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RimWorld => Releases => Mods => Outdated => Topic started by: RC82 on February 28, 2014, 01:34:21 AM

Title: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: RC82 on February 28, 2014, 01:34:21 AM
Update: Version 2!

(http://s28.postimg.org/l9shmd6g9/Cyclops_and_Ferals.jpg) (http://postimg.org/image/l9shmd6g9/)

The planet you land on was the crash site of the HMS Titanica, almost 200 years ago.  You heard rumours that the survivors had gone feral, and radiation poisoning has created a race of giant two-eyed Cyclopses.

As you peer out from the wreckage of your pods, you hear an almost inhuman shriek in the distance, followed by drums.  You'd best find your pistols...


GAMEPLAY

At the start of the map, you will see a herd or two of Feral Humans, and several giant two-eyed Cyclops in groups of 1 and 2.

Feral Humans move faster than you, but being malnourished for 200 years, they do weak damage.  They attack both you and Cyclopses.

Cyclops are large, slow moving have a hefty kick.  They attack both you and the Ferals.

NOTE: 

*You may have to create a map a few times to see a feral herd.
*Both Ferals and Cyclopses have spears... I couldn't figure out how to replace the graphics so they look like pistols :s.  Feral Spears do 4 damage, Cyclops Spears do 20.

INSTALL

Unzip this into the main directory, load up the game, and make sure to turn on the mod.  Then start a new map - you should see the herds.

[attachment deleted by admin: too old]
Title: Re: [MOD] Herd of Feral Humans at start of map
Post by: StorymasterQ on February 28, 2014, 01:57:51 AM
Lol! Natives, then?
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! "*Updated*
Post by: RC82 on February 28, 2014, 10:13:50 AM
haha yeah, natives.  I decided to add a race of giants to this.

Once we can edit behaviour and AI storyteller stuff, I can make this a bit more interesting...
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: TimMartland on February 28, 2014, 12:42:57 PM
Is that...a titan?
I demand you make them AoT titans.
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: AcDie on February 28, 2014, 01:30:12 PM
looks like big muffalo poop :)
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: NephilimNexus on March 01, 2014, 01:02:49 AM
Question: Can the feral humans be captured?
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: ItchyFlea on March 01, 2014, 03:06:30 AM
This is fun. :)

Here's a quick thing for adding a custom weapon texture:
• Create a folder named 'Textures' in the root folder of your mod.
• Create a folder inside that one. Call it whatever you want. For this example, call it 'Spear'
• Put a .png file in there that you want to use as the spear graphic. For this example, call it 'Spear.png'
• In the ThingDef for the spear, find the <texturePath> tag. To get the weapon to use your custom graphic, you'd put in: <texturePath>Spear/Spear</texturePath>
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: keylocke on March 03, 2014, 11:02:13 AM
Quote from: TimMartland on February 28, 2014, 12:42:57 PM
Is that...a titan?
I demand you make them AoT titans.

shhh!!! not titans! it's a two-eyed cyclops!  (http://www.thefreedictionary.com/Cyclops) lol.

anyways, looks interesting. downloading.  ;D
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: RC82 on March 04, 2014, 07:59:22 PM
Quote from: NephilimNexus on March 01, 2014, 01:02:49 AM
Question: Can the feral humans be captured?

They sure can!  The titans cyclopses too since they're technically humans.
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: RC82 on March 04, 2014, 08:08:36 PM
Quote from: ItchyFlea on March 01, 2014, 03:06:30 AM
This is fun. :)

Here's a quick thing for adding a custom weapon texture:
� Create a folder named 'Textures' in the root folder of your mod.
� Create a folder inside that one. Call it whatever you want. For this example, call it 'Spear'
� Put a .png file in there that you want to use as the spear graphic. For this example, call it 'Spear.png'
� In the ThingDef for the spear, find the <texturePath> tag. To get the weapon to use your custom graphic, you'd put in: <texturePath>Spear/Spear</texturePath>

Thanks man!  I'll try that this weekend when I'm home. I tried that initially and I couldn't get it working. Once I do I'll be adding bows, clubs and other weapons. I'll make them fashionable too.

With the faction system in alpha 3, and hopefully with xml access to storyteller behaviour, spawn behaviour and hopefully making titans 'hunt' humans, like humans hunt muffalo automatically, I can make some cool stuff :)
Title: Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
Post by: iame6162013 on March 30, 2014, 02:56:36 PM
that monster look's like 'it' ain't going to kill u:p