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Messages - Canaris

#31
Stories / Re: Your favourite colonists
December 29, 2017, 01:40:45 PM
There was my space marine/militia commander called Grumpy. That was back in A16 when Combat Realism was still a thing. I had a nice base set up ( one of the few times i played on Phoebe instead of Randy ), great open plaza in front, main base hidden inside the mountains, lots of food, power - prety much idyllic setup. One day Grumpy shows up to join my colony - 50yo space marine covered in scars with low skills in everything ... beside 20 shooting. I had every position covered so i just handed him the OC Defense Rifle from Glittertech mod, some kevlar vest, military helmet and made him an unofficial militia captain. Grumpy just moped around little bit, hauling some random crap, hunt a rare designated creature, doing little cleaning, training our colony dogs etc. Essentialy doing menial labour that nobody else wanted and that we didnt really needed that much.
Until one day group of space pirates decided to drop-pod right into our precious plaza and Grumpy was only one colonist present at the site. He mowed down those fuckers without even missing a shot ( really, i even checked every tile that was behind the place they appeared - not a single bullet he fired hit something else than pirates ). Before i could even draft the rest of the security forces, my precious plaza was covered in blood, body parts and dead or dying attackers.
After that night Grumpy became the absolute killing machine - he traded the kevlar vest for a power armour taken from one of those pirates, simple helmet for a cowboy hat and kept the OC Defense Rifle.
Pirates appear ? Grumpy runs to the spot and start putting hot lead down range like there is no tomorow, killing half of them before rest of the soldiers can even get to a position.
Mechanoids appear ? Grumpy singlehanded holds the entrance to a base long enough for dude with a grenade launcher to kill the rest.
Those big 50-70plus tribal raids ? Dont even bother drafting other guys, Grumpy got this shit.
That colony never failed - i simply stopped playing it.
I like to imagine that Grumpy is still out there, defending people he loves and cares about, just being his cynical and snarky self.

On the other non violent front were two people in my next colony - Larissa and Doc.

Larissa was one of the starting colonists, 25yo girl with blonde ponytail, 12 mining and burning passion for it. I kinda missed that because i tend to never min max my starting guys beside ensuring they can do everything and dont have some debilitating traits like very neurotic or psychic hypersensitivity. So few months in i notice that my mining orders are completed very quickly. I check her stats - boom, flat 20 in mining already.... and then one of the traders had the Nanoskin jumpsuit ( Glittertech mod item ), the jumpsuit that gives +900% to work speed.
After i got it for her, i could literally retire every other miner at my colony - she would go through 9x9 block of ceramite or adamantine faster than some other guys mined 2 tiles of slate or marble.. Leveling entire mountain ranges took her week at most. Shit was awesome.

And of course there was Doc - also the starting colonist, navy scientist/glitterworld surgeon ( one of those two starting occupations because he had high medicine and research at start - i cant remember which one ). 68yo bald fat guy who literally used magic hands and his puppy eyes to heal most injuries. Guy worked miracles on my wounded, pulling them from worst infections, malarias, wounds and afflictions possible in this entire game. And he got his research to 20 in few months so every other day he finished a research project and took the new one just to pass time. That was only one game that i finished research tree despite having shitload of mods...
#32
Ideas / Re: Your Cheapest Ideas
December 29, 2017, 12:16:50 PM
Couple more :
- caravan that starved to death should leave a sppt on the world map to make recovery of items possible
- more ways to make fire and keep it fueled ( grass, cloth etc .)
- ironman mode that doesnt delete entire planet after colony is destroyed.
#33
Outdated / Re: [A18] Crude CE Conversions Corner aka 4C
December 29, 2017, 08:31:42 AM
Quote from: seanandjay29 on December 29, 2017, 02:33:01 AM
Hi, maker of the 20th CWM CE patch here, what do you mean when you say "i have no idea if it will work without it but for the sake of clarity get that mod ( plus its awesome so its win win )"? Also rename the topic to B18 instead of A18

I used verbs and comps from your weapondef file to replace "native" Astra Militarium ones with small purely numerical changes and i have no idea if it will work without your mod because i havent tested it. Will it ?

Quote from: RyanRim on December 29, 2017, 05:15:14 AM
As I understand you only edit the gunfire realism with ammo and sorts, not making the combat realism edits. Just want to make clear what can I expect from that before diving in.

What i did : made Astra Militarium guns use CE bullets and therefore do damage.
I havent touched ANYTHING else - accuracy, rarity, weapon cost to buy and craft - everything remains the same as it was in the base mod.
#34
Outdated / [A18] Crude CE Conversions Corner aka 4C
December 28, 2017, 12:14:20 PM
Whats that all about :
Its a topic for amateur made collection of various mods crudely converted to Combat Extended mod.
Why : because CE is awesome, must have mod and those various mods offer much more than just weapons. But by default all of those weapons are useless – they cannot do any damage. So this is suppose to remedy that. Its a temp solution but its better than nothing i guess.


What to expect : working RANGED weapons
What not to expect : balance, bells and whistles like modded projectiles ( laser, plasma etc ).

Dont :
Whine about sf weapons using real life bullets.
Whine about bugs especially the harmless ones.
Whine about balance.
Whine about bugs if for some reason you refuse to get huglibs or something else that is/will be required.
Expect miracles from a retard like me.

Do :
Submit your own versions/other mods
Submit bugs
Submit suggestions/ideas
Keep error log on auto off - for the sake of your sanity
Support Rimworld and all those awesome mods and their makers to keep modding scene free #FuckBethesda

Requirements :
Combat extended mod ( duh ) - https://ludeon.com/forums/index.php?topic=33461.0
Huglibs ? - https://ludeon.com/forums/index.php?topic=28066.0

NOT REQUIRED but highly recommended :
20 century weapon pack CE mod - https://ludeon.com/forums/index.php?topic=33542.msg341977#msg341977  - it should work without it but dont bitch if you dont have it and something doesnt work because i missed some tiny detail.

AND respective mod because im uploading ONLY changed WeaponDef files NOT the whole mod.

Astra Militarium vel Imperial Guard Weaponry mod - https://ludeon.com/forums/index.php?topic=26469.0
Modded File Dropbox : https://www.dropbox.com/s/16kuohhsufcl28b/Core%20Imperial%20Guard%20Weapons.7z?dl=0
Paste and overwrite into ImperialGuardCore/Defs/ThingDefs folder

Astra Militarium - Traitor Guard/Factions submod - same link as the original
Modded File Dropbox : https://www.dropbox.com/s/y8khhgwnfwqjfsw/Traitor%20Guard%20submod%20Weapons.7z?dl=0
Paste and overwrite into ImperialGuardFactionsAddon/Defs/IGFTraitorGuard/TG_ThingDefs folder
Alternate option for Boltgun - changed the caliber from 40mm grenade to .50 BMG, 3 round burst or single fire. Two files for both Loyalist and Traitor Guard - https://www.dropbox.com/s/uwlfx73xrhdwa8x/Alternate%20Boltgun.7z?dl=0
Confirmed - Krak Grenades work. My recent colony wipe attest to that.
Astra Militarium Turret addon seems to work by default.

Glittertech - https://ludeon.com/forums/index.php?topic=5509.0
Modded File Dropbox - https://www.dropbox.com/s/g96uzkvfrfe0y8a/Glittertech%20Weapons%20CE%20version.7z?dl=0
Paste and overwrite into Glitter Tech/Defs/ThingDefs folder.

Notice : i dont touch anything else beside weapon defs so any bug regarding item other than weapon is probably not my fault.

To do list :
- more mods
- melee/ranged/special weapons
- unique ammo for each gun
- files for other mods
- balance ?

Dropbox links for txt files with changes for each mod :
Astra Militarium - https://www.dropbox.com/s/qmrusqg48gkl9jl/Imperial%20Guard%20Mod%20Changes.txt?dl=0
Glittertech - https://www.dropbox.com/s/gfzb6gbo9eozsjo/Glittertech%20changes.txt?dl=0

Edit : small fixes
#35
Pyromaniac decided to go on a fire starting spree ..... in my tribal colony, inside a mountain on an extreme desert where everything is made either of sandstone, marble or steel because there are literally three cactii on the entire map... Poor guy just wandered around for a while and decided to go for a snack.
#36
Okay so i dabbled around Github tutorials but i cant seem to find a solution for my problem.
To explain what i mean :
All weapons from Glittertech/WH40K/StarWars mod work almost properly.
Pawns pick them up, they are able to switch between various weapons either by CE equipment system or by Simple Sidearms, they fire them, sometimes they score a hit , sometimes they miss etc.
Only thing that is missing is doing any damage because error log mentions something about null value of armor penetration. BUT its like the hits are registering because there are blood splatters around a target even with no damage, animals will get enraged, flee etc.

So it looks like im missing literally one value that needs to added somewhere to weapon stats and it should work..
Am i assuming correctly ? Or maybe i need to make entire new ammo because that value comes from ammo and not from weapon itself ( that would kinda make sense ) ?

EDIT : okay its probably the ammo thing. When i come back from work i will try to make a temp solution and make wh40k lasgun simply use some Native CE ammo type.
#37
Ideas / Re: Your Cheapest Ideas
December 27, 2017, 04:01:23 AM
> i bet someone mentioned this but buildable vehicles for caravans - sled, carriage etc.
> pregnancy for pawns, std's
> some late game tech like nuclear reactors, satellites, orbital drop pods, orbital industry, building automated minig ships to fly to other planets and return with resources ? That would be nice.
#38
Releases / Re: [B18] Project Armoury 1.0
December 26, 2017, 02:14:53 PM
Obligatory question : is this mod CE compatibile ?
#39
Quote from: Umbreon117 on December 26, 2017, 01:49:22 PM
Upped damage is actually one of those changes that i dont notice that much.
Im talking more about the longer ranges, backpacks, tac vests, supression, ammo, loadouts etc.

Links removed - i will make a separate thread for it.
#40
Quote from: NoImageAvailable on December 26, 2017, 01:36:14 PM
Quote from: Canaris on December 26, 2017, 12:12:51 PM
Is there some tutorial on how to at least TRY and make other weapon mods compatibile with CE ?
Im starting to get withdrawal syndromes from playing without Imperial Guard/Glittertech weapons :(

EDIT : to elaborate, i just want those weapons to do damage - i can wait for finite ammo, weapon firing modes, balance etc but i would love to go back to A16/Combat Realism situation where those weapons worked beside CR guns :(

The OP has a link to tutorials on making common mod types compatible. Check the compatibility section.

Holy shit, how the fuck did i miss that ?
Thats some serious black magic right there but hey, at least its something. Thanks man.
#41
Quote from: LAWolves on December 21, 2017, 05:39:44 AM
I was going to make a Combat Extended playthrough and found out, from the CE thread, that this mod is supposed to be compatible with it. Since I found no confirmation on this other thread though I thought I would ask first.
Thank you
I second this motion.

I have CE B18 with Rimfire 2.4 and its suppose to work but everytime i try to use weapon from this mod i throws an error in the log and weapon is ineffective. Only exception is Carl Gustav Recoiless Rifle - unlimited ammo but projectile works and kills things like its suppose to.
#42
Is there some tutorial on how to at least TRY and make other weapon mods compatibile with CE ?
Im starting to get withdrawal syndromes from playing without Imperial Guard/Glittertech weapons :(

EDIT : to elaborate, i just want those weapons to do damage - i can wait for finite ammo, weapon firing modes, balance etc but i would love to go back to A16/Combat Realism situation where those weapons worked beside CR guns :(
#43
Yeah, CE compatibility would be awesome ...
The thing is - i can live without Traitor factions, Orks etc.
I CANT without Combate Realism/Combat Extended.. :( That mod became one of those absolute must have essentials that i cant play without :(
#44
Outdated / Re: [A17] RT's Weapon Pack
December 26, 2017, 11:13:26 AM
Quote from: Zookes on November 23, 2017, 12:58:01 PM
I went ahead and did a quick hacky B18 pass on the xml just to get it done for my saves, so I thought I'd share it here. Everything works without errors (supposedly), but is not terribly balanced due to necessary melee changes. Link to mega:

https://mega.nz/#!VPI0EaBY!MNBgyfPJ165RVyP68dnQ6s2pFngRH2Nx2qWO7xqBLYI

Best to wait for RT's official update if you liked the melee weapons.

Enjoy!

It doesnt work for me :( I had a pawn with L96 sniper rifle and Thompson submachine gun and one boar almost killed them both because everytime they hit him they did no damage and error log logged something about null penetration value or some crap like that :(
Oh and those weapons have no options for fire modes, unlimited ammo like in vanilla etc :(
#45
Stories / Re: your most memorable colony wipe outs.
December 25, 2017, 05:36:54 PM
Definetly my most memorable wipe :

Running Rimworld with some mods - Zombie lande, CE, Fashionrimsta, glittertech, tribal essentials, EPOE, RT weapon pack, Star Wars, Starship Troopers, MISC, Hygiene, Hospitality, Psychology, Prison labour, WH40K weapons and few more.

Custom scenario.
7 tribals, 7 spears, herbal medicine and pemmican, 2 huskies, 2 alpacas, 4 chickens.
I do not min max starting colonists outside of ensuring that they all can do pretty much everything ( so no empaths, no people who refuse dumb labour etc ) but i get lucky and i roll one with Adeptus Mechanicus trait that gives some hefty bonuses.
Start the game on mountanious arid shrubland with river, deep within mountain chain, faaar from the nearest Empire settlement.
Another lucky thing - i roll two chickens and two roosters - nice i think, another source of food.
Feeling lucky i name my colony Death Valley.... aaaaaaand shit gets Rimworld.

Chickens go first - one gets bitten to death by roaming timberwolf, second wanders around dying boomalope, two last get killed by some raiders firing all over the place.
Guy called Red dies next - to a raider armed with MGL-32 grenade launcher.
Quara bleeds out while being rushed to hospital after she almost killed herself hunting with said MGL launcher.
Wandering rhino shatters the girl called Aquilla's jaw - turns out even loaded with hollow point bullets, Beretta M92F is too weak to stand against rhinos.
Im starting to run out of food so Purple - the Mechanicus, takes two alpacas, every item i had that was worth a shit and tries to make a run to nearest settlement to buy food. He dies of hunger.
Husky gives birth to TWINS and im already running out of food.
Makeb dies from heatstroke in hospital - again, tribal start = no coolers worth a damn.
Black suffers THREE headshots, somehow survives but gets kidnapped by pirates.
Aquilla hauls ass - she packs every item of food she can, TAR 21 assault rifle, knife, ammo and said MGL 32 and she leaves.
Because of that, Zinca dies from the combination of extreme malnutrition and another heatstroke while in hospital bed.
Cucumber, captured twilek also dies in her cell. Both of them end up eaten by our roaming huskies but that doesnt help Rex and she misscaries from starvation.

Aquilla manages to reach tropical forest biome ( albeit flat one ) with both road and river.
Combination of hunger, friends dying and pain from the injuries makes her wander in daze.
She gets too close to a wandering jaguar and gets her head torn off.... THE END.

That was some serious Dwarf Fortress shit right there - at the end there was vomit, blood and scaterred equipment all over the place. I canibalized friends and foes alike but that didnt help... some of my guys ate raw corpses.. Dark as fuck...

Oh well, losing is fun after all.