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Messages - Albion

#46
General Discussion / Re: Weak caravan ambush
February 08, 2019, 02:47:33 AM
Factors are:

Time - as in "how long since you started the colony". The older, the heavier the raids. Not that impactful though.

Visibility - for frequency/chance of ambushes, not severity.

Wealth of colony/caravan - the more your caravan is worth the harder the raids will be. If you got 3 dudes with shitty gear and not much loaded on the muffalos, you'll be fine. However I once trekked across the entire planet to reach the hidden ship and had 20 bionically enhanced colonists (people also count as wealth), about 90 dromedaries and a ton of expensive stuff loaded up. You can guess what the ambushes looked like... 90 raiders are no joke!

Last but not least: Difficulty - the harder the game, the harder the raids.
#47
They spawn with normal vanilla factions as raiders, traders or slaves.
Additionally they can appear as wanderers, refugees or as starting colonists.
#48
Yes the mod is actually from Sparkling Worlds.
The amount of mechanoids doesn't scale with colony size and it specifically states that it is very dangerous (and rare)!

I personally recommend packing EMP Grenades (or EMP Grenade launcher from the mod). They can stun the Mechs pretty well and give you a fighting chance.

If you're not prepared enough or don't have enough fighting colonists to spare I would recommend not caravaning to the event and just sit in your base. The event location will eventually timeout and won't do you harm.
Hint: The normal ship crash is way easier and has a chance for insects instead of mechanoids.
#49


Gen-spliced Xenohumans

This mod adds 4 new Xenohuman races to your game.
They can randomly appear as your starting colonists or later during the game as members of the vanilla factions.
This mod is CE compatible!

Savegame compatible You can add this mod to an existing savegame.

Needs the AlienRaces framework and JecTools to function. Please load AFTER AlienRaces and JecTools.

If you encounter any bugs please report them. I will fix them as soon as possible.

Download links
Steam Link
Nexus mods (manual download)


If you enjoy the mod please consider to buy me a coffee:


The Xenohuman races are:

Soldiermorphs - Genetically engineered humans breed for combat. The are tougher but have difficulty learning new things.

Designer mates - Engineered to be perfect mates these Xenohumans are pleasant to look at and are able to get better trading prices or recruit prisoners.

Wolfmen - Furry wolf-like creatures with retractable claws that deal more damage than normal hands. They enjoy a cold climate but are quick to anger and tend to fight socially.

Scalemen - Perfectly adapted to hot biomes. Their leathery skin provides a natural armor and they survive high temperatures without problems. They need less food but tire more quickly and move slightly slower than average humans.

You can get the Xenohuman races as starting colonists.
However they also show up as refugees, wanderers or visitors/raiders from other vanilla factions.


Mod compatibility
I'm not aware of any conflicts with other mods.
If you run into any errors or want to check specific compatibilities feel free to post or pm me.

Credits
Created by Albion
Thanks to Rebelrot for providing the textures for the Xenohumans and to Saebbi for helping with CE compatibility.
Preview created by Chickenplucker.

License
This mod is licensed under CC BY-NC-SA 4.0

You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
#50
Unfinished / Re: [1.0] Gen-spliced Xenohumans
February 07, 2019, 10:46:58 AM
Thanks to Saebbi I made the mod fully compatible with CE. Additionally now the races also show up in raids from vanilla factions.

I just uploaded and released the mod.
You can find it here:
Steam Link
Nexus mods (manual download)

I created a seperate topic in the release section of the forum so please refer to that one in the future.
#51
Mods / Re: [Mod Idea] Ghosts!
January 29, 2019, 04:13:18 PM
I didn't do much yet but I'm actually already working on this general idea.
If you want to we could talk about a collaboration, LWM. Just shoot me a message.
#52
Hi,
about 3 months ago I reported a bug in the core code here.
It was deemed resolved 3 weeks later.
To be honest I never checked for it but today I removed my own hotfix for the issue and was surprised to learn that the bug is still present and going strong.
Here is my original text which still describes the bug:

I created a recipe to craft Doomsday and triple rocket launchers for my mod.
However I ran into the following problem:
The vanilla defs for these launchers inherit from the BaseGun def which includes the art comp but NOT the quality comp. However when the recipe is finished the Method PostProcessProduct in the class GenRecipe gets called. The method checks first if the compQuality is null (which it is) and then checks for the compArt (which is NOT null) in the following process it however calls the compQuality without checking again if it is still null!
This leads to a nullRef exception because the launchers have a compArt but NOT a compQuality.

Therefore either the method has to be adjusted to check again for the compQuality or the entire subroutine for compArt should be moved into the routine for compQuality.
Alternatively the BaseGun def should have it's compArt moved to the BaseGunWithQuality def.
#53
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 22, 2019, 08:15:40 AM
I didn't do any extensive testing but I just ran a short test and it worked fine. No conflicts.
If you encounter any conflicts with CE I can take a look and fix it.
TL;DR: The mod should already be compatible with CE.

You can download the latest test version from my Dropbox.
#54
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 22, 2019, 05:25:21 AM
Well, you're right.
I reduced the damage for social fights to 6. The wounds will still hurt since the damage is sharp instead of blunt but not as much.
The solidermorphs got the Witnessed outsider death thought removed but not the observed corpse. Trauma of war is still a thing even for people breed for war.
I also removed the wimp trait for them. Additionally I removed the following traits for them: Kind, Too smart, Great memory and Gourmand.
The changes will only affect newly spawned soldiermorphs.

You can download the latest version from my Dropbox.
#55
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 21, 2019, 05:08:17 PM
I adjusted the alignment of the textures and updated the downloadable file you can find on my Dropbox.
Once you re-downloaded the file simply paste and replace your local version. It should override without issues.
Please let me know if you encounter any other issues.
#56
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 18, 2019, 10:49:39 AM
Yeah, I'm working on the issue. There are still some missalignments and wrong bodysizes that need to be looked at.
There is a reason why it's not the final release :D
#57
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 18, 2019, 05:25:09 AM
So here is the current version of the Xenohumans mod for download via Dropbox.
You need both the Alien Races Framework and Jectools for the mod to work.

Please note that it is not yet completly finished. The mod is still missing the custom backstories for the soldiermorphs and additional head textures for the scalemen and wolfmen.
I expect to release the finished version in 1-2 weeks.

Please report any errors and issues you encounter.
#58
Yes you only need the full mod. Every Addon (and the core) is already included.
#59
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 13, 2019, 11:39:41 AM
I'm closing in on the finish line for the demo version.
I got most of the stuff running and am currently waiting on additional sprites for the heads of the wolfmen and scalemen.
Expect a release by the end of next week.
The demo version will not include seperate backstories for the soldiermorph. It's quite a bit of busywork to come up with some so I didn't do it for now.

In other news: Chickenplucker made an awesome preview image for the mod.
#60
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 08, 2019, 05:19:57 AM
I had some time to continue working on this mod and I rebalanced the races slightly.
Additionally I scrapped the tallmen and shortmen. They just weren't that interesting and I didn't want to simply create dwarves and elves. I feel like the remaining 4 races are interesting enough on their own.
Here is the current rebalanced stat-sheet (I also updated the first post with these stats):

Soldiermorphs
Engineered soldiers to maximize combat effectivness. Backgrounds will be limited to violent one like vat-grown soldier, assassins, other soldiers...
Pain factor x0.8
Does not get negative mood from pain
Hungerrate x0.8
Health scale x1.2
Life expectancy 25 years
ShootingAccuracyPawn +2
ResearchSpeed -0.5
GlobalLearningFactor x0.7
ImmunityGainSpeed x1.2

Designermates
Engineered to be perfect mates. Also includes their descendants. Backgrounds will be limited to various civil and slave backgrounds like pop idol, prostitute, recruiter...
Always has the trait Beautiful, 50% chance for trait Kind
Pain factor x1.4
RecruitPrisonerChance +0.2
SocialImpact +0.2
DiplomacyPower +0.2
PsychicSensitivity +0.2

Wolfman
Adapted to cold biomes this human has a thick fur as well as impressive teeth and claws. Backgrounds limited to various violent tribal and raider backgrounds.
50% has trait bloodlust, 25% chance for Abrasive
light natural armor against blunt and sharp
min comfortable temp -14°C (compared to +16°C for normal humans)
Increased damage with natural weapons (in between normal humans and wargs)
Hunger rate x1.2
TameAnimalChance -0.05
TrainAnimalChance +0.15
MentalBreakThreshold -0.08

Scaleman
Adapted to hot biomes with a leathery thick skin and lower food consumption.
Max comfortable temp 46°C (26°C normal)
Hunger rate x0.8
Natural armor
Tiredness x1.3
ToxicSensitivity x1.5
MoveSpeed 4.2 (down from 4.6)
LeatherAmount 60 (up from 50)

I'm currently in the pre-alpha stage. I'll do some testing in the next few days to get the mod ready for an alpha release. There are also some graphical issues to deal with and I'm still waiting on the artist to create side and back views of the scalemen head plus some more bodytypes. I hope to get it ready soon though, so you can get a sneak peek at the mod.