Personally not using this mod because of compatibility, but i appreciates your efforts on this hours-long guide, such high quality mod review is what rimworld community needs.🎉
This mod really makes you embrace the hunter-gatherer lifestyle as tribals. Most threats you just RUN from the world tile. And, eventually, you become good at it that you're just switching world tiles regularly anyway, to get access to more berries and game.
i haven't watched this entire thing yet but I have been wanting to use CE on my next playthrough whenever my current one ends and wow this mod seems so great. this video is great very helpful. 34:18 this is funny
Can't wait to listen to this 14 times to figure out all the odds and ends. I installed CE like 3 weeks ago on a whim during a return to RimWorld and I've put like 300hrs into it according to steam. I don't think I can play Rimworld without CE again. I love it.
I love your videos so much content Chad, it’s awesome how thorough you are as well as your attention to detail. for the people who are obsessed with both this game, and learning more about it all the time these videos are great. I hope they keep coming 😊
My main thing against running CE instead of say, yayo's with it's ammo system or LTS ammo is the immense lag you get on low end systems due to explosions late game. Fragments are nuts
I asked for this, and I'm all in! Edit: Watched. Great video, even I learned something new, and I've been using CE since 1.3. I've tried using other combat alternatives, but they don't have the same kick to them. When 1.5 dropped, I waited much longer than 2 weeks for CE to update (inside joke) before picking up Rimworld again.
Fifteen minutes in, and I've always felt exactly like your excellent caramelized onions metaphor suggests. I'm looking forward to seeing how your opinion *evolves.*
Holly molly, fantastic video, you really gave it ur all, with the quality here, and probably a bit of ur soul too. But thank you so much for what u are doing for the community. no more 300+ mods without understanding crap of what is going on. Thank u alot for ur blood and sweat.
Thanks for these videos btw. If you want another mod, Arcane Technologies can be nice. Helps research not become pointless when you can just take super advanced gear/weapons from enemies.
If you have any appreciation for real world nerdy details of weapons, don't mind a little more complexity, and don't mind more modding tedium, I think you'll love CE. There are so many unnecessary, but lovely bits of gameplay that get opened up. You can truly make terrifying super soldiers. It is a hell of a feeling to load up your HP and APHE when a tribal raid turns up, while your grenadier and shotgunner start foaming at the mouth with excitement. It scratches an itch to have your sniper carry a handy little sidearm (like a handgun or PDW) that allows them to pull through close range scraps. Because of the loading system, it *can* even make sense to give a pawn more than one sidearm so them can just keep firing. Explosives just feel great - landing a 155mm HE round in the middle of a tribal raid is borderline orgasmic.
Your story at the end was "VERY" reminiscent of my first attempt to use CE blackpowder expansion with Medieval Overhaul and Insectoids 2 with some mechanoids sprinkled in just for good measure. I thought i would bring about a blackpowder revolution to this rimworld, with lines of muskets and breach-loading rifles and fancy uniforms to at least hold the line against these advance threats. That failed, badly. My first warning should have been when i tried to take on a lone empire knight in full plate of excellent quality, thinking my breachloader would easily pierce the knights armor. Only after several minutes of kiting and 20+ bullets later did i finally manage take him down after wearing out his armor... Again, this should have been my first warning, but i persisted, more out of curiosity of how far i could get despite the apparent odds. Welp, my first mechanoids dropped in, and were a constant menace. Sniping at caravans, travelers, and any of my colonist that strayed too close. It was only after a series of caravans coming and got chewed up trying to destroy them did they finally get worn down enough for my own colonist to finish them off. Then the infestation came... I had done a MO run before with CE and insectoids, but i went full medieval, and i figured if my plate-covered colonist with hammers, halberds, and pikes could take them on, then surely my musketeers could, right? The first infestation was outside my base, by now i had about a dozen colonist with smoothbores and buckshot, along with a good traditional defense of stockades, trenches, and barricades. I even had traps from Roo's xenotypes that made pitfalls to slow down individuals. Yet despite all this, the bugs still got the better of my colony, my colonist simply couldn't do enough damage to kill the bugs before they wormed there way into my unarmored lines, resulting in everyone getting diced. Suffice to say, i learned an important lesson regarding the capabilities of hightech factions like the mechs, the durability of the insects, and the importance of protection. Still haven't given up on the setting concept tho, way too cool of an idea to let go. XD Next time though, i think i'll go with a company of Landsknecht with plate and Greatswords along with the powder. But no mechanoids... Perhaps with magic or psycasters expanded they 'Might' be manageable, but it's not a challenge i'm lookin to take on.
@cliffdewiz Don't sweat me burning out, this thing took like a month to get out for a reason. I've got a really sensible work schedule as killing myself to get videos out isn't the goal for this channel.
A deserter just wiped out my entire colony. SINGLEHANDEDLY. Despite feeling brutally violated, this was some of the most awesome experience I've had in a while.
I always say that playing Rimworld without CE is like drinking tea without sugar. It's healthier, simpler, it's inteded way to go, but I would never recomend it to anyone
In my opinion it feels like there's too much random BS that can happen with combat extended, so I was never interested in it. Adding the fact like half my mods were incompatible with it and I just didn't bother.
@@MagnaSonic3000 An arrow shot from a crude bow by a piss poor shooter one shotting someone in Legendary power armor in vanilla is more random BS than anything in CE though.
But that still doesn't answer my second issue of half of my mods not working with the mod at all, so that doesn't change anything in the end. Still won't use it.
@@MagnaSonic3000 I rarely ever see a mod that is incompatible with CE, and when I do they are usually poor quality or redundant. What mods do you have problems with?
Am I blind, or is the section on configuration options missing? You mentioned you'd do a section on them early in the video but I've gotten to the conclusion section (great video btw) and I don't think you went over it
@fairyfloss8740 Like Rocket said they're in the conclusions section. It was a part that was massively cut down as originally it was a 20-25 minute segment comparing back and forth with options on/off. It felt *really* overdone.
I just subbed after viewing some of your other mod rundow- oh god that length Also will you maybe do an overview of the ratkin mod? Its pretty iconic to Rimworld (atleast from an outside perspective) but I dont really see much videos covering it, or atleast not in this kind of style.
It’s not a mod I’m ever going to run, as my mod lists are WAY too big and non-compatible (I use other mods to get a softer, more vanilla-y version of what CE does), but I am still gonna watch this entire video dangit!
I've spent a lot of time with CE, and it's mostly because Rimworld lets you manage down to an individuals ammo count. There's something satisfying about having 6 soldiers dressed exactly the same because your war-slaves aren't allowed to stop sewing. Plus, what other tactical RTS lets you force child soldiers to burn incapacitated raiders?
one thing i want to know is why yayo combat dont have as much problem as combat "is it CE compatible" extended, and lookin at first glance i find it weird cause they do the same thing as far as i know change guns and armor algotith to make it so your prestige catafrag wearing pawn dont loose a eye to a shortbow, so how one has this stigma around it while the other dont, is it cause yayo is newer than ce?
CE reworks armor to be about thickness so every new armor has to be reworked for it instead of being based on tech level and armor percentages like Yayo. It also completely changes projectile behavior and the way pawns take cover which also alters the way buildings work
One problem I've always had with CE is that difficulty is so highly dependent on what type of raid you're facing. If you can manage a mechanoid raid then all tribal raids are trivially easy and boring, if tribal raids prove a challenge you'll get absolutely bodied by mechanoids. Are there any tricks that can make every type of raid actually interesting to deal with?
You'd basically need mods that add or make strong xenotypes for tribes + psycasts (magic) or give them strong tribal tier weapons, aside from things like makeshift explosives other types of weapons that could also have special effects Even then it's no guarantee, it makes perfect sense that if the super death Mecha hive mind can't kill you that a bunch of random malnourished cavemen won't be able to either
@Joey5537 There is a pretty good use case for Ignorance Is Bliss (steamcommunity.com/sharedfiles/filedetails/?id=2554423472) so that seriously underpowered or overpowered threats (in terms of tech) aren't engaging with your colony. Those above you would gain nothing from attacking you, you're still banging sticks together whilst they have firearms, equally those below you wouldn't charge headfirst into your murderbox wearing cloth armour and wielding clubs. Definitely a mod that you need to tailor your list around and tweak differently compared to vanilla.
@@Daniel-ul8kr Oh yes, it makes sense absolutely. It's moreso that I prioritize raids being interesting to deal with than realism, but yeah I guess I'll have to look around at various mods that buff the tribals.
also, some notes from using CE for a year or so: - the gap between normal melee weapons and empire weapons you mentioned is filled nicely by the CE Melee addon, enabling production/purchase of powered melee weapons. The short sword is the most balanced, the mace has massive penetration, and the maul is basically as rigged as the zeushammer without the free EMP hits. I like the guns+armor ones too, but the gun one changes the names of a lot of weapons so that might be confusing the first time. - you can (sometimes) one-tap centipedes and mechanitor bosses with disposable rocket launchers(renamed M72 LAW in CE guns), the 90mm flak turret, and the RPG-7 (CE guns), the last two using HEAT rounds. The disposables are around 100-120 silver each from combat suppliers if you want to save some resources, and worth having a few around no matter how you acquire them. Hope this helped! o7 Also, here's how it went for me with tribals until I figured out mechs: - find ancient danger while mining into a mountain for steel - centipede blaster - die - reload - die again - reload - make ridiculously long trap tunnel - he won't even engage until I get closer - die - repeat until I uninstall CE - reinstall CE two months later on new save - get an empire quest as tribals for a cluster - 'oh the empire will be decked in power armor' - centipede or two and like 3-4 lancers/militors - plasteel plate armor and warhammers - build a huge box around the proximity sensor before they activate - engage with my people + imperials - spam chain bolt from psycasts expanded to stunlock them - psychic coma - lose all the imperials - club them with maces - almost everyone downed - send someone in with fuggin stick bombs that I looted/bought - win [added after watching completely] Excellent video, Sir. Thank you for giving CE a chance, and covering it accurately. o7
ce breaks if you have to much regen from other gene mods (i had a dude that was falling over and getting back up as he healed quickly over and over and over it was funny but got annoying sense i play with alot of mods that add strong genes for healing) idk if its different now as i played it before the last dlc came out
2:11:30 this mechanic is no longer in a game since beta, unless you are playing with darkness meme from ideology. In vanilla darkness only affects movement speed for humanoids
@sampletext4637 it's still in, it was reintroduced with a later patch. You can see it by having a colonist in light and another in dark, like I did for the CE example, and hovering the mouse over to aim, aiming from darkness has a penalty.
@@MysteriousFawx Did some testing in vanilla most recent steam version (1.5.4243). No penalties for shooting from darkness both outdoors and indoors. Maybe some mod in your modlist adds this penalty?
@sampletext4637 Seems to actually be the case, it's been in my game for so long I'd always considered it vanilla. I'd even pulled CE out when testing lighting changes to confirm it was still there. Appreciate the heads up.
I look forward to try this new weapon it shouldn’t… ERROR. Unable to calculate reasonable damage amount error error… this pawn is now “immortal”…. Those who know know😂
You had to throw a politics Molotov in the comments there. Also stabbings and truck attacks say hi (and a good amount of gun shots still that just aren't covered like in America).
Honestly, I think this mod overcomplicates the mechanics in a bad way. Some of the changes seem interesting, but most of them are just annoying for the sake of being unnecessarily "realistic". Anyway, nice work, I've seen and enjoyed a good portion of the videos on your channel and discovered several mods thanks to you.
I disagree, CE without the little things just isn't CE Also it's not really overcomplicated it's just realistic, the correct approach to CE is to ignore the formulas and just go with gut feeling and simple logic as to what effects things will have (I.e just like irl heavier armor will protect you more but slow you down and reduce your carrying capacity, a sword deals cuts, a mace bonks, a bigger gun with bigger bullet means more damage but also slower handling because y'know bigger just like irl)
@@Daniel-ul8kr Was it really necessary to add like 50 types of bullets? Was it necessary to use non-intuitive technical terminology for armor stats? Does adding the hassle of having to craft ammo or having to keep medicine in your inventory to administer first aid really make the game more fun? Let's be honest, this mod it's clearly made by and for gun fanatics. Obviously there is nothing wrong with this, it is just not a product that interests me.
@@manuelferrari6685 the bullets are integral given they're what controls the damage of the weapon and as such are more important than anything else, it's not just bloat for the sake of bloat, you have an ammo type for every situation and again you don't have to use or engage with all of them if you don't want to, you can tend without medicine still and armor stats aren't that complicated unless you're too stupid to understand thickness in millimeters, even then it's as simple as "I have more armor mm than enemy has gun mm I'm good"
@@manuelferrari6685 It kinda is necessary to have different ammo types when your mod is based around ballistics. CE has enough ammo types for you to tailor your loadouts for specific enemies, if you're raiding a tribal village, taking some HP ammo can help cut down them quicker, if you're fighting the Empire, Sabot can help pierce their power armor. You also don't need to be a gun turbo nerd like I am to enjoy it, click the I and see what ammo the gun shoots, make the ammo you'll need based upon how much armor they have (just match how many millimeters of armor they have with how many millimeters of pen your ammo has while maximizing the damage), and Bob's your uncle. It's not a hassle to craft ammo either, literally just build a loading bench and set a 'make until' order and you won't have to worry unless you're making ammo which requires more than steel, but odds are you're be stacking Chemfuel and components anyways, and unless you're fighting a constant swarm of Empire and Mechanoids, you won't be using much Sabot anyways and by the time you will, you'll have a economy good enough to trade for what you can't mine. Oh, and if millimeters are non-intuitive, then you might wanna ask almost the entire world why they use the metric system, and do note I am saying this as an American who only uses millimeters in regards to firearms, and armor.
is this video compatible with combat extended?
Is the post above CE compatible?
Is CE compatible with CE?
😭😭😭
Is this reply section compatible with combat extended
Is this program CE compatible
*sees video title*: oh God
*sees video runtime*: oh GOD
You deserve real respect for your dedication
Finally a good, long, youtube video for me to watch for the next week.
Wait... 2 with a half hour of content?
Now we're going some proper numbers!
Thanks
Really stretching that for that 10 minute mark, huh.
Can't wait to consume this in the next five days.
Mod Rundown: the Movie
(Extended cut)
HOLLY SHT, HE DID IT LADS
i usually run CE and CAL-5000, they call me a masochist, i...i dont even want to deny it.
Best ce guild to date, ngl
Same, peko. guy on twitter told me about CAI5000 and I went all-in. outgunned mechanoids running away is a bit weird, but great overall
2 and a half hours of content from the man, the myth, the legend himself! let's go boys. time to lock in.
Very clear video, every part of the mod clearly explained without bloat. It earned its 2 hours and a half, you passed yet again the slop check!
Personally not using this mod because of compatibility, but i appreciates your efforts on this hours-long guide, such high quality mod review is what rimworld community needs.🎉
This mod really makes you embrace the hunter-gatherer lifestyle as tribals. Most threats you just RUN from the world tile. And, eventually, you become good at it that you're just switching world tiles regularly anyway, to get access to more berries and game.
“Were going to take a quick look” the two hour video…
@@Hazidorus *laughs in Hbomberguy subscriber*
@@BeefyBacardi ew
Very glad to see this finally coming out!! I'm loving hearing your perspective on things regarding the combat changes.
You actually did it. Looking forward to learning all the things I never knew about CE when I get around to watching this
i haven't watched this entire thing yet but I have been wanting to use CE on my next playthrough whenever my current one ends and wow this mod seems so great. this video is great very helpful. 34:18 this is funny
2 and a half hours???? THAT'S IT???
Jk man, great job :)
Missed you a lot
Can't wait to listen to this 14 times to figure out all the odds and ends.
I installed CE like 3 weeks ago on a whim during a return to RimWorld and I've put like 300hrs into it according to steam.
I don't think I can play Rimworld without CE again. I love it.
Awesome, I've been waiting for this one. I've been playing with CE for a really darn long time
Thanks! This isnt much but I don't have much. Just wanted to show some gratitude.
I love your videos so much content Chad, it’s awesome how thorough you are as well as your attention to detail. for the people who are obsessed with both this game, and learning more about it all the time these videos are great. I hope they keep coming 😊
My main thing against running CE instead of say, yayo's with it's ammo system or LTS ammo is the immense lag you get on low end systems due to explosions late game. Fragments are nuts
U are not alone 😢
finally someone makeing good long videos about something i needed to know about. glad to see you pop up in my recommendations again!
RIGHT when I was about to ask, this video appears. It is like Randy being nice to me today.
I asked for this, and I'm all in!
Edit: Watched. Great video, even I learned something new, and I've been using CE since 1.3. I've tried using other combat alternatives, but they don't have the same kick to them. When 1.5 dropped, I waited much longer than 2 weeks for CE to update (inside joke) before picking up Rimworld again.
Fifteen minutes in, and I've always felt exactly like your excellent caramelized onions metaphor suggests. I'm looking forward to seeing how your opinion *evolves.*
2.5 hours, hot damn, upvoting and commenting to provide the algorithmic help for sheer commitment
Thanks!
Holly molly, fantastic video, you really gave it ur all, with the quality here, and probably a bit of ur soul too. But thank you so much for what u are doing for the community. no more 300+ mods without understanding crap of what is going on. Thank u alot for ur blood and sweat.
Just started watching and just want to thank you so much for making this!
Yes, thank you, finally the video that helps me overcome my initial confusion of CE and makes me wanna try it out.
0:30 UT99 intro theme. You are truly a man of great taste
Awesome video! Despite paying with CE for ages, still learned a couple of things! A great introduction for newer CE payers too. Thanks for making it!
Two and a half hours of combat extended?? We're eating good tonight
Thanks for these videos btw.
If you want another mod, Arcane Technologies can be nice. Helps research not become pointless when you can just take super advanced gear/weapons from enemies.
Well done getting this one out my friend, fantastic
If you have any appreciation for real world nerdy details of weapons, don't mind a little more complexity, and don't mind more modding tedium, I think you'll love CE. There are so many unnecessary, but lovely bits of gameplay that get opened up. You can truly make terrifying super soldiers. It is a hell of a feeling to load up your HP and APHE when a tribal raid turns up, while your grenadier and shotgunner start foaming at the mouth with excitement. It scratches an itch to have your sniper carry a handy little sidearm (like a handgun or PDW) that allows them to pull through close range scraps. Because of the loading system, it *can* even make sense to give a pawn more than one sidearm so them can just keep firing. Explosives just feel great - landing a 155mm HE round in the middle of a tribal raid is borderline orgasmic.
I knew this video would be long but didnt expected over 2 hours
2 hours, we thank you for your service
Ive been waiting for this one. Ive seen people using it a lot
Yeaaaah, bwoiiii. I've been hype for you to do this one.
holy molly "we'll be taking a quick look", hmmm ok lemme get a snack
Naaah they gotta be trolling that crowd omg 😂😂😂😂 "EBT is crazy" im in tears
You get a like and comment just because this seemed like a hassle. (This user is not CE compatable.. yet)
Haven't watch it yet but I just gotta say given the length: Dear god what have you done, I'm in!
Your story at the end was "VERY" reminiscent of my first attempt to use CE blackpowder expansion with Medieval Overhaul and Insectoids 2 with some mechanoids sprinkled in just for good measure. I thought i would bring about a blackpowder revolution to this rimworld, with lines of muskets and breach-loading rifles and fancy uniforms to at least hold the line against these advance threats.
That failed, badly. My first warning should have been when i tried to take on a lone empire knight in full plate of excellent quality, thinking my breachloader would easily pierce the knights armor. Only after several minutes of kiting and 20+ bullets later did i finally manage take him down after wearing out his armor... Again, this should have been my first warning, but i persisted, more out of curiosity of how far i could get despite the apparent odds.
Welp, my first mechanoids dropped in, and were a constant menace. Sniping at caravans, travelers, and any of my colonist that strayed too close. It was only after a series of caravans coming and got chewed up trying to destroy them did they finally get worn down enough for my own colonist to finish them off.
Then the infestation came... I had done a MO run before with CE and insectoids, but i went full medieval, and i figured if my plate-covered colonist with hammers, halberds, and pikes could take them on, then surely my musketeers could, right?
The first infestation was outside my base, by now i had about a dozen colonist with smoothbores and buckshot, along with a good traditional defense of stockades, trenches, and barricades. I even had traps from Roo's xenotypes that made pitfalls to slow down individuals. Yet despite all this, the bugs still got the better of my colony, my colonist simply couldn't do enough damage to kill the bugs before they wormed there way into my unarmored lines, resulting in everyone getting diced.
Suffice to say, i learned an important lesson regarding the capabilities of hightech factions like the mechs, the durability of the insects, and the importance of protection.
Still haven't given up on the setting concept tho, way too cool of an idea to let go. XD Next time though, i think i'll go with a company of Landsknecht with plate and Greatswords along with the powder. But no mechanoids... Perhaps with magic or psycasters expanded they 'Might' be manageable, but it's not a challenge i'm lookin to take on.
commenting for the sake of your channel
Hey this is great video just got into work and going to use this burn through time while I walk around
"We'll be taking a quick look" lol. That shit had me doing a spit take. I like these long ones, but don't burn yourself out.
@cliffdewiz Don't sweat me burning out, this thing took like a month to get out for a reason. I've got a really sensible work schedule as killing myself to get videos out isn't the goal for this channel.
I have been waiting for this one for a looong time😁😁😁😁
holy moly, 2.5hrs of CE
best take ever, once you go CE you don't go back!
A deserter just wiped out my entire colony. SINGLEHANDEDLY.
Despite feeling brutally violated, this was some of the most awesome experience I've had in a while.
As they should, how does spacertech power armor get pierced by cowboy guns???
Respect bro
Love these videos ❤ would love to see a mousekin mod rundown
I always say that playing Rimworld without CE is like drinking tea without sugar. It's healthier, simpler, it's inteded way to go, but I would never recomend it to anyone
Nah rimworld is great as is, but can be better through modding
(Though I like my coffee black so who am I kidding?)
In my opinion it feels like there's too much random BS that can happen with combat extended, so I was never interested in it. Adding the fact like half my mods were incompatible with it and I just didn't bother.
@@MagnaSonic3000 An arrow shot from a crude bow by a piss poor shooter one shotting someone in Legendary power armor in vanilla is more random BS than anything in CE though.
But that still doesn't answer my second issue of half of my mods not working with the mod at all, so that doesn't change anything in the end. Still won't use it.
@@MagnaSonic3000 I rarely ever see a mod that is incompatible with CE, and when I do they are usually poor quality or redundant. What mods do you have problems with?
holy shit he did it
madlad
Where was this notification like 2 hours ago? I just spent nearly an 1½ in traffic I could have listened to this instead
Am I blind, or is the section on configuration options missing? You mentioned you'd do a section on them early in the video but I've gotten to the conclusion section (great video btw) and I don't think you went over it
He didn't show the options on screen but he talked about them at the end of the video.
@fairyfloss8740 Like Rocket said they're in the conclusions section. It was a part that was massively cut down as originally it was a 20-25 minute segment comparing back and forth with options on/off. It felt *really* overdone.
I just subbed after viewing some of your other mod rundow- oh god that length
Also will you maybe do an overview of the ratkin mod? Its pretty iconic to Rimworld (atleast from an outside perspective) but I dont really see much videos covering it, or atleast not in this kind of style.
It's because it's kind of a relic of Rimworld pre 1.3 (Biotech) and hasn't been extremely well updated since
I see combat extended content. I give like
increíble video gracias por el trabajo
Is the subscribe button CE compatible?
It’s not a mod I’m ever going to run, as my mod lists are WAY too big and non-compatible (I use other mods to get a softer, more vanilla-y version of what CE does), but I am still gonna watch this entire video dangit!
You're the GOAT ❤
Best mod ever.
I've spent a lot of time with CE, and it's mostly because Rimworld lets you manage down to an individuals ammo count. There's something satisfying about having 6 soldiers dressed exactly the same because your war-slaves aren't allowed to stop sewing. Plus, what other tactical RTS lets you force child soldiers to burn incapacitated raiders?
you are amazing mate
can you make a video about rh2 -red horse 2 mod?
Nobody gonna point out how poor Kiko was absolutely smoked by the bolty from behind cover? 2:04:09
Poor guy dude
2 and a half hours STRAP IN BOYS
The magnum opus!
one thing i want to know is why yayo combat dont have as much problem as combat "is it CE compatible" extended, and lookin at first glance i find it weird cause they do the same thing as far as i know
change guns and armor algotith to make it so your prestige catafrag wearing pawn dont loose a eye to a shortbow, so how one has this stigma around it while the other dont, is it cause yayo is newer than ce?
CE reworks armor to be about thickness so every new armor has to be reworked for it instead of being based on tech level and armor percentages like Yayo. It also completely changes projectile behavior and the way pawns take cover which also alters the way buildings work
One problem I've always had with CE is that difficulty is so highly dependent on what type of raid you're facing. If you can manage a mechanoid raid then all tribal raids are trivially easy and boring, if tribal raids prove a challenge you'll get absolutely bodied by mechanoids.
Are there any tricks that can make every type of raid actually interesting to deal with?
You'd basically need mods that add or make strong xenotypes for tribes + psycasts (magic) or give them strong tribal tier weapons, aside from things like makeshift explosives other types of weapons that could also have special effects
Even then it's no guarantee, it makes perfect sense that if the super death Mecha hive mind can't kill you that a bunch of random malnourished cavemen won't be able to either
@Joey5537 There is a pretty good use case for Ignorance Is Bliss (steamcommunity.com/sharedfiles/filedetails/?id=2554423472) so that seriously underpowered or overpowered threats (in terms of tech) aren't engaging with your colony. Those above you would gain nothing from attacking you, you're still banging sticks together whilst they have firearms, equally those below you wouldn't charge headfirst into your murderbox wearing cloth armour and wielding clubs.
Definitely a mod that you need to tailor your list around and tweak differently compared to vanilla.
@@Daniel-ul8kr Oh yes, it makes sense absolutely. It's moreso that I prioritize raids being interesting to deal with than realism, but yeah I guess I'll have to look around at various mods that buff the tribals.
2.5 hours of Peak has arrived
I will not play the game without CE, the vanilla combat is such a turn off.
XCOM and Rimworld fighting to see who has the most bullshit RNG combat system of all time:
[starts video]
LETS GOOOOOOOOOOOOOOOOOOO
CE-KUUUUUUUN
also, some notes from using CE for a year or so:
- the gap between normal melee weapons and empire weapons you mentioned is filled nicely by the CE Melee addon, enabling production/purchase of powered melee weapons. The short sword is the most balanced, the mace has massive penetration, and the maul is basically as rigged as the zeushammer without the free EMP hits. I like the guns+armor ones too, but the gun one changes the names of a lot of weapons so that might be confusing the first time.
- you can (sometimes) one-tap centipedes and mechanitor bosses with disposable rocket launchers(renamed M72 LAW in CE guns), the 90mm flak turret, and the RPG-7 (CE guns), the last two using HEAT rounds. The disposables are around 100-120 silver each from combat suppliers if you want to save some resources, and worth having a few around no matter how you acquire them.
Hope this helped! o7
Also, here's how it went for me with tribals until I figured out mechs:
- find ancient danger while mining into a mountain for steel
- centipede blaster
- die
- reload
- die again
- reload
- make ridiculously long trap tunnel
- he won't even engage until I get closer
- die
- repeat until I uninstall CE
- reinstall CE two months later on new save
- get an empire quest as tribals for a cluster
- 'oh the empire will be decked in power armor'
- centipede or two and like 3-4 lancers/militors
- plasteel plate armor and warhammers
- build a huge box around the proximity sensor before they activate
- engage with my people + imperials
- spam chain bolt from psycasts expanded to stunlock them
- psychic coma
- lose all the imperials
- club them with maces
- almost everyone downed
- send someone in with fuggin stick bombs that I looted/bought
- win
[added after watching completely]
Excellent video, Sir. Thank you for giving CE a chance, and covering it accurately. o7
2 and a half hour OH GOD
IT HAPPENED
Also "Quick look" haha
this is so based !!!!!!!!!!!!!!!!
ce breaks if you have to much regen from other gene mods (i had a dude that was falling over and getting back up as he healed quickly over and over and over it was funny but got annoying sense i play with alot of mods that add strong genes for healing)
idk if its different now as i played it before the last dlc came out
Ah yes, the only mod that i couldn't include in my bloated list.
I loove engagement
Mmh burger
Is it CE compatible?
2:11:30 this mechanic is no longer in a game since beta, unless you are playing with darkness meme from ideology. In vanilla darkness only affects movement speed for humanoids
@sampletext4637 it's still in, it was reintroduced with a later patch. You can see it by having a colonist in light and another in dark, like I did for the CE example, and hovering the mouse over to aim, aiming from darkness has a penalty.
@@MysteriousFawx Did some testing in vanilla most recent steam version (1.5.4243). No penalties for shooting from darkness both outdoors and indoors. Maybe some mod in your modlist adds this penalty?
@sampletext4637 Seems to actually be the case, it's been in my game for so long I'd always considered it vanilla. I'd even pulled CE out when testing lighting changes to confirm it was still there. Appreciate the heads up.
CE is very good but it's incompatible with 80% of the good content mods
Fawx, is all the maths right mate? Asking for a friend ;)
@dadson1996 The maths is mostly right... mostly.
@@MysteriousFawxare you sure? I hear that guy you asked for help with it is a bit of a prick 😜
a quick look... 2 hours 30 min
I look forward to try this new weapon it shouldn’t… ERROR. Unable to calculate reasonable damage amount error error… this pawn is now “immortal”…. Those who know know😂
"a quick look"
looks at timeline 0.o
2 minutes and 30 seconds, pretty little vid… oh, but wait
This is bait, how could he get it to run with Core?
I am angry because you said chips!
You had to throw a politics Molotov in the comments there.
Also stabbings and truck attacks say hi (and a good amount of gun shots still that just aren't covered like in America).
Please do yayos combat
I can tell u from personal experience, DO NOT use this mod with semi random research
Now I want a hamburger
dammm
39s and 1 view ?
Bro is going down 🥲
Honestly, I think this mod overcomplicates the mechanics in a bad way. Some of the changes seem interesting, but most of them are just annoying for the sake of being unnecessarily "realistic".
Anyway, nice work, I've seen and enjoyed a good portion of the videos on your channel and discovered several mods thanks to you.
I disagree, CE without the little things just isn't CE
Also it's not really overcomplicated it's just realistic, the correct approach to CE is to ignore the formulas and just go with gut feeling and simple logic as to what effects things will have (I.e just like irl heavier armor will protect you more but slow you down and reduce your carrying capacity, a sword deals cuts, a mace bonks, a bigger gun with bigger bullet means more damage but also slower handling because y'know bigger just like irl)
@@Daniel-ul8kr Was it really necessary to add like 50 types of bullets? Was it necessary to use non-intuitive technical terminology for armor stats? Does adding the hassle of having to craft ammo or having to keep medicine in your inventory to administer first aid really make the game more fun?
Let's be honest, this mod it's clearly made by and for gun fanatics. Obviously there is nothing wrong with this, it is just not a product that interests me.
Hard disagree, can't EVER go back to vanilla combat after playing CE, and I can't even think about using other combat mods like VCR unless I have to.
@@manuelferrari6685 the bullets are integral given they're what controls the damage of the weapon and as such are more important than anything else, it's not just bloat for the sake of bloat, you have an ammo type for every situation and again you don't have to use or engage with all of them if you don't want to, you can tend without medicine still and armor stats aren't that complicated unless you're too stupid to understand thickness in millimeters, even then it's as simple as "I have more armor mm than enemy has gun mm I'm good"
@@manuelferrari6685 It kinda is necessary to have different ammo types when your mod is based around ballistics. CE has enough ammo types for you to tailor your loadouts for specific enemies, if you're raiding a tribal village, taking some HP ammo can help cut down them quicker, if you're fighting the Empire, Sabot can help pierce their power armor. You also don't need to be a gun turbo nerd like I am to enjoy it, click the I and see what ammo the gun shoots, make the ammo you'll need based upon how much armor they have (just match how many millimeters of armor they have with how many millimeters of pen your ammo has while maximizing the damage), and Bob's your uncle.
It's not a hassle to craft ammo either, literally just build a loading bench and set a 'make until' order and you won't have to worry unless you're making ammo which requires more than steel, but odds are you're be stacking Chemfuel and components anyways, and unless you're fighting a constant swarm of Empire and Mechanoids, you won't be using much Sabot anyways and by the time you will, you'll have a economy good enough to trade for what you can't mine.
Oh, and if millimeters are non-intuitive, then you might wanna ask almost the entire world why they use the metric system, and do note I am saying this as an American who only uses millimeters in regards to firearms, and armor.