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RimWorld => Mods => Topic started by: Mechanoid Hivemind on August 04, 2015, 12:50:35 PM

Title: Aliens
Post by: Mechanoid Hivemind on August 04, 2015, 12:50:35 PM
Okay simple (maybe not) i want an aliens mod that adds the xenomorph and facehuggers to the game. Starts like this, random rare event happens only 3 times, for the 3 pillars that it had, and an event for the reactor to fall in to the atmosphere of the planet causing nuclear fallout. The Sevastopol station lost a stabilizer to keep it on the orbital pattern and is crashing near you. Be ready for survivors. the catch it is, you dont know if the alien is on that ship with the survivors who get out (spawn in) from the crashed ship part. the alien is just as rare as getting the crashed ship part maybe a bit less of a chance. And well thats all i got for now i cant mod or else i would do it my self.
Title: Re: Aliens
Post by: confusedwings on August 04, 2015, 01:10:30 PM
i this post not better in the 'ideas' section...?
Title: Re: Aliens
Post by: Mechanoid Hivemind on August 05, 2015, 08:41:42 AM
Quote from: confusedwings on August 04, 2015, 01:10:30 PM
i this post not better in the 'ideas' section...?
well i want a mod for it so its a mod request i suppose
Title: Re: Aliens
Post by: Mr.Cross on August 06, 2015, 05:15:54 PM
I've made a similar post, except adding the Xenomorph species as a faction similar to the mechs. If only I had the will to learn c# or had a tutor or teacher. *le sigh* Either way it would be amazing to see the Xenomorphs be placed into the game.
Title: Re: Aliens
Post by: kexici on August 07, 2015, 08:34:58 AM
Ok its very goood idea :) i can make graficks art and some other stuff, but i need help with c++ (know only the basic) did you know anybody who can make complicate c++ order

------> alient quien -> lay egg -> facehugger birth only when paws is near -> attack them (leave sick like zombie)  -> find the dark alone place out of the colony -> die and born small xeno -> xeno hunt some animal -> grow up -> attack collony only in night -> if xeno kill 5 and more pawns ->  find the dark alone place out of the colony -> grow up to alient quen -> ----->

Xenno -> can be hurt only  with fire
move quickly in night
hide in day ( like underqround) ;)
Title: Re: Aliens
Post by: Mr.Cross on August 07, 2015, 09:48:06 AM
Quote from: kexici on August 07, 2015, 08:34:58 AM-snip-
I don't know anyone (other than the other forum modders) who know c#, and honestly I'm unsure if they'd pick this up.

That be a neat idea, if they were going to be on the same map and were going to be similar to animals rather than factions. I'd say Bullets would and should hurt xenomorps but it would take a significant amount of bullets to kill one. Along with the fire we would have to either make a new flamethrower or use the warfen flammen mod (Unsure if this the actual name of the mod.)
Title: Re: Aliens
Post by: kexici on August 07, 2015, 10:08:30 AM
Flame weapon is ready from https://ludeon.com/forums/index.php?topic=14763.0
Grapfick is simple
5 kind
egg
facehunger
small xeno "worm"
xeno
xenoquen
:)
i can use the dll from ability pack to create the behavior to lay egg , use the bite sicknes from zombie apocalipse, maybe if look deep in some code from "paws look to safe teperature" and edit them to "xeno look to safe no light" but i dont know how to add the some other abilities (like hiding)

or maybe i can use some order from powerswith (enemyradar) and some things from ccl to create ability to make xeno hide in day time to cocon on map corner (if anyone come too close xeno attack) else he will regenerate himself and attack next night :)
Title: Re: Aliens
Post by: kexici on August 07, 2015, 10:11:02 AM
Quote from: kexici on August 07, 2015, 10:08:30 AM
Flame weapon is ready from https://ludeon.com/forums/index.php?topic=14763.0
Grapfick is simple
5 kind
egg
facehunger
small xeno "worm"
xeno
xenoquen
:)
i can use the dll from ability pack to create the behavior to lay egg , use the bite sicknes from zombie apocalipse, maybe if look deep in some code from "paws look to safe teperature" and edit them to "xeno look to safe no light" but i dont know how to add the some other abilities (like hiding)

or maybe i can use some order from powerswith (enemyradar) and some things from ccl to create ability to make xeno hide in day time to cocon on map corner (if anyone come too close xeno attack) else he will regenerate himself and attack next night :)

[attachment deleted due to age]
Title: Re: Aliens
Post by: Mr.Cross on August 07, 2015, 01:28:32 PM
Quote from: kexici on August 07, 2015, 10:08:30 AM
Flame weapon is ready from https://ludeon.com/forums/index.php?topic=14763.0

I could see that happening, but I'd think you would need to ask permission from each of the mod authors that you wish to take from.
Title: Re: Aliens
Post by: kexici on August 07, 2015, 02:17:01 PM
Yes but i only use they mod , we dont need create own flame trhower when skully does :) i make only ammo to his mod :)
Somthing like mod to mod to mod :)
ask someone who know the c++ :plese :) we must find anybody :)
Title: Re: Aliens
Post by: Mr.Cross on August 07, 2015, 02:26:14 PM
Quote from: kexici on August 07, 2015, 02:17:01 PM-Snip-

Alright, I'll ask some of the people who make factions and what not to see if they would be so kind to help.
Title: Re: Aliens
Post by: TheGentlmen on August 07, 2015, 06:21:35 PM
Quote from: kexici on August 07, 2015, 02:17:01 PM
Yes but i only use they mod , we dont need create own flame trhower when skully does :) i make only ammo to his mod :)
Somthing like mod to mod to mod :)
ask someone who know the c++ :plese :) we must find anybody :)

I know C++... I'm been programming in it for a year. One problem... you mod the game in C#... C++ != C#... :P
Title: Re: Aliens
Post by: Mr.Cross on August 07, 2015, 07:12:15 PM
Quote from: TheGentlmen on August 07, 2015, 06:21:35 PM-Snippets of stuff about C++ and C#-
What is C++ used for? Also I think i might start looking in on C# tutorials again, maybe find something that explains things in an extremely dumbed down way  ;D
Title: Re: Aliens
Post by: TheGentlmen on August 07, 2015, 07:30:24 PM
https://en.wikipedia.org/wiki/C%2B%2B
https://en.wikipedia.org/wiki/C_Sharp_(programming_language)

I major distinction is memory handling... Not sure about C# but in C++ you have to handle the memory yourself... no garbage collecection & whatnot...
Its generally classified as a more low level language then languages like Java & C#. A.k.a. Its closer to being assembly. This means that you have more control over thing forever your program can THEORETICALLY be more optimized then for example a C# program... but that a double edged sword. Just like it can be faster, it can also be slower... & more often it is slower. With it being more low-level, the time it takes to develop things increases, so most times it will take longer to do something & end up preform badly, but that isn't the languages fault... its the devs one.
Unity is written in C++ BUT the games made in unity use either C#, UnityScript(Other know as JavaScript) & Boo. Rimworld was made in C# forever it would be only logical to keep the modding in C#.
Title: Re: Aliens
Post by: Mr.Cross on August 07, 2015, 07:52:58 PM
Quote from: TheGentlmen on August 07, 2015, 07:30:24 PM-Even more snippets about C# and C++-

Ah, that's interesting. Thank you for explaining that.
Title: Re: Aliens
Post by: Mechanoid Hivemind on August 07, 2015, 08:48:46 PM
If a group of you get this going i will fly out and thank you all personally! I have been playing alien isolation and wanted my colony to deal with it >:) You could probably pull the codes from crashlanding to make the Sevastopol station fall. It spawns the pawns with random health debuffs. Cuts scrapes burns, and one abnormal one that indicates that, that pawn is infected, Or has been hugged in the face
Title: Re: Aliens
Post by: Mr.Cross on August 07, 2015, 09:21:40 PM
So far the only reply i've gotten was from shinzy, and he said no.
Title: Re: Aliens
Post by: kexici on August 08, 2015, 08:31:05 AM
i study the zombie apocalipse mod dll and there is soo much usefull thing - its famous :D , if combine some parts of zombie and some parts of ability and alien ant we can build all of we need :)
:D lets do this :)
i start with facehunger and his attack to paws - infect paws with small cute xeno worm :)
Title: Re: Aliens
Post by: Mechanoid Hivemind on August 08, 2015, 09:19:42 AM
SHINZY PLEASE :"( it would make a poor soul smile :( you would be the start of a xenomorph threat to the rimworld community. Destroyer of worlds, killer of colonies, you can play GOD!!!
Title: Re: Aliens
Post by: Mr.Cross on August 08, 2015, 09:34:29 AM
Haplo said no as well, two no's out of the five people i sent the message too. It's not looking well...
Title: Re: Aliens
Post by: NephilimNexus on August 18, 2015, 05:25:49 PM
I was actually hoping for some friendly aliens, or at least something other than the "Zerg of the Week."  Or neutral aliens.  Or just plain alien aliens.  Examples:

The Nano-blob: A relic from a forgotten war, it spawns on one side of the map and beelines for the other side.  It doesn't communicate.  It consumes everything metallic in it's way (read: steel).  Walls can stop it but it can slide under doors.  It doesn't care about fleshy, biological things, only metal.  It will eat your ores, your doors, your guns left laying out.  Impervious to everything except EMP based weapons.  On the plus side, this thing will actively hunt, devour and generally humiliate any Mechanoids it happens to bump into along the way.

Alien Merchants: They come by and offer to trade obnoxious Glittertech-level goodies in exchange for... weird things, especially Art Objects.  High quality food, natural cotton clothes, and other things that a human tourist would kitch-around for when visiting that quaint, Amish village.

The Greys: These would be the best.  The first warning that Greys are in your area is when a glowing beam sucks up some Muffalo and spits out it's carcass a few hours later.  They only appear at night, and although unarmed they have a ranged psychic Stun attack that can incapacitate characters with easy.  They'll pick a random victim, stun them, and drag them off to their UFO.  They return a day or two later... missing a random organ.

Shapeshifters: Every now and then a random NPC will actually be an alien shapeshifter in disguise.  It could be a visitor from a friendly tribe.  It could be a raider.  It could be that person you just rescued from bounty hunters.  It could be that pod crash survivor.  But at some point, when you're alone in a room with the, they'll change into the true form... a hostile unit with a massive claws and high melee skill.

This happens: New colonist joins with a Research skill of 20.
(http://i.imgur.com/VoJkttA.jpg)


Title: Re: Aliens
Post by: Mr.Cross on August 19, 2015, 11:03:11 AM
Quote from: NephilimNexus on August 18, 2015, 05:25:49 PM-snippets-

We were talking about Xenomorphs, I'm pretty sure atleast. But that would be pretty cool as well, I'm going to make a xenomorph mod, and a terror bird mod once A12 comes out. But until then I'm trying to find and squish bugs.
Title: Re: Aliens
Post by: StorymasterQ on August 19, 2015, 08:26:50 PM
Will there be face-huggers? WILL THERE BE ALIEN WING-WONG (http://tvtropes.org/pmwiki/pmwiki.php/Main/FaceFullOfAlienWingWong) ACTION???
Title: Re: Aliens
Post by: Mr.Cross on August 19, 2015, 08:40:19 PM
Quote from: StorymasterQ on August 19, 2015, 08:26:50 PM
Will there be face-huggers? WILL THERE BE ALIEN WING-WONG (http://tvtropes.org/pmwiki/pmwiki.php/Main/FaceFullOfAlienWingWong) ACTION???

Yes, I was hoping to do something of the sort, If I can get it to happen. So yes I guess in a way there will be Alien Wing-Wong action.
Title: Re: Aliens
Post by: wooddsy on August 22, 2015, 09:28:05 AM

I'm at University at the moment and know C#. If I can help I will.

Title: Re: Aliens
Post by: Mechanoid Hivemind on August 23, 2015, 04:47:16 AM
Quote from: wooddsy on August 22, 2015, 09:28:05 AM

I'm at University at the moment and know C#. If I can help I will.
Lurker coming out on my post :D yay!!!
there is still hope!
Title: Re: Aliens
Post by: wooddsy on August 23, 2015, 11:56:33 AM
Is there a repository setup so I can have a look?