RimWorld

RimWorld

Cybranian - Weapon Proficiency
48 kommentarer
mynameactually 19. sep. kl. 13:38 
I haven't tried it yet, but think you can make it so VE: Hussars have weapon prof. passion for the weapons they have genetic help with using.
Vulkandrache 7. sep. kl. 3:15 
What does "max number of weapon to generate Xp" do?
Jiur 30. aug. kl. 10:44 
Would it be possible to add settings to modify the stat bonuses gained?
Crouton 29. aug. kl. 17:12 
not sure if you want to hear this, but some weapons do or dont work. Im playing with celetech arsenal MKlll and the QBUL-56 particle lance isnt recognized to be a weapon that gets a proficiency stat, but my colonist is still unhappy that theyre unproficient with said weapon since i have that precept on via ideology
Weriath 19. aug. kl. 5:35 
@Revlis might be a problem on your side, maybe some mod conflict. I'm using both this mod and VFE:Settlers (+tons of other mods) and all my pawn are getting proficiency for hunting rifle (as well as volcanic pistol, double barrel shotgun etc...)
Helixyos 15. aug. kl. 9:05 
Do you think it would be possible to apply the skill barehanded ?
Revlis 4. aug. kl. 21:34 
ah, I've noticed weapons from other mods also don't patch in properly, it gives some of them to colonists as proficient that don't level I imagine it's the same deal, I use GTek's Arsenal 2.0 - Ultimate Survival and Colony Defense, not a huge deal though, probably balances the vanilla weapons closer to the modded ones XD
Cybranian  [ophavsmand] 4. aug. kl. 17:39 
So this rifle is fundamentally different from normal weapons. Any normal weapon is automatically included in the system.
Revlis 4. aug. kl. 16:30 
170 kills to be precise
Revlis 4. aug. kl. 16:29 
I'm noticing my pawns aren't acquiring proficiency for modded weapons, my pawn has hunted a lot of stuff with the VFE: Settlers hunting rifle and only has proficiency with a gladius
EchoShadow 31. juli kl. 23:39 
where the tab for weapon proficiency supposed to appear ?
Cybranian  [ophavsmand] 29. juli kl. 8:27 
including
Proxy 29. juli kl. 8:20 
does it make reloads faster?
Cybranian  [ophavsmand] 26. juli kl. 8:20 
unlimited
Proxy 26. juli kl. 7:31 
Is there a limit of how many weapons?
BOYCOTT S-T-E-A-M! 25. juli kl. 12:51 
How feasible would it be to make the various clothing and armor also have proficiency?
And if it is possible, would it be feasible to pawns prefer clothing and armor they have skill / passion for? (preferably with toggles and settings)
condottiere 19. juli kl. 11:50 
@csc001 that's well outside the scope of this mod concept. What you're looking for is already done well in Lime Tree Snake's LTS Maintenance mod. Weapons suffer wear from use, can suffer malfunctions while firing, and can be repaired. I highly recommend using the LTS mods (ammunition, maintenance, etc) rather than trying to get this unrelated mod to replicate that function.

I've never used Combat Extended, but it does so many things, maybe it also has durability reduction behavior.
Proxy 19. juli kl. 6:38 
Does it improve reload speed?
Arlington 18. juli kl. 11:00 
@NatureBoi L
NatureBoi 18. juli kl. 10:16 
Is there any way to customize the passions? Started the game with someone that was melee-oriented and only had a burning passion for a needle-gun lol
foobled 18. juli kl. 5:36 
latest ce dev branch has this mod compatible, so you can list it as compatible in the description
csc001 18. juli kl. 3:25 
Does the author have any intention to add a combat wear and tear setting for all weapons? After a great battle, the pawn's armor is in tatters while the weapons remain in pristine condition, which is a bit strange. Of course, this is just a small suggestion and a personal sense of inconsistency. Whether to add this feature completely depends on the author. Thanks again to the author for that genius MOD. You all make RimWorld rich and colorful.
Cybranian  [ophavsmand] 18. juli kl. 3:15 
@Gedsparrow

Yes, enemies have it too
Gedsparrow 18. juli kl. 2:07 
Do enemies have this too? Seems interesting, but hopefully not a player only thing
Yutoe 16. juli kl. 10:28 
Beer
Beschi 16. juli kl. 9:09 
Hello. It seems the CE-Team have an open pull request for a patch to your MOD. Just to let you know.
Bad Connection * 16. juli kl. 0:31 
maybe this is a weird idea, but i kinda always wanted pawns to have a favorite apparel, would you consider making a similar mod but for armors? i think its a really cool system
Cybranian  [ophavsmand] 15. juli kl. 19:04 
@sheeps

1) 0 level -> x100%; 20 level -> x150%. This is a linear extrapolation.
2) No
3) No. The weapon proficiency level for pawns is calculated based on the tech level of their faction and includes all previous tech levels accordingly.
sheeps 15. juli kl. 18:32 
This mod looks pretty neat. I have a few questions:

1) Can you share how proficiency affects the shooting accuracy formula?
2) Does proficiency decay like skills over 10 do?
3) For crash landed or other similar playthroughs, is there a way to disable neolothic and medieval categories?
Cybranian  [ophavsmand] 14. juli kl. 19:02 
@CordialVillain

You can choose a softer version of this ideology meme if you don't want to get the debuff. It will also reduce his buffs, but that's the point
Cybranian  [ophavsmand] 14. juli kl. 19:01 
@mudkinpz

This mod is about weapon proficiency, it implies combat with weapons. Hand-to-hand combat is combat without weapons and naturally it is not affected
Cybranian  [ophavsmand] 14. juli kl. 18:59 
@Morcalvin

The mod automatically picks up all weapons and patches them based on techLevel. Mods for new skills should not make any difference
Morcalvin 14. juli kl. 12:16 
Does this work with modded weapons or vanilla skills expanded?
mudkinpz 14. juli kl. 11:45 
is unarmed combat also included in the melee weapons proficiency? or must they wield a weapon for this mod to do anything for my pawns?
UltraEmailMan 14. juli kl. 11:17 
@CordialVillain: Misc Training might work. It adds in target dummies to train shooting and melee skill. No idea if it'll train proficiency or not, but it's worth a try. I also highly recommend Van's retexture for the mod.
CordialVillain 14. juli kl. 10:02 
Aside from books you can find, is there a way to train up weapon proficiency without combat? Using the supremacist meme essentially give a permanent -5 debuff for pretty all non original-three colonists.
Smiley Face Killer 13. juli kl. 18:12 
Just my opinion since you're thinking about it when the update comes out. But I personally would very much love this for CE. Would make training such a fun factor, and give me even more reasons to make libraries.
condottiere 13. juli kl. 17:55 
That said, this mod is already amazing for creating player choices and situational uses for non-meta weapons. For the first time ever in thousands of hours, I was excited to find a pila to give to my newly recruited pawn b/c they had a much higher skill in that weapon than any other weapon (though I'm still going to ditch it first chance I get b/c pila have hideously bad DPS).

This effect is a major reason why I think the single-weapon skills are a good thing (as well as easier to implement than creating and populating new weapon categories).
condottiere 13. juli kl. 15:08 
For my own priorities w mod suggestions/improvements, I think it needs filters for weapons. Skills could be weighted for individual pawn tech tier (would synergize well with Colonist Tech Background, if that mod updates to 1.6). My neolithic tribals should be VERY unlikely to or NEVER spawn with charge rifle or thump cannon skills, yet I currently have two with Charge Rifle skill.

The mod seems to currently randomly roll skills for ANY weapons. W/ vanilla weapons only, out of 11 pawns, I have individual skills of 2 in light charge blaster, 2 heavy blaster, 2 charge lance, 1 needle gun, 1 inferno cannon, and 1 thump cannon. That's 9 mech weapons out of 32 total ranged skills for 11 pawns (5 spacer, 3 industrial, 3 tribal by backstories). Not sure if mech weapons are spacer, ultra, or archotech, but they shouldn't generate pawn skills at all IMO.
condottiere 13. juli kl. 14:57 
The weapon categories would be more familiar to RPGs, but I like the mod's current tech tier sub-division of vanilla ranged/melee skills followed by individual skills. It's a seamless extension of the two vanilla skills.

Group skills would be nice, but how would the mod automatically generate weapon groups for all modded weapons? What critieria to use? I'd think shot burst size, sharp vs blunt vs heat damage, range, would all be possible values to base dynamic weapon groups on. THen include a manual option for players to edit specific modded weapon inclusion in group skills. This is how Pocket Sand, Simple Sidearms, LTS ammo, etc do it.

It's unreasonable to expect the mod author to manually create skill lists of all modded weapons.
Dickcus Chupappious 13. juli kl. 13:13 
yeah 100% agree with MetaVandetta23
evcastello 13. juli kl. 12:09 
definitely agree, categories would be better imo. Love the concept though.
MetaVandetta23 13. juli kl. 2:54 
tbh I feel like this mod would work better if instead of weapon profcinecy in specific weapons, it would be to weapon types (like say short blades, maces, blunt weapons etc)
Because spending time for pawn to learn how to swing better a beer bottle instead of a club that could translate to different weapons is bit silly.

But aside that, honestly pretty good mod. If possible id like if you could include option for weapon proficines to be just of weapon types, rather then specific weapons.
condottiere 12. juli kl. 13:34 
Great granularity for pawn individualization. Totally worth starting a new run for the third time in 2 months. (pre-1.6, post-1.6, now this) Unrelated, but I'm really hoping that Colonist Tech Background and Arcane Technology will update (if they haven't already, need to check) so that I can play with them + this.
HollowIRL 12. juli kl. 11:56 
Fire
Ravinglegend 12. juli kl. 9:49 
How does it work with the unique weapons from the odyssey dlc? Does it treat them as the base weapon such as a unique assault rifle being the same proficiency as a standard assault rifle?
Pogrzebacz 12. juli kl. 9:03 
I wonder how much it would confilct with Vanilla skills expanded
Mousetrap 12. juli kl. 8:14 
Love this, will try <3 Would love to see this include melee shields to make Rimworld the true gladiator manager experience