Ludeon Forums

RimWorld => Mods => Unfinished => Topic started by: Evul on February 09, 2014, 08:20:48 PM

Title: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on February 09, 2014, 08:20:48 PM
(http://dev.evul.nu/rimworld/ArachnidThreat/gfx/graphics/logo.png)

(http://button.moddb.com/popularity/medium/mods/24916.png) (http://www.moddb.com/mods/arachnid-threat) (http://button.moddb.com/rating/medium/mods/24916.png) (http://www.moddb.com/mods/arachnid-threat)



Description:
The arachnids have been spotted and rimworlds have reported sightings of them. Grab your weapons and defend the colony from this new threat! The mod adds a new race called the Arachnids. The Arachnids are hostile towards everyone and will stop to nothing to wipe out the colony. The Arachnids origin from the novel and movie Starship Troopers (http://imdb.com/title/tt0120201/). The mod is armed with the movie weapons Morita MKI Assault Rifle and Morita MKI Carbine from the Project Armory (http://ludeon.com/forums/index.php?topic=1950.0) mod.



Mod Team:
Evul (http://ludeon.com/forums/index.php?action=profile;u=511) (Lead designer and developer)



Download:
(http://button.moddb.com/download/medium/71178.png) (http://www.moddb.com/mods/arachnid-threat/downloads/arachnid-threat-102)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/22/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D22&pUp=1)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/589-arachnid-threat/)



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Screenshots:
(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/Screenshot.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/Screenshot.png)

(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Side.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Side.png)(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Front.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Front.png)(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Back.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Back.png)

Video:
YouTube - Official Gameplay (https://www.youtube.com/watch?v=twmQ9wE_OUg)



Known Issues:
-Currently none-

Bug and feedback tracker:

(http://dev.evul.nu/rimworld/ArachnidThreat/gfx/graphics/button-mantis.png) (http://dev.evul.nu/mantis)



Planed Features
-New Pawn AI handling complex movement and bug behaviors.
-Ability for the Warriors to rip a pawn in to shreds.
-Custom pawn textures for desecrated pawn corpses.
-Ability for the Warriors to eat corpses.

(http://dev.coldevil.com/rimworld/ArachnidThreat/bugart.png)


FAQ:
Q: When will it be released?
A: After the release of RimWorld Alpha 3.

Q: Will they be animated?
A: No. Not at first. So enjoy the sliding bugs of death! :D

Q: Will this mod contain something else?
A: The mod will first of have a costum AI and other flavor events that is Starship Troopers related. The mod also have some weapons from Project Armory.

Q: Why?
A: Cause i can.


Misc:

Donate:
If you want to support the project and help Evul pay for the server the project uses. You can! Click the link below to donate. Everything is used to pay the for the CloudForge server!
(http://dev.evul.nu/rimworld/ArachnidThreat/gfx/graphics/button-donate.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YACYDMK2EFRQC)


(http://dev.coldevil.com/rimworld/projectarmory/ArmedIcon.png) (http://ludeon.com/forums/index.php?topic=1950.0)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: chorokmonster on February 11, 2014, 03:57:51 AM
I'm really looking forward to this mod. can't wait !
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on February 11, 2014, 04:41:45 AM
Thx!
one thing that will be kind a funny tho is the lack of animations. Due to the games mechanic sooo? i will look forward to the warrior bugs awesome moving animation. :) Aka sliding cross the screen being deadly, like a avalanche. ^^
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on February 11, 2014, 09:19:26 AM
Complete Warrior Bug Front Back Side.

(http://dev.coldevil.com/rimworld/ArachnidThreat/WarriorBug2Front.png)(http://dev.coldevil.com/rimworld/ArachnidThreat/WarriorBug2Back.png)
(http://dev.coldevil.com/rimworld/ArachnidThreat/WarriorBug2SideLeft.png)(http://dev.coldevil.com/rimworld/ArachnidThreat/WarriorBug2SideRight.png)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Tiberiumkyle on February 17, 2014, 04:43:29 PM
As if the Arachnid threat wasn't bad enough, the bugs now defy physics as they slide, unmoving, across the landscape to rip you apart!

I can't wait :D
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: TimMartland on February 17, 2014, 04:47:11 PM
Looks awesome! However, your gonna really have to nail the animations and transitions to make it look fluid.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on February 17, 2014, 04:51:23 PM
Jupp will first of make them exist :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: AcDie on February 27, 2014, 11:34:57 PM
plans moved to A3? :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on February 28, 2014, 03:07:24 AM
Yeah unless I figured out how to make the texture work, also how to make them hostile at spawn.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Rokiyo on February 28, 2014, 08:49:46 PM
Posting what I've found so far... It's by no means a solution, but it may help shed some light:

Looks like hostility is defined by the <defaultTeam> element.

Adding them to the raider team should make them:

Example:
<PawnKindDef>
<defName>Warrior Bug</defName>
<defaultTeam>Raider</defaultTeam>



Unfortunately I haven't found where <thinkConfig> is defined, so I'm not sure what that does.

I get the feeling that while adding your bugs to the raider team may cause your warrior bugs to defend themselves from colonists, it won't automatically cause them to actively hunt colonists.

There's a bunch of code under AI.AIKing that seems to relate to raider staging and assaulting, which includes the process of generating a "hit list" of your colonists and then sending the raiders to kill them. I believe the trick would be to generate a storyteller incident that triggers this AIKing code to send your bugs after the colonists.

Tynan's MiracleHealing mod that he included with Alpha 2 might provide some clues on how to add your own "bug assault" incidents for use by the storytellers.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: SlimeCrusher on March 01, 2014, 10:59:33 AM
Hmm... I tried using my blobs to see if i can help out, i think you can add them to the team Psychotic, if it works like ingame psychotic squirrels, muffalos or boomrats, it should:
Attack colonists, raiders, travelers and prisioners
Friendly to psychotics, animals aaand... That's all i think
I don't think its possible to make it attack animals as well as colonists (Or other human races, such as raiders), but i think psychotic is the team you're looking for.
I don't know how those things react in the movie though, so its up to you.
Also, any ideas of how to make something on the team "Psychotic"? I tried adding the <defaultTeam>Psychotic</defaultTeam> bellow the defName like you said, but i don't think it works (Spawned colonists, NOTHING), i'll try with Raider to see if it works that way

Edit2: Hey no, it works! Although Psychotic is crap... In some moments i saw explosions, they were killing boomrats! Yea, its better to have them on raider i think, they attack but mostly they walk around without caring too much about your colonists
It goes bellow the Race thingy
Edit3: ... No, both of them are crap, it may be something because they're animals, even though, psychotic animals work exellent, these psychotic blobs WORK HORRIBLE!... Any ideas?
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Rokiyo on March 01, 2014, 11:20:50 AM
Yeah... Things on team psychotic are hostile to absolutely everything, including other things on team psychotic. :P
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on March 01, 2014, 11:51:55 AM
Hmm i think we need to wait until alpha 3 when more stuff is moddable. And when it might be possible to add a new team and ai.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on March 31, 2014, 07:49:49 PM
Have i manage to add some bugs that run around the dessert eating grass? Indeed i have!
They should have only one goal; find Humonids and kill them.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: iame6162013 on April 01, 2014, 01:35:58 PM
Quote from: Evul on March 31, 2014, 07:49:49 PM
Have i manage to add some bugs that run around the dessert eating grass? Indeed i have!
They should have only one goal; find Humonids and kill them.

Oh sounds cool can't wait ;)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: mrofa on April 01, 2014, 01:58:43 PM
Quote from: Evul on March 31, 2014, 07:49:49 PM
Have i manage to add some bugs that run around the dessert eating grass? Indeed i have!
They should have only one goal; find Humonids and kill them.

Cant they eat the humanoid its not like the game is lacking in dead bodies :D
Then atleast i could offer dead raiders :D
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: iame6162013 on April 01, 2014, 02:15:30 PM
Quote from: mrofa on April 01, 2014, 01:58:43 PM
Quote from: Evul on March 31, 2014, 07:49:49 PM
Have i manage to add some bugs that run around the dessert eating grass? Indeed i have!
They should have only one goal; find Humonids and kill them.

Cant they eat the humanoid its not like the game is lacking in dead bodies :D
Then atleast i could offer dead raiders :D

Wow that woud be a cool feature hope it will get implemented one day :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 01, 2014, 02:49:13 PM
Not impossible ^^
I have got them hostile, and the colonist do defend them self from them. :P
And i am also currently trying to figure out the AI code :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 02, 2014, 10:34:13 AM
Also a idéa; i was think it whould be cool if a bug ripp some one to shreds  after killing some one sometimes.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: mrofa on April 02, 2014, 10:55:38 AM
Like a bloody mess perk :D
Sounds cool
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 02, 2014, 11:20:56 AM
Indeed!
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 03, 2014, 02:23:03 PM
This mod will be released when alpha 3 is released :D
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 04, 2014, 02:20:41 PM
(http://dev.coldevil.com/rimworld/ArachnidThreat/Preview.png)
Are you doing your part?

(http://dev.coldevil.com/rimworld/ArachnidThreat/Teaser.png)

I'm Doing My Part! (https://www.youtube.com/watch?v=SMTz9nIUkGc)

I'm doing my part, are you? Join the mobile infantry and save the world.
(Service Guarantees Citizenship)

Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: mrofa on April 04, 2014, 02:43:20 PM
That looks awsome mate :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 04, 2014, 02:52:59 PM
Thnx ;D
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: S.T.A.L.K.E.R. on April 09, 2014, 09:37:01 PM
So good! I just re watched yesterday and Starship Troopers is definitely one of my favorite movies of all time.

Do you have the space marine armor? I'd be willing to see if I can make you something if you'd like.
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Pirx Danford on April 10, 2014, 01:28:39 PM
Quote from: S.T.A.L.K.E.R. on April 09, 2014, 09:37:01 PM
So good! I just re watched yesterday and Starship Troopers is definitely one of my favorite movies of all time.

I highly recommend to read the book also. Not because its "better" or has more "depth", but in this case the movie and book do complement each other a lot. (Like with "Blade Runner" and "Do Androids Dream of Electric Sheep?")
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 10, 2014, 06:45:32 PM
(http://dev.coldevil.com/rimworld/ArachnidThreat/Preview.png)
Now we bring you live to a remote RimWorld were the invasion have begin.

YouTube - Official Gameplay (https://www.youtube.com/watch?v=twmQ9wE_OUg)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Kirid on April 10, 2014, 07:04:31 PM
"HoLy Shit!" -Me 30 seconds into video
Thats so awesome! I guess it's working. ;D
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 10, 2014, 07:20:02 PM
It dose i have some problems with the spawning else it works fine! :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 17, 2014, 04:42:04 AM
(http://dev.coldevil.com/rimworld/ArachnidThreat/Preview.png)
Arachnid Threat 1.00 released!

Arachnid Threat have now been released bringing the Arachnid race and the ferrous Warrior bug to the RimWorlds. I'm still working with the mod and i hope to get a new fully bug AI for them and the other Arachnids that i might add later on.

Enjoy this first release and let me know if you find "bugs" and other issues!

Download:
(http://button.moddb.com/download/medium/68358.png) (http://www.moddb.com/mods/arachnid-threat/downloads/arachnid-threat-100)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/22/)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Celthric Aysen on April 17, 2014, 04:44:55 AM
OMG ITS FULL OF BUGS!!  ;)
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 17, 2014, 04:57:35 AM
he...he...he.. did the same thing with the bug tracker at the first page. :P
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Architect on April 17, 2014, 07:12:59 AM
Downloading primarily to figure out your work with a custom faction, I hope to learn great things from this mod Evul XD

Edit:
You clever bastard... You've done literally everything via the defs XD I was hoping you'd have some assembly stuff I could look into XD Never the less, this mod has been very informative, thanks for putting the effort in to make it dude :D
Title: Re: [MOD] (Alpha 3) Arachnid Threat 1.00
Post by: Evul on April 17, 2014, 08:31:02 AM
Quote from: Architect on April 17, 2014, 07:12:59 AM
Downloading primarily to figure out your work with a custom faction, I hope to learn great things from this mod Evul XD

Edit:
You clever bastard... You've done literally everything via the defs XD I was hoping you'd have some assembly stuff I could look into XD Never the less, this mod has been very informative, thanks for putting the effort in to make it dude :D

Your welcome ;D
I want to learn how to fix the assembly. It will simplify the spawn of the bugs.
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: CreepyD on April 17, 2014, 12:36:42 PM
Just playing for a few hours with this mod enabled, it's great!
I had just a single warrior attack first, then 3, then a whole bunch of 8 or so later on.
They came from the wrong side where I had no defenses, so chased me through my base to the other side (killing two prisoners on their way) - then had a lovely fire fight taking them all out with a friendly faction.

Some improvements came to mind..
1. They produce way too much food. Killing the last wave netted me 1900 warrior meat and overfilled my stores.
2. Could they perhaps be a tad large? I mean just so they fit in the squares better maybe shrinking them to Muffalo sized is a gd plan?
3. Any chance of animating them in the future? :D
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: Evul on April 17, 2014, 12:52:10 PM
Nice to hear! :D

I have a guy looking in to animation and I hope he comes up with a solution :)

I actually made them largers to actually fitt a more movie sized bug :)

I actually did not think about the meet and also did not know that it exsisted. xD

EDIT: added to mantis om 0000043 (http://dev.coldevil.com/mantis/view.php?id=43): The bug produce tons of food.
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: tervix on April 18, 2014, 10:13:51 PM
Turrets dont work on them :-\
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: Evul on April 19, 2014, 05:08:15 AM
Hmmm might be the case that they are counted as animals and is not autotargeted. I will se what I can do :)
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: Darhak on April 19, 2014, 10:54:01 PM
Ho gosh, this mod is freaking awsome! Those monster keep destroying my colony but...  :P
About the turret not targeting bug, maybe by creating like a new faction (ofc you'll be at -100 reputation and impossibility to be allied with) for them will resolve the issue?
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: Rex705 on April 20, 2014, 02:22:39 AM
Can't you make them listed as raiders instead of animals so turrets attack?
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: blazecreek on April 20, 2014, 02:25:18 AM
i have not been attcked yet any help?
Title: Re: [MOD] (Alpha 3) Arachnid Threat (v.1.00)
Post by: Evul on April 20, 2014, 12:53:38 PM
Quote from: Darhak on April 19, 2014, 10:54:01 PM
Ho gosh, this mod is freaking awsome! Those monster keep destroying my colony but...  :P
About the turret not targeting bug, maybe by creating like a new faction (ofc you'll be at -100 reputation and impossibility to be allied with) for them will resolve the issue?
Quote from: Rex705 on April 20, 2014, 02:22:39 AM
Can't you make them listed as raiders instead of animals so turrets attack?

I gona se if I can add the bugs to the turrets targeting code. Else I will try to make a bypass.

Quote from: blazecreek on April 20, 2014, 02:25:18 AM
i have not been attcked yet any help?


The assaults are completely random and uses the Raid code to be spawned. First of the arachnids need to be listed in the faction overview in order to be attacked by them, this happens automaticly.

If they do bit seam to spawn at all. Make a new map and enable the development debug menu and manually trigger a raid incident untill you get then to spawn to make sure the mod works :)
Title: Re: [MOD] (Alpha 3F) Arachnid Threat (v.1.00)
Post by: fepalito on April 24, 2014, 02:31:33 AM
Pls man, make a zombie faction with this D: gonna be fun , all mele combats, slowers ,fasters and tankers. Good job ;)
Title: Re: [MOD] (Alpha 3F) Arachnid Threat (v.1.00)
Post by: Kirid on April 24, 2014, 02:52:26 AM
I was getting alot of errors and bugs. Most of my colonists and raiders are turning invisible.
Title: Re: [MOD] (Alpha 3F) Arachnid Threat (v.1.00)
Post by: Evul on April 24, 2014, 04:41:00 AM
Lol will leve a zombie mod to some one else :P


The errors appear when there are 2 faction of arachnides precent and when you load the game... It sucks....
Title: Arachnid Threat 1.01 released!
Post by: Evul on June 05, 2014, 10:44:50 AM
(http://dev.coldevil.com/rimworld/ArachnidThreat/Preview.png)
Arachnid Threat 1.01 released!

Arachnid Threat have now been released for Alpha 4 bringing the Arachnid race and the ferrous Warrior bug to the RimWorlds once again.

Enjoy this second release and let me know if you find bugs or other issues!

(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Side.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Side.png)(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Front.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Front.png)(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Back.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Back.png)

Download:
(http://button.moddb.com/download/medium/70394.png) (http://www.moddb.com/mods/arachnid-threat/downloads/arachnid-threat-101)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/22/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D22&pUp=1)

Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: JorDash on June 07, 2014, 09:00:47 AM
Does this require Project Armory or is it stand alone?
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Tuvka on June 07, 2014, 09:21:46 AM
Quote from: JorDash on June 07, 2014, 09:00:47 AM
Does this require Project Armory or is it stand alone?
stand alone
The only problem is that a flock of arachnids cuts base very quickly. I decided to remove from his game this mod. Anyway, until the time when the turret will shoot the arachnids.
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Goatlike on June 08, 2014, 07:47:30 AM
Awesome! I want more alien invaders!  :)
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Evul on June 08, 2014, 09:56:46 AM
The greate devour might come :D
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Bilxx1 on June 08, 2014, 05:16:49 PM
This is a lot of fun and not too tough once you get a way of dealing with the bug horde worked out. Its extra meat now.
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Evul on June 08, 2014, 05:50:31 PM
Is it less meet now?
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Ivia on June 09, 2014, 04:02:38 PM
I found if they are stack together, nothing can stop them, doors can't even affect their movement speed for a bits :<
But I really like this mod.. if it's possible to not to let them stack on one block?
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Evul on June 09, 2014, 04:04:02 PM
Are they running right thro or are they ripping the door?
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Ivia on June 09, 2014, 04:11:46 PM
Quote from: Evul on June 09, 2014, 04:04:02 PM
Are they running right thro or are they ripping the door?
It ripped, it's a group about 30-40 I think.
I stack three blast door for defense propose, the first blast door held for a few hits, but since they are spawn in a close formation, they pass it like there're no doors exist ;-;

Kinda like the attachment, their speed will increase when the group are bigger↓

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Evul on June 09, 2014, 04:14:25 PM
Lol xD

Would you recommend me to lower the damage they deal or changing the amount spawned?
Or do you have another solution? :)

(I do want a custom AI file for the bugs but can't program one...)
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Ivia on June 09, 2014, 04:31:27 PM
Quote from: Evul on June 09, 2014, 04:14:25 PM
Lol xD

Would you recommend me to lower the damage they deal or changing the amount spawned?
Or do you have another solution? :)

(I do want a custom AI file for the bugs but can't program one...)
Actually... I'm not sure ;-;
I noticed these bugs sometime find a cover.. so AI could be a solution.. like if they will plan to attack from more direction, or spread on a wider formation, but it may took many works to do it..
Sadly I don't see any mod or vanilla things using collision detect on any alive things, otherwise it could be a good solution by limit the game can only allow 2-5 alive things on one block, but I think it could be a core issue, so if no one using it.. it could be not exist in this moment ;-;

Well.. the similar thing is the draft person will not have a pathfinding, but I think it's on the player side, unless itself is a pathfinding mode allow to choose by AI mode?

Uh.... the high damage is good, just like the movie, I don't want it to be too low.
And the amount could be lower slight I think, make it more like a bug scout squad until player will start meet a whole group with 40 pirates xD
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: Evul on June 09, 2014, 06:18:20 PM
Thx for the feedback! :D
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.01)
Post by: mmance on June 15, 2014, 06:15:35 PM
This mod is really cool.  I love Starship Troopers.  Might I suggest allowing towers to target the bugs.  The last few games a swarm of 30-40 bugs wipe me out and my towers just sit there.  At least allow the option.

Marc

Good work on your mod.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.01)
Post by: Evul on June 15, 2014, 06:29:34 PM
Quote from: mmance on June 15, 2014, 06:15:35 PM
This mod is really cool.  I love Starship Troopers.  Might I suggest allowing towers to target the bugs.  The last few games a swarm of 30-40 bugs wipe me out and my towers just sit there.  At least allow the option.

Marc

Good work on your mod.
Thx! :)
I'm currently working on it :)
Title: Re: [MOD] (Alpha 4E) Arachnid Threat (v.1.01)
Post by: polip1337 on June 17, 2014, 05:25:17 AM
Quote from: Bilxx1 on June 08, 2014, 05:16:49 PM
This is a lot of fun and not too tough once you get a way of dealing with the bug horde worked out. Its extra meat now.
How do you deal with them then?

I find this mod quite hard, around day 150 in game, arachnids destroy my colony without any problem, and my colonists are good shots equiped with the highest dps weapons. Unstacking them would solve at least part of the problem.
Title: Arachnid Threat 1.02 released!
Post by: Evul on June 24, 2014, 04:10:29 PM
(http://dev.coldevil.com/rimworld/ArachnidThreat/Preview.png)
Arachnid Threat 1.02 released!

Thx mrofa and Haplo for the help you provided! The turrets do now kill bugs. This version only add this feature.
Enjoy the hordes of buggs!

(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Side.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Side.png)(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Front.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Front.png)(http://media.moddb.com/cache/images/mods/1/25/24916/crop_120x90/WarriorBug2_Back.png) (http://media.moddb.com/cache/images/mods/1/25/24916/thumb_620x2000/WarriorBug2_Back.png)

Download:
(http://button.moddb.com/download/medium/71178.png) (http://www.moddb.com/mods/arachnid-threat/downloads/arachnid-threat-102)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/22/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D22&pUp=1)
(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/589-arachnid-threat/)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Kumai0214 on June 25, 2014, 07:59:00 PM
Wooo.. Now i don't know if I want to use this along with zombie apoc or not hehehe..
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: StorymasterQ on June 25, 2014, 09:23:40 PM
Quote from: Kumai0214 on June 25, 2014, 07:59:00 PM
Wooo.. Now i don't know if I want to use this along with zombie apoc or not hehehe..

Zombie arachnids! Your base are belongs to them!
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: mrofa on June 26, 2014, 02:10:20 AM
You can throw in mutants to :D
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on June 27, 2014, 09:11:22 AM
Wow 1k of bugs sounds harsh I gonna se if I can make it possible to lower the amount some so it get more balanced.

It is possible to combine mutants zombies and bugs! More moster encounters for everyone! :D

On another note: if there is someone out there that can handle AI and AI behaviors it would be awesome if you could help me!
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on June 27, 2014, 05:35:13 PM
Quote from: Encode on June 27, 2014, 10:52:34 AM
Quote from: Evul on June 27, 2014, 09:11:22 AM
Wow 1k of bugs sounds harsh I gonna se if I can make it possible to lower the amount some so it get more balanced.
Don't worry abt fixing this. It is Cassandra, or the 'classic', they progressively send more stuff, like I could get over 600 raiders, and few raids later, where I didn't go see the LifeformScanner's output, that raiders are spilling-in to everywhere on the map, even inside my roofed based/rooms. i.e. the original spawning location isn't enough to hold all of them. haha can't continue in that even if I wanted to try, the game totally lagged me out and fried my brain.

Haha alright! ^^
Gonna make a overview over the points of the bugs anyway. :)
I have some thoughts of having different bugs of the same type with more or less health. To make it more interesting. :) 1000 bugs with 1 health and 2bugs with 50 each something like that many not that amount and health. But it is a example :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on June 27, 2014, 08:09:56 PM
Both ^^
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: mrofa on June 28, 2014, 12:43:07 PM
Dont add 1000 bugs, my pc cant handle 500 pirates not to mention 1000 bugs X_X
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on June 28, 2014, 12:44:17 PM
My computer can't handle it eather. So i will not add it. :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: DarkXess on June 28, 2014, 02:08:19 PM
*Sorry for the delay, been on my travels - working on updating all the mod pages etc now.

Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/589-arachnid-threat/)

You can always contact me for changes to be made to the above link, also any updates please be kind to
inform us or even submit the update yourself on our downloads section (http://www.modsaholic.com/forums/index.php/files/).
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on June 28, 2014, 02:18:04 PM
Quote from: DarkXess on June 28, 2014, 02:08:19 PM
*Sorry for the delay, been on my travels - working on updating all the mod pages etc now.

Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/589-arachnid-threat/)

You can always contact me for changes to be made to the above link, also any updates please be kind to
inform us or even submit the update yourself on our downloads section (http://www.modsaholic.com/forums/index.php/files/).

Sweet! :D
Title: Arachnid Threat (v.1.03) INFO!
Post by: Evul on July 04, 2014, 07:11:38 PM
Update will be out soon. Have some issues fining all the changes made to the Pawns, Factions etc. Also i might need to rewrite the turret code but i don't know this yet.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: AstronauticalFerret on July 06, 2014, 04:59:05 AM
Love this mod. While the animations are a little funky I enjoy getting into massive battles with the arachnids. Got myself a little desert map that reminds me of Outpost 29 (If only that game actually went big lol).

I got a couple of questions however.

1. Do you plan to make a custom Storyteller that focuses on bugs and massive swarms? IE- Choose Rico for a normal story that lets the player have a chance. Or choose Razak if you're looking for a near impossible challenge that makes Cleopatra look like a sissy?

2. May I tinker with this mod? I want to make swarms bigger and make the bugs deadlier along with being faster. I don't plan to distribute anything, but I'd like your permission anyways. 

3. Do you plan in bring out more bug species? Like the Flyers who could only be targeted by a player or AA turret.

4.What are the long term goals of this? Are you looking to create a full on optional story-line mode to replace vanilla for those who want something fresh or nostalgic?

Thank you!
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on July 06, 2014, 07:33:05 AM
Quote from: AstronauticalFerret on July 06, 2014, 04:59:05 AM
Love this mod. While the animations are a little funky I enjoy getting into massive battles with the arachnids. Got myself a little desert map that reminds me of Outpost 29 (If only that game actually went big lol).

Yeah the animation looks funky that i can agree, but it is not a high priority to fix it. :) And that sounds cool ^^

Quote from: AstronauticalFerret on July 06, 2014, 04:59:05 AM
1. Do you plan to make a custom Storyteller that focuses on bugs and massive swarms? IE- Choose Rico for a normal story that lets the player have a chance. Or choose Razak if you're looking for a near impossible challenge that makes Cleopatra look like a sissy?

Yes actually i have. I was planing on making: The Brainbug for starters focusing on bug invasions instead of raids. Never done anything with the storytellers but in time i will :)

Quote from: AstronauticalFerret on July 06, 2014, 04:59:05 AM
2. May I tinker with this mod? I want to make swarms bigger and make the bugs deadlier along with being faster. I don't plan to distribute anything, but I'd like your permission anyways. 

Yes, no probs at all. :) One problem now tho is that the system for factions and pawns is changed slightly.

Quote from: AstronauticalFerret on July 06, 2014, 04:59:05 AM
3. Do you plan in bring out more bug species? Like the Flyers who could only be targeted by a player or AA turret.

Yes. In fact i am. Flyers is one of them. BUT i need to find a way to make them fly. Also i need a custom AI for the bugs so they actually handle properly. Also are able to eat and or disassemble bodies. (If someone is capable of anything of that send me a pm :) )

Quote from: AstronauticalFerret on July 06, 2014, 04:59:05 AM
4.What are the long term goals of this? Are you looking to create a full on optional story-line mode to replace vanilla for those who want something fresh or nostalgic?

It will be a addition; adding more enemies to the game. Have no plans on replacing vanilla at the moment. So i have no direct long time plan for it :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: AstronauticalFerret on July 07, 2014, 08:35:40 AM
Awesome thanks for the information. Any ETA on when the update for 5 will be out? I've been playing around on U4 with this. Can't wait to see what you got in store for us with U5!

Also I've played around with your bugs and played with the color scheme a little bit basing it off of OP29. Added the black eyes and the "Vertibral stint" on the back as well. All in all it's just minor touch ups and some paint brushing to give it a little more of a fuller pattern.  I'm gonna be adding different color schemes as well from the SST Anime series for diversity.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on July 07, 2014, 08:08:36 PM
Cool ^^

I currently have no eta.
Due to what I stated in the PA thread:

My computer just went down also means my servers also is down the CPU had a temptress of 90 degree Celsius... So i think I know the reason...
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: AstronauticalFerret on July 07, 2014, 09:34:34 PM
Completely understand, I hope your system didn't take too much heat damage from that. I've had the solder melt over in a certain spot on my MB before, that was a fun fix up (not). Hope to hear more on your projects soon!
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on August 06, 2014, 06:55:00 AM
I gonna make it possible for anonymous access to the svn server for this project.
I will also try make work again. :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Zeta Omega on August 06, 2014, 05:26:22 PM
 :o To be honest im VERY surprised someone didn't make this sooner, makes some sense and could be easily added to the game....Not if you turn this into a star ship trooper mod with better weapons and that mini nuke launcher.....wow.......Not to mention the centipede looks like a brain bug, anyone else agree?
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on August 07, 2014, 10:47:32 AM
agree to some extent :P
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: TL_ARMY on August 21, 2014, 03:33:22 PM
Wow, mixing a starship troopers is not a bad idea! I'd like to see more than a sliding cardboard pieces of bugs, animations anyone? Can you hurry with it? wait, don't hurry, make it high quality and smooth  8)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: MajorFordson on August 22, 2014, 12:58:40 AM
Holy YES to this mod!

Would be really great to see this evolve as its own game mode, instead of simply slotting it on as an element encountered in normal games. Though I guess the combat mechanics have to evolve a bit in the main game a bit more.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on August 22, 2014, 01:55:41 AM
Gona fix this so it is playable again. Thx for the feedback :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Kumai0214 on August 25, 2014, 01:02:08 AM
I'm rather curious how Arachnid Threat would be like now for the Alpha 6 and + builds. Since there really isn't much of a health system for either raider/animal/arachnid/zombie/ or colonists, how would it be balanced a bit to make it so the bugs don't ultimately destroy a player after a month of 2 has passed by. During my previous attempts with A T in alpha 4, I had to use electric barb wires to fry them.... it was good but way too effective. Also, now turrets can kill them supposedly since turrets can also shoot mad animals. I wonder if people will still be swarmed 1-2 months into the game by a massive army of arachnid warriors. Or will it be consider scouting parts that gradually increase in number as the game goes from days to months to years.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on August 25, 2014, 01:30:43 AM
My thoughts was to make the bugs more expensive for selection so only one or 2 is selected by the ai. I was also thinking about to make there attack scratch and tear of limbs more frequent (if possible). I also think I'll lower the health with 10.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Kumai0214 on August 25, 2014, 02:32:31 AM
Ahh I see.. I do hope I see more of the bugs from starship troopers if possible, such as the fliers/tanker bug or even plasma bugs that do sieging.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02)
Post by: Evul on August 25, 2014, 02:52:28 AM
I do whant costum ai for the bugs so they act more pack and starship trooper like. When I have some one smart that can make ai coding I can implement more advanced bugs. At the moment I use the psychotic ai for the bugs and it works as long as the bug is more or less brain dead, like the warrior.

Somthing I want is the bugs to be more like the raiders were they have somekind if task. Test defenses, kidnap, siege, assault.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on October 23, 2014, 02:47:13 AM
A update will be made for this mod soon.

Personal to do list is following:
-Update texture and add a more colour variants to the arachnids.
-Rewrite thing pawn
-Rewrite race
-Rewrite faction
-Add warrior bodyparts
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Romi on October 26, 2014, 02:39:42 AM
I can't wait for the update :D
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: HBKRKO619 on November 14, 2014, 06:39:45 PM
Hi :)
Some news about this mod ?
Between all the mod not update yet, this one is really THE ONE I waiting for the most.
Thank you in advance for the possible update :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on November 14, 2014, 06:41:11 PM
Slow process but will take a look at it this week. :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: HBKRKO619 on November 14, 2014, 06:49:57 PM
Thank you Evul :)
Good luck ^^
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: HBKRKO619 on November 21, 2014, 06:16:22 AM
Hi. It's me again xD
Really and honestly sorry to be this annoying or butthurt but you said you'll take a look at it this week, so ..... some news ? xD

P.S. : I don't mean to be annoying, 100% sorry if it feel like :(
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: StormProxy on November 21, 2014, 06:28:50 AM
Damn i like starship troopers. cannot wait for A7

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: HBKRKO619 on November 24, 2014, 05:11:48 AM
Well, I think I will have to wait for alpha 8 to be able to kill some spiders xD At least, I hope ^^
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on November 24, 2014, 01:07:02 PM
Allot to do... ^^
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: JuliaEllie on November 24, 2014, 01:11:11 PM
Do you need a few gory effects maybe? I just discovered my love for making Motes  :D
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: WarlordToby on December 07, 2014, 02:50:54 PM
I am a back Starship Troopers fan myself, and this is just surprising! Never expected to see Arachnids here. Now when Project Armory has Morita carbine & an assault rifle, i can complete an outpost scene. Thank you for this, Mr.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on December 09, 2014, 05:15:09 AM
Quote from: WarlordToby on December 07, 2014, 02:50:54 PM
I am a back Starship Troopers fan myself, and this is just surprising! Never expected to see Arachnids here. Now when Project Armory has Morita carbine & an assault rifle, i can complete an outpost scene. Thank you for this, Mr.

Thank you :)

Quote from: JuliaEllie on November 24, 2014, 01:11:11 PM
Do you need a few gory effects maybe? I just discovered my love for making Motes  :D

Yes :) I whant the bug to be able to desecrate a body. But that also require costume ai to make then do that. But also have higher chance of cutting a limb.

I have been were out of town now for a cupole of days and will try get this mod working ASAP. :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: HBKRKO619 on December 09, 2014, 05:26:01 AM
Great, thx Evul. But maybe wait for Alpha 8 now, it seem it will not be so long.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on December 09, 2014, 05:28:49 AM
Depends if the system of bodyparts and pawn etc is the same as it is now I can release a version of this mod befour the release of alpha 8.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on December 17, 2014, 01:31:34 AM
Working on the body parts now

(http://vignette4.wikia.nocookie.net/starshiptroopers/images/8/80/Anatomy_of_the_Arachnid_Warrior.png/revision/latest?cb=20121223202304)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Comming soon for Alpha 7]
Post by: Evul on December 17, 2014, 01:51:45 AM
        <li>
          <def>Nerve Stem</def> <!--Spine-->
          <coverage>0.02</coverage>
          <depth>Inside</depth>
        </li>
        <li>
          <def>Stomach</def> <!--Stomach-->
          <coverage>0.04</coverage>
          <depth>Inside</depth>
        </li>
        <li>
          <def>Circulatory Node</def> <!--Heart-->
          <coverage>0.02</coverage>
          <depth>Inside</depth>
        </li>
        <li>
          <def>LeftKidney</def> <!--LeftKidney-->
          <coverage>0.03</coverage>
          <depth>Inside</depth>
        </li>
        <li>
          <def>RightKidney</def> <!--RightKidney-->
          <coverage>0.03</coverage>
          <depth>Inside</depth>
        </li>
        <li>
          <def>Liver</def> <!--Liver-->
          <coverage>0.05</coverage>
          <depth>Inside</depth>
        </li>


Have some small problems with name of the body parts if some one are more good on "weird words interpretation" let me know. xD
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 5% (141217 0752)]
Post by: Evul on December 17, 2014, 02:26:05 AM
(http://dev.evul.nu/rimworld/ArachnidThreat/gfx/graphics/logo.png)
Progress Note

(http://button.moddb.com/popularity/medium/mods/24916.png) (http://www.moddb.com/mods/arachnid-threat) (http://button.moddb.com/rating/medium/mods/24916.png) (http://www.moddb.com/mods/arachnid-threat)

(http://share.coldevil.com/misc/AtonomyWarriorCode01.png)

Its a start :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 35% (141217 0903)]
Post by: Dragoon on December 17, 2014, 04:21:17 AM
YAY
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 35% (141217 0903)]
Post by: kokuto on December 17, 2014, 05:24:13 AM
Somehow, I am tempted to pit the Arachnids against the Jaffa. Although I doubt the latter could defeat them.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 35% (141217 0903)]
Post by: Evul on December 17, 2014, 07:13:37 AM
Haha that sight :)
I have some Smal thought cause someone gave me an idea for factions.
Title: Alpha 8 Progress: 36% (141217 0752)
Post by: Evul on December 17, 2014, 07:47:43 PM
(http://dev.evul.nu/rimworld/ArachnidThreat/gfx/graphics/logo.png) (https://ludeon.com/forums/index.php?topic=1988.0)
Alpha 8 progress note

(http://button.moddb.com/popularity/medium/mods/24916.png) (http://www.moddb.com/mods/arachnid-threat) (http://button.moddb.com/rating/medium/mods/24916.png) (http://www.moddb.com/mods/arachnid-threat)

(http://share.coldevil.com/misc/AtonomyWarriorCode02.png)

This show how the body structure is on the Warrior. As you can see it have the most important parts in the top body while the rest down below. I am considering adding natural armor on small parts and or add more parts on some sections. For example to the Large yaws. (Example: Tip, Middle, Inner Yaw) This is the case on the Legs.

that look like this:
<parts>
<li>
<def>RearRightTrochanter</def>
<coverage>0.1</coverage>
<parts>
<li>
<def>RearRightFemur</def>
<coverage>0.1</coverage>
<parts>
<li>
<def>RearRightTibia</def>
<coverage>0.1</coverage>
<parts>
<li>
<def>RearRightTarsus</def>
<coverage>0.1</coverage>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
</parts>


The autonomy is based on this picture (http://vignette4.wikia.nocookie.net/starshiptroopers/images/8/80/Anatomy_of_the_Arachnid_Warrior.png/revision/latest?cb=20121223202304).
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: HBKRKO619 on December 17, 2014, 08:22:55 PM
Awesome, I actually continue to play on the "good old" alpha 7 because their is more mod (I play only extra heavy modded rimworld's game, actually 98 on the alpha 7 and no problem of compatibility xD). But when this one will be update, it will be THE mod who will made me start the alpha 8. Thanks Evul :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Evul on December 18, 2014, 10:15:22 AM
Haha sweet ^^
I hope i can get some more progress later today :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Viperlol on December 19, 2014, 03:02:46 AM
So how is progress Evul? I cant wait for my colonists to be torn apart by bugs!
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: StorymasterQ on December 19, 2014, 04:01:17 AM
Quote from: Viperlol on December 19, 2014, 03:02:46 AM
So how is progress Evul? I cant wait for my colonists to be torn apart by bugs!

Clearly, it's at 36% :D
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Evul on December 19, 2014, 08:11:27 AM
Quote from: StorymasterQ on December 19, 2014, 04:01:17 AM
Quote from: Viperlol on December 19, 2014, 03:02:46 AM
So how is progress Evul? I cant wait for my colonists to be torn apart by bugs!

Clearly, it's at 36% :D

Indeed ^^
Its a rough estimation. :)
The stuff i have left is:
\Defs\BodyDefs\ArachnidBodies.xml
calculate <coverage>0.00</coverage> on each part. Also may be add one or two parts.

\Defs\BodyPartDefs\ArachnidBodyParts.xml
Define the parts and give them health and what advantages they have (leg = walking etc.).

\Defs\BodyPartGroupDefs\ArachnidBodyPartGroups.xml
Name some groups

\Defs\DamageTypeDefs\BaseDamageTypes.xml
Add new types of damage matching the devastating warrior attacks. And hopefully have limbs toned off effect happening more often.

\Defs\ThinkTreeDefs\ArachnidThink.xml
See if i can change some AI behaviors.

That is my to do list.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: JuliaEllie on December 19, 2014, 08:25:40 AM
You also need a walking animation (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Evul on December 19, 2014, 08:31:45 AM
Quote from: JuliaEllie on December 19, 2014, 08:25:40 AM
You also need a walking animation (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)

Low priority. But yeah that is on my list for the future.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: caesius on December 19, 2014, 09:53:36 AM
cant wait to use this mod!
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: LilleJohn on December 20, 2014, 12:00:32 PM
THIS IS EPICCCC

CANT WAIT TO USE THIS MOOOOD
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Evul on December 20, 2014, 12:04:25 PM
I hope I can get it running asap.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: john pretzel on December 20, 2014, 12:09:27 PM
This is nice! Starship troopers fits well in this game too.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Evul on December 20, 2014, 04:34:16 PM
I will not be able to work on this until after the holidays. Due to lack of hardware will tho be able to do framework and other non codeable things.
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: HBKRKO619 on December 20, 2014, 05:18:27 PM
No problem Evul, take your time and have a good holidays :)
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: StorymasterQ on December 22, 2014, 02:19:40 AM
Quote from: Evul on December 20, 2014, 12:04:25 PM
I hope I can get it running asap.

Please have a walking animation before running :D
Title: Re: [MOD] (Alpha 4F) Arachnid Threat (v.1.02) [Alpha 8 Progress: 36% (141218 0147)]
Post by: Evul on December 22, 2014, 10:14:53 AM
Hehe that should require dll moding that is a littlw bit hard for me :)
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on December 22, 2014, 12:12:56 PM
Moved it to Unfinished caus it's not finished
-Mod

Ok thx Evul!

No problems!
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Vas on December 24, 2014, 02:31:03 AM
Don't forget the brain bug!  And those ass blaster blue bugs!  And the nuke launcher!  And the marauders!  Finish faster!
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on December 24, 2014, 03:51:23 AM
Well don't we have mechanical brainbugs already :)
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Vas on December 24, 2014, 06:31:04 AM
Reuse their texture with slight edits :P
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on December 24, 2014, 07:44:40 AM
Quote from: Vas on December 24, 2014, 06:31:04 AM
Reuse their texture with slight edits :P


I whant a custom ai befor I make more bugs. So they work like the bugs in the movie. :) next bug I'll make when I have a custom ai is the flyer thingy. And I need a ai for that to.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: RoflWaffleGod on January 06, 2015, 10:36:41 PM
Could we get an update on this?
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on January 06, 2015, 11:08:13 PM
Look! Its a puppy!

(http://www.imgion.com/images/01/White-Cute-Puppy-.jpg)


But seriously it have been standing still due to mayor things on PA. Will get back to this as soon as i got some things running.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Johnny Masters on January 08, 2015, 06:18:44 PM
Wait, there's been an ST arachnid mod in the making all this time and i'm only seeing it now? daaumn

Hey, seeing the video i get that is a pretty old one, but makes me wonder if you have made the bugs easier to kill?

That is, keeping to as how they are handled in the movie, is it possible to:
1. Increase damage based on skill level, or have skill level influences on where the shots land? (as how experienced soldiers can aim for its nerve stems to put it down faster)

2. Have MG shots or shots in general - even those that hit carapace - stun them more often, if not always?

3. Increase fire rate or randomize ROF to shoot a lot of bullets in succession (automatic or semi-auto fire), and only get a cool down every x bullets fired, as to simulate reloads?

The idea is that bugs should be easy to kill from a distance or on a 1-1 (unless the trooper is really bad at shooting). Ideally they should handle a few on their own, the trouble is getting really swarmed, reloading under melee (once hit it should be a spiraling death) and getting surprised. Which leads to:

Since the idea is to have a lot of powerful but vulnerable melee creatures, you need a lot of those, since having a lot of those = straining your computer,  4. Is it possible to make the anthills pop near your troops every once in a while to swarm? So there's still a lot coming, but not many existing at the same time.
Thanks.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on January 08, 2015, 06:26:15 PM
Well it have existed in alpha 3-4 but the mod got behind maintenance when the health system changed.
And it is annoying to fix it... so that is were im at now.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: MyNameIsSpyder on January 09, 2015, 08:48:09 PM
I was expecting the spider kind of arachnid, but it turned out to be just as good.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Derringer97 on January 12, 2015, 10:18:45 AM
I am so looking foward to the completed version of this mod. Starship Troopers is one of my favorite movies ;D
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on January 12, 2015, 10:45:17 AM
Glad to hear :)
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: xanatosxan on January 12, 2015, 08:43:24 PM
I was going to attempt to make an arachnid mod before Skullywag pointed this w.i.p. mod out to me. :P
Some ideas for later down the road from the ideas I had in my original idea request for once you get the AI issues sorted out.
the various bugs beyond the warrior bugs:
- The Tanker Beetle as the slow moving, flamethrowing,heavy armored shock troops.
- The Plasma Bug as the mortar throwing,even slower moving but heaviest armored, super-long range bug troops.
- The Kamikaze Ripplers as the secondary melee/self destruction grenadier class, very squishy but fast and they explode like a grenade when they die.
- The Blister bugs as the mid range, mid armor gunner type bugs.
- The control bugs as a special incident type bug that while easy to kill are fast moving and attack in moderately large number. they could cause an infection( similar to the zombie mod infection) through a bite or scratch that effects those bitten play placing negative thought modifiers on afflicted colonists and if the infection is not stopped more control bugs burst forth from the dead colonists to infect more colonists(thank you starship troopers 2 for being a terrible movie with an otherwise awesome bug).
- the hopplers, which would take coding to be able to fly over walls.

For incidents:
-a special drop pod like incident using meteors or transport bugs as the carriers( if possible of course) and special siege like incident for the bugs.
-a mini-raid outpost akin to minami's mech cocoons and raider outposts.
-using the Brain bug as a skill stealing or morale/skill boosting unit that supplements the current invasion force until killed, perhaps akin to the .

If I may ask, what issues are you having with the AI specifically? I figured I would ask because I'm curious.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on January 14, 2015, 10:27:35 AM
Quote from: xanatosxan on January 12, 2015, 08:43:24 PM
I was going to attempt to make an arachnid mod before Skullywag pointed this w.i.p. mod out to me. :P

Hehe it happens :)

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMSome ideas for later down the road from the ideas I had in my original idea request for once you get the AI issues sorted out.

Yeah i think it will be a impossibility for my knowledge I'm afraid...

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMthe various bugs beyond the warrior bugs:
- The Tanker Beetle as the slow moving, flamethrowing,heavy armored shock troops.
- The Plasma Bug as the mortar throwing,even slower moving but heaviest armored, super-long range bug troops.
- The Kamikaze Ripplers as the secondary melee/self destruction grenadier class, very squishy but fast and they explode like a grenade when they die.
- The Blister bugs as the mid range, mid armor gunner type bugs.
- The control bugs as a special incident type bug that while easy to kill are fast moving and attack in moderately large number. they could cause an infection( similar to the zombie mod infection) through a bite or scratch that effects those bitten play placing negative thought modifiers on afflicted colonists and if the infection is not stopped more control bugs burst forth from the dead colonists to infect more colonists(thank you starship troopers 2 for being a terrible movie with an otherwise awesome bug).
- the hopplers, which would take coding to be able to fly over walls.

All except for the control bug :P

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMFor incidents:
-a special drop pod like incident using meteors or transport bugs as the carriers( if possible of course) and special siege like incident for the bugs.
-a mini-raid outpost akin to minami's mech cocoons and raider outposts.
-using the Brain bug as a skill stealing or morale/skill boosting unit that supplements the current invasion force until killed, perhaps akin to the .

I what the bugs to be able to kidnap and taunt defence also cirkelnig the base. To simulate smart bugs.

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMIf I may ask, what issues are you having with the AI specifically? I figured I would ask because I'm curious.

Like THE ai code im not smart enough to make my own. So i need help to actually write a costum one.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: xanatosxan on January 14, 2015, 04:53:31 PM
You could try basing the bugs' think tree off of the mechaniods' own think tree which is very basic in it's set up and go from there, though I assume you already looked at that.  I imagine that it would be vastly easier in general, would help cut down on the tedium and leaves the coding of the AI to more add-in custom behaviors  and tweaks for more nuanced differences in the arachnids main and sub think-trees. That at least solves part of the problem of how to make them aggressive towards other unaffiliated factions(the correct xml tweaks) without them being psychotic  though it would also take tweaks across the other corresponding arachnid xmls to make sure they are actually hostile to all other factions or that they are not spawning during other faction incidents(like the mechanoid's ship part). It seems that the SquadbrainDuty</def> entity located in the SubTree_Duty is the leading function of the mechanoid's think-tree(it's listed as the last function in the humanoid think-tree) and set to already allow for kidnapping and fleeing as well as setting up attack objects and wandering. But you might have to add in a function for base circling so that it triggers a different,custom wander function to the wander commands within the Squadbrainduty's tree for the arachnids if how the other attacking faction don't function in the manner you want the arachnids to function. I think that may save you some effort for your trouble ai wise at the very least.... I hope that helps but I feel like what I've explained may come across as confusing without piecing in the segment of the codes from the xml files I'm referring to.
I'm not completely sure though if that helps as I've just started trying to mod myself.     




Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: ORC_Gaming on March 30, 2015, 01:34:50 PM
Is this dead? If not Then good luck! if it is, then ok :(
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on March 30, 2015, 01:36:17 PM
its not a high priority but not dead ive just to lazy to acctually work on it 100% need to prioritize the PA mod first. :)
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Grax on April 15, 2015, 02:16:49 AM
ptw
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on April 15, 2015, 07:05:29 AM
Ptw?
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Dragoon on April 15, 2015, 07:12:46 AM
ptw = posting to watch.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on April 15, 2015, 07:14:19 AM
Quote from: Dragoon on April 15, 2015, 07:12:46 AM
ptw = posting to watch.

Ahhh Allright ^^
This mod is not a high priority Until I get Project Armory released.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: ORC_Gaming on May 16, 2015, 09:29:04 AM
Good to hear. I wanted to have a mod like this for a while now. I like to make huge bases with a numerous amount of colonists and send them to fight huge swarms of giant ants and arachnids will make it massively more awesome!
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Dspendragon on January 17, 2016, 01:37:32 PM
Is this still being worked on ?
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on January 26, 2016, 02:00:43 PM
Eehhh ish having a RimWorld brake until next alpha.
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: ghostangel on April 26, 2016, 03:55:44 AM
Good afternoon, I would like to know this mod is still under development ? I would like to try it on alpha 13.  :) :) ;)
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: ghostangel on May 06, 2016, 02:50:34 AM
Hello, I have one question and you're going to continue to develop Arachnid Threat?
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Evul on May 06, 2016, 10:53:38 AM
Yes :)
Have some paper i need to push But i will start the progress of updating this. :)
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: ghostangel on May 07, 2016, 05:19:00 AM
Quote from: Evul on May 06, 2016, 10:53:38 AM
Yes :)
Have some paper i need to push But i will start the progress of updating this. :)

I'm really looking forward to your mod, he  super
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: Shirimoto on June 16, 2016, 12:24:13 AM
Quote from: Evul on April 15, 2015, 07:14:19 AM
Quote from: Dragoon on April 15, 2015, 07:12:46 AM
ptw = posting to watch.

Ahhh Allright ^^
This mod is not a high priority Until I get Project Armory released.
You're updating both mods?? I can't contain my excitement  :o :o
Title: Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
Post by: drakemasta on August 23, 2016, 06:27:53 PM
any plans to update this mod to a14 or later?