @ 2:46pm 
Consider adding fatigue (penalty to Hunger and Rest Rate) for each stance?
lucky_one 🍀 Mar 19 @ 1:34pm 
Gotcha, will do so - Thanks!
Seti  [author] Mar 19 @ 1:31pm 
@lucky_one 🍀 just click the little( i )button on the hediff in the medical info tab, do note that the hediff is progressive and they will get progressively more tired
lucky_one 🍀 Mar 19 @ 1:25pm 
No, I think the mechanic is fine, but it was the first time in 30+ hours of playing with your mod (It's fantastic, thank you for that) that happened, so I was a little bit surprised. Even more because the injuries weren't that crazy, but I did not pay attention to his consciousness so he could have died because of that. Where can I check the debuff information? I couldn't find anything in-game (I didnt look a lot, so it's possible that i missed it). Thanks for the answer :er_heart:
Seti  [author] Mar 19 @ 11:15am 
@lucky_one 🍀not bugged, thats because exhaustion dropped his consciousness together with the injuries affecting him, to zero, killing him, do you feel this is unfair?
lucky_one 🍀 Mar 19 @ 9:40am 
I have a question. I used the endurance stand and my pawn got injured. I got him to my hospital and after a short while I got a pop up saying that my pawn has died of "Exhaustion". I have tried several times to save him but he always end up dying to "Exhaustion" even if he is resting on the bed and healing. What is this supposed to be? Maybe a bugged interaction? He has his rest at 100% and I dont see anything related to pawns randomly dying from this debuff
Seti  [author] Mar 2 @ 3:09am 
@TARBOY self damage isnt an interaction with vanilla skills expended, the reason for the disclaimer is that it could get way too op
TARBOY Mar 1 @ 4:31pm 
hold on my bad, I didn't read the disclaimer on the tin.

However I am kinda curious what causes Skills Expanded to do that self damage thing.

also I guess another funny side effect is that the stancing pawn's pets immediately become hostile .
Seti  [author] Mar 1 @ 1:08pm 
@TARBOY seems like a really strange mod interaction, could you provide a modlist? or it just like 1 point of damage
TARBOY Feb 28 @ 8:54pm 
Yo I really love this mod, However a weird quirk that happens sometimes is that when a pawn goes into a stance it sometimes damages itself. other wise goodie mod.
Dorothy Haze Feb 28 @ 7:14am 
@Seti Thank you! That worked fantastically, and now I have an idea how it'd work for the Mooseian, Mincho, and Moyo if they don't work from the box. Thanks again! Cheers!
Unus Nauta Feb 27 @ 10:30pm 
Hey, just wanted to say thanks for making the Ratkin patch. I was also struggling to figure out why the stances weren't applying even when I changed the name in the file before your latest update. Really appreciate it!
Seti  [author] Feb 27 @ 2:17pm 
@Dorothy Haze
@vanogot
I made a patch for the ratkin, look into the mods/rat/patches folder, inside it is the patch, use it as an example
Dorothy Haze Feb 26 @ 5:34pm 
@vanogot @Seti If you get it to work, could you share an example? I'm trying to get it to work for my Ratkin and I'm not exactly sure what the line should be.

So far I've made a copy of the patch, left it in the folder for this mod, and changed the line to:

<Operation Class="PatchOperationAdd"> <xpath>Defs/ThingDef[defName="Ratkin"]/comps</xpath>

But I'm not having any luck getting it to work. Is there something else I have to change with this line? Sorry in advance because I haven't done anything with modding for Rimworld, and I'm not 100% sure what I need to change.
vanogot Feb 24 @ 8:39am 
ooh, will do, thank you very much!
Seti  [author] Feb 24 @ 7:32am 
@vanogot it is impossible for it to make it compatible with every race, if you want to make a race compatible, find the thingdef of the race, look inside the folder of my mod, in there you will find a patch folder, copy the file in the patch folder, and just replace the human defname with the name of the race
vanogot Feb 23 @ 10:39pm 
it appear that other races (as in, modded races liki milira, cinders etc) dont get to use stances, they simply dont show up when drafted :(
still a cool mode, my few human meleeists get to enjoy being in the spotlight for once :steamthumbsup:
Ravioli-Monke Feb 23 @ 3:39pm 
@Aizuki you should try the "hand to hand re-balance mod" it changes the cool down of some abilities to make the combat much more balanced :griefer: (ofc giving it the name XD)
Aizuki Feb 23 @ 1:44pm 
do enemy can do this too? because combined with hand to hand combat, my pawn can 1vs12 before it got downed.
Seti  [author] Feb 23 @ 11:42am 
@Pink Lion Gaming not intended, but, thought on it a bit, does it seem reasonable that they just fall over afterwards? seems a good tradeoff for getting high damage negation
Menelert Feb 23 @ 11:13am 
Damn, great concept for a mod, nice work!
Pink Lion Gaming Feb 23 @ 4:50am 
Just wanted to point out from testing as I am unsure if this intended. Tower Stance lowers moving by 50% this will stack with the exhaustion debuff and end up with a Pawn unable to move what so ever after about 20 hours. I don't believe that this is the case with the other stances. As a side note stances continue on incapacitated Pawns even giving effects such as damage resistance while unconscious.

Also just because it is really fun I suggest everyone watch a Tough, Robust Pawn on Metalblood with the Fencer Stance tank 25 Antigrain Warheads.
MajorityOfTheInternet Feb 23 @ 4:43am 
@Seti sorry I meant to ask Captain Pootis did this happen lol
Seti  [author] Feb 23 @ 12:00am 
@MajorityOfTheInternet THIS IS GREAT, can you tell me what mods you playing with? I didnt get them to use it on my end lmao
MajorityOfTheInternet Feb 22 @ 11:10pm 
hold up the AI used this and beat a centipede to death?
Carbomb McFamine Feb 22 @ 10:15pm 
I witnessed a man under the effects of the Berserker Stance proceed to BEAT A CENTIPEDE TO DEATH WITH HIS BARE HANDS.
Aizuki Feb 22 @ 5:27pm 
did this compatible with hand to hand combat, melee animation?
Autismus Maximus Feb 22 @ 2:36pm 
Always wanted something like this, i would just change the symbols to something for vanilla-like ( symbols of pawn shapes with specific weapons )
Levardio Feb 22 @ 5:42am 
@blaw88 my experience with other mods tells me that everything except for armor penetration stance should work fine. Armor penetration breaks with some mods for combat extended, but i im too lazy to figure out how
blackkanye Feb 21 @ 7:46pm 
@TSense definitely not the same, but there was a mod recently that made the melee dodge stat also double as ranged dodge for a proper 'ranged dodge' mechanic
Seti  [author] Feb 21 @ 8:01am 
@Kaschey I heard that the framework has it covered, however in my testing they didnt use it, if you play with the mod, yell me if they use it on your end
Kaschey Feb 21 @ 7:19am 
Wait, what part of vanilla expanded series makes the raiders use these? Core framework or something specific?
TSense Feb 21 @ 3:14am 
We got this before going prone for shooting accuracy and ranged dodge
🐺🐺🐺🐺WOLP Feb 20 @ 6:37pm 
@Elgate Use a mod called IncomingDamageModify to keep that stat from getting out of control.
Elgate Feb 20 @ 4:03pm 
Could I advise multipliers rather than flat values for some of them? Otherwise you might reach -100% incoming damage with other mods.
Seti  [author] Feb 20 @ 9:30am 
@blaw88 I have no idea how it handles stats