RimWorld

RimWorld

Outlander Solutions - Continuous Contention
27 Comments
-=GoW=-Dennis 30 Aug @ 6:40am 
Thanks for fixing despite not having any other effect than to make the log clean :)
-=GoW=-Dennis 28 Aug @ 12:39pm 
This mod causes a warning in the log:
Mod Outlander Solutions - Continuous Contention dependency (OskarPotocki.VanillaFactionsExpanded.Core) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
Serfs 16 Aug @ 5:32pm 
I'm not sure what went wrong. I built just the skyscreen turrets, but they failed to target (as far as I can tell) any of the incoming pods in a 200 unit raid.
恰似宛然一笑生花 14 Aug @ 4:17am 
Hello mjeiouws I'm currently translating your mod into Chinese and have completed about 90%. However, some UI strings in your mod can't be translated via standard localization files (e.g., "activate global mission"in the "Warnet controll", "availableCapability" et.al). Could you expose these as translatable keys in the next update? Currently hardcoded. Thanks!
Spinecone 17 Jul @ 1:48pm 
Understood, I'll wait patiently! Thank you for this, and all the effort it requires! :)
mjeiouws  [author] 17 Jul @ 6:25am 
I haven't tried it yet myself, but after a second look it seems there's a few bugs waiting in the works. Strategic missions are currently unable to reach into/from orbit, and while I'm not yet sure what might be causing the threat point patch to not trigger on asteroid maps, hopefully one of the fixes in the next update will stick.

As for CE patching, I'm afraid I've implemented far too much finicky verb stuff to even start considering it - a lot of the projectile and turret behavior is dependent on vanilla C#, and I don't touch CE so my insight's limited. The mission network itself shouldn't be affected, you could try nuking most of the turret and tactical .xml to get a 'working' copy.
Spinecone 16 Jul @ 10:31am 
Hiya,

Can this still function if built on a base in orbit?
Huntsman 16 Jul @ 5:12am 
Seems like the smokescreen mission doesn't effect pirate/scavenger raids targeting asteroid maps
crazykid 10 Jul @ 5:07pm 
Can you make it CE Compatible ?

Gave it a try with manual CE patcher but it wont work.

Would really appreciate if it works with CE.
mjeiouws  [author] 14 Jun @ 9:50am 
Used as a normal auto-mortar, the strike cannon seems to accept and use any mortar shell just fine.
mjeiouws  [author] 14 Jun @ 9:48am 
By design, all types of shells are accepted by strike cannons - somehow I haven't tested this specifically, but this should allow you to customize your tactical barrages.
GermanDoge 13 Jun @ 11:28pm 
Does the strike cannon accept all types of shells or only HE?
mjeiouws  [author] 13 Jun @ 4:51am 
Hi Kaerras_123; at least with my own setup, I've not been able to replicate the issue. I'm pretty sure the power comp should be untouched by my code, but if there are any log messages, mods, or other clues, I might be able to look into it further.
Kaerras_123 6 Jun @ 6:19pm 
The Strike Cannons wont seem to connect to power no matter what I do, probs a bug
Chiquitetas 6 Jun @ 4:09am 
No worries man, still a real fun mod.
mjeiouws  [author] 6 Jun @ 1:18am 
Ah, my bad. I've just gotten back into this, and there seems to be a lot of issues still with the strike beacon functionality - hopefully the next update will fix that.
Chiquitetas 3 Jun @ 1:06pm 
Question: Is is possible to fire across a map using the warnet thing+strike beacons? i tried it in game and it did not seem to work, but i do not know if it's because i lack command thingies or it just did not
Notмне 14 May @ 5:58pm 
still a good mod pretty cool concept and artwork it good
evanry 14 May @ 11:32am 
Not CE compatible for anyone wondering
mjeiouws  [author] 14 May @ 5:00am 
Thanks for the feedback, everyone - unfortunately I haven't had the time to take screenshots of the system in action, but I've created a little image to help explain. Hopefully I'll be able to work more on this soon!
Notмне 12 May @ 3:20pm 
yeah both of them make a point, keep the description simpler and add screenshots
Tleno 12 May @ 3:09pm 
You should really add screenshots, for real, the system you describe sounds complex but I wanna see how all that infrastructure looks like ingame.
TheSimpleDude42 12 May @ 5:40am 
You should add images showing your buildings and mechanics. It is common knoledge mods with no images get way less atraction because people cant juddge if the artstyle is low quality or too extreme.

Also you should work on your description, too much rambling and big words to describe simple things.

Basicaly your mod adds buildings and events that lower raid points if completed, you can create them yourself using the added mechanics/buidlings.

Technical things should stay at the bottom for the few who are interested to read.
GVLT 11 May @ 5:27am 
Amazing, I've had a similar Idea previously, but with a slight twist: a war room with it's own sets of rituals, which allows to lower the threat scale or generate quest based on shooting/melee and intellectual skills of pawns on the war council.
Bon 9 May @ 10:32pm 
Looks intriguing, but sounds performance-demanding.
tntkiller 7 May @ 1:31pm 
This looks really interesting, gonna try it out.
Tcgirl8 7 May @ 7:44am 
nice!