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RimWorld => Releases => Mods => Outdated => Topic started by: Austupaio on April 26, 2014, 08:05:43 PM

Title: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Austupaio on April 26, 2014, 08:05:43 PM
This mod is very, very deprecated and I'm removing this with the intent to possibly release an updated version now.
Title: Re: Liandri Corp
Post by: Evul on April 26, 2014, 10:37:34 PM
Haha awesome ^^
Title: Re: Liandri Corp
Post by: EBM on April 27, 2014, 02:58:46 AM
Looking forward to this. I like that you stuck with the original UT weapon style (where applicable) rather than that of the later games.
Title: Re: Liandri Corp
Post by: Austupaio on April 27, 2014, 03:19:43 AM
UT99 best UT. :D

I'll be releasing the basic package in the next day or two, since it's quite simple stuff. I decided that I wanted a few more neat weapons, so I'll be adding a few of my favorites from the Ballistic Weapons mod for UT2004. Random, I know, but that mod was quite creative.

I will also be taking requests for anything vaguely relevant, if it's reasonable. If you're wondering why some are missing, like the classic Minigun, it's just due to very similar weapons already being in the game or part of Project Armory or the reason is listed in red in my list.
Title: Re: Liandri Corp
Post by: iame6162013 on April 27, 2014, 03:38:27 AM
these textures are cool ;)
Title: Re: Liandri Corp
Post by: Celthric Aysen on April 27, 2014, 06:25:29 AM
nice textures you have there
Title: Re: Liandri Corp
Post by: Architect on April 27, 2014, 03:44:06 PM
For the beam weapon, might I suggest you create a semi long laser texture or whatever to use as the bullet, turn the damage down to next to nothing, and have the gun be able to fire really quickly, so it looks a little like a continuous beam. It's not the best way of doing it, but it's the simplest :)
Title: Re: Liandri Corp
Post by: Austupaio on April 27, 2014, 05:11:33 PM
I may try that for the Viper, but with the single-shot hitscan nature of the Shock Rifle, it just wouldn't look right.

Now the first release is up! I believe it to be bug-free but, well, you know how that goes.

Also now includes akimbo weapons, because why not? ;D

Edit; also there's a preview available in the initial screenshot that includes all current weapons. Yes, I know the scale isn't super consistent, but Rimworld is very good at rescaling items, I've learned.
Title: Re: Liandri Corp
Post by: Tynan on April 27, 2014, 05:16:07 PM
Ah ha, UT99, the game I started out modding all those years ago!

I think they'all pretty feasible except the ripper. That one would be tough. And most of the secondary fire modes would be troublesome as well. Still an awesome idea.

And thank you for the props :) One can make a lot of noise and impress the ignorant by promising everyone the moon, but I think thoughtful people respect you more when you're a bit more realistic and a bit less excitable.

Looking forward to seeing the mod develop.

(Also there's no need to report your own posts to draw my attention to them. I see most mod threads and you can always PM me.)
Title: Re: Liandri Corp
Post by: Austupaio on April 27, 2014, 05:26:04 PM
Thanks for dropping by.

I actually went ahead and put in the Ripper with it's standard primary fire, minus the bouncing. Kinda lame but watching the blades fly is still amusing. It's really the Shock Rifle that I think would be the most difficult to pull off, but I may just try a very fast projectile with a somewhat long graphic.

Sorry about the report, it's just been standard practice to report your own thread to get it moved on a couple other forums for me. :P
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: Austupaio on April 27, 2014, 10:20:23 PM
Double-post, but hey, I'm in released now!

Also, I uh, lied a little bit. I'm going to add a few weapons from Quake II, as well. However, don't worry about weapon bloat, I'm trying to make sure anything I add isn't easily interchangeable with an existing weapon. Shock rifle was made as well, it's not perfect but it's good enough for me to put it in my next version.

(http://i.imgur.com/JkyXr7W.png)
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: mrofa on April 27, 2014, 10:55:57 PM
Ah my poor nade space marine end up as a target practice :D
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: Celthric Aysen on April 27, 2014, 11:03:10 PM
These weapons are BADASS!
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: lLeo on April 27, 2014, 11:41:30 PM
why cant i download it~
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: Celthric Aysen on April 27, 2014, 11:46:57 PM
Yeah, your gonna need to upload this somewhere else like Nexus or moddb, because in my opinion GameFront is absolute crap when it come's to downloads.
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: Austupaio on April 28, 2014, 12:06:16 AM
Eh, alright. It's annoying but I'll look into it.

The Quake weapons I wanted are made, and I've successfully given them custom sounds. Working on the custom sounds for UT weapons as well now.
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: bombarding on April 28, 2014, 07:46:29 AM
need mirror link to download, can't download it now
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: joey4track on April 28, 2014, 11:46:20 AM
Same here, this looks great but can't get from gamefront, please can someone post a mirror?
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: Austupaio on April 28, 2014, 02:57:40 PM
Fear not! Your clamouring has been heeded, the new version has a Nexus link. A Moddb link was intended to be included but Moddb has an extremely tedious process to actually add a mod.

New version includes the ASMD, the Quake II weapons and sound effects all around.

One thing that I have the sound effect for, but didn't use, is the Flak Cannon. Unfortunately, the only way I can get the Flak Cannon to act properly is to make it fire very fast bursts, so if I gave it a sound effect that isn't very toned down, it would be exceedingly annoying.
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: rutefly on April 28, 2014, 05:36:30 PM
Dont forget the good ol' classic, BFG9000.

Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: EBM on April 29, 2014, 07:17:57 PM
Been playing with the latest and I quite enjoy it. The weapons I've seen so far fit in well with the game and the different sounds and projectile sprites make for varied and entertaining firefights. Well done!

I've not seen any Liandri Corp. traders yet, though. I assume they appear only rarely, which is understandable.
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: Austupaio on April 29, 2014, 07:52:44 PM
Ah, cool, glad you like it. It's unfortunate these things are never save-compatible because I'm about to release an update. :P

As for the trader, yes, it's feasible that the trader defs don't really mesh very well, or I may just be understanding them. I'll be looking into it more.

1.1 adds three more weapons from, sorry, Ballistic Weapons. It also greatly improves upon the existing content, as I refined the stats, descriptions, sounds and graphics for everything.

(http://i.imgur.com/JQoMC1x.png)

As of now, I basically consider the mod content-complete. I'll see about making the trader (possibly traders) better later, and will consider any suggestions/requests.

I've got the great majority of the UT weapons in, some fun Ballistic Weapons mod additions to round it out. All I could really do to add in more content would be like, scene props or characters and that seems unnecessary. ;D

Please do let me know if anything feels incomplete, unbalanced, whatever and I'll fix it up.
Title: Re: [MOD] (Alpha3) Liandri Corp
Post by: EBM on April 29, 2014, 07:55:29 PM
I was ready to do a little modding of my own and start a new game anyway, so this is excellent timing.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on April 30, 2014, 12:20:46 AM
Quote from: Austupaio on April 29, 2014, 07:52:44 PM
As of now, I basically consider the mod content-complete.
::)

So I'm adding two more things to the mod. A hand stunner (http://armedmobilesurvivor.com/images/Sabre%20Stun%20Gun.jpg), not really relevant to the subject matter but, hey, I need one.

More relevant, I'm adding a few turrets. I've already made the basic Plasma/Shock hybrid turret that's on the majority of UT99 Assault maps. I'm likely going to make a rocket launcher turret as well, so my question is, what weapon should my third turret be? Taking suggestions, preferably one of the lower-damage, rapid-fire ones. Currently thinking either the Hyperblaster or M353.
(http://i.imgur.com/xQUdhkV.png)
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: EBM on April 30, 2014, 01:35:47 AM
I like the look of that shock turret.

For the third turret, I'd suggest either the Hyperblaster, Pulse Gun, or even Flak Cannon. Pulse Gun might be a bit too powerful for the low damage aspect you're looking for, but the Flak Cannon is probably about right. It just has a shorter range and longer warmup time (I haven't seen either PG or FC in the game yet, so I'm guessing from what I see in the defs).

The Heavy Turret from Turret Pack covers 'generic MG platform' pretty well for me, so a turret with more visually interesting projectile bursts would be a definite plus.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Killaim on April 30, 2014, 04:48:51 AM
seeing that you can change the projectiles textures

can you not make a weapon that uses the melee stat and has a range of 1 (or like right on top of the pawn)

and then use a special projectile texture that looks like a "punch/swordswing/karajajuken!/etc"

? cause that would be kinda boss

also love this mod! :D
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: StalkerCZ on April 30, 2014, 07:08:39 AM
AWESOME MOD :. !) nice pixel art .. :)
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on April 30, 2014, 10:08:33 PM
Quote from: Killaim on April 30, 2014, 04:48:51 AM
seeing that you can change the projectiles textures
can you not make a weapon that uses the melee stat and has a range of 1 (or like right on top of the pawn)
and then use a special projectile texture that looks like a "punch/swordswing/karajajuken!/etc"
? cause that would be kinda boss
also love this mod! :D
Sorry for the late response, I actually missed this post. The answer is yes, it's quite feasible, it's how my new stungun works. However, there's a couple of issues that keep me from using this to make more melee weapons.

It's still technically a gun in-game. That means you have to micromanage the colonist with that weapon to tell them to move into the range of 1, then manually tell them to Fire instead of Melee. It also uses the Shooting skill instead rather than the Melee skill, and just doesn't truly look like melee fighting.

Soon though, Tynan will add real melee weapon functions, and then I'll follow suit by making my own. This probably means remaking the stungun, making the Impact Hammer and probably a couple of the melee weapons from Ballistic Weapons.

Glad you like the mod, I like putting the mod together just for the sake of it, but compliments just make me all giddy and stuff. ;D
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: benramit on May 01, 2014, 12:52:52 AM
these guns are F***ing dope love this mod Thanks
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 01, 2014, 02:41:16 PM
since ive noticed a lack of shotguns (still an amazing mod though  ;) ) and i noticed the ripper...
may i suggest some guns from the Metal Arms game?
Tether gun (whilst this gun in the game was effectively a short range stun gun, youve already got that soooo..) a long range, stun gun with a very slow rate of fire
Scatter Blaster - a very close range but very lethal shotgun that would normally fire 4 shots at once/do 4x damage
S.P.E.W - short ranged, with the rate of fire of a LMG
and of course for the tribals, the Slingshot (basically throwing rocks but at a much longer distance)

if youre feeling creative/want a mod challenge, then id suggest making the Rivet Gun - its a pistol with explosive bolts/bullets

and for the turrets, i humbly suggest a S.P.E.W or Ripper based Turret

Obviously these guns should be hard to find and/or be expensive (except for the slingshot)

anyway hope this gives you ideas if you want pics reply to this post and il post pics of the weapons
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 01, 2014, 03:05:05 PM
Glitch in the System? Haha, loved that game. Don't remember the weapons too well, though, and I don't have the game or even a Gamecube anymore.

I'll look into your requests but I'll need those pictures you mentioned, and some basic information, like firing rate, what the projectile does/looks like, what it sounds like. All that stuff.

Get me that info and I'll try making them. :D

Also, yes, I do lament the lack of shotguns, as really shotguns are so practical for the setting and gameplay of Rimworld. Ranch/home defense, hunting, unskilled shooters... sounds like a need for a shotgun to me. However, the Strogg Shotgun and the Flak Cannon are the only two ways a shotgun is currently possible, and neither one is perfect.

Basically, it's waiting for Tynan to add more weapon functions (http://ludeon.com/forums/index.php?topic=3352.0), but understandably I think it's a low priority.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 01, 2014, 09:19:36 PM
Quote from: Austupaio on May 01, 2014, 03:05:05 PM
Glitch in the System? Haha, loved that game. Don't remember the weapons too well, though, and I don't have the game or even a Gamecube anymore.

I'll look into your requests but I'll need those pictures you mentioned, and some basic information, like firing rate, what the projectile does/looks like, what it sounds like. All that stuff.

Get me that info and I'll try making them. :D

Also, yes, I do lament the lack of shotguns, as really shotguns are so practical for the setting and gameplay of Rimworld. Ranch/home defense, hunting, unskilled shooters... sounds like a need for a shotgun to me. However, the Strogg Shotgun and the Flak Cannon are the only two ways a shotgun is currently possible, and neither one is perfect.

Basically, it's waiting for Tynan to add more weapon functions (http://ludeon.com/forums/index.php?topic=3352.0), but understandably I think it's a low priority.

ok, as i expected finding any art, yet alone the weapons for this game is an absolute pain
managed to find everything but the tether gun though, hoping my descriptions would give you an idea for the stats, but il see if somehow i can find the game's via a wiki
dam as it turns out the image is too much for the forums, is it possible for me to email you them
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 01, 2014, 09:59:59 PM
Yeah, haha, I did a basic search when I made that post but didn't find anything useful. Just upload them to Imgur. (http://imgur.com/)
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: SSS on May 02, 2014, 03:57:52 AM
I've never even played the games these guns come from, but the mod looked so awesome I downloaded it anyway. o.o

The only thing I would recommend atm is a text file with the guns' stats. The only way to find out stats in game is to attempt to sell them to a weapons trader and view their info, which is a bit of a hassle.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 02, 2014, 11:42:53 AM
Yeah, bit of a game flaw there actually. I made sure every weapon had a description that should give you some idea what you're dealing with... but I'll get the stats in the OP anyway.

Also the fact you've never played any Quake or Unreal Tournament games is a tragedy :P
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 02, 2014, 12:08:54 PM
Quote from: Austupaio on May 01, 2014, 09:59:59 PM
Yeah, haha, I did a basic search when I made that post but didn't find anything useful. Just upload them to Imgur. (http://imgur.com/)
ok ive uploaded them, search 'Metal Arms, Arsenal' in Imgur, you should find the weapons there
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 02, 2014, 12:24:04 PM
http://imgur.com/?q=Metal+Arms

Hm, didn't show up in the search, link please?
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 02, 2014, 03:34:22 PM
Quote from: Austupaio on May 02, 2014, 12:24:04 PM
http://imgur.com/?q=Metal+Arms

Hm, didn't show up in the search, link please?
right no worries ive uploaded it again, just type metal arms into imgur
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 02, 2014, 03:51:31 PM
Quote from: Austupaio on May 02, 2014, 12:24:04 PM
http://imgur.com/?q=Metal+Arms

Hm, didn't show up in the search, link please?

never mind heres the link (i swear to god if this doesnt work)
http://imgur.com/2nENwir
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 02, 2014, 04:08:50 PM
Yeah, alright. I've give it a shot.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: SSS on May 02, 2014, 10:37:51 PM
Quote from: Austupaio on May 02, 2014, 11:42:53 AM
Yeah, bit of a game flaw there actually. I made sure every weapon had a description that should give you some idea what you're dealing with... but I'll get the stats in the OP anyway.

Also the fact you've never played any Quake or Unreal Tournament games is a tragedy :P

Ah. If you're intentionally keeping the stats secret, that's fine by me. I'll discover on my own. :p

I don't play FPS's too often, only every once in awhile. Maybe I'll give them a try sometime.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 03, 2014, 09:59:23 AM
Quote from: Austupaio on May 02, 2014, 04:08:50 PM
Yeah, alright. I've give it a shot.

thanks man  :D
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 15, 2014, 11:57:47 PM
Update fairly soon, turrets need a little more work and I'm still trying to decide how exactly to design the Metal Arms weapons. Beyond that, I also wanted to throw in a few more weapons for specific niche.

I tend to have a few notable colonists for specific roles, like Dwarf Fortress nobles, Broker/Warden, Military Leader, Chief Engineer and so on, but when I give them weapons I tend to prefer to give them pistols and such. It's just more officer/leader-like. Unfortunately, most people suck.

So I'm designing some 'elite' versions of weapons that are highly customized, and highly expensive, versions of existing weapons, suitable for dictators expedition leaders and executioners squad leaders.

The general rule is that they will be highly upgraded, but ultimately the same weapon. They will be quite expensive though, so getting them from raiders will be a boon and buying them from merchants would either be quite an investment or because your colony is already quite opulent.

These are the ones I've done so far, let me know if you have any ideas for bling, accessories or just weapons you want to see more of.
(http://i.imgur.com/dRimwvi.png)(http://i.imgur.com/1avn5Ut.png)
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: LittleMikey on May 16, 2014, 07:14:22 AM
Quote from: SSS on May 02, 2014, 10:37:51 PM
Quote from: Austupaio on May 02, 2014, 11:42:53 AM
Yeah, bit of a game flaw there actually. I made sure every weapon had a description that should give you some idea what you're dealing with... but I'll get the stats in the OP anyway.

Also the fact you've never played any Quake or Unreal Tournament games is a tragedy :P

Ah. If you're intentionally keeping the stats secret, that's fine by me. I'll discover on my own. :p

I don't play FPS's too often, only every once in awhile. Maybe I'll give them a try sometime.

Because the game doesn't have any better way of doing it yet, if you want to view a weapons stats the easiest way is to click the Info tab on a weapon when the weapon trader comes to town. If it's a weapon you've picked up off an enemy put it in a stockpile near your orbital beacon and you can click the info tab where you would go to sell the weapon.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 16, 2014, 12:55:01 PM
Yeah, that's the best way right now. However, and I don't recall if I've mentioned it, I've already added a similar blurb to the weapon's descriptions that gives you the basic stats for everything.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: SSS on May 17, 2014, 07:00:51 PM
So, I've been playing with the mod active for over 180 days in-game. I thought it was odd that I hadn't seen any of the weapons or the trader, so I turned on development mode and forced traders to show. The game seems to allow only one of each type, and Liandri never showed.

Is the Liandri trader considered one of the original trader types (weapon or slave, I assume), or is it a new type altogether? I couldn't find an option to force-spawn any of the mod's weapons either, but I don't know if I should. (It was my first time in dev mode.)
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 17, 2014, 07:32:10 PM
I'm not really quite certain what the deal with the traders is. They're configured to basically act as slave traders right now, which they do when they bother to show up.

I've had some games go with them regularly rotating with regular traders, then other games where they never show up at all. Could be anything from a mod conflict to something I don't understand about the trader defs.

You should be able to force spawn the weapons, yes. If they're not listed for you, could you screenshot the weapon spawning menu with my mod active?
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: SSS on May 17, 2014, 08:50:33 PM
Do you need to have it active at map generation? I did when I started this map, but I was testing out some other mods as well. In any case, I've only had this mod and the fertilizer mod active for a long time.

The weapons don't show up on the spawn weapon or spawn thing menus. I've included screenshots of both.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 17, 2014, 08:59:52 PM
Ah, yeah, that would do it. If it's not active when you start the game, you won't see anything, I'm afraid.

However, you followed that up by saying it WAS active when you started the game so...

My initial questions would be:
Which link did you download the mod from?
Are you using Rimworld Alpha 3?
Is the mod is installed so that the directories read \RimWorld413Win\Mods\Liandri Corp\ ?

If yes to all of those, are you getting any error messages when you activate/deactivate the mod? What about in-game?

Just out of curiosity, do you recall what other mods? It's not important if you don't, I've never had a mod conflict with my own.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: SSS on May 17, 2014, 09:46:54 PM
- The 1.1 gamefront link.
- Yes, but my folder reads RimWorld410Win rather than 413Win.
- RimWorld413Win\Mods\Liandri1.1

Does it need to remain zipped, by chance? I unzipped the mod before placing it in the mod folder.

There were no error messages when deactivating the mod, nor when loading the colony. I let the game run on the fastest speed for awhile and watched the tilde menu, but there were no errors or warnings there either. I tried the same thing after reactivating and got the same results.

Now, before I list the mods I have, know that I've now tried starting a new colony with only the Liandri mod and core game loaded. The weapons still weren't available for spawning in the spawn weapon or spawn thing dev tools.

Here's the mods I have (I don't recall which ones I had turned on when I started the colony, but I deactivated nearly all of them shortly afterwards):
Quote- BetterPower+ (V2.4.1)
- BlastingCharges
- BP & WE Patch v1.0.1
- Clutter
- Core
- FertilizerPump
- Galactic Trader v1-408-409
- Liandri1.1
- More-Edibles(2)
- Non-Lethal Turrets
- RoyalBed
- Wood 0.94.1

Of these, I suppose Galactic (Meat) Trader would be the most likely to cause a conflict, but I don't think this is a mod interference problem given my above test.

I recall not noticing many differences when trying out other mods before, so I'll try some others in a bit. Given that the fertilizer pump works, I don't think this is a problem I'm having with all mods, but I suppose I should make sure it's not your mod alone that won't work for me.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 17, 2014, 10:25:47 PM
You seem to have done everything right, 1.1 worked and I haven't had anyone else have an issue, so I'm afraid I'm clueless. I will say that Galactic Trader probably conflicted with the Liandri Corp trader, but it would not have conflicted with the weapons, I believe.

Yeah, all I can suggest is to get my new version, which I'll put out tomorrow, maybe Monday. Sorry that I can't be more help, really.

Oh, just for clarity.
QuoteDoes it need to remain zipped, by chance? I unzipped the mod before placing it in the mod folder.
No, that is not the case. You were correct to unzip it.

NOPE, mid-post epiphany. ;D It just occurred to me what your problem is.

QuoteRimWorld413Win\Mods\Liandri1.1
I think when you unzipped the folder, either through your own settings or just the default, the program unzipped it as a folder called Liandri1.1. Your directory is probably RimWorld413Win\Mods\Liandri1.1\Liandri Corp.

Just drag out the Liandri Corp folder, and delete the empty Liandri1.1.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: SSS on May 17, 2014, 10:48:59 PM
Quote from: Austupaio on May 17, 2014, 10:25:47 PM
NOPE, mid-post epiphany. ;D It just occurred to me what your problem is.

QuoteRimWorld413Win\Mods\Liandri1.1
I think when you unzipped the folder, either through your own settings or just the default, the program unzipped it as a folder called Liandri1.1. Your directory is probably RimWorld413Win\Mods\Liandri1.1\Liandri Corp.

Just drag out the Liandri Corp folder, and delete the empty Liandri1.1.

Eureka! This is surely what caused problems with some of the other mods as well. Thank you! ^-^

The weapons now show in the spawn tools. Slavers now bear the Liandri Corp note at the end of their names as well. If I may, do they only sell weapons part of the time?

Thank you again.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 17, 2014, 11:03:06 PM
Seems to be a limitation of how trader defs are laid out right now that traders can only sell one type of good, on the plus side, they will at least buy both slaves and weapons. I'm sure that in future Rimworld versions, I'll be able to tweak the Liandri traders further.

Don't worry about that issue, happens all the time, I've done it myself for mods and other games.




Now, for a preview of how I've re-done the descriptions for all weapons, as well as some of the weapons I've made since. Some work still needs to be done on the turrets before I release.

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

I'm still working on turreted vehicles, they're just not cool enough yet. I've also made good progress on the weapons, and even bots, of the Metal Arms stuff but I'm waiting for Alpha 4 to actually work that into the mod.

Mm, Mil-Bot and Droid Rebel mechanoid factions.

If that goes well, I'll do a Skarjj faction as well.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Austupaio on May 18, 2014, 02:38:37 PM
Double-post, don't kill me.

(http://i.imgur.com/4cOaTps.png)

I actually meant to take the screenshot earlier to show off the turrets more but uh, the tribals kind of swarmed me faster than I expected. Oh well.

I've just uploaded 1.3 to various mirrors and updated the OP with the links and some information. Four turrets have been added, accessible through two researches. Right now, they have high metal and power costs, but in Alpha 4, I'll reduce those and have the turrets be built using their component weapons.

As noted, there are several new weapons, and all weapons have been balanced better, along with new sound effects and improved old sound effects.

Also, I really, really hate Moddb. It took me an hour to change the description of the mod slightly, add a new image and upload the new version. The mirror will be up once Moddb approves the file.

Nexus isn't much better, it's always slow but today their servers actually went down twice. The mirror will be edited in too, once their servers are back up.

Edit; Nexus came back up and the link was added to the OP.

Edit2; Moddb links added. Not sure if 1.3 was approved yet.
Title: Re: [MOD] (Alpha 3F) Liandri Corp
Post by: Garen on May 18, 2014, 06:11:55 PM
Quote from: Austupaio on May 18, 2014, 02:38:37 PM
Double-post, don't kill me.

(http://i.imgur.com/4cOaTps.png)

I actually meant to take the screenshot earlier to show off the turrets more but uh, the tribals kind of swarmed me faster than I expected. Oh well.

I've just uploaded 1.3 to various mirrors and updated the OP with the links and some information. Four turrets have been added, accessible through two researches. Right now, they have high metal and power costs, but in Alpha 4, I'll reduce those and have the turrets be built using their component weapons.

As noted, there are several new weapons, and all weapons have been balanced better, along with new sound effects and improved old sound effects.

Also, I really, really hate Moddb. It took me an hour to change the description of the mod slightly, add a new image and upload the new version. The mirror will be up once Moddb approves the file.

Nexus isn't much better, it's always slow but today their servers actually went down twice. The mirror will be edited in too, once their servers are back up.

Edit; Nexus came back up and the link was added to the OP.

Edit2; Moddb links added. Not sure if 1.3 was approved yet.

whoa, i wasnt expecting that!, thank you so much!
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: SSS on May 19, 2014, 01:46:10 PM
Nice update! It's cool to have more turret and weapon options. ^-^

Needless to say, I like having the weapon stats in the description. Thank you!

Edit: That hand stunner will be a particularly welcome addition. Hehehe. :3
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on May 19, 2014, 01:56:39 PM
It's a little tricky to use, especially when you only have one or two. Once you manage to collect like half a dozen though, it's hilarious to send little squads at lone raiders and watch them taze the bastard into the fetal position.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: SpiritedCanine on May 24, 2014, 10:39:28 PM
I noticed Warframe, any plans to expand with more guns from them?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on May 24, 2014, 11:17:59 PM
 :D Feasibly, I don't play it a ton though so I'm not overly familiar with most of the firearms. Did you have anything specific you wanted?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on May 26, 2014, 01:34:48 AM
Double-post.

Not specifically related to Liandri, it'll be a separate mod; I just wanted to preview it, maybe get opinions.
If it's not obvious, it'll simply be a mod to update the vanilla weapons a bit. I know an old mod did it once but I was unable to find it and IIRC, it didn't quite work properly.
(http://i.imgur.com/ddEFNGu.png)
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: SpiritedCanine on May 26, 2014, 02:59:10 PM
Quote from: Austupaio on May 24, 2014, 11:17:59 PM
:D Feasibly, I don't play it a ton though so I'm not overly familiar with most of the firearms. Did you have anything specific you wanted?
An assault rifle, I think it's called Kraken (I haven't played it in awhile) and a machine-pistol, Dex Furis
[Edit]The assault rifle is called Karak, Kraken is a heavy pistol
If anything you NEED to add the Cernos. I stress this cause there's alot of guns being added by other mods but I haven't seen a bow added yet.  ( IDK how to post images )
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: SSS on May 26, 2014, 03:16:25 PM
Quote from: Austupaio on May 26, 2014, 01:34:48 AM
Double-post.

Not specifically related to Liandri, it'll be a separate mod; I just wanted to preview it, maybe get opinions.
If it's not obvious, it'll simply be a mod to update the vanilla weapons a bit. I know an old mod did it once but I was unable to find it and IIRC, it didn't quite work properly.
(http://i.imgur.com/ddEFNGu.png)

Looks cool to me. My vanilla weapons look so dull now. Lol.

Would you just be updating the textures, or would you be editing their stats too?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: mrofa on May 26, 2014, 11:34:41 PM
They look very nice exept the energy and fire weapon.

Btw do Liandri crop works without ship trader ?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on May 27, 2014, 12:21:16 AM
Quote from: SpiritedCanine on May 26, 2014, 02:59:10 PM
An assault rifle, I think it's called Kraken (I haven't played it in awhile) and a machine-pistol, Dex Furis
[Edit]The assault rifle is called Karak, Kraken is a heavy pistol
If anything you NEED to add the Cernos. I stress this cause there's alot of guns being added by other mods but I haven't seen a bow added yet.  ( IDK how to post images )
Hm, I'll look into those specific suggestions. Something that's problematic though, is that I can't access the items to get a good look at them for graphics, or how they work for stats.

The bows are a good suggestion, seeing as the only only native bows are the ancient ones.

QuoteWould you just be updating the textures, or would you be editing their stats too?
Uncertain right now, I believe that I'd only be making two changes. The L-15 LMG in the game is... not much of a LMG. It's just a semi-crappy M16, so I think I'll be buffing it. Also, I didn't realize until after I sprited the MP9 for the SMG that there is, in fact, no SMG in game. So I'll be adding that in as a slightly modified Uzi. All other weapons will only have their name, description and graphic improved.

I'll be putting a thread up for the mod soon.

Quote from: mrofa on May 26, 2014, 11:34:41 PM
They look very nice exept the energy and fire weapon.

Btw do Liandri crop works without ship trader ?
Yeah, I'm not super happy with the R4 and T9 because I just wanted to touch them up without getting too creative, so that they stayed true to the originals.

The mod works perfectly without the trader, I'll probably even remove the trader since it conflicts with mods with their own traders and the Liandri trader isn't really unique in any way.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: SSS on May 27, 2014, 02:07:27 AM
Quote from: Austupaio on May 27, 2014, 12:21:16 AM
The mod works perfectly without the trader, I'll probably even remove the trader since it conflicts with mods with their own traders and the Liandri trader isn't really unique in any way.

I haven't had any problems with using the Kompression mod, and it changes traders around. I tried forcing some traders after installing it and both worked properly.

However, (except when forced), slavers still don't tend to show up in the current savefile. No idea why.

Oh, and the improvised turrets use the LMG afaik. Won't editing that affect turret balance?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on May 29, 2014, 02:11:21 PM
QuoteOh, and the improvised turrets use the LMG afaik. Won't editing that affect turret balance?
Not at all, the turret uses it's own proprietary weapon.

Also, I've noticed that the older versions of the mod are still getting semi-regularly downloads... anyone know why? ???
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: mrofa on May 29, 2014, 02:22:03 PM
Quote from: SSS on May 27, 2014, 02:07:27 AM
Quote from: Austupaio on May 27, 2014, 12:21:16 AM
The mod works perfectly without the trader, I'll probably even remove the trader since it conflicts with mods with their own traders and the Liandri trader isn't really unique in any way.

I haven't had any problems with using the Kompression mod, and it changes traders around. I tried forcing some traders after installing it and both worked properly.

However, (except when forced), slavers still don't tend to show up in the current savefile. No idea why.

This is dependable which mod load first, if its compression mod you will get liandri trader def, and if its other way around you will get compression trader def.

Dev incident buttons sometimes dont work, trader limit at once is 4 or 5 so you wont be able to summon more than that even with dev console.
Try to push it several times :D
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: SSS on May 29, 2014, 07:59:10 PM
Quote from: mrofa on May 29, 2014, 02:22:03 PM
Quote from: SSS on May 27, 2014, 02:07:27 AM
Quote from: Austupaio on May 27, 2014, 12:21:16 AM
The mod works perfectly without the trader, I'll probably even remove the trader since it conflicts with mods with their own traders and the Liandri trader isn't really unique in any way.

I haven't had any problems with using the Kompression mod, and it changes traders around. I tried forcing some traders after installing it and both worked properly.

However, (except when forced), slavers still don't tend to show up in the current savefile. No idea why.

This is dependable which mod load first, if its compression mod you will get liandri trader def, and if its other way around you will get compression trader def.

Dev incident buttons sometimes dont work, trader limit at once is 4 or 5 so you wont be able to summon more than that even with dev console.
Try to push it several times :D

The problem with no slave traders was there before I installed the Kompression mod. Install order doesn't seem to make a difference, as either way your traders show up, yet Liandri's don't (unless, of course, I force a slave trader to show up via dev console). I took a peek at the xmls and I don't see any reason for Liandri's trader to no-show, though. :/

And yes, I've had fun playing around in dev mode in the past. Maxing out the traders was one of the first things I did. xD
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Goatlike on June 05, 2014, 12:16:44 AM
I love UT, especially UT2k4. I want this mod, but it work on alpha 4?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on June 05, 2014, 10:07:27 AM
Not sure if it works on Alpha 4, I'll be testing it out and updating it fairly soon.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: benramit on June 05, 2014, 10:12:40 AM
I like the extra trader. also i like this mod very much, would love to have this for the new alpha.  Hook that shit up!! ;D
thanks in advance
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Evul on June 05, 2014, 10:51:42 AM
Here is a list of some new things that have been changed:
- <interactSound> changed to <soundInteract>
- <purchasable> changed to <tradersCarry>
- <damageType> changed to <damageDef>
- New names on the existing sounds.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on June 05, 2014, 11:24:17 AM
Oh, thanks, Evul. I'll change those right away and test what else needs to be reworked. :)
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Evul on June 05, 2014, 11:25:31 AM
Quote from: Austupaio on June 05, 2014, 11:24:17 AM
Oh, thanks, Evul. I'll change those right away and test what else needs to be reworked. :)

There are some more but i don't remember them all ^^
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Garen on June 07, 2014, 02:31:49 PM
Quote from: Austupaio on June 05, 2014, 10:07:27 AM
Not sure if it works on Alpha 4, I'll be testing it out and updating it fairly soon.

any news or teasers about the update?

will the planned Mil-bots be mid game mechanoids?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Rex705 on June 17, 2014, 04:22:24 PM
Is the update coming soon?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on June 17, 2014, 08:23:59 PM
Sorry about the lack of activity, I've been pretty busy.

I'm still actually digging through all the var-name changes so that mod items aren't throwing out any errors, but it's taking a little time. Also, working on the art for the aforementioned additions. Mod's not dead, it's just not quickly updated.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: BlazingDawn on June 25, 2014, 08:54:22 AM
hi, i ran into some problems while using your mod, it seems to have all the guns, but the problem are they shoot blanks, have the effect and so on, but it does nothing but looks pretty, same thing with the turret.
i have purchased the guns off the combat traders, and have not seen a liandri corp ships for a long time.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Austupaio on June 25, 2014, 10:25:20 AM
I can only assume you're playing on Alpha 4 or even 5? Its been moving a little fast and I've been too busy to catch up.

In either case, the mod is not compatible with these versions of the game and I'm surprised it even works that well.

Do note the subject line has the version listed.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Joncomma on June 25, 2014, 03:59:40 PM
Hi BlazingDawn

I had the same problem, you can fix it yourself easily. Evul posted the solution a while back on this thread.
Open the ThingDefs in the Lindari Corp mod folder and edit the following lines in all guns. . .

- <interactSound> changed to <soundInteract>
- <purchasable> changed to <tradersCarry>
- <damageType> changed to <damageDef>

After that test on a squirrel and you should be good to go.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Goatlike on June 26, 2014, 04:55:57 AM
Hi. I fix some "bugs" and now this mod compatible with A4.

I don't sure about fully working. But I try fix all exist mismatches.

I hope you (Austupaio) don't offence on me  :)

Download: https://www.dropbox.com/s/15b41ptxqn6vkwi/Liandri_Corp_comp_with_A4.7z (https://www.dropbox.com/s/15b41ptxqn6vkwi/Liandri_Corp_comp_with_A4.7z)
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Austupaio on June 26, 2014, 05:05:05 PM
No, that's absolutely fine. In fact, I find it rather cool that my mod was popular enough that people are updating it in my absence.

I'll update the subject line so people can find this unofficial update, until I can release my own update. This actually lets me focus more on my new content instead of just fixing up the old. :D
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: mrofa on June 26, 2014, 05:25:55 PM
Lucky you mate :)
Anyways was poking around guns to make portable fire extinguisher, and i kinda think you can make secondery attack, you would need to track down <hasStandardCommand> in verb and i think it would give you a possibility to add new button next to standart one you get when you draft a colonist, that uses diffrent gun.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Goatlike on June 27, 2014, 01:49:56 AM
Quote from: Austupaio on June 26, 2014, 05:05:05 PM
No, that's absolutely fine. In fact, I find it rather cool that my mod was popular enough that people are updating it in my absence.

I'll update the subject line so people can find this unofficial update, until I can release my own update. This actually lets me focus more on my new content instead of just fixing up the old. :D

Thanx!  :)

Quote from: mrofa on June 26, 2014, 05:25:55 PM
Lucky you mate :)
Anyways was poking around guns to make portable fire extinguisher, and i kinda think you can make secondery attack, you would need to track down <hasStandardCommand> in verb and i think it would give you a possibility to add new button next to standart one you get when you draft a colonist, that uses diffrent gun.


Good idea. Add it in requests, please.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Kumai0214 on June 27, 2014, 02:06:37 PM
Sweet. Now I can try and get my hands on a shock rifle for my guys! Or even the bio rifle. Hopefully it works with my current save though.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Kumai0214 on June 30, 2014, 05:36:30 AM
So... After finally trying to get my hands on some of the Liandri Corps weapons. I have found something wrong with the A4 version update. I'm not quite sure if it did anything for my game but I have noticed that none of the guns are shown when I use inventory panel.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Goatlike on June 30, 2014, 11:50:44 AM
Yeah. I'll try to fix it.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Kumai0214 on June 30, 2014, 01:11:07 PM
No, no need. I found out my issue. I am such a failure hah.. I forgot to open the actual update folder and pull out Liandri Corps. Which contained the actual mods inside. Now I shall try it again and see if it truly works.

Edit: All clear! Yup, I am a failure. It works perfectly.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Goatlike on June 30, 2014, 04:25:05 PM
Quote from: Kumai0214 on June 30, 2014, 01:11:07 PM
No, no need. I found out my issue. I am such a failure hah.. I forgot to open the actual update folder and pull out Liandri Corps. Which contained the actual mods inside. Now I shall try it again and see if it truly works.

Edit: All clear! Yup, I am a failure. It works perfectly.

You used it with Inventory Panel?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Kumai0214 on July 01, 2014, 12:12:06 AM
Yes.. I have inventory panel installed. And I could use that to check if the weapons were there. Firstly they didn't show up but that was because I didn't pull Liandri corps out of the update folder. After I did all of that and reloaded my map. I saw the guns there so yeah I found the issue heh a big mistake on my part.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Garen on July 05, 2014, 04:26:27 PM
Quote from: Goatlike on June 26, 2014, 04:55:57 AM
Hi. I fix some "bugs" and now this mod compatible with A4.

I don't sure about fully working. But I try fix all exist mismatches.

I hope you (Austupaio) don't offence on me  :)

Download: https://www.dropbox.com/s/15b41ptxqn6vkwi/Liandri_Corp_comp_with_A4.7z (https://www.dropbox.com/s/15b41ptxqn6vkwi/Liandri_Corp_comp_with_A4.7z)

Any Chance of you doing an alpha 5 unofficial update ?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: Goatlike on July 06, 2014, 11:27:58 AM
Quote from: Garen on July 05, 2014, 04:26:27 PM
Any Chance of you doing an alpha 5 unofficial update ?

Maybe, maybe. Firstly I'll update my mod. If all be Ok, i'll be work on LC.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
Post by: murlocdummy on July 06, 2014, 02:22:31 PM
Quote from: Goatlike on July 06, 2014, 11:27:58 AM
Quote from: Garen on July 05, 2014, 04:26:27 PM
Any Chance of you doing an alpha 5 unofficial update ?

Maybe, maybe. Firstly I'll update my mod. If all be Ok, i'll be work on LC.

I'm using the Alpha 4F update right now.  It seems to work on Alpha 5 so far.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Viperlol on July 07, 2014, 11:23:53 AM
The alpha 4f update seems to work in alpha 5. Great mod!
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Goatlike on July 07, 2014, 12:06:48 PM
Good :) Then waiting for official update.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A5 Update on Pg 6)
Post by: Austupaio on July 07, 2014, 02:21:16 PM
Oh, really? Well, then, my extra thanks to Goatlike.

You ever have any requests Goatlike, you let me know!

Just to give some info on my side of things, unfortunately I'm not super up-to-date on the development state of Rimworld, damn Tynan working so fast!, but the mod ain't dead.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: EBM on July 08, 2014, 02:54:29 AM
The 4f version doesn't fully work on A5 for me. None of the weapons ever appear, even from Liandri trade ships. Console log shows a lot of outdated code that A5 no longer recognizes, particularly when it comes to accuracy.

I'm working through the errors and fixing things now. Hopefully it'll work.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: murlocdummy on July 11, 2014, 01:42:08 PM
Quote from: EBM on July 08, 2014, 02:54:29 AM
The 4f version doesn't fully work on A5 for me. None of the weapons ever appear, even from Liandri trade ships. Console log shows a lot of outdated code that A5 no longer recognizes, particularly when it comes to accuracy.

I'm working through the errors and fixing things now. Hopefully it'll work.

That would explain why I haven't seen any Liandri Corp ships.  I have been seeing the weapons, though.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: EBM on July 11, 2014, 08:44:34 PM
I fixed the weapons so they all appear again and factions use them, but Liandri ships never have any weapons for sale, just slaves. Other combat suppliers carry the weapons, though, so not a huge deal for me.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: murlocdummy on July 12, 2014, 12:23:14 PM
The only practical means of getting weapons in any playthrough of Rimworld is by fighting raiders.  Unless the trader weapon limit is moddable, there's very little practical use of trying to buy weapons from the traders.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: EBM on July 13, 2014, 12:40:00 AM
From time to time the combat suppliers have offers too good to pass up. There isn't much else to spend silver on at present unless metal reserves are low.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Garen on July 29, 2014, 11:25:45 AM
Quote from: EBM on July 08, 2014, 02:54:29 AM
The 4f version doesn't fully work on A5 for me. None of the weapons ever appear, even from Liandri trade ships. Console log shows a lot of outdated code that A5 no longer recognizes, particularly when it comes to accuracy.

I'm working through the errors and fixing things now. Hopefully it'll work.

any good news on the unofficial update ebm?
i presume Austupio is waiting for the alpha 6 update
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Giraffe on August 18, 2014, 08:55:16 AM
I feel ashamed of myself for never having found this before updating so many times  :'(
Any plans for an updated version?
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Zeta Omega on August 22, 2014, 09:58:48 PM
I remember seeing a lets play with this mod, Those dummys do wonders....
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Peal on October 12, 2014, 09:17:32 AM
Those weapons are gorgeous! Hope to see this mod updated in the future!
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: JuliaEllie on October 12, 2014, 09:22:11 AM
Please refrain from poking the dead posts/mods. Let them rest in peace and dignity.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Peal on October 12, 2014, 09:30:46 AM
That would require knowing that LC is dead for sure. I got still hope, why else should he link in his signature to this place? ;)
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Hunter712 on December 15, 2014, 03:20:18 PM
I've successfully managed to convert all the Liandri Corp. weapons Alpha 8!

https://www.mediafire.com/?n315wnegfmmi1my

Some notes,
- Liandri trade ships are back ingame!
- Removed the turrets (Had many problems with the base components)
- Removed stun gun (Doesn't work as intended anymore, turning it into a melee weapon would make it a rather useless piece of equipment.)
- Smoothed the edges on all of the guns.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: nmid on June 28, 2015, 01:55:16 PM
Quote from: JuliaEllie on October 12, 2014, 09:22:11 AM
Please refrain from poking the dead posts/mods. Let them rest in peace and dignity.

I'm sorry, really sorry... but I had to necro this.

I see an Alpha 8 version.. can ANYONE take over this mod and make an A11 :p?

I would just play with this (RimUT) + RimHalo + (Rim)HL (aka Skullywags weapon packs - Plasma, Laser, Gauss, Flame) all the time.
Title: [MOD] (Alpha 11d) Liandri Corp 1.4
Post by: Computica on July 25, 2015, 10:11:59 AM
I updated the mod to be compatible for Alpha 11d:
https://www.dropbox.com/s/i33d4hii96cunni/%5BWeapons%5D%20Liandri%20Corp.rar?dl=0

I plan to tweak it and mod it a bit later after I balance out the weapons a bit more.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: nmid on July 25, 2015, 02:46:44 PM
Thanks...
but... A11d?!? I was gone for 2 weeks and we jumped 3 patches!
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Computica on July 25, 2015, 04:38:46 PM
A11d is compatible with A11b. When I get the chance I'll add custom. DamageDefs.
Title: Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
Post by: Maldice on August 05, 2016, 02:58:45 PM
why no update? this mod seems great