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RimWorld => Releases => Mods => Outdated => Topic started by: PunisheR007 on June 05, 2014, 10:50:42 PM

Title: [MOD] (Alpha 5D) A Fighting Chance v1.2
Post by: PunisheR007 on June 05, 2014, 10:50:42 PM


A FIGHTING CHANCE v1.2


(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/Preview_zps7bfa170e.png)



FEATURES


- Start with Glock 18's and the DragunovSVD.
- Double the Colonist/Raider incap chance with Melee.
- Double the starting resources (Metal/Wood/Silver/Survival Meal)
  and stacks have a chance to be 75.
- 2 extra glock 18's for your next 2 colonists.


This mod works in conjuction with Project Armoury v2.11,
so you must have Project Armoury v2.11 for this mod to work.


CHANGELOG:
v1.0 - Start with glock18's and the dragunovsvd.
v1.1 - Added double the colonist/raider incap chance with melee.
v1.2 - Double the Starting resources of (Metal/Wood/Silver/Survival Meal)
          and resource stacks have a chance to be 75.
      -  2 extra glock 19's for your next 2 colonists.




A FIGHTING CHANCE v1.2 (Vanilla Edition)


(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/Preview_zps73d08345.png)



FEATURES


- Start with the M24 Rifle instead of the Lee-Enfield.
- Double the Colonist/Raider incap chance with Melee.
- Double the starting resources (Metal/Wood/Silver/Survival Meal)
  and stacks have a chance to be 75.
- 2 extra pistols's for your next 2 colonists.


CHANGELOG:
v1.0 - Start with the M24 instead of the Lee-Enfield.
v1.1 - Added double the colonist/raider incap chance with melee.
v1.2 - Double the Starting resources of (Metal/Wood/Silver/Survival Meal)
          and resource stacks have a chance to be 75.
      -  2 extra pistol's for your next 2 colonists.


(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/CCLicense_zps6eb37630.png)

This work is licensed under http://creativecommons.org/licenses/by/4.0/

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: mrofa on June 05, 2014, 11:41:06 PM
Thats quite interesting considering current bloodthirst of raiders.
Good work :)
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: PunisheR007 on June 05, 2014, 11:51:15 PM
Quote from: mrofa on June 05, 2014, 11:41:06 PM
Thats quite interesting considering current bloodthirst of raiders.
Good work :)
Thanks!!! :)
I like use melee to incap raiders, but most of the time they die. Getting more colonists for your colony, can be quite a task without buying slaves from slave traders. So having double the incap chance is nice, and it shouldn't hurt the balance what so ever, since you have to melee them to incap.
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: mrofa on June 05, 2014, 11:58:19 PM
With recent up in dificullity i found out that most riders are preety much trained in meele, not to mention getting in meele when other 30 guys are aming at you should atleast be worth something :D

Anyways did you do the same for colonists or its just raiders ?
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: PunisheR007 on June 06, 2014, 12:03:08 AM
Quote from: mrofa on June 05, 2014, 11:58:19 PM
With recent up in dificullity i found out that most riders are preety much trained in meele, not to mention getting in meele when other 30 guys are aming at you should atleast be worth something :D

Anyways did you do the same for colonists or its just raiders ?

It should be for both, i'll change my op info.
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: mrofa on June 06, 2014, 12:04:50 AM
Cool atleast they wont die so easily now :D
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: Mannilord on June 06, 2014, 07:52:41 AM
nice work i really like it :D
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: PunisheR007 on June 06, 2014, 08:11:55 AM
Quote from: Mannilord on June 06, 2014, 07:52:41 AM
nice work i really like it :D

Thankyou, More mods to come :).
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: Goatlike on June 06, 2014, 04:40:03 PM
Good mod. I'll definitely try it  :)
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: Match on June 06, 2014, 07:29:58 PM
Awesome mod, although I think it might havr compatibility issue with the additional colonist mod. Nothing gamebreaking, just spawns a lee Enfield with 2 g17s instead of the Russian rifle.
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: JorDash on June 06, 2014, 07:41:37 PM
It isn't compatible with the Map Gen pack either. Witch is too bad. I love the idea of melee incap.
Edit 1: So I got it too work with the Map Gen Pack. Just have to make sure you activate Project Armory, Map Gen Pack, and Fighting chance in that order.
Edit 2: Well that idea only worked once. :(
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: PunisheR007 on June 06, 2014, 10:59:49 PM
Yeah i thought that might happen. If anyone is using the map gen pack, it will break this mod because you can only have 1 map gen file, and your starting items are in that gen file. If itchy is ok withit, im thinking to merge the map gen pack and a fighting chance together.
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: JorDash on June 07, 2014, 02:40:48 AM
Quote from: PunisheR007 on June 06, 2014, 10:59:49 PM
Yeah i thought that might happen. If anyone is using the map gen pack, it will break this mod because you can only have 1 map gen file, and your starting items are in that gen file. If itchy is ok withit, im thinking to merge the map gen pack and a fighting chance together.

If it is not possible then perhaps separating out the incap part and posting that would be a good idea. I know I'd appreciate it. :)
Title: Re: [MOD] (Alpha 4E) A Fighting Chance v1.1
Post by: PunisheR007 on June 07, 2014, 03:00:12 AM
Quote from: JorDash on June 07, 2014, 02:40:48 AM
Quote from: PunisheR007 on June 06, 2014, 10:59:49 PM
Yeah i thought that might happen. If anyone is using the map gen pack, it will break this mod because you can only have 1 map gen file, and your starting items are in that gen file. If itchy is ok withit, im thinking to merge the map gen pack and a fighting chance together.

If it is not possible then perhaps separating out the incap part and posting that would be a good idea. I know I'd appreciate it. :)

Im working on that now, it would be nice just to have that. Then people can use it with an orig vanilla copy, and not feel modded
nice 1!.
Title: Re: [MOD] (Alpha 4F) A Fighting Chance v1.1
Post by: N-Tempest on June 26, 2014, 03:16:31 PM
Has anyone found that with this mod active, it makes the game graphics spaz out and you can't see anything? images re-re-repeat until they over-expose to nothing?

I have rather a lot of mods active at the moment, will try to number it down before i post them all
Title: Re: [MOD] (Alpha 4F) A Fighting Chance v1.1
Post by: JorDash on June 26, 2014, 07:11:42 PM
Quote from: N-Tempest on June 26, 2014, 03:16:31 PM
Has anyone found that with this mod active, it makes the game graphics spaz out and you can't see anything? images re-re-repeat until they over-expose to nothing?

I have rather a lot of mods active at the moment, will try to number it down before i post them all

Haven't had that happen with any of the mods I run, including this one. I think I have something like 12 mods active at any one time.
Title: Re: [MOD] (Alpha 5) A Fighting Chance v1.1
Post by: PunisheR007 on July 04, 2014, 09:20:29 PM
Alpha 5 version is up :)
Title: Re: [MOD] (Alpha 5) A Fighting Chance v1.1
Post by: VikramNazir on July 06, 2014, 01:55:48 AM
I looked through the files for ItchyFlea's base/map gen mod and they're only different names, and you can change the starting weapons just like you did in the BaseGenerator.xml. You could even go father to collaborate with him on making an optional file that is compatible with his, with random starting weapons!
Title: Re: [MOD] (Alpha 5) A Fighting Chance v1.1
Post by: PunisheR007 on July 06, 2014, 03:25:30 AM
Quote from: VikramNazir on July 06, 2014, 01:55:48 AM
I looked through the files for ItchyFlea's base/map gen mod and they're only different names, and you can change the starting weapons just like you did in the BaseGenerator.xml. You could even go father to collaborate with him on making an optional file that is compatible with his, with random starting weapons!

Very true, would make sense todo it, I'll get onto it after i finish adding a couple more sounds for my artillery cannon, a pre-impact and explosion sound.
Title: Re: [MOD] (Alpha 5) A Fighting Chance v1.1
Post by: VikramNazir on July 08, 2014, 12:13:54 AM
Mhm, very nice. So far I've a fan of your mods and it even inspired my interest in modifying a few things to my taste, keep up the great work!
Title: Re: [MOD] (Alpha 5) A Fighting Chance v1.1
Post by: PunisheR007 on July 08, 2014, 12:23:05 AM
Quote from: VikramNazir on July 08, 2014, 12:13:54 AM
Mhm, very nice. So far I've a fan of your mods and it even inspired my interest in modifying a few things to my taste, keep up the great work!

Cheers VikramNazir :), im glad it has inspired you to look into some things.
Title: Re: [MOD] (Alpha 5C) A Fighting Chance v1.2
Post by: PunisheR007 on July 19, 2014, 11:44:12 PM
New version is up, with double the starting resources and stacks have a chance to be 75.
Plus 2 extra weapons for your next 2 colonist :).
Title: Re: [MOD] (Alpha 5D) A Fighting Chance v1.2
Post by: PunisheR007 on August 14, 2014, 10:22:29 AM
A fighting chance atm is on hold, due to the weapons and starting resources not being defined in the map generator xml file no more, and i havn't had time to look for them yet. Hopefully it's still possible, time will tell.

Cheers!!!