A list of puns related to "Embrasure"
Embrasures were fundamentally broken because they gave pawns something to shoot over while blocking pathing.
However they are noticeably weaker than regular walls and give enemies free sight into your base. Now breach raids are a Thing, and those weaker walls can be exploited and overrun do you think they could be balanced? For the sake of arguments let's leave out op modded materials that give walls obscene health values.
I liked the idea of embrasures, but hated how they ended up breaking enemy melee pawns. If you are like me and tired of them running around like headless chickens, this might be for you. You will no longer be safe.
Look at these short videos linked below for a comparison in behavior. This is exactly the same raid, once with and once without my addition.
Without my mod, notice how the gold-stockpile honey pots seem far more important than my pawns behind embrasures. A pure shooting gallery for my pawns.
With my mod. No mercy for embrasures.
The changed behavior currently only targets those added by [O21] Seamless Embrasures by Neronix17, which makes those a hard requirement for the moment. If no hidden issues pop up with my mod in general, I plan to add support for more.
How my code works: If an enemy pawn would go into "smash random stuff"-mode at any point, my code interjects and first checks if they can smash an embrasure instead, and assigns that as the pawnβs target instead.
DISCLAIMER: This is a test version, but there is only so much testing I can do alone. AI stuff is confusing. I am shilling it on Reddit now to hopefully gather some feedback on its functionality. If you try it, and it works as expected, do tell me. If something feels off, but not broken, do tell me. And while it does not seem to cause issues in my load order, your mileage might vary. If does break and cause ugly red popups for you, provide me with a full HugsLib log.
If you are interested in the concept, and have five minutes to spare and are already using Neronix17's embrasures in your current colony, make a new save file, add my mod, use devmode to trigger a raid and report back how it plays out.
If you are interested in the concept, and have ten minutes to spare, use devmode to turn godmode on, which allows you to instantly place constructions. Make yourself a fort of any complexity, then spawn a raid. The triggered raid should autopause your game, make a save file at that point. AI behaviours will only be assigned after you unpause, which allows to load that save once with and once without my mod to compare exactly the same raid.
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2569778304
Edit: Just uploaded an updated version with the first batch of requests:
I'm new to flute and I know this is true with other instruments, just want to know, thanks.
https://preview.redd.it/l74a98e4jld71.png?width=623&format=png&auto=webp&s=edf0a4470f5f3e550ad9b8aebef71cc172d0dc04
I was building a wall and noticed that some of the ruins (from ideology DLC) were impassable, so I integrated them into my wall. I run a melee colony, and I was surprised to see that enemies could shoot through the ruins and into my base. So it seems like the ruins could be used as a sort of embrasure?
I've never really seen anyone bring this up, so I just wanted to share; I think it would open the door to many interesting defense tactics.
I use vanilla expended and CE, can we use like uranium turret with the embrasures, autocanon, CE HMG complex, and launcher like incendiary or grenade. I googled a bit but havent really found stuff, CE wiki is so barren and not updated and no more CE discord (dead link)
I had an infestation in my mountain base in my chemfuel cracker room. I had an idea that having embrasures at choke points inside my base will not only slow any infestations down and protect my colonists in the clearance of said infestations. Oh how wrong was I, i aggravated the bugs they attacked my crackers which exploded and caused fires. I thought great the fire will deal with them then I checked the temperatures in my corridors and notice they were getting hot so I evacuated my pawns to safety. Then spent the next 10 mins or so watching my whole base reach 1000 degrees Celsius and everything that can burn turn into a ball of flame. So my advise donβt make the same mistake I did or if you do have some sort of firefighting mods to help.
I really like this window but i am searching for a clear glass variant/recolor for ages now. Since i donβt like the blue glass. Does somebody have a tip for me where to find one? Thank you so much in advance.
Please fix and reduce splash damage..
One of my bizarre joys is looking at how the AI understands the game. To do this, you can simply copy a save file over to your multiplayer save folder and then launch the game from an AI's perspective.
I wanted to find out exactly how the AI's city state behaviour has changed in order to understand why it seems so hard now to control suzerain. The explanation was as bland as expected; it's because the AI actually spends their envoys now instead of hoarding them. Before the patch, the AI would immediately flip all of your city states against you if you declared war using their stash of hoarded envoys. This does not happen anymore because the AI is always spending all of their envoys. Here's a comparison of the AI's city state panels pre and post patch. Amusingly, the latter image shows that the AI's new coastal defence logic leads them to fill a lake with a navy (and yes, that is a zero tile Chichen Itza). No really, they take this issue very seriously.
Far more interestingly, my explorations stumbled on an undocumented change with regards to the AI's governors. Previously, the AI used to use broadly the same strategy for governors every game: they would put one point into everyone, take Magnus to Surplus Logistics, and Liang to Zoning Commissioner. From here, you'd occasionally see Victor or Reyna get a couple of promotions as the AI identified some use for them (eg. protecting cities from being under siege). Pre-patch example.
However, after the May update, the AI is much more interested in heavily investing in just a handful of governors. Sadly, their approaches don't seem to be any more varied than they used to be, but Amani is now very likely to get her double envoy promotion to make your suzerain efforts even harder. Example 1, example 2, example 3. You ought to be particularly aware of the AI making better use of Victor when you're going on the offensive; the AI will now have access to an extra +5 combat strength and city strike!
Sadly, nothing has been done to address the AI's technology and civic logic. They still absolutely despise dead end techs which means Merchant Republic is never taken. Divine Right and Reformed Church get picked up if they are going religion,
... keep reading on reddit β‘Posting this with discussion flair to see what folks think of my use of the CE embrasures and if anyone has any suggestions. Lets see if Steam's squirrelly image url is recognized and reddit embeds the image or if I have to fiddle with it . . .
https://steamcommunity.com/sharedfiles/filedetails/?id=2522495574
Day six Neolithic fortified emcampment (Combat Extended "embrasure" blocks). Two thugs with axes wearing low-grade armor attacked. They managed to absorb about 200 stone arrows with just bruises and carved through some walls. We met them with knives at the door where you see the body. Killed one, captured one, no team injuries. I love it when a defensive plan works out!
I have found that this type of layout works well for early game low-intensity raids of bandit types (or weaker like manhunters. The only chink in this particular set up is: toward the top where you see the blue and red planning tiles, for some reason shooters cannot get field of fire when attackers are trying to beat into that upper door. The reason that upper door is there is that that is going to be the trap route in. The blue tiles show planned walls and the red tiles show spike traps. I create an area called "safe" that excludes this. As long as I keep the three main doors wedged open most of the time, I never see colonists or animals trying to go through the trap route. Traders and the like are a different story but I will generally put a cheap door on the outer portion of the trap maze and close and lock it when traders come around. Caravans are also a different story: once animals are added to a caravan and feel that they are "loaded up" they start wandering around all over the place and including through routes like that trap maze. I have seen plenty of ally entities get accidentally hurt by spike traps, but never when they are in caravan wandering stupidly mode.
This I think is one of the only really serious deficiencies in the game: the inability to set a type of area which tells ally entities: DO NOT ENTER THS TILE AT ALL, EVER!
What is your opinion on it? I keep my game mostly vanilla and quite like the killboxes I build not using embrasures but it seems every post I see people use them.
Considering trying it out but I'm worried it will make my killboxes too strong. Not even sure how they work or if enemies can shoot through them though so would appreciate some insight.
So, if I combined a shield mod (Say Frontier Shields), and an embrasure mod (Say Matching Embrasures), can I make an invulnerable defense by placing Embrasures at the edge of my shield? My turrets would be able to shoot the enemy, and my enemy wouldn't be able to shoot my turrets. Depending on the thickness of the wall (or mod used), they should be safe from explosions. Might need to add a A/C mod to keep the shield cool, and I'm not sure that it'd stop melee attacks, but in theory it seems sound.
Thoughts?
I feel like in some ways embrasures is cheating but also realistically it makes much more sense to have walls with holes in them than a hallway of traps which somehow almost all enemies find their way into without thinking hmm bad idea. I prefer realistic approaches over abusing the AI because its more fun for me. What do people think does that make sense?
I still get killed instantly.
My Pawns can never actually fire out of them unless said enemy is directly in front of me. This is beyond frustrating because by the time they're in range I'm already dead.
Not sure what im doing wrong. Do I need the entire wall to be nothing but, embrasures? Did they get nerfed to hell? They seem worthless.
So just like most people on here I use the embrasure mod because ya know itβs kinda op. My only question is are you able to use a 2 deep embrasure wall and still allow my colonist to shoot through? And if not can I use an embrasure with sandbags in front of it?
Hello everyone. I love the ED embrasures mod as I believe it just makes sense as an option to build such a defensive structure but it obviously leads to manhunter packs and all-melee raids being a joke which is increasingly becoming a let down. Is there any other mods out there to either replace the ED embasures mod or be a supplement to it that could help melee opponents have some sort of chance?
For the first time after a long time of using it, I'm considering just disabling the mod to better experience the threats as I'm sure they were meant to be experienced. One of very few mods I play with that I'm fairly certain could be considered OP. But perhaps bumping up the difficulty from rough to savage (playing Cassandra btw) would be enough to help counteract their power? Not the perfect fix but I suppose it's another option. Just wondering how different players have dealt with/justified this mods power.
Also, playing 1.0 as I've become attached to my specific batch of a billion different mods and too many break for 1.1.
I love combat extended, frankly I couldn't go back to vanilla if I tried but I've always felt embrasures create an unfair advantage to the defensive side that just makes combat less interesting, less rewarding and far less difficult. I feel like CE could really benefit from somehow implementing a mechanic that reduces accuracy to offer a downside to the use of embrasures when compared to other defensive buildings that are rendered useless vs embrasures. Embrasures would still be super useful but for a different purpose, particularly for suppression. Put a bunch of LMG soldiers behind embrasures and have them open fire, suppressing the enemy with a big reduction in accuracy while keeping them safe. It's balanced by having to eat through ammo with the accuracy penalty.
This alongside the careful raids mod to reduce the effectiveness of killboxes would make raid combat so much more balanced and interesting, requiring smarter preparation. I would love to see it, let me know what you think or if this would even be possible.
I was looking up rustlabs on information when making a shooting floor using the window frame wall.
Rustlabs tells me using a metal window frame wall takes 4 c4/23 satchels.
using metal embrasure (vertical or horizontal doesnt matter) takes only 2 c4/13 satchels. so if someone wanted to raid in, they can go thru my windows instead
but what if i put up metal window bars? takes 2 c4/12 satchels to blow thru it.
together they are as strong as the metal wall itself. But can a raider drop c4/satchels on the metal bars and take out both coverings together?
i read i can just use glass windows and remove them when online, but i wanna know if metal embrasures and metal bar combo can work too.
Hi,
I'm currently using ED Embrasures. So I was wondering, is it best to simply use a straight line of embrasures? Or should you alternate them with sections of wall? I'm wondering if putting the pawns behind the sections of wall will grant them the wall's defense %, which is higher than that of the embrasure. Or would they stack?
Also, is it true that embrasures won't help you if you are fired at from an angle?
I see many people using embrasures for killboxes and base defenses and i just canβt find them in my current game, so either i am dense or it is modded, if it is in fact modded, could any of you reccomend a good embrasure mod or βthe one everyone usesβ Thanks in advance
Anyone notice this? It seems like it takes twice as long if spearing out a wall through a window embrasure. Around 12k wood.
I have 100% gotten soft. I can only play with a single killbox lined with Embrasure walls leading into a mountain base.
How in the hell do you folks play this game otherwise?
Itβs self explanatory
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