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RimWorld => Releases => Mods => Outdated => Topic started by: elStrages on January 20, 2015, 08:00:22 PM

Title: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: elStrages on January 20, 2015, 08:00:22 PM
Defend That Colony!


Description:
Defend That Colony! add a veriaty of defensive postions to the game. This will better enable you to thwart those attacks


Preview:
(http://i.imgur.com/B6Cc2RN.png?1)


Video:
Defend That Colony! Preview (http://youtu.be/RxWHmqtoO-U)


Download: v1.2
Defend That Colony! Downloads
MediaFire rar Download (http://www.mediafire.com/download/zj9kq5zw8yfcl8f/DefendThatColony!_v1.2.rar)
MediaFire 7zip Download (http://www.mediafire.com/download/xh3ef3lbkhhqhq6/DefendThatColony!_v1.2.7z)


Mod Team:
Coding, Graphics, Odd job manipulation:
- elStrages aka David (https://ludeon.com/forums/index.php?action=profile)


Details:

Features:
o New walls with Embrasures
     - Standard wall and conduit
o Tranches
o Barbed Wire
o Moats
Change Log: v1.2 New Mod
Updated to Alpha 9
Change Log: v1.1 New Mod
Added:
- Moat
- Barbed Wire
- Tranches
- Updated Embrasure Sprites

Compatibility:
Fully compatible with Alpha 8.
Fully compatible with all mods.
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: inman30 on January 20, 2015, 08:18:31 PM
No screenshots?
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: Cynicalmuse on January 20, 2015, 10:54:07 PM
Quote from: inman30 on January 20, 2015, 08:18:31 PM
No screenshots?

The walls don't look any different from normal walls, so there's nothing to really show.
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: Malcom347 on January 20, 2015, 11:09:22 PM
Quote from: Cynicalmuse on January 20, 2015, 10:54:07 PM
Quote from: inman30 on January 20, 2015, 08:18:31 PM
No screenshots?

The walls don't look any different from normal walls, so there's nothing to really show.

But the walls should look different from normal walls. Shouldn't you know where your defenses are and where your regular walls are at?
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: Cynicalmuse on January 20, 2015, 11:56:22 PM
Quote from: Malcom347 on January 20, 2015, 11:09:22 PM
But the walls should look different from normal walls. Shouldn't you know where your defenses are and where your regular walls are at?

I agree, but as it stands now there are no screenshots because the walls don't look any different from normal walls. The author has stated that he needs help with a texture, so be patient and creative.
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: Kemono on January 21, 2015, 12:20:34 AM
This has already been done. There's an embrasures mod that has the custom art already.
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 03:02:21 AM
If you read the threads first post I said I would like some help with the sprite. I know it's the same and I know there's no screens. Sorry.
I will be adding a lot more to the mod, I have been mulling it over at to things I want to add it's not just going to be this
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: HBKRKO619 on January 21, 2015, 06:34:37 AM
So, to summarise, the mod is actualy more or less embrasure without the texture ?
Good luck elStrages with the update and fix, I know you're a great modder but I will wait for more content before taking this one, I have no doubt you will succed :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 06:36:11 AM
It will be a lot more once I am finished ;) but as it stands yes :D
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: inman30 on January 21, 2015, 06:58:47 AM
Sorry I didn't notice that you asked for help with the textures... I do that sometimes.
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 07:01:29 AM
It's ok. Things a missed sometimes :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: Berengar on January 21, 2015, 08:55:31 AM
What i would love to see is guarding as an real job.
With guardpost.. like for doors. And Patrolways that i can define.
Mostly playing with special colonist, that are doin only soldierjobs.. would love to see them doing something more than eating my food. ;)

PS: Will maybe take later an look on that walls. But not sure i got the time. :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 09:01:58 AM
Quote from: Berengar on January 21, 2015, 08:55:31 AM
What i would love to see is guarding as an real job.
With guardpost.. like for doors. And Patrolways that i can define.
Mostly playing with special colonist, that are doin only soldierjobs.. would love to see them doing something more than eating my food. ;)

PS: Will maybe take later an look on that walls. But not sure i got the time. :)
sounds good, I have stolen the sprite for the walls from the embrasure mod, I will throw it into photoshop in a bit and edit it to my liking I think, but anyone who is better may do a better job lol
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: DarkMatterKnight on January 21, 2015, 09:08:29 AM
Cannot wait until Defend the colony's next update :D
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 09:37:01 AM
well hopefully I will have a few things to add :D
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 01:01:16 PM
Preview of tonight's update ;)

(http://i.imgur.com/vuaacSy.png)

Enjoy
Title: Re: [MOD] (Alpha 8) Defend That Colony! (v1.0 update: 21/12/14)
Post by: elStrages on January 21, 2015, 04:13:14 PM
Another preview of the new embrasure sprites

(http://i.imgur.com/7y46v9m.png)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 21, 2015, 06:06:33 PM
Defend That Colony! v1.1 available for download
So I have updated the mod for today now, and it is available to download, a lot of time spriting so I hope you like it haha
not completely happy with the water but I will change it when I get a chance.
Nappy Gaming
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: HBKRKO619 on January 21, 2015, 07:40:43 PM
Looooool, I didn't understood at first saw that it was water xDDD
Anyway, good job for this update, I will take it :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 22, 2015, 02:49:30 AM
Yeah I think it needs some code refinement. I'm not sure it their are any tags to get rid of shadows. 
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: DarkMatterKnight on January 22, 2015, 03:26:03 AM
:D yay, thank you elStrages :D ima get the new version :D
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 22, 2015, 06:08:51 AM
your welcome, ay ideas of what you want in the mod?
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: HBKRKO619 on January 22, 2015, 06:22:21 AM
Quote from: elStrages on January 22, 2015, 06:08:51 AM
your welcome, ay ideas of what you want in the mod?


No idea if it's possible but some sniper tower could be cool, a defense building who kinda boost the range of the guys who's in (something like 10 range boost for exemple from a balance view to not be to OP). Like that, the guys who's in have a better range but can't really move (for the balance one more time).

EDIT : changed turret for tower, to not misunderstood with the automatique turret xDDD
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 22, 2015, 06:25:07 AM
Quote from: HBKRKO619 on January 22, 2015, 06:22:21 AM
Quote from: elStrages on January 22, 2015, 06:08:51 AM
your welcome, ay ideas of what you want in the mod?
No idea if it's possible but some sniper turret could be cool, a defense building who kinda boost the range of the guys who's in (something like 10 range boost for exemple from a balance view to not be to OP). Like that, the guys who's in have a better range but can't really move (for the balance one more time).

Probably requires dll, but I will look into it :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Mechanoid Hivemind on January 23, 2015, 04:27:34 PM
Quote from: elStrages on January 22, 2015, 06:08:51 AM
your welcome, ay ideas of what you want in the mod?
Electric fencing would a good plus for if your just starting and need to wall off an area really fast or something like that. I had another idea but i forgot it (Go figure  :P )
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 23, 2015, 06:37:15 PM
Sounds good may have to enlist a c# coder for that :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Marnador on January 23, 2015, 07:07:07 PM
Quote from: elStrages on January 22, 2015, 02:49:30 AM
Yeah I think it needs some code refinement. I'm not sure it their are any tags to get rid of shadows.
Hey are you still having a problem with the shadows?
Because there is a way to get rid of them if you still need help with that.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: palandus on January 23, 2015, 07:39:03 PM
More defensive stuff? Hmmm...

1) What about a floor that REDUCES movement speed when travelled through, but doesn't grant people any cover when doing so (ie old setups were to use massive amounts of rock chunks or sandbags, but these offer cover)

2) What about a door that can be ordered by the player to "open" up to allow invaders into an area and then order the door to close behind them sealing them in?

3) GlitterTech had a great idea: Blast Doors, but has failed to come up with a "Blast Wall" that has exceptionally high hitpoints to work as a highly defensive wall, to support a Blast Door. The thing with the Blast Door is, that it is practically invulnerable, but the walls surrounding the blast door are not, so I've seen raiders destroy the wall, and ignore the door.

4) What would happen, if a raider was on a floor that could be converted into a wall? Would they die instantly (ie crushing force) or get displaced? ie in the Mod Mechanical Defense, Mipen has a Mechanical Wall, that can be converted into either an Embrasure, raised to be like a wall or lowered to be walked over. So, if you had a large number of these walls, in the lowered state, what would happen if you ordered all walls to raise?

5) What about a defensive field of some sort that "ordered" raiders to drop their weapons when they walked through it?

6) Sticky floors that fully prevent movement if entered? Kinda like those really, really sticky paper stuff used to catch rats... and so sticky that if that rat wanted to leave it they'd have to basically rip part of their skin and hair to get off?

7) A room that has walls that are fireproof, and that seal raiders inside, and then a fire is started inside the room. A contained fire can actually heat up a room quite quickly. I had one room with fireproof walls that actually got up to over 2200 degrees Celsius in less than 10 seconds.

8) A room that has highly resistant walls, and a mechanism that drops the temperature of the room to like -150 degrees Celsius, flash freezing anyone caught inside.

9) A defensive field that went entered causes raiders to enter a psychotic rampage and start killing their fellows. Could be done probably by having an event or something that causes a massive drop in morale of say -150 or something.

10) Good old landmines. KABOOM, when stepped on, or a proximity sensor, or manual destruction.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 23, 2015, 08:42:22 PM
all valid points bar the human fly catcher maybe lol, I will have a look
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on January 24, 2015, 01:20:29 AM
the defensive field sounds cool
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: kutch on January 24, 2015, 09:32:58 AM
Wonderful mod, I look forward to playing with it.

Another suggestion, regarding the moats.  While I haven't played it yet, am assuming it's either impassable (unlikely) or that they cross it going very slow.  Would it be possible to have a way where our pawns cross it at normal movement speed, either by a drawbridge of sorts, or a wall which lowers under the moat and raises to ground level when activated?

This truly looks wonderful, can't wait to give it a whirl.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on January 24, 2015, 10:03:55 AM
i agree that would be usefull
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 24, 2015, 02:42:21 PM
Quote from: kutch on January 24, 2015, 09:32:58 AM
Wonderful mod, I look forward to playing with it.

Another suggestion, regarding the moats.  While I haven't played it yet, am assuming it's either impassable (unlikely) or that they cross it going very slow.  Would it be possible to have a way where our pawns cross it at normal movement speed, either by a drawbridge of sorts, or a wall which lowers under the moat and raises to ground level when activated?

This truly looks wonderful, can't wait to give it a whirl.
That is a good idea and would again require a c# programmer which I am not but I have friends :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Herc18 on January 24, 2015, 04:00:29 PM
Quick question, What are the effects of the moat, trench, and barbwire? do they all just slow down pawns? injure them? (barbwire) or impassable Moat?

Thanks! Like your sprite work too :)
looking forward to future updates!!
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Iwillbenicetou on January 24, 2015, 04:25:24 PM
Man, this will give me more to defending. Are Embrasures better? I feel once you get late game, Raiders just shoot straight through them.
P.S. You spelled trenches wrong...
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 24, 2015, 06:07:41 PM
Quote from: Herc18 on January 24, 2015, 04:00:29 PM
Quick question, What are the effects of the moat, trench, and barbwire? do they all just slow down pawns? injure them? (barbwire) or impassable Moat?

Thanks! Like your sprite work too :)
looking forward to future updates!!
Maots - lots of health, slow down people
Barbed wire- impassable needs to be destroyed to pass
trenches - easily passed, provide cover at about .8 at ground level
the embrasures - .9 coverage tall wall can be fired through, pawns have to be next to the wall pretty much to hit you back.

Quote from: Iwillbenicetou on January 24, 2015, 04:25:24 PM
Man, this will give me more to defending. Are Embrasures better? I feel once you get late game, Raiders just shoot straight through them.
P.S. You spelled trenches wrong...
for your first point see above, and is it spelt wrong in the mod
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Herc18 on January 24, 2015, 07:03:51 PM
What's your advice on the best way to layer them?  don't want raiders using my own trenches against me :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: shade88 on January 24, 2015, 08:17:31 PM
Quote from: Herc18 on January 24, 2015, 07:03:51 PM
What's your advice on the best way to layer them?  don't want raiders using my own trenches against me :)
From the outer defenses to the inner, I'd suggest:

First line of defense:
   1.Moat
   2.Sandbags
   3.Turrets
   4.Barbed wire
Second line of defense and up:
   1.Repeat First line of defense.
Last line of defense:
   1.Moat
   2.Sandbags
   3.Turrets
   4.Embrasures
   5.Citizens

Depending on how much space and how many resources you have, you might end up being able to afford only two or three lines of defense at first, but I designed this layout so you could add additional lines of defense simply by copying the outermost one. Also, it might be best to add a layer of trenches between the turrets and barbed wire, or between the turrets themselves, in case you want your colonists to help out with the outer line

Oh, and keep decent spacing between each separate defense too. Like this, the raiders can't easily approach the turrets without getting caught in the moat, and if the first line of defense is taken down, the raiders won't even be able to use the sand bags since they'll have to get through the barbed wire to go any further. Spacing out each line's defenses keeps the raiders out of range of the second and final line of defense until they're already in the moat.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 26, 2015, 04:21:48 PM
the post above is a good plan :), but if an enemy is determined enough, even your own trenches can be used against you at some point.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: palandus on January 26, 2015, 07:30:34 PM
But that applies to all ground warfare though, elstrages. If your enemy is determined enough, it generally doesn't matter how well defended you are. Like... storming the beaches Normandy. Sure, we'll lose a million men, but we'll take those defenses.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Tesak on January 27, 2015, 01:25:34 AM
To easy
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on January 27, 2015, 03:27:52 AM
Quote from: Tesak on January 27, 2015, 01:25:34 AM
To easy
A man of many words. Do get an explanation with this? Lol
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: inman30 on January 31, 2015, 06:29:17 AM
Haven't checked this mod in a while... Seems to be coming along :D I must try it.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: CorSec on February 15, 2015, 05:14:34 AM
Can turrets fire through the embrasures?
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on February 15, 2015, 07:11:28 AM
Quote from: CorSec on February 15, 2015, 05:14:34 AM
Can turrets fire through the embrasures?
you know what, I haven't tested it, but I wouldn't see why not, make sure that you place them right next to it.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on February 15, 2015, 07:25:22 AM
no updates :(
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on February 15, 2015, 07:31:17 AM
Quote from: popster99 on February 15, 2015, 07:25:22 AM
no updates :(
very busy, I have 5 mods for rimworld out and 2 in development, I work on project armoury.
Then imagine this for 4 or 5 games. So I have dedicated time to different things.
But don't threat, updates will be coming :)
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Redshadow on February 15, 2015, 07:38:33 AM
Quote from: elStrages on January 23, 2015, 08:42:22 PM
all valid points bar the human fly catcher maybe lol, I will have a look

The 'Human flycatcher' as you call it could be something like the Floor Spikes mod but instead of damage it slows the target to about 0.001% speed & can be toggled on/off as to make it a kind-of good option to surround your base in it, but can be turned off as to not stop your colonists from spending an extra hour leaving/entering the area
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on February 15, 2015, 11:02:31 AM
Quote from: elStrages on February 15, 2015, 07:31:17 AM
Quote from: popster99 on February 15, 2015, 07:25:22 AM
no updates :(
very busy, I have 5 mods for rimworld out and 2 in development, I work on project armoury.
Then imagine this for 4 or 5 games. So I have dedicated time to different things.
But don't threat, updates will be coming :)
oh yay i don't have to start sending skullywag mechinoids after you
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: skullywag on February 15, 2015, 11:45:40 AM
Good I dont have time.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on February 16, 2015, 01:38:54 AM
Quote from: skullywag on February 15, 2015, 11:45:40 AM
Good I dont have time.
Last time i checked you weren't a mechiniod
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on February 16, 2015, 03:09:04 AM
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: Mechanoid Hivemind on February 16, 2015, 03:22:17 AM
Quote from: elStrages on February 16, 2015, 03:09:04 AM
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
I am kinda confused at how the sandbags work i have the extra strength ones set up
T=trench
S=your sand bags
B=barbed-wire
W=sandstone walls
wTTTTTTw
wSSSSSw
wBBBBBw
w          w
w     ^     w
        |
    (incoming attack wave)
Like so with sandstone walls around them. I have lose 3 colonist to enemy fire so far and most of them have power armour on. Why does it not help or does it and i am blind?

Also i want barb wire to hurt not stop that be kinda cool.
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on February 16, 2015, 04:33:09 AM
Quote from: elStrages on February 16, 2015, 03:09:04 AM
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
i would like a moat or bridge that lets colonists go across when activated
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: popster99 on February 16, 2015, 04:34:12 AM
Quote from: palandus on January 23, 2015, 07:39:03 PM
More defensive stuff? Hmmm...

1) What about a floor that REDUCES movement speed when travelled through, but doesn't grant people any cover when doing so (ie old setups were to use massive amounts of rock chunks or sandbags, but these offer cover)

2) What about a door that can be ordered by the player to "open" up to allow invaders into an area and then order the door to close behind them sealing them in?

3) GlitterTech had a great idea: Blast Doors, but has failed to come up with a "Blast Wall" that has exceptionally high hitpoints to work as a highly defensive wall, to support a Blast Door. The thing with the Blast Door is, that it is practically invulnerable, but the walls surrounding the blast door are not, so I've seen raiders destroy the wall, and ignore the door.

4) What would happen, if a raider was on a floor that could be converted into a wall? Would they die instantly (ie crushing force) or get displaced? ie in the Mod Mechanical Defense, Mipen has a Mechanical Wall, that can be converted into either an Embrasure, raised to be like a wall or lowered to be walked over. So, if you had a large number of these walls, in the lowered state, what would happen if you ordered all walls to raise?

5) What about a defensive field of some sort that "ordered" raiders to drop their weapons when they walked through it?

6) Sticky floors that fully prevent movement if entered? Kinda like those really, really sticky paper stuff used to catch rats... and so sticky that if that rat wanted to leave it they'd have to basically rip part of their skin and hair to get off?

7) A room that has walls that are fireproof, and that seal raiders inside, and then a fire is started inside the room. A contained fire can actually heat up a room quite quickly. I had one room with fireproof walls that actually got up to over 2200 degrees Celsius in less than 10 seconds.

8) A room that has highly resistant walls, and a mechanism that drops the temperature of the room to like -150 degrees Celsius, flash freezing anyone caught inside.

9) A defensive field that went entered causes raiders to enter a psychotic rampage and start killing their fellows. Could be done probably by having an event or something that causes a massive drop in morale of say -150 or something.

10) Good old landmines. KABOOM, when stepped on, or a proximity sensor, or manual destruction.
and as many of this stuff as possible number 5,9 and 10 would be nice
Title: Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
Post by: elStrages on February 16, 2015, 09:25:31 AM
Quote from: Mechanoid HiveMind on February 16, 2015, 03:22:17 AM
Quote from: elStrages on February 16, 2015, 03:09:04 AM
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
I am kinda confused at how the sandbags work i have the extra strength ones set up
T=trench
S=your sand bags
B=barbed-wire
W=sandstone walls
wTTTTTTw
wSSSSSw
wBBBBBw
w          w
w     ^     w
        |
    (incoming attack wave)
Like so with sandstone walls around them. I have lose 3 colonist to enemy fire so far and most of them have power armour on. Why does it not help or does it and i am blind?

Also i want barb wire to hurt not stop that be kinda cool.
They are just improved from current sandbanks. Pass through chance is lowered

As for the things suggested I have noted them down
Moat draw bridge and fence gates are top priority
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: elStrages on February 18, 2015, 04:37:17 PM
Alpha 9 Compatibility Update
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: vega666 on February 19, 2015, 04:32:45 PM
Version Windows 0.9.722

This mod seems to bug out the Priorities page. When I start a game with this mod active (and only then), only the first colonist appears in the list, and only the Firefighting checkbox appears.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: elStrages on February 19, 2015, 04:48:16 PM
Quote from: vega666 on February 19, 2015, 04:32:45 PM
Version Windows 0.9.722

This mod seems to bug out the Priorities page. When I start a game with this mod active (and only then), only the first colonist appears in the list, and only the Firefighting checkbox appears.
thanks for the bug, I will look into it right now!
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: elStrages on February 19, 2015, 04:53:52 PM
Quote from: vega666 on February 19, 2015, 04:32:45 PM
Version Windows 0.9.722

This mod seems to bug out the Priorities page. When I start a game with this mod active (and only then), only the first colonist appears in the list, and only the Firefighting checkbox appears.
Sure its this mod bud, I just loaded up the game and well found nothing. See image:
(http://i.imgur.com/SIe4oQL.png)
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: dareddevil7 on February 19, 2015, 07:28:13 PM
suggestion land mines, that detonate after being armed and stepped on. would be armed/disarmed remotely
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Evul on February 20, 2015, 05:47:58 AM
I have removed some posts due to unnecessary argument.
Quote from: Hypolite on October 04, 2013, 08:21:23 PM
- If you see behavior that seems out of line to you report the topic/post. Don't make a fuss about it in the topic itself. Do not message or respond to people who you think are breaking rules.
In the future apply the quote rule above.

-MOD
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: elStrages on February 20, 2015, 10:07:08 AM
Quote from: dareddevil7 on February 19, 2015, 07:28:13 PM
suggestion land mines, that detonate after being armed and stepped on. would be armed/disarmed remotely
I think there is a land mine mod already. I will see if the OP is ok with me adding it.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: kaiserslash on February 22, 2015, 10:52:29 PM
Quote from: vega666 on February 19, 2015, 04:32:45 PM
Version Windows 0.9.722

This mod seems to bug out the Priorities page. When I start a game with this mod active (and only then), only the first colonist appears in the list, and only the Firefighting checkbox appears.

I ran into this problem last night but it didn't involve this mod.  I just shut the game off and then reloaded it and everything was fine again.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: elStrages on February 23, 2015, 02:46:24 AM
Maybe it's a build issue when loading. Might be worth looking on mantis to see if there are similar reports as it could be a bug.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Adamiks on February 24, 2015, 09:18:07 AM
Guys, i created very simple research system.
Enjoy!

EDIT:
New, upgraded research system. https://www.dropbox.com/s/9theksygty1g9yw/Research%20System%20to%20DefendThatColony%21%28mod%20made%20by%20elStrages%20aka%20David%29.rar?dl=0
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: mohreb on March 08, 2015, 08:14:36 AM
Hi i played around with some contrest on embrasure, as the colors did not matched that well in my installation. You can use it if you like (example => walls.png with vanillia right-down and some modded materials left-up corner, to show some color variants), it is still not perfect on really bright material colors but works better.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: nuschler22 on March 09, 2015, 05:51:59 AM
Dumb question.

Are the trenches in this the kind that attackers are supposed to climb through or the kind that defenders are suppose to stand in to lower themselves and reduce damage?
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: jal21 on March 09, 2015, 02:31:48 PM
Quote from: nuschler22 on March 09, 2015, 05:51:59 AM
Dumb question.

Are the trenches in this the kind that attackers are supposed to climb through or the kind that defenders are suppose to stand in to lower themselves and reduce damage?
they are the ones that defenders stand in
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: nuschler22 on March 09, 2015, 04:20:37 PM
Thanks!
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Iwillbenicetou on March 09, 2015, 08:37:25 PM
ElStrage, on compatibility, you forgot to change it to A9. ;)
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: mrzjadacz on April 01, 2015, 02:30:18 AM
A few questions:
How exactly work trenches? They are better than sanbags and armored sandbags or worse?
Your embrasures offers any cover? I have maze made of barbed wire, but wire has only 250 hp, so it can be easily destroyed.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Polok432 on April 19, 2015, 07:36:30 PM
this works with alpha 10?.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Cefwyn on June 08, 2015, 08:20:27 AM
It doesn't work with A10 out of the box, but is very easy to update.

Simply go to "Mods\DefendThatColony!\Defs\ThingDefs", open "Buildings_Structure.xml" and replace every instance of MaxHealth with MaxHitPoints .

I think there were a total of 6 or 8 instances.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Lord_Fatal1ty on June 08, 2015, 02:05:24 PM
Quote from: Cefwyn on June 08, 2015, 08:20:27 AM
It doesn't work with A10 out of the box, but is very easy to update.

Simply go to "Mods\DefendThatColony!\Defs\ThingDefs", open "Buildings_Structure.xml" and replace every instance of MaxHealth with MaxHitPoints .

I think there were a total of 6 or 8 instances.

Thank you for teaching how to upgrade to A10, works well.
Title: Re: [MOD](Alpha 9) Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Bredf on June 26, 2015, 12:29:06 PM
How to make this work for A11?
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Cefwyn on June 28, 2015, 09:31:10 AM
Alright, got an update for A11 up, download it from:
Dropbox (https://dl.dropboxusercontent.com/u/9164057/Rimworld/DefendThatColony%21.zip)
or
Sendspace
(https://www.sendspace.com/file/ql5ajy)
Changes:
<eType> gone

<graphicPath> replaced with a new structure <graphicData> that also contains <texPath>, <graphicClass>, <linkType>, <linkFlags>

<linkDrawerType> replaced with <linkType>

<blueprintgraphicPath> replaced with a new structure <blueprintGraphicData> that also contains <texPath>

Additionally, texture calls to the included Sandbags_Blueprint_Atlas and Wall_Blueprint_Atlas didn't work anymore, so I added those to the mod out of a community resource posted by skullywag.
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: FuzzieMann on July 04, 2015, 01:15:10 AM
Wanted to ask if you could add another download link apart from dropbox because I cant download it from Dropbox due to the "Chinese potatoweb"
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Cefwyn on July 04, 2015, 07:32:31 AM
Added a Sendspace download, hope that helps.

If not, if you can recommend a no-signup-required hoster, im all ears.
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Wulfik on November 02, 2015, 08:08:19 AM
A12D ?
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: CatBattleZ on April 16, 2016, 03:14:42 PM
When is this mod being updated to atleast alpha 12, it is a really good mod and if anyone else knows a mod with things like these tell me.
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: Kreuzberger on May 01, 2016, 04:57:16 AM
Anyone able to update this to A13? :)
Title: Re: [A9] Defend That Colony! Alpha 9 Compatibility (v1.2 update: 18/01/15)
Post by: fuckingforumstakingmycred on February 11, 2017, 04:47:09 PM
wish this was a16, because my only other choices for SEXY BARBED WIRE is combat realism and id rather not deal with that mess.