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RimWorld => Mods => Unfinished => Topic started by: Telefonmast on June 04, 2018, 03:46:00 AM

Title: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 04, 2018, 03:46:00 AM

(https://media.giphy.com/media/2isjLFQ1kvWV49jfii/giphy.gif)


TiberiumRim 2.0

The next iteration of the Command & Conquer inspired mod will have pretty much everything reworked.
Including many new structures, systems, features and an emphasis on graphics.


Harvesters
2.0 will implement automatic Tiberium harvesters and a whole network system to handle harvested Tiberium, which is stored in silos as a value called "Tiberium Credits" - these "credits" can be used to craft many resources at a specialized refinery not shown on the image.
You can see the network controller on the top left which connects all the other buildings with a new structure only constructible in the network controller; below the controller is a Tiberium powerplant, which is fueled automatically by Tiberium credits when connected to a network; Next to that is a refinery, which spawns a harvester and distributes the harvested Tiberium in the network, the the right of that are three silos, storing Tiberium.
(https://i.imgur.com/eT7Ga4e.jpg)

Mission & Objectives
Most of the new content will be available through a custom missions system, each mission and objective appearing with various conditions.
Objectives can use any map object, and planned to also use world objects, as targets and work stations. Utilizing the various skills of pawns which will also level up accordingly.
This system allows a complex flow of steps to unlock new items and buildings, and initiate events!
It has been moved to a standalone framework (https://ludeon.com/forums/index.php?topic=41772.0)

Detail Overhaul
The main aspect is detailed implementation of features, making a simple terrain change depend on multiple factors for example.
Graphics are also affected by this, leading to dynamical changes of visuals (the contained Tiberium, in any storage that shows it visually, slowly appears according to the amount and is colored depending on the proportion of each type.

[images pending]
-And Much More To Come-


Support us and our work!
(https://i.imgur.com/A8ZyG0F.png) (https://www.paypal.me/Telefonmast)
(https://i.imgur.com/zQ2ORIx.png) (https://www.patreon.com/Telefonmast)

Join the Discord!
(https://i.imgur.com/9RevOZN.png) (https://discord.gg/emkJQJH)

--Downloads--

(http://i.imgur.com/KZMvuFA.png) (https://steamcommunity.com/workshop/filedetails/?id=1346865620)
Steam
(https://image.flaticon.com/icons/svg/25/25231.svg) (https://github.com/RealTelefonmast/OfficialTiberiumRim/tree/Experimental)
Github
Title: Re: [B18] TiberiumRim - Something Is In The Skies
Post by: Umbreon117 on June 04, 2018, 10:35:40 AM
Dang it man, I already am playing Lord of the Rims which is going to be multiple LONG playthroughs. I don't need another thing to want to play that will take a long time! ;-; Please stop making great mods!...That's not possible is it?
Title: Re: [B18] TiberiumRim - Something Is In The Skies
Post by: Telefonmast on June 04, 2018, 11:50:58 AM
This is not even a quarter of what I have planned!
Title: Re: [B18] TiberiumRim - Something Is In The Skies
Post by: Umbreon117 on June 04, 2018, 03:01:24 PM
Quote from: Telefonmast on June 04, 2018, 11:50:58 AM
This is not even a quarter of what I have planned!
Not sure whether to be happy about that, or sad since I'm probably not gonna be able to finish playing with the Lord of the Rims mod pack like I intended...
Title: Re: [B18] TiberiumRim - Something Is In The Skies
Post by: Telefonmast on June 04, 2018, 07:20:04 PM
You will probably be able to finish any other mod while this is in development.
The new features take a long time to finish.
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: kubolek01 on June 05, 2018, 03:39:49 PM
Posting here to keep notified. And... I gonna dig again for a mod which will allow me to transfer pawns to a new save. Time to flee dat Tundra!
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: ThiiSoul on June 05, 2018, 05:35:05 PM
Download link?  :'(
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: kubolek01 on June 06, 2018, 01:09:21 AM
Quote from: ThiiSoul on June 05, 2018, 05:35:05 PM
Download link?  :'(
Return to release thread of 1.7, last Telefonmast's post links to Steam Workshop page.
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Madman666 on June 06, 2018, 01:26:05 AM
Hey good job there, Telefon! :D
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 06, 2018, 01:31:00 AM
Quote from: kubolek01 on June 06, 2018, 01:09:21 AM
Quote from: ThiiSoul on June 05, 2018, 05:35:05 PM
Download link?  :'(
Return to release thread of 1.7, last Telefonmast's post links to Steam Workshop page.

I will provide a download link to the experimental branch soon.
It's not on the old versions, please avoid those in context with this version.
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: kubolek01 on June 06, 2018, 07:21:20 AM
Quote from: Telefonmast on June 06, 2018, 01:31:00 AM
Quote from: kubolek01 on June 06, 2018, 01:09:21 AM
Quote from: ThiiSoul on June 05, 2018, 05:35:05 PM
Download link?  :'(
Return to release thread of 1.7, last Telefonmast's post links to Steam Workshop page.
I'll try to escape before you do, so I can apply it. RUSH SHIP TECH!!!

I will provide a download link to the experimental branch soon.
It's not on the old versions, please avoid those in context with this version.
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: ThiiSoul on June 06, 2018, 01:49:43 PM
Quote from: kubolek01 on June 06, 2018, 01:09:21 AM
Quote from: ThiiSoul on June 05, 2018, 05:35:05 PM
Download link?  :'(
Return to release thread of 1.7, last Telefonmast's post links to Steam Workshop page.
my rimworld is not by steam, I can not use the attached mods in her workshop or similar :(
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: kubolek01 on June 07, 2018, 03:14:29 PM
Also, is there a chance we will have the classic Super Weapons as usable things. They might be usable by both AI and player factions though, and could need a proper installation et cetera...
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 08, 2018, 03:00:39 AM
Yes - Super weapons will be a thing!

A WIP of the Ion Cannon:
https://www.youtube.com/watch?v=-ObbH58iBXQ
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: kubolek01 on June 08, 2018, 07:29:57 AM
Quote from: Telefonmast on June 08, 2018, 03:00:39 AM
Yes - Super weapons will be a thing!

A WIP of the Ion Cannon:
https://www.youtube.com/watch?v=-ObbH58iBXQ
I expect it to be as OP as original, so around 700-1000 damage. After all nearly nothing can survive it directly, except for Construction Yard.
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 09, 2018, 05:37:28 PM
Downloads are now available! Beware it is experimental!
Title: Re: [B18] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: ThiiSoul on June 09, 2018, 08:05:21 PM
Quote from: Telefonmast on June 09, 2018, 05:37:28 PM
Downloads are now available! Beware it is experimental!

Need desacivate normal tiberium and factions tiberium to use?
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 09, 2018, 08:41:50 PM
Yes, that would be good, otherwise things get broken.
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Fereal on June 10, 2018, 07:30:07 AM
Just in time for the best Command & Conquer in the series: Rivals!
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 10, 2018, 07:59:18 AM
This mod has been worked on for a while now, but yeah, Rivals is quite a disgrace to the franchise.
I can promise that this mod attempts to honor the games in a respectful manner!

Adding a very in depth Tiberium system, including growth and different types, refining process and use in a network, flora and fauna and more!
Following with the addition of the main factions such as the Forgotten, Scrin, Nod and GDI!.
Controllable mechanical units, support powers and super weapons!
With a pseudo storyline that includes a world-scale Scrin invasion, player choice specific consequences and an introduction to the various systems!

Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: kubolek01 on June 11, 2018, 01:40:13 AM
Goddamit... gotta fly away faster than I thought. And scream cuz Tiberium Infusion is kinda... unfitting for aliens.
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: Telefonmast on June 17, 2018, 06:22:57 AM
New update:
TiberiumRim now uses the Mission&Objective framework that I also now published, be sure to load the framework above TR.
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: PM_ME_NAKED_SINGULARITIES on September 01, 2018, 09:28:22 AM
Any plans to bring this incredible mod to B19?
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: rawrfisher on September 01, 2018, 09:34:12 AM
Soon as its finished I think tele plans to release on 19
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: cudelo on September 10, 2018, 03:43:28 PM
I'm a big fan of the version one so I can't wait to try out the second installment! Thanks a lot for your work!
Title: Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
Post by: tinytini on November 02, 2018, 12:13:16 PM
Can wait to play it on 1.0 version, any updates info about it?