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RimWorld => Releases => Mods => Outdated => Topic started by: Viceroy on February 11, 2015, 12:43:00 PM

Title: [MOD](Alpha 9) Horrors - Update 2
Post by: Viceroy on February 11, 2015, 12:43:00 PM
Horrors
Faction Mod

(http://i.imgur.com/O3qEd0j.png)

Description:
This mod adds another faction to the game, however, this faction is not human or civilized in any way. What you will find is a rampant horde of Horrors from the Unknown that periodically assail your base.

(http://i.imgur.com/Lo834qs.png)

(http://i.imgur.com/rXI5avR.png)

Currently there are two enemies included, namely the Terror Worm and the Visceral. The prior is slow and relatively harmless, no more than area denial at first. And the latter is large and hulking, capable of easily doing fatal amounts of damage once up close.

Usage:
Install into mods folder like any other mod and then activate via in-game menu. Please note that since this is a Faction mod, GENERATING A NEW WORLD is VITAL for it to take effect.

Author:
Viceroy

Download:
DropBox: Horrors for Alpha 9 (https://www.dropbox.com/s/7c735q941nkzg9g/Horrors.zip?dl=0)

I also suggest you play this mod with darkened nights for enhanced horror-ness:
Darkness https://www.dropbox.com/s/zpt29mq07f6io7w/Darkness.zip?dl=0 (https://www.dropbox.com/s/zpt29mq07f6io7w/Darkness.zip?dl=0)

Notes:
Please go easy on me, this is my first mod for Rimworld.

Everything in this mod is free to use for whatever you want in accordance with Ludeon Studios' license agreement. Meaning you may not use its assets for commercial gain.

Changelog:

Alpha 9 Update 2 (25/02/5515)
* Rebalanced point cost of all Horrors.
* Rebalanced probability of all horrors appearing.
* Tweaked accuracy on Spitter Spines.
* Lowered Flaming Goo range.
* Added minimum range to Spitter spines.

Alpha 9 Update 1 (20/02/5515)
* TerrorWorms are Carnivorous for now, just until I can get rid of a bug they have when it comes to eating survival meals.
* Added Spitters.
* Rebalanced Attack compositions.
* Lowered Visceral Health 20%
* Increased Terrorworm health 10%
* Gave some love to the sound effects.
* Redid faction naming.
* Worlds now generate only one Horror site.
* Small tweaks across the board.
* Info text tweaks.
* Rebalanced hit chances on all horrors. (Not final yet).

Title: Re: [MOD](Alpha 8) Horrors
Post by: Epyk on February 11, 2015, 01:14:56 PM
I'll have to take a look at this.
Title: Re: [MOD](Alpha 8) Horrors
Post by: JuliaEllie on February 11, 2015, 01:31:52 PM
Duddits and I approve :)
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 11, 2015, 05:13:04 PM
Thanks guys!

Please let me know about any funk in my jam and if you have any other monster ideas feel free to pitch them!

:D
Title: Re: [MOD](Alpha 8) Horrors
Post by: drakulux on February 11, 2015, 05:36:43 PM
Hi, lovely mod, how about u add to the terror worm the ability to spit goo, which reduces accuracy (temporary blinding) and possibly burn damage or slowing, or if possible poison(dot)
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 11, 2015, 05:46:54 PM
Hmmm that's a nice idea. Could add in spitter worms alongside the terror worms. Looking slightly different of course.

I'm not sure about what is possible without going into .dll modding (Which I have never done and would take a while to figure out.) I could plausibly make the goo stun you like projectiles sometimes do already. Same with burn damage.

lol Ideally if I could, I'd have worms cacooning people and laying eggs in them. And also spreading webs over the land to slow things that aren't Horrors. You know like those nests of webs you found in Dark Colony.
(http://data3.whicdn.com/images/100499/superthumb.jpg)
Title: Re: [MOD](Alpha 8) Horrors
Post by: drakulux on February 11, 2015, 07:01:46 PM
For the cocooning you could look at the zombie apocalypse mod and see how he did it,basically I think it would be something like, if pawn killed by "X" then do "Y"(delete pawn and replace with first graphic of cocoon then, monster after "Z" mins?)
Title: Re: [MOD](Alpha 8) Horrors
Post by: Dragoon on February 12, 2015, 02:12:30 AM
This is awesome are you going to add any weapons or armor? That are either made from the creatures or made to kill them (no I don't mean silver bullet style) .
Title: Re: [MOD](Alpha 8) Horrors
Post by: hentiger on February 12, 2015, 06:41:21 AM
Amazing! With darkness mod that maes horrible rimworld
Title: Re: [MOD](Alpha 8) Horrors
Post by: Zandor on February 12, 2015, 07:10:43 AM
Is it possible to make your two mods work in tandem so that the horrors attack a night time?
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 12, 2015, 08:23:42 AM
@drakulux: Thanks for the input, I'll be sure to give it a gander at some point!

@Dragoon: I'll perhaps do leather/chitin things and possibly other usable items related directly to the Horrors at some point. Although I wouldn't want to step too far outside the realm of Faction/Monsters. If you get my drift.

@hentiger: Thanks dude/-ette, I indeed did make the mods to be played together.

@Zandor: I am not entirely sure how I'd go about triggering an assault at night time. If I come across a way to make it so then I shall... Err... Make it so.
Title: Re: [MOD](Alpha 8) Horrors
Post by: JuliaEllie on February 12, 2015, 08:30:54 AM
Quote from: Viceroy on February 12, 2015, 08:23:42 AM

@Zandor: I am not entirely sure how I'd go about triggering an assault at night time. If I come across a way to make it so then I shall... Err... Make it so.

I can do this if you want.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 12, 2015, 08:34:54 AM
Quote from: JuliaEllie on February 12, 2015, 08:30:54 AM
Quote from: Viceroy on February 12, 2015, 08:23:42 AM

@Zandor: I am not entirely sure how I'd go about triggering an assault at night time. If I come across a way to make it so then I shall... Err... Make it so.

I can do this if you want.

I would be incredibly grateful if you would be so kind. Or even if you just give me the low-down on how to do it. Would definitely like to do so much more in my mods than I can at the moment.

Also, big fan of all your mods, especially VeinMiner. It is so satisfying to use... It just needs a calming harp sound effect and it would sound as heavenly as it is to use.
Title: Re: [MOD](Alpha 8) Horrors
Post by: JuliaEllie on February 12, 2015, 10:00:50 AM
Thank you :) I gotta do some RL stuff then Ill slap a prototype together.
Title: Re: [MOD](Alpha 8) Horrors
Post by: drakulux on February 12, 2015, 10:04:06 AM
I just had an awesome idea under the ehem....influence of our Great Green Leaf "all hail the leaf"....*back to reality...I love playing large maps,not ludicr.....ous... What if they spawn in underground caverns in the mountains,or when they spawn they try to look for "roofed, but unused caves"(look at cave flora for maybe seeing how it is restricted to caves) and they try to form a nest by covering the area (like how the fertilizer works), till the full room is covered then it becomes a nest.

Depending on the size of the nest, depends how many monsters can be spawned from said nest, with periodic attacks at night to your base (ok I just realised how much code would need to go into this, I'm not a modder but I understand game logic).

Basically it would create more things to do on the map, you would need to go out and destroy any potential nests before they become a nuisance, attacking at night (not every night though,oooo give it time to spawn each unit till it reaches the max u set and then attack).

If it is also possible, you could have workers that mine the nest walls to make the cave larger (it could have levels, sort of like AI research, small nest-medium nest-large nest), with a timer in between so you can balance spawn rate. So the "workers" would mine into the mountain if there is space to a certain number of "mountain roofed squares" and then there is a countdown of lets say an hr before they start expanding again.
Title: Re: [MOD](Alpha 8) Horrors
Post by: drakulux on February 12, 2015, 10:17:22 AM
Hmmm, maybe its time I create my first mod for rimworld....I mean I have modded skyrim before.....
Title: Re: [MOD](Alpha 8) Horrors
Post by: Justin C on February 12, 2015, 12:17:33 PM
Quote from: drakulux on February 11, 2015, 07:01:46 PM
For the cocooning you could look at the zombie apocalypse mod and see how he did it,basically I think it would be something like, if pawn killed by "X" then do "Y"(delete pawn and replace with first graphic of cocoon then, monster after "Z" mins?)
There are plenty of easy ways to do it. I have a MapCondition that loops through the corpses every second or so to handle reanimation of bitten corpses. Corpses hold onto the original Pawn, and I just keep the bitten flag inside my custom BiteablePawn class, which I replace the original Pawn class wtih. In your case you can just spawn a cocoon at the position of the corpse, and then destroy the corpse.

You could also make the worker creatures seek out corpses and actually go up to them and turn them into cocoons. That will be a bit more complicated, but it will also probably look cooler in the game with a swarm of creatures going from corpse to corpse, cocooning them.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 12, 2015, 12:52:33 PM
So much gold in this thread, Drakulux, genius ideas no doubt. Hard to implement as well, but really good ideas that I'd be happy to take a look at doing at some point.

And Justin C thanks for giving me some pointers on the matter. I'd definitely be interested in getting some form of caccooning going, and then pursuing more advanced things like nesting behaviour and what-what.

In the meantime I think I better start getting familiarised with .dll modding. Just seems so daunting at first hahaha. Also working on spitters.

And JuliaEllie: Thank you so much for the assistance. This is why the Imperium of Man will always lay waste to filthy xeno scum.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Zandor on February 12, 2015, 01:04:08 PM
ya please love your mods, and love the fact that its now in epyk pack. Please keep it up.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 12, 2015, 05:50:01 PM
Okay guys and gals, a heads up:

I have completed sprites and scripting of the new Spitter. I have opted for something slow and lumbering to accompany the Terror Worms. At present the Spitters have two attacks, spitting silica teeth for maximum pain (incapping victims in preparation of caccooning in the future.). Or spewing forth a torrent of burning goo .

More weapons will come since these are kinda 'overlord-y' in comparison to TerrorWorms and Viscerals. Viscerals are taking more of a front-line position from now on in preparation of possibly at some point making the TerrorWorms caccoon and impregnate victims instead of attacking. Also would like to make the worms just mow down vegetation and animals alike. Also spreading webs and possbily some "Black Mass" type plants.

Though I am getting a little ahead of myself, still those are my plans and I hope to fulfill them.
Title: Re: [MOD](Alpha 8) Horrors
Post by: skullywag on February 12, 2015, 05:52:52 PM
Once A9 is out and ive updated my purple ivy mod, I feel youre gonna need to check it out, it has a lot of stuff that I reckon youll wanna look at. (For those that care yes this means the mod is coming back...some annoyances in A8 stopped me releasing.)
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 12, 2015, 06:01:54 PM
That is so cool skullywag. I'd definitely take a look at it and... freedomise... some of its techniques :p

Always was a fan of that mod. However this is a tad different, your a competing ecosystem essentially and I am a nesting organism. Like PurpleIvy is the Tyranids and Horrors are the Xenomorph. Or at least that is kinda how I see it in my head. I wouldn't want this to turn into some form of competition or making our mods mutually exclusive since your mod gave me quite a bit of inspiration.

Nevertheless I would be cheesing myself if I could take a look at how you do some of those things. After all, how can one ever have enough horrible ways to die? Imagine what a colony would be like if It was besieged by purpleIvy and also has a nest of horrors living there. It would be a totally alien experience I bet.
Title: Re: [MOD](Alpha 8) Horrors
Post by: skullywag on February 12, 2015, 06:04:13 PM
Theres no competition, the more the merrier is what I say, some of the spawning from eggsacs (cocoons) and stuff like that might be of interest.....wait did I ever release the version with eggsacs, plant mortars and plant turrets??? cant even remember.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Meeshter Man on February 12, 2015, 06:06:04 PM
Something that'd make this even more scary is to add rooms in mountains that contain a bunch of these things. Or you could make it so that any tunnel that stretches to the edge of the map allows them to enter into the mines/base.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 12, 2015, 06:13:51 PM
@skully: I don't think the eggsacs and mortars were ever publicly available. And yes indeed the more the merrier. That is why I started modding. Because there are so many mods you can play the game any way you like.

@Meeshter Man: Caves of Horrors would be cool. I'll pop it on the 'look-into-list'.

I'll test the next version myself for a day or three and make sure there is no funk. Then I'll update the download here.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Delete_Repeat on February 13, 2015, 12:30:43 PM
you should make them pre generated into the world, in hollowed out areas in mountains?
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 13, 2015, 01:50:46 PM
I'll definitely look into that at some point.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Halinder on February 14, 2015, 02:11:32 AM
One issue I found was that upon world generation I got multiple infected colonies. This meant that whenever two sets of Horrors from different infected colonies showed up, they would begin stabbifying one another and completely ignoring the colony.
Title: Re: [MOD](Alpha 8) Horrors
Post by: ManWithNoName on February 14, 2015, 02:59:50 AM
Just had them appear in my game, they appeared with a scyther who later killed half of them for me as they went ona  rampage from the psychic drome or whatever its called. Anyway my guys are eating well tonight haha
Title: Re: [MOD](Alpha 8) Horrors
Post by: popster99 on February 14, 2015, 05:07:02 AM
i hope that they don't attack when its dark because i have the darkness mod installed so its gonna be scary
Title: Re: [MOD](Alpha 8) Horrors
Post by: popster99 on February 14, 2015, 05:08:01 AM
sugestion if you can you should make it dark around the horrors so its even scarier
Title: Re: [MOD](Alpha 8) Horrors
Post by: Dragoon on February 14, 2015, 06:59:33 AM
Quote from: popster99 on February 14, 2015, 05:08:01 AM
sugestion if you can you should make it dark around the horrors so its even scarier

Please don't do that. The darkness mod makes it dark enough, and those who don't use the darkness mod is because a dark screen can hurt your eyes.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Zandor on February 14, 2015, 07:01:49 AM
Well I have put in about 20 hours and so far still have not seen one horror.
Title: Re: [MOD](Alpha 8) Horrors
Post by: Justin C on February 14, 2015, 07:03:35 AM
Quote from: Zandor on February 14, 2015, 07:01:49 AM
Well I have put in about 20 hours and so far still have not seen one horror.
Did you generate a new world after activating the mod?
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 14, 2015, 07:39:13 AM
Okay guys PROGRESS REPORT:

The horrors sometimes appearing alongside Mechanoids is a known bug and one that will very likely be solved in the very next release.

Having multiple colonies of Horrors is actually intended. I can lower the amount of generated colonies in the next release in case more of you guys don't like that part of it.

As to attacking in dark, they will at some point do this tactically yes. Not gonna project darkness though. They are still just creatures.

I'll pop out the next release as soon as the next creature is ready. I wanna spoil you guys with a few new additions.

Julia Ellie is assisting me with .dll stuff and boy is she a champ! Without her things would not be progressing at this pace AT-ALL. So a hearty thank you to her! Some of her stuff will have to wait for an A9 release though. But in the meantime I'll probably squeeze in the next release early in next week.

Kindest regards and merriment all-round to you guys.

@Zandor: As Justin C Stated did you generate a new world along with starting a new colony on it?
Title: Re: [MOD](Alpha 8) Horrors
Post by: Dragoon on February 14, 2015, 08:32:51 AM
Will you be making horror leather (as a resource since we butcher them :D)
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 14, 2015, 08:37:29 AM
Yes I plan on doing that, in fact the actual animals already have leather. You can get them via debug for now (IIRC). But I will make them drop it as well.
Title: Re: [MOD](Alpha 8) Horrors
Post by: JuliaEllie on February 14, 2015, 09:12:56 AM
Quote from: Dragoon on February 14, 2015, 08:32:51 AM
Will you be making horror leather (as a resource since we butcher them :D)

You are cute.. In soviet Rimworld worms butcher you :D
Title: Re: [MOD](Alpha 8) Horrors
Post by: Dragoon on February 14, 2015, 04:08:04 PM
Quote from: JuliaEllie on February 14, 2015, 09:12:56 AM
You are cute.. In soviet Rimworld worms butcher you :D

:D! haha.......I'm already dead aren't i?
Title: Re: [MOD](Alpha 8) Horrors
Post by: Viceroy on February 20, 2015, 04:20:06 PM
Horrors no eye should behold...
Alpha 9 Update 1

Changes (I can remember):
* TerrorWorms are Carnivorous for now, just until I can get rid of a bug they have when it comes to eating survival meals.
* Added Spitters.
* Rebalanced Attack compositions.
* Lowered Visceral Health 20%
* Increased Terrorworm health 10%
* Gave some love to the sound effects.
* Redid faction naming.
* Worlds now generate only one Horror site.
* Small tweaks across the board.
* Info text tweaks.
* Rebalanced hit chances on all horrors. (Not final yet).

And here you can see a preview of the carnage wrought upon myself and my friends.
(http://i.imgur.com/SNzS2gn.png)

Notes: This release is a Def-only build. The assembly stuff (Nesting behaviour, Events, Special Creature Behaviour, etc. etc.) is yet to come to a playable point. So in the meantime I hope you guys enjoy this release.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Epyk on February 20, 2015, 05:13:26 PM
Fantastic!
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 20, 2015, 05:47:15 PM
Oh and Epyk would you let me know if anyone ever has some valid points on balancing?

I am starting to go from the prototype phase into a more balanced version. I did a preliminary run on this so far, but it still has some ways to go. I have had very little time for testing. And with all the things that are still coming I can't quite go balls deep on balancing yet.

Basically though the attacks should be consisting of 100's of worms 10's of viscerals and a few lone spitters. In the future naturally the worms will have less of an active role in attacking.

Oh and I forgot to mention, I changed the AI on them some, so they now won't necessarily attack you if you are too far away. Meaning the Horrors will essentially populate a section of your map until you eradicate them. This is in preparation of the nesting behaviour. From where they will periodically attack.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Epyk on February 20, 2015, 05:53:18 PM
Quote from: Viceroy on February 20, 2015, 05:47:15 PM
Oh and Epyk would you let me know if anyone ever has some valid points on balancing?

I am starting to go from the prototype phase into a more balanced version. I did a preliminary run on this so far, but it still has some ways to go. I have had very little time for testing. And with all the things that are still coming I can't quite go balls deep on balancing yet.

Basically though the attacks should be consisting of 100's of worms 10's of viscerals and a few lone spitters. In the future naturally the worms will have less of an active role in attacking.

Oh and I forgot to mention, I changed the AI on them some, so they now won't necessarily attack you if you are too far away. Meaning the Horrors will essentially populate a section of your map until you eradicate them. This is in preparation of the nesting behaviour. From where they will periodically attack.

Sounds great!
I'll give you pointers if myself or users think the Horrors mod feels unbalanced.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Dragoon on February 20, 2015, 06:06:33 PM
HURRAY!!!
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: wedgebert on February 20, 2015, 09:40:38 PM
It seems like something has changed since Alpha 8. I used to get a fairly consistent attack by two horror worms very early on, followed by their next attack having 30-40 worms (on challenging). Now I'm playing an A9 Seriously Challenging game, and having just fought off a pirate siege of 5 pirates (barely two months into the game), I'm being attacked by around 400 horror worms and two viscerals. It's hard to tell exactly since the game won't select more than 80 at a time. Just one frag grenade killed over 80.

The only major mod I'm running is the Cybernetic Storm mod (which I also had in A8). Other than that, it's a few minor stuff that was also included in the A8 Epyk mod pack.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 21, 2015, 03:41:56 AM
Please bare with me guys the balancing is still some ways off I'm afraid. Hopefully though within the week I'll get some/most of the assembly stuff in. Once that happens and is on a playable level without bugs, my attention will be full directed upon balancing this to be in-line with vanilla difficulties.

Meaning a 1000pt pirate raid should be of comparable difficulty to a 1000pt Horror attack. At the moment I feel that maybe the attack composition for the Horrors is OP.

Not that easy to judge though. Since I have seen 1000pt pirate raids where there are like 20 guys with knives and shields, fighting admirably against the Horrors. But other times the pirate raids are like 6-8 elites with charge rifles and they kinda suck against the Horrors.

But then again when I have 6-8 dudes with hitech weaponry I find combating the Horrors to be rather possible. Especially with choke points and a few explosives. So it is a little nebulous at the moment. But just know that I will do a great deal of effort regarding balance, I assure this.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Dragoon on February 22, 2015, 05:24:23 AM
There are 2 sets of viccieral armor or leather or something too tired to think properly.


[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 22, 2015, 11:35:58 AM
Thanks for the heads-up Dragoon. I shall look into it post-haste.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Ember on February 24, 2015, 04:58:27 PM
I have a slight problem,
http://i.imgur.com/iOZD36f.png
those two horrors are just sitting there but as soon as a colonist gets in range they attack, and i cant seem to lure them to my base
any suggestions on how to take them down without, hopefully, any losses?

ok those spitters are OP
they shoot through walls as in once they decide to shoot something, they will fire even if the target is behind something like a wall and they will hit that target
they also seem to do this with targets that go out of range
https://www.youtube.com/watch?v=VxH6GKDLyI0&feature=youtu.be
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 24, 2015, 06:58:38 PM
Ah that depends what they spit. If they spit fiery goo try to get close with stuff like smg's. the spitter will try and run away. If it is one with spines it is often best to use a sniper rifle on them.

I am working my ass off on getting the nesting behaviour up and running. Soon the horrors start nesting, and feeding. I have many plans for the mod. Let's hope I manage to get most of it in :)
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Ember on February 24, 2015, 07:04:37 PM
Quote from: Viceroy on February 24, 2015, 06:58:38 PM
Ah that depends what they spit. If they spit fiery goo try to get close with stuff like smg's. the spitter will try and run away. If it is one with spines it is often best to use a sniper rifle on them.

I am working my ass off on getting the nesting behaviour up and running. Soon the horrors start nesting, and feeding. I have many plans for the mod. Let's hope I manage to get most of it in :)
heh you posted while i was editing my post
i have a video of my attempt at taking them down though which also shows what i describe
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 24, 2015, 07:06:33 PM
Care to link me?
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Ember on February 24, 2015, 07:10:21 PM
Quote from: Viceroy on February 24, 2015, 07:06:33 PM
Care to link me?

oops, missing a few words there X3 as of this post its still rendering and ill upload it when its done, ill edit this post or reply to your next, whichever is first when its done
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 24, 2015, 07:16:37 PM
Ah thanks dude. I really appreciate you getting in touch with me. Hope you are enjoying the mod so far.

I gotta say I am pouring a lot into the development of the mod. The dll stuff is uber complicated compared to defs. But the mod as you are playing it is as far as I can take it without going into c#.

So needless to say the next updates might be spaced some ways apart. Also JuliaEllie who is assisting me with other parts of the mod is quite ill at the mo' too. Which also delays things further.

But yeah putting a shit ton of work into this. Hoping it pays off for you guys and that it offers some variety to the game.  :)
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Ember on February 24, 2015, 07:48:43 PM
video is done and uploaded

https://www.youtube.com/watch?v=Iuuo6yl4dvA&feature=youtu.be

the first two im fighting spit the needles not too much to see there but its against the fire spitters where you can see some of what im talking about, at 3:28 or so one of the spitters seem to shoot a lot further than i expect possible at a bit after 4 min you can see one of the spitters hitting colonists that technically are behind a wall

also did a bit of testing
https://www.youtube.com/watch?v=VxH6GKDLyI0&feature=youtu.be
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 25, 2015, 05:58:18 AM
Ah yes, the spitters are technically speaking artillery units. Their projectiles act like mortar projectiles.

And this is for a very good reason mind you. Because of the number of melee units in the horde, often when the spitters attack with fire, they would light allies on fire or not even be able to hit an enemy without hitting allies over and over and over again.

The range differs between the attacks. The flaming goo is much longer ranged than the spines for instance. But it has a minimum range also.

But yeah I see what you mean. So I'll drop the spitter ranges somewhat. It is a little jarring to see them spitting like 44m far. And the spines are a little OP. So I am giving them a minimum range also. Besides who doesn't wanna gang a spitter with swords and shields?

New ranges are gonna be:

Spines max 26, min 8.
Flaming Goo max 28, min 10.

Also lowering spine accuracy.
Title: Re: [MOD](Alpha 9) Horrors - Update 1
Post by: Viceroy on February 25, 2015, 06:04:56 AM
Okay guys I am updating to Update 2 of the mod. Just a few tweaks to balance. Nothing big yet. Give it some time, it is uploading as I write this.
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: Agent32 on February 28, 2015, 02:19:05 AM
All map with dead body of those mobs.
To much numbers of them, but i can deal with it. But when come those spitter, lol i cant do anything, they shoot through any wall, they quick, shoot at large distance, and have much hp.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: Agent32 on February 28, 2015, 10:56:14 PM
Well, plenty of time to kill one.
But they come in large number. One of my colonist waist much time to burn dead worm in crematorium.
And meat. I have much meat of worm. Its don't very interesting to mess up with dead worm all time.
After patch spitter do nothing much of time, they crash my door and.... stay in room, this all they just stay in. Maybe this is long reload, but one of them don't shoot at all, before i kill him.
Sorry duude, but game now better without this mod. Its good idea, but balance, he awful.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: Viceroy on March 02, 2015, 07:07:17 PM
Yep, I am working on having them use their own corpses to solve that problem. And thanks for the input dude, I appreciate it.

Yes indeed it is very unbalanced at present. Just keep in mind that I am working my ass off on getting the nesting behaviour in. I can't balance it based on attack points beyond what it already is. Since this is the entry point for the groups entering the map to build nests.

You'll see that it makes sense in the end :p

But yeah, the corpse issue will be solved you have my word.

EDIT: Oh and regarding spitters, it is like a shell covered snail the size of a hippo. It is a tank. But after I get all the systems I wan working, it'll become much clearer what they are for.
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: tresflores on March 07, 2015, 06:41:25 PM
hey not sure if anyone else noticed this but spitter spine go through walls

i do love your mod it just needs to be balaanced
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: tresflores on March 07, 2015, 06:47:02 PM
id be okay with like over walls but one of my people was inside a stone room with door locked and the still shot him

also i dont think it matters if they take out a few allies that would help my fps a bit considering it is going 3 frames a second due to over 200 worm attacking plus 3 spitters and 7 vicerals oh by the way its my second in game week
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: Viceroy on March 07, 2015, 07:26:51 PM
Quote from: tresflores on March 07, 2015, 06:47:02 PM
id be okay with like over walls but one of my people was inside a stone room with door locked and the still shot him

also i dont think it matters if they take out a few allies that would help my fps a bit considering it is going 3 frames a second due to over 200 worm attacking plus 3 spitters and 7 vicerals oh by the way its my second in game week

That means you incurred a 1150 point raid on week two. Did you dig up a bunch of gold by any chance?

Regarding spitters, you'll be happy to know that I will switch them back to not shooting over obstacles (since worms aren't going to stay attackers). I'll balance it out a lot more but I am incredibly busy just getting the Horrors to have all the behaviours I want in them.

Thanks for the input. And performance is indeed a big (if not MASSIVE consideration at the moment when it comes to the Horrors. Likely in the future the worm populations will be somewhat less troublesome.

The reasoning behind having Spitters spit over things (as mortars do) was to keep them from setting hundreds upon hundreds of worms on fire in one go. But since worms won't be clumping together like that in the future it'll change.

Also in the first iteration the worms were envisioned as the 'mind worms' from alpha centauri. But it became apparent that they are not formidable enemies and did not spread out like I'd want.

Also the spitter initially came in as a siege unit in order to give the horrors a chance when attacking heavily fortified positions. This too will change somewhat and they will have more of a secondary roll as defender of the Horrors rather than outright attacking. They will also be upped to more appropriate point costs as per the feedback I have received on them.

Viscerals I am happy with, I'll probably nerf them somewhat, not health-wise as much as armour-wise.

The worms will be made stronger and have more health so that I can drop their numbers. Having say 1-2 worms for every 10 you'd regularly incur. The AI they use will also be less intensive than standard combat AI they currently use. (smaller target search ranges, lowered target update frequency. etc. etc.)

Another point I'd like to address is the composition of troops when the Horrors attack. This has never been ideal and chances are in the future I'll migrate it over to an *incident* rather than an automatic *raid*. Or at least migrating some of the attacks to events and still keeping visceral attacks and stuff like that as regular raid.

So to close up my post. I am working feverishly on the mod, but it is insanely complex at this time and not yet in a (fully) playable form. The scope of the mod is quite grand behind the scenes and to be totally honest the Horrors as they are now is very far from where I want them to be. There are still bugs and hitches and lapses in behaviour at present I need to fix before uploading again.

Kindest regards and thank you all for the kind criticisms and words of concern. I have noted it and these things will change and be addressed. As always keep it cool guys and gals.
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: tresflores on March 09, 2015, 06:18:18 PM
i do love your work with the vicerals they kinda remind me of those creatures from pitch black
and i was actually wanting you too buff them and nerf spitters and you can alway buff the spitters to get rid of the same problem like make them an actual artillery unit , increased range
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: Viceroy on March 12, 2015, 03:48:12 PM
Thanks so much dude and/or dudette for the feedback and saying you love my work. I am really thinking about perhaps going into the full arty direction with spitters. Making them worse at close quarters but potentially somewhat more damaging to buildings.

I gotta work out some performance bogs in some of the AI they use, not too much work left but I might take some time doing it...

Sorry that I haven't been around so much lately. I got a new job yesterday (11th) and I am working my ass off to make a good impression. I hardly have any time for my hobbies lately. At least my weekend is totally open so I am planning on getting some serious coding in.

As always, keep it frigidly cool cadets.
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: NephilimNexus on March 12, 2015, 09:03:30 PM
Change them into Chtorrans.   ;D
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: demonofelru on March 13, 2015, 03:19:19 AM
hey mate i love the mode, but one thing that bothers me, my colony is 5 years old now, playing the epocalypse compilation, and i had my fair share of these sons of a guns, so in 5 years i have acumulated about 1000 of each skin of those things, been cuting them up from day 1, only the bulwark skins are around 200, so i thought hell yeah ill make clothing for my colonists from it that would be awesome cant make it for all yet (have 12 of them) but then i realized the skins are, well dont take it the wrong way, shitty, they give almost no stats when turned into clothing, i think they should be buffed, if i acumulated like enough skin for clothes to fully equip barelly 5 people after 5 years they should be atleast worth something. they dont need to be strong like hyperwave but atlest close or even equal to devilstrand, i mean they come along and i sweat my ass off to kill them, and i have nothing from them, and they are tough to kill but then their skin is crap, you get my point. i know raiders drop them too but they drop devilstrand clothes too. please consider it. nevertheless great mod was a real challenge for a change, like it!

edit: nevermind i see it now its not doable, cause horrors must have hasleather and it cant be changed it seems hard coded, too bad :(
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: Viceroy on March 13, 2015, 03:07:43 PM
Cool dude thanks for the feedback on balancing the leathers. Yeah I have next to no experience using the different fibres in-game and their properties. So I had no real idea what parameters to consider.

I can adjust the properties of the leathers to some extent so I'll see what I can glean from devilstrand's properties to get a comparison going.

Also are bulwarks attacking you? Because they aren't quite supposed to be in yet lol.
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: BlackLotos on March 13, 2015, 04:55:29 PM
I had a couple of Bulkwarks spawn form a crashed ship part...each gave me around 1650 meat >.<
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: demonofelru on March 15, 2015, 09:05:03 PM
bulwarks? idk, i get some of those small worm things, a bunch of those things that look like zerglings and like 20 of those big ass mother...... that shoot through thin roofs and walls like with weapons like mortars, (dont ask how i deal with them, well ok ill tell you but then you will fix them :( sob. so when they come for me, mostly half of them stay behind a wall near my colony so i just wait them out and they die of starvation idk why they tend to do those things, the half that comes through suprisingly cant shoot through overhead mountain, so they not so hard to kill cause i take my guys inside the overhead mountain and fight them from there, the ones that do give problems are theones that shoot like miniguns, dont get me wrong, they are still hard to kill, they have incredible range, so i need big sniper squads) thats all. but i think there are no bulwarks, the skin i got was probably, no, definetly, from those cluster of cargo pods wreckages events.
Title: Re: [MOD](Alpha 9) Horrors - Update 2
Post by: tresflores on March 22, 2015, 02:47:29 PM
hey i just had an idea if you could make it so when you butcher like the vicerals we get bones or somthing as well as meat and leather . so us players can make weapons out of them