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Maybe one day we'll return
Probably not.
@Net Discada.
We're still planning on updating it, we're just incredibly lazy and busy with other stuff.
Thanks!
We'll update it once we find time to, we've been busy over the last few months sadly.
I'll make sure to look into that then, thanks.
From the main CE threads, the guys over there indicate it is possible to have weapons modify the damages and behavior of ammo, so there would be no need to duplicate ammo (something I don't want)
Dynamite is very expensive for balancing reasons, we'll probably tweak that as with most things.
In regards to various weapons using the same ammo type still doing the same penetration/damage; yes this is "incorrect" in a realistic sense but it's done this way because of limitations within combatextended. The only way to get around this as far as I can tell is to make the same ammo type as different defs, meaning you'll have one set of .58 minie that only fit one weapon and one set that only fits another which would make even less sense. We also decided at some point in the development that we didn't want to add 500 new ammo types, hence why some weapons use the incorrect ammo type and instead use an equivalent.
If you want to make a list of weapon stats and where you wish to see changes feel free to post that in the suggestions page of the core mod, we always discuss/use suggestions but we can't gurantee we'll use every single one.
Please see the ongoing discussion
https://ludeon.com/forums/index.php?topic=33461.msg461703#new
"Regarding weapon-specific damage/penetration stat I don't think many modders out there know that. I'm playing with westerado and the .58 Minie ball is used by muskets, flintlock pistols and percussion pistols. The author is probably not aware of the subtlety."
Basically, the .303 British ammo is also a problem. You are using it for several weapons, but they will use it doing the same damage, which is not good. You would expect that the longest range weapon, the Sharp sniper rifle, would also do the most damages.
Also the Martini-Henry rifle is supposed to have a good range, like an 'early sniper rifle' but it has the range of a revolver.
I would be willing to lay for you a list of weapons stats in your mod to point out the issues, but only if you will make use of that :-)
Thanks, we'll fix that soon™
Unfortunately I can't help right now because my PC crashed, gonna take a while before I can set everything up again.
Possible, what is your load order?
If you find any other issues please do tell. Most of the issues are just overlooked and forgotten during development, hence we rely on the people using the mods to find those so we can fix em.
Wow, thanks man it just kinda bugged me. I appreciate all the hard work that's gone into Westerado.
Thanks, will do.
Oh, no worries! I appreciate you even taking the time to humour my lack of detail! Thank you!
Sorry for not providing more help, but I'm glad to hear it's working now.
I'm not sure what I did, actually. I just tested out all the ammo you mentioned, and then the Minnie, and for whatever reason, it works now. I didn't disable anything that I didn't have disabled before, except for the mounts and Giddy-Up. Trying another game with said mods installed, and it still works, so I have actually no idea what was causing the issue to start. Regardless, I will let you know if the issue arises once more. Thank you!
Have you tried if the other ammo types added by the mod works? .41 Short, 11.3×36mmR, 10 Gauge
I'd agree, if Westerado wasn't the only western mod I had installed.
I'm unable to reproduce the issue with the minie balls. Unfortunately that means you'd have to enable/disable mods at a time until it starts working and report to us which mods is causing the conflict for us to fix the issue.
Now, if it helps, I do have a large list of mods that I'm using at the same time, but I would expect those to interfere with all weapons, not just the .58 Minnies. I disabled my RPG Inventory and Dual Wield with no luck to boot. It just seems as if the .58 doesn't exist properly, since the characters will pick up the ammo, but not automatically load their weapons. They only automatically reload if they are already firing, and they will reload if you hit the reload button, but otherwise they will simply sit on the ammunition. It will be used up, but nothing will come out of the firearm.
I hope that provides a bit more context as to what I'm dealing with. Thank you.
We'll look into it.
Happy to hear it's resolved!