Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: soulkata on February 19, 2015, 09:47:33 PM

Title: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: soulkata on February 19, 2015, 09:47:33 PM
News!

MechaTank bug fix!

Mod List

A10 Ability Pack (https://ludeon.com/forums/index.php?topic=10587.msg119047#msg119047) Tool that helps modders to add special abilities on their Pawns.
A10 Alien Ants Faction (https://ludeon.com/forums/index.php?topic=10587.msg119045#msg119045) New faction of nasty Alien Ants.
A10 Mecha Tanks (https://ludeon.com/forums/index.php?topic=10587.msg119046#msg119046) Add a new tank unit to the pirates faction.
A10 Faction Gauntlet (https://ludeon.com/forums/index.php?topic=10587.msg123727#msg123727) Tool used to measure the faction Ballance, or just see enemies fighting themselves!



Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Epyk on February 19, 2015, 09:49:47 PM
I'm liking these non-human factions!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: soulkata on February 19, 2015, 09:52:04 PM
First correction!
Lowered the rate of the Ant attacks, to allow other factions attack too! :) Sorry for the bug!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: StorymasterQ on February 19, 2015, 09:59:14 PM
How about "Spawning a new ant"?
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Asfalto on February 19, 2015, 09:59:34 PM
Uuuuu cool.

As usual need new world for new faction, even in alpha 9?
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: SlimeCrusher on February 19, 2015, 10:07:23 PM
Oh that's that ants mod you were talking about, looks awesome! Great job!  ;D
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: elStrages on February 20, 2015, 02:50:24 AM
Love it, downloaded it, loved it more :D
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: skullywag on February 20, 2015, 02:55:42 AM
Is ther anyway to farm them, i want an "alien ant farm"...get it?....no?....just me?...ok.

If you make the ants smaller in the canvas theyll be smaller ingame, also make sure overdraw isnt turned on in your ant def.
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: soulkata on February 20, 2015, 06:08:15 AM
Quote from: skullywag on February 20, 2015, 02:55:42 AM
If you make the ants smaller in the canvas theyll be smaller ingame, also make sure overdraw isnt turned on in your ant def.

Thanks for the tip!

Quote from: skullywag on February 20, 2015, 02:55:42 AM
Is ther anyway to farm them, i want an "alien ant farm"...get it?....no?....just me?...ok.

Well, it's a cool idea, but not for this mod... It would be cool Animal Husbadry for native animals, like elks or muffalos... I am planning to make the Ants meat give hight rates of intoxication... Maybe a green meat / blood! :)

Quote from: Asfalto on February 19, 2015, 09:59:34 PM
As usual need new world for new faction, even in alpha 9?

Yep, is the last line in 'How to install:' section!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Viceroy on February 20, 2015, 08:48:23 AM
Man this is awesome. I can't wait to see ants and horrors duking it out in front of my little base. Love the idea of this mod.

Especially once the healer ants are in play. That's gonna be a pretty unique asset for them to have. Maybe making it like a 'goo' secreted by the queen ant. Something that would be ferried to the wounded ants and also possibly be stolen or collected after an attack.

That's just an idea though. Loving the ants, and the look of them is really excellent, they fit perfectly with vanilla.
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Zandor on February 20, 2015, 09:28:40 AM
The queen should set up a nest and milk out new ants, Ant Guard should protect the nest and queen, the workers should move with the rest of the ants to attack your base but they steal your food/pawns and take it back to the queen to eat to make more ants.
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: soulkata on February 20, 2015, 09:47:12 AM
Quote from: Zandor on February 20, 2015, 09:28:40 AM
The queen should set up a nest and milk out new ants, Ant Guard should protect the nest and queen, the workers should move with the rest of the ants to attack your base but they steal your food/pawns and take it back to the queen to eat to make more ants.

I was thinking in a 'Ant hill' event, that will create a 'Ant hill' construction (Like Ancient Ship), and time to time, the Ant Hill will spans Queens! (Queens dont spawn other Queens...) The ants will protect the hill, and when having too many of them, some of ants create groups to raid the colony!

This is the idea, but I dont put on planned because I cannot garantee the time to develop this!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Quiltar on February 20, 2015, 10:03:37 AM
Hi.

I can't get this mod to work (not the zombie mod either).

Steps I've tried

Clean install of alpha9
Deleted the Ludeon folder from LocalLow (in appdata).
Only having this mod installed\in the modfolder

EDIT : I can spawn them from the debug tools though. Weirdness...

When I create a new world, the ants never get their own colony\spot on the map.
When I start a new game on said world, they do not show up on the "faction list". I only get the vanilla factions.

I get no errors in the debug log.

Other mods for alpha 9 work fine, (except faction ones).

What am I missing ?

Thanks :)
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: soulkata on February 20, 2015, 10:10:23 AM
Quote from: Quiltar on February 20, 2015, 10:03:37 AM
Hi.

I can't get this mod to work (not the zombie mod either).

Steps I've tried

Clean install of alpha9
Deleted the Ludeon folder from LocalLow (in appdata).
Only having this mod installed\in the modfolder

When I create a new world, the ants never get their own colony\spot on the map.
When I start a new game on said world, they do not show up on the "faction list". I only get the vanilla factions.

I get no errors in the debug log.

Other mods for alpha 9 work fine, (except faction ones).

What am I missing ?

Thanks :)

Well, like Mechanoids, the ants are a Hidden faction, it was proposital they don't apear (To you dont call them at Trade Console). If you want to test if its Ok, you shoud:
* Activate the debug mode (Under the Opdtions Menu)
* Go to 'Open debug actions menu'
* Under 'Incident', the second option is 'Raid from...'
* Should appear a button called 'the alient ants' there...

Now, why thew dont spawn, have pacient lithe one... Eventually they should appear!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Quiltar on February 20, 2015, 10:17:12 AM
Quote from: soulkata on February 20, 2015, 10:10:23 AM
Well, like Mechanoids, the ants are a Hidden faction, it was proposital they don't apear (To you dont call them at Trade Console). If you want to test if its Ok, you shoud:
* Activate the debug mode (Under the Opdtions Menu)
* Go to 'Open debug actions menu'
* Under 'Incident', the second option is 'Raid from...'
* Should appear a button called 'the alient ants' there...

Now, why thew dont spawn, have pacient lithe one... Eventually they should appear!

AHA, I see, well, then it is working as intended I think (I can activate raids from the debug).

There is however more than 1 ant hive, (around 6 I think), is that normal?

Thanks for the help.

Cheers!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Epyk on February 20, 2015, 02:25:10 PM
Wanted to stop by and see I'm enjoying these over sized pests in-game.

Pesky vermin!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Viceroy on February 20, 2015, 02:32:52 PM
We can never have too much variety in a game like this. Not being able to anticipate or prepare for every kind of fight or hardship you can encounter is what keeps it fun and interesting.

I must say I am impressed by not only the game, but also by how awesome the community is.
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Jcewazhere on February 20, 2015, 08:01:23 PM
Looks like fun so I'm going to try it anyway, but I have a quick question:
Can you butcher, cook, then eat the ants? It'd be a nifty new food source.
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Novellum on February 20, 2015, 10:13:51 PM
Quote from: Jcewazhere on February 20, 2015, 08:01:23 PM
Looks like fun so I'm going to try it anyway, but I have a quick question:
Can you butcher, cook, then eat the ants? It'd be a nifty new food source.
You can cook them, yes.
The workers give about ~50 meat, the warriors give 100, and the queen gives ~125. One thing to note is, if you leave a queen alive, she'll endlessly spawn worker ants that suicide into your turrets, thus giving you an infinite supply of meat.  ::)
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: soulkata on February 21, 2015, 08:16:12 AM
Quote from: Novellum on February 20, 2015, 10:13:51 PM
Quote from: Jcewazhere on February 20, 2015, 08:01:23 PM
Looks like fun so I'm going to try it anyway, but I have a quick question:
Can you butcher, cook, then eat the ants? It'd be a nifty new food source.
You can cook them, yes.
The workers give about ~50 meat, the warriors give 100, and the queen gives ~125. One thing to note is, if you leave a queen alive, she'll endlessly spawn worker ants that suicide into your turrets, thus giving you an infinite supply of meat.  ::)

Well, in my opinion, the ants should be considered a meat source, so I think this is a Bug... After the Ant Nurse Release, I will try to lower the ant meat rate, and try to make the ant meat unpleasant, even a litle toxic!

About the AntQueen farming, you have the problem of handling the AntQueen Alive... Beyond that
, the time intervals between each spawn keep growing up... So I dont think is it a spoil!
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: saddler123 on February 22, 2015, 05:46:10 AM
Hey for some reason my game crashes when the ants attack me. any ideas?
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: soulkata on February 22, 2015, 06:41:55 PM
Quote from: saddler123 on February 22, 2015, 05:46:10 AM
Hey for some reason my game crashes when the ants attack me. any ideas?

Well, check if your game is updated...
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: Treason5240 on February 22, 2015, 11:50:15 PM
Quote from: soulkata on February 22, 2015, 06:41:55 PM
Quote from: saddler123 on February 22, 2015, 05:46:10 AM
Hey for some reason my game crashes when the ants attack me. any ideas?

Well, check if your game is updated...

Getting the same problem, myself, and I'm using the most up-to-date version.  I haven't had an attack by ants by themselves just yet, but they seem to spawn from Ancient Ship parts.  Whenever it's attacked and they spawn, it's a guaranteed crash.

Stripping other mods to see if the conflict is there.
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (Initial Release)
Post by: saddler123 on February 23, 2015, 02:21:57 AM
Quote from: soulkata on February 22, 2015, 06:41:55 PM
Quote from: saddler123 on February 22, 2015, 05:46:10 AM
Hey for some reason my game crashes when the ants attack me. any ideas?

Well, check if your game is updated...

ofc it is updated...
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: soulkata on February 23, 2015, 09:50:03 PM
Quote from: Treason5240 on February 22, 2015, 11:50:15 PM
but they seem to spawn from Ancient Ship parts.  Whenever it's attacked and they spawn, it's a guaranteed crash.

Err, I am think this bug will need some advice of the Ludeon team to handle it! I made a bunch of ILSpying, and the enemies are humans, or mechanoids... And if is it mechanoid, they spawn on Ancient Ship! :(

Quote from: Treason5240 on February 22, 2015, 11:50:15 PM
Stripping other mods to see if the conflict is there.
Tonight I have tested a lot of with vanilla, but haven't find any crash on attack... And another test round with the common mods, but everyting seems to be Ok... Wich mod are you using guys?

Quote from: saddler123 on February 22, 2015, 05:46:10 AM
Hey for some reason my game crashes when the ants attack me. any ideas?
Any debug popup appears? This happens with only the vanilla game? Try put the game on Developer mode, and use the enemy raid event to simulate the attack... :)
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: Salfallen on February 26, 2015, 09:35:58 AM
any way to require the ant queen to eat to to replenish nutrition and then need nutrition to spawn more ants? or something so the queen cant make babys for ever? or can u make them spit out cocoons that take time before they hatch? maybe using the cryosleep caskets or the healing caskets code as the cocoon and make the ants hurt badly so if there "growing" gets disturbed they insta hatch with less then full hp or when they get to full hp they hatch and attack?
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: soulkata on February 26, 2015, 02:47:52 PM
Quote from: Salfallen on February 26, 2015, 09:35:58 AM
any way to require the ant queen to eat to to replenish nutrition and then need nutrition to spawn more ants? or something so the queen cant make babys for ever? or can u make them spit out cocoons that take time before they hatch? maybe using the cryosleep caskets or the healing caskets code as the cocoon and make the ants hurt badly so if there "growing" gets disturbed they insta hatch with less then full hp or when they get to full hp they hatch and attack?

Well, it is possible, but this mod is almost in it's 'stable' version... I am planning some minor adjusments in Balance, and making the Ant Nurse heal a ranged healing attack, but after that, only bugfixes and upgrades to new Alpha versions... I am thinking in other creatures / special attacks... Like temporary invulnerability, teleport, charge, mind control and ants are the right creatures for that kind of sorcery! :)
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: deslona on March 04, 2015, 05:13:23 AM
I am also experiencing crashes with the Ants after I attack the ship part. Which is why I came to the forums actually because of the issue. There was a time that I attacked the ship part and it didn't crash (the queen ant didn't spawn). Related maybe?

Other mods I am using;
Alpha Muffalo 1.5.2
Central Heating Mod
Core (Well duh!)
ED-Core
ED-Embrasures
Medical Synthesis
ED-Laser Drill
ED-Omnigel
ED-Personal Shields
ED-Shields
ED-Vent
ED-Visible Radius
Edb Prepare Carefully
Practice Target 2.01
Vein Miner


Edit

What causes the crash is the game keeps trying to do...

Faction a mechanoid hive of def Mechanoid has no PawnGroupMakers that can generate for parms (points=168 )

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

...and it's stuck in a loop.

Edit2

I commented out the Queen bugs chance to spawn and then attacked the crashed module. Game didn't crash. :P
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: soulkata on March 04, 2015, 08:09:13 AM
Quote from: deslona on March 04, 2015, 05:13:23 AM
I am also experiencing crashes with the Ants after I attack the ship part. Which is why I came to the forums actually because of the issue. There was a time that I attacked the ship part and it didn't crash (the queen ant didn't spawn). Related maybe?
The only way to make 'custom non human' enemies, is making them mechanoid... Than, in ancient ship they will spawn among the mechanoids... This is a Alpha 9 limitation, I have talk with de ludeon team and they are aware of this... Maybe an Alpha 10 feature? :)

Quote from: deslona on March 04, 2015, 05:13:23 AM
What causes the crash is the game keeps trying to do...

Faction a mechanoid hive of def Mechanoid has no PawnGroupMakers that can generate for parms (points=168 )

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

...and it's stuck in a loop.
Usually this error is because the mechanoids are powerfull enemies, and you are trying to spawn them in the begining of the game, they cost more than 168 points...

I will download the mod list you mentioned, run a game until a fair size and spawn a ancient ship manually, and sees whats hapens! :)

Quote from: deslona on March 04, 2015, 05:13:23 AM
I commented out the Queen bugs chance to spawn and then attacked the crashed module. Game didn't crash. :P
Sorry for my bad english, but I dont understand what you mean... :( What exactly is the 'Queen bugs chance to spawn'? :)
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: deslona on March 04, 2015, 09:04:02 AM
Quote from: soulkata on March 04, 2015, 08:09:13 AM

Quote from: deslona on March 04, 2015, 05:13:23 AM
I commented out the Queen bugs chance to spawn and then attacked the crashed module. Game didn't crash. :P
Sorry for my bad english, but I dont understand what you mean... :( What exactly is the 'Queen bugs chance to spawn'? :)

I edited two files.
AlienAntsPawnKinds
- I commented out the
<PawnKindDef>
    <defName>AntQueen</defName>
etc... etc...

And edited in AlienAntsFactionDefs

<li>
            <selectionWeight>0</selectionWeight>
            <kinds>
              <li>AntQueen</li>
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: SaymonCZ on March 04, 2015, 09:49:28 AM
I think it be cool if the ants could be harvested for something you can make armor with
Title: Re: [MOD] (Alpha 9) Alien Ants Faction (v0.1, Alien Nurses Release)
Post by: soulkata on March 10, 2015, 12:02:42 AM
Quote from: deslona on March 04, 2015, 05:13:23 AM
I am also experiencing crashes with the Ants after I attack the ship part. Which is why I came to the forums actually because of the issue. There was a time that I attacked the ship part and it didn't crash (the queen ant didn't spawn). Related maybe?

Complety redesigned the mod! Run into 5 or 6 ancient ships winout any error messges! :)
Title: Alien Ants - Enemy Faction
Post by: soulkata on March 27, 2015, 03:54:58 PM
ALIEN ANTS FACTION

Description:
This mod adds the 'Alien Ant' enemy faction to the game. My inspiration for this mod is the 'Ant Queen' (Wich spawns new ants among the attack) and the 'Ant Nurse' (Heals injuried Ants).

Current Alien Units
Currently, we have 5 types of ants:
* Ant worker, is a Weak melee unit, looks like an ordinary ant.
(http://puu.sh/g8vYk/9dd64b0101.jpg)

* Ant warrior, is a strong melee unit, with a Triceratops head.
(http://puu.sh/g8w5a/77a7458193.jpg)

* Ant stinger, is a Ranged unit with a scorpin tail.
(http://puu.sh/g8wie/e1276a01fe.jpg)

* Ant queen, is the Strongest melee unit, has an spawn Ant hability, and has a bee tail.
(http://puu.sh/g8wqo/28eddacbcc.jpg)

* Ant nurse, is a Ranged unit, has a lealing hability, and has a buterfly appearance.
(http://puu.sh/g8vI7/d77f0e6f64.jpg)


Changelog & Download
Quote
--------------------------------------------------------
Version 0.402 (23/04/2015) (Alien Ants (http://bit.ly/1Evzp52)) (Ability Pack v2.02 (http://bit.ly/1K9kw7a))
--------------------------------------------------------
* Fixed Ninefinger (https://ludeon.com/forums/index.php?action=profile;u=38914) log message;
* Minor balance ajusts;

--------------------------------------------------------
Version 0.400 (15/04/2015)
--------------------------------------------------------
* Alpha 10 update;
* Changed RaidCommonality as Ninefinger (https://ludeon.com/forums/index.php?action=profile;u=38914) pointed, to the ants attack more often;
* Changed Squad to Only have one Ant Queen at time;
* Changed Ant Queen spawn ability to less coldown when squad has litle Ants and more coldown when has many ants.

--------------------------------------------------------
Version 0.300 (28/03/2015)
--------------------------------------------------------
* Now the Ants uses motes to monitor the ability execution;

--------------------------------------------------------
Version 0.201 (10/03/2015)
--------------------------------------------------------
* Corrected the faction defs to allow other factions to attack the colony;


--------------------------------------------------------
Version 0.2 (10/03/2015)
--------------------------------------------------------
* Redesigned to use Ability Pack (https://ludeon.com/forums/index.php?topic=11192.0);
* Add 'mana' to Ant Nurse and Ant Princess;
* Add ITab to display ability stats;
* Created 'Ant Egg' unit;
* Created 'Ant Princess' unit;
* Ant Queen spawns only Ant Egg, that turns into Ant Worker and later on Warrior, Stinger or Nurse;
* If the colony is large enough, and there is no Ant Queen attacking, an random ant turns into a Ant Princess;

--------------------------------------------------------
Version 0.1 (22/02/2015)
--------------------------------------------------------
* Ant Nurse unit;
* Decreased meat ammout of butchered ants;


--------------------------------------------------------
Initial Release
--------------------------------------------------------
* Ant Worker unit;
* Ant Warrior unit;
* Ant Stinger unit;
* Ant Queen unit;


Contributing
I put all the sources and (Defs, C#, Photoshop (With Shapes)) along with the Mod, I would appreciate it if you pass me tips to improve the overall Mod ballance of the Mod.

Another thing, I suck at photoshop, spent much more time in sprite making than in game programing... and if someone wants to improve my textures, I will be happy to accept the contribution! :)

How to install:
- Unzip the contents of 'Ability Pack' and 'Alien Ants' and place them in your RimWorld/Mods folder.
- Activate the mods in the mod menu in the game.
- Create a new world and a new game.
Title: Mecha Tanks - Tripulated Enemies
Post by: soulkata on March 27, 2015, 03:56:13 PM
MECHA TANKS

Description:
Add a new tank unit to the pirates faction. This tank is a mechanoid unit which spawn with the pirates to assault your colony.

Current Unit
* Mobile Tank, Has the strength of a Scyther. Then the tank dies, it's pilot comes outside, and continue fighting. Another thing, the tank body provides cover for their driver.
(http://puu.sh/gS3Rh/140438cf0b.jpg)   (http://puu.sh/gS472/4cbabc09fd.jpg)

Changelog & Download
Quote

--------------------------------------------------------
Version 0.303 (12/05/2015) (Mecha Tanks (http://bit.ly/1AU5VXx)) (Ability Pack v2.02 (http://bit.ly/1K9kw7a))
--------------------------------------------------------
* Solved the problem of Tanks in Sieges;

--------------------------------------------------------
Version 0.302 (23/04/2015) (Mecha Tanks (http://bit.ly/1Dn2HwN)) (Ability Pack v2.02 (http://bit.ly/1K9kw7a))
--------------------------------------------------------
* Minor balance changes;

--------------------------------------------------------
Version 0.300 (15/04/2015)
--------------------------------------------------------
* Alpha 10 update;

--------------------------------------------------------
Version 0.200 (28/03/2015)
--------------------------------------------------------
* Now a mote apperar then the pilot ejects;

--------------------------------------------------------
Initial Release (27/03/2015)
--------------------------------------------------------
* Mobile Tank unit;


Contributing
I put all the sources and (Defs, C#, Photoshop (With Shapes)) along with the Mod, I would appreciate it if you pass me tips to improve the overall Mod ballance of the Mod.

Another thing, I suck at photoshop, spent much more time in sprite making than in game programing... and if someone wants to improve my textures, I will be happy to accept the contribution! :)

How to install:
- Unzip the contents of 'Ability Pack' and 'Mecha Tanks' and place them in your RimWorld/Mods folder.
- Activate the mods in the mod menu in the game.
Title: AbilityPack: Customizable ability for enemy pawns
Post by: soulkata on March 27, 2015, 03:57:01 PM
ABILITY PACK

Description:
This is a tool mod. It's allow other mods create pawns with unique abilities, like spawning new units, regenerate itself or even revive corpses... and much more!

(http://puu.sh/gTjpf/d6481d65f1.jpg)

Sample Mods
With the Mod itself, the download contains some samples, these samples are for ability tests purposes only, and are very unbalanced:

  * AbilityDemoSpawn: Adds a Muffalo that keeps spawning snakes and rabbits;
  * AbilityDemoNecromant: Adds Muffalo that revives any pawns and make them their allies;
  * AbilityDemoRegen: Adds a Muffalo that heals itself;
  * AbilityDemoRessurect: Adds a Muffalo that comes from the deads 3 times;
  * AbilityDemoEvolve: Adds a Rabbit that turns itself into a Muffalo;
  * More will be added soon!

Changelog & Download
Quote
--------------------------------------------------------
Release 02.002 (23/04/2015)  (Source (http://bit.ly/1K9kw7a))  (Demos (http://bit.ly/1d4GQUG))
--------------------------------------------------------
* Minor changes;

--------------------------------------------------------
Release 02.001 (16/04/2015)
--------------------------------------------------------
* Fixed a small bug on Mote Destroy;

--------------------------------------------------------
Release 02.000 (15/04/2015)
--------------------------------------------------------
* Alpha 10 update;
* Add 'AbilityRequeriment_RandomChance' requeriment;
* Add 'AbilityRequeriment_SquadSmallerThanColony' requeriment;

--------------------------------------------------------
Release 01.000 (28/03/2015)
--------------------------------------------------------
* Added motes Support;
* Removed the effect 'AbilityEffect_MakeCorpseProvideCover';

--------------------------------------------------------
Release 00.004
--------------------------------------------------------
* Added the mod Mecha Tanks (https://ludeon.com/forums/index.php?topic=11576.0);
* Created the requeriment 'AbilityRequeriment_True'
* Created the effect 'AbilityEffect_MakeCorpseProvideCover';

--------------------------------------------------------
Release 00.003
--------------------------------------------------------
* Added the mod Alien Ants (https://ludeon.com/forums/index.php?topic=10587.0);
* Created the 'validity' contraint, in order to hide unwanted habilities;
* Created the requeriments 'AbilityRequeriment_ColonyBiggerThan', 'AbilityRequeriment_CasterConscious', 'AbilityRequeriment_CasterDead' and 'AbilityRequeriment_CasterDowned'
* Created the targets 'AbilityTarget_SquadMembers' and 'AbilityTarget_Race';

--------------------------------------------------------
Release 00.002
--------------------------------------------------------
* Created an english translation;
* Renamed the 'Revive' sample to 'Necromancy';
* Created the 'Ressurect' sample;
* Allowed to the pawns to execute habilities while Downed or Dead;
* Created the 'AbilityEffect_Evolve' effect;
* Created the 'Evolve' sample;


--------------------------------------------------------
Initial Release
--------------------------------------------------------


Contributing & Requests
Any idea / contribution will be much appreciated!

Making my own Habilities:
Currently, for you to make a Pawn that has skills, you need to put in the Pawn ThinkTree a call to perform the skills. Below is a sample ThingDefs of the pawn print screen:
(http://puu.sh/gIO9q/5948274cdf.png)

Or, if you prefer, you can create your own think tree and add the job to perform the skill, as below:
(http://puu.sh/gIOhW/caef1bc416.png)

I will be working to remove the ThinkTree requeriment...


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

Documentation
There 2 kinds of 'Defs', 'AbilityDefs' and 'ManaDefs'. The 'AbilityDefs' says which ability each pawn have, and the 'ManaDefs' says how each pawn gains mana.

ManaDefs
The mana determine how the pawn gains mana. Below a documented sample. Look in 'AbilityDemoSpawn' to a documented sample.

AbilityDefs
The AbilityDefs determines what the pawn can make. For as ability to be executed, it must meet the following requirements:
  1) To be valid. Ability have a 'validity' property, which determines whether they are classified as valid. A invalid ability does not run, does not appear in the abilities tab and the time since the last execution is not updated.
  2) Go through the requirements. Like 'validity', 'requeriment' is a condition that must be meet for the ability to perform. The difference between them is that while the validity hides the invalid abilities, the requeriment just does not execute them.
  3) Have the highest priority. If there are two abilities that are valid, the priority is the tie-breaker. Only the ability with the highest priority is executed.
  4) Choose legal targets. Some effects require targets to run, and if it is not on a valid target, the ability is not performed.

Validity and Requirement properties
Validities and Requirements are conditions that must be accepted to the ability execute. The difference between them is that while the validity hides the invalid abilities, the requeriment just does not execute them. Below a list of the current implemented conditions.

AbilityRequeriment_ExecutedTimes This requirement, limits the total number of times that the ability is executed. Its uses the 'limit' property to do so.
AbilityRequeriment_ManaAbove The ability only will be executed if the Pawn have more mana than the 'value' property.
AbilityRequeriment_ManaBelow The ability only will be executed if the Pawn have less mana than the 'value' property.
AbilityRequeriment_TimeFixed This blocks the ability execution a fixed time, in ticks, between each execution. The time passed is the 'value' property.
AbilityRequeriment_TimeChangind This blocks the ability execution to a time dependent function, the first time, the time requirement is in 'initial' property. Every subsequent ability execution changes the 'initial' property by the value of the 'between' property (between greater than zero to increase time function, and less than zero to make the ability be cast mor often). The 'minimum' and 'maximum' values restinges the time amount.
AbilityRequeriment_CasterConscious Returns true if the caster is not dead or downed.
AbilityRequeriment_CasterDead Returns true if the caster is dead.
AbilityRequeriment_CasterDowned Returns true if the caster is downed.
AbilityRequeriment_ColonyBiggerThan This requirement check the size of the treat that the colony can handle. It's uses the 'value' property.
AbilityRequeriment_True This is simple true requeriment, to be placed as filler.
AbilityRequeriment_All This is a container requirement, its groups other requirements in the 'items' property, and only returns true if all inner requirements are meet.
AbilityRequeriment_Any This is a container requirement, its groups other requirements in the 'items' property, and returns true if at least one of the inner requirements are meet.
AbilityRequeriment_RandomChance Used to make abilities not being started at exact times.
AbilityRequeriment_SquadSmallerThanColony Compares the quad size with the colony size.

Priority
If more than one ability pass the requirements, the system must choose which ability will be executed. Priority do that. Greatest priority will be chosen.

AbilityPriority_Fixed This is a fixed priority. The priority is in the 'value' property.

Target
Some abilities require valid targets to be executed. The targets are evaluated before the start of the ability.

AbilityTarget_Take The take target limit the number of the targets, its uses the 'count' property and a inner 'target' that must contain the source items.
AbilityTarget_Union The union target groups the results of another targets. The union has a list of targets called 'targets'.
AbilityTarget_Range Restricts the range of the targets with the 'minimumRange' and 'maximumRange' properties. Its has the 'closestFirst', if this is true, the target will pick the nearest targets first. The source targets are in the 'target' property.
AbilityTarget_Self Adds the caster as a target.
AbilityTarget_SquadMembers Gets the squad members of the caster.
AbilityTarget_Friendly Gets the friend targets of the caster. If the 'optionalSource' is set, the game filter its contents, otherwise the game pics all the friend pawns.
AbilityTarget_Enemy Gets the enemy targets of the caster. If the 'optionalSource' is set, the game filter its contents, otherwise the game pics all the enemy pawns.
AbilityTarget_ThingInCategory This target pics things in predefined game categories. Its uses the 'group' property to determine its results.
AbilityTarget_Race This target filters only pawns of the specified races.

Effect
Here comes the good part, the ability results! If all the requirements are meet, the priority is high enough, and have valid targets, than the ability will be executed...

AbilityEffect_Random You can put more than one effect in the 'items' property, the game will choose one of them and execute.
AbilityEffect_Heal This effect heals de wounds of the target pawns. If the pawn is the caster, it will appear the he if regenerating... If are his friends, it appears that he is healing them. Once cast, the heal will have an power, used to heal wounds, there two gaining power methods, the 'totalPower' and 'targetPower', the 'totalPower' is a single addition, while the 'targetPower' adds more (or less) power every new target. To consume this power we have another two properties 'treatLocalInjuryPowerUse', used to treat an injury, and the 'healLocalInjuryPowerUse' this is the cost to heal 1 damage point. Besides all that, we have the 'healthTrashHold' (0.0 ... 1.0), that pics only targets with health below this percentual. Healing its a Casted ability, than it have the 'canBeInterrupted', the 'castTime' and the 'manaCost' properties.
AbilityEffect_Revive This effect revives the targets. (Currently more test is needed to keep the weapons and apparel of the original pawn). If the target is the caster, he will always back from the dead, like a phoenix, or an assembly skeleton. If if another corpe, the caster will like a necromancer, or a repair robot! The effect has a 'changeFaction' property, if set to true, the resurrected pawns will be of the caster faction. TODO: I want to set an property to allow changing the race of the resurrected corpses, to allow the creation of zombies, or weaker versions of the original pawn. Reviving is a Casted ability, than it have the 'canBeInterrupted', the 'castTime' and the 'manaCost' properties.
AbilityEffect_Spawn This effect creates new pawns to fight for the caster! This effect dont need any target to be executed. Its has an list of 'PawnKindDef' that fill be spawn near the caster. The 'range' controls the distance between the caster and the new pawns. Spawing is a Casted ability, than it have the 'canBeInterrupted', the 'castTime' and the 'manaCost' properties.
AbilityEffect_Evolve This effect turn pawns into another pawns. It can be used for a Pokemon based enemy, or for eggs that hatching. The AbilityDemoEvolve contains a documented sample of this ability.
AbilityEffect_MakeCorpseProvideCover This effect makes the corpes provide cover, the AbilityDemoProvideCover contains a documented sample of this ability.
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Mecha Tanks Initial Release)
Post by: HBKRKO619 on March 27, 2015, 04:30:31 PM
Their is something I don't understand. The "Alien Ants Faction" and the "Mecha Tanks" need your "Ability Pack" to work well ?
Need a specific mod order ?
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Mecha Tanks Initial Release)
Post by: soulkata on March 27, 2015, 04:38:22 PM
Quote from: HBKRKO619 on March 27, 2015, 04:30:31 PM
Their is something I don't understand. The "Alien Ants Faction" and the "Mecha Tanks" need your "Ability Pack" to work well ?
Need a specific mod order ?

Both of them need the 'Ability pack'. The last version of 'Ability Pack' is compatible with his previous versions (The 'Alien Ants' and the 'Mecha Tanks' work with the same 'Ability Pack'). At present, they should function in any order.
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Mecha Tanks Initial Release)
Post by: HBKRKO619 on March 27, 2015, 04:52:44 PM
OK so, to sum up, I need the "alien ant", "the tank" and the "ability pack v4.0" and have fun ^^

Thank you for this fast answer :)
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: soulkata on March 28, 2015, 03:03:00 PM
Hi, just to notify new releases! :)
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: Geneoce on April 09, 2015, 09:11:43 PM
Hey soulkata I cant seem to get the ants to raid in debug and ive not seen them during normal play.

I get an error log stating that theres no pawns for the point allocation, 63 odd, when I try to force a raid.
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: Ninefinger on April 10, 2015, 02:11:54 AM
Quote from: Geneoce on April 09, 2015, 09:11:43 PM
Hey soulkata I cant seem to get the ants to raid in debug and ive not seen them during normal play.

I get an error log stating that theres no pawns for the point allocation, 63 odd, when I try to force a raid.

Same with me however if i force a crashed ship part the mecha tank spawned from that and im assuming the alien ant queen would as well with enough trials. Is this intended?
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: BetaSpectre on April 10, 2015, 06:56:24 AM
It'd be cool if you could kill the tank and driver, then repair the tank for personal use.

Kinda like a mecha suit to protect your colonists during combat.
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: soulkata on April 10, 2015, 07:54:13 AM
Quote from: Geneoce on April 09, 2015, 09:11:43 PM
Hey soulkata I cant seem to get the ants to raid in debug and ive not seen them during normal play.

I get an error log stating that theres no pawns for the point allocation, 63 odd, when I try to force a raid.

Yeah the ingame Ant spawn rates are concerning me too, I will see what I can do for it! :) About the debug, its because your colony is too small to any ant attacks you... Make this:
1. Game Option Check the "Development Mode"
2. Open "Deb Actions Menu"
3. Click in "Make Colony (full)
Repeat theses process until a big raid attaks the colony:
1. Open "Deb Actions Menu"
2. Click in "Force Queye Big Thread"
3. Kill the minions

Now you can made a proper Ant Attack!
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: Ninefinger on April 10, 2015, 10:39:42 AM
Quote from: soulkata on April 10, 2015, 07:54:13 AM
Quote from: Geneoce on April 09, 2015, 09:11:43 PM
Hey soulkata I cant seem to get the ants to raid in debug and ive not seen them during normal play.

I get an error log stating that theres no pawns for the point allocation, 63 odd, when I try to force a raid.

Yeah the ingame Ant spawn rates are concerning me too, I will see what I can do for it! :) About the debug, its because your colony is too small to any ant attacks you... Make this:
1. Game Option Check the "Development Mode"
2. Open "Deb Actions Menu"
3. Click in "Make Colony (full)
Repeat theses process until a big raid attaks the colony:
1. Open "Deb Actions Menu"
2. Click in "Force Queye Big Thread"
3. Kill the minions

Now you can made a proper Ant Attack!

Awesome i think i found a solution, if you go to AlienAntsFactionsDefs.xml and change raid commonality to 45 it will be on par with the commonality of mech attacks i cross referenced it with horrors mod and they used the same commonality of 45 i also cross referenced it with the core games faction xml and saw that humanoid raiders were set to 100 commonality just to put things into perspective. hope that helps :)
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: soulkata on April 10, 2015, 11:33:48 AM
Quote from: Ninefinger on April 10, 2015, 10:39:42 AM
Awesome i think i found a solution, if you go to AlienAntsFactionsDefs.xml and change raid commonality to 45 it will be on par with the commonality of mech attacks i cross referenced it with horrors mod and they used the same commonality of 45 i also cross referenced it with the core games faction xml and saw that humanoid raiders were set to 100 commonality just to put things into perspective. hope that helps :)

Helps! :)
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: Ninefinger on April 10, 2015, 04:37:50 PM
Quote from: soulkata on April 10, 2015, 11:33:48 AM
Helps! :)

Awesome, :) now the only thing you need to do is, change the parameters of how large your colony or your wealth is or whatever you use to set the minimum parameters before they can spawn, so that it is not based on how many colonists you have or your wealth and rather make it so that they can only spawn after a certain amount of time passes in game, because for eg if i have a colony that is well established with great defenses and have like 5-8 rows of 10 in a row turrets set up yet still only have like 5 or 6 colonists I am worried that the parameters will not be met still and the ants will still not be able to spawn. so my idea is basically just to give people a fair amount of time to get established and prepare defenses, then unleash them, if they dont get set up in time oh well thats the fun of it. :)
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: soulkata on April 10, 2015, 05:10:42 PM
Well, that is with the engine of the game ... The mod only creates the Ants, and says how strong each one is!

I believe that only increasing the frequency of raids of the ants is enough to fix this ...

As the public testing of Alpha 10 version have started, I think I'll only release a new version of Alien Ants after the Alpha 10 is released!
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: Ninefinger on April 10, 2015, 05:25:09 PM
Quote from: soulkata on April 10, 2015, 05:10:42 PM
Well, that is with the engine of the game ... The mod only creates the Ants, and says how strong each one is!

I believe that only increasing the frequency of raids of the ants is enough to fix this ...

As the public testing of Alpha 10 version have started, I think I'll only release a new version of Alien Ants after the Alpha 10 is released!

Sounds great cant wait to see the alpha 10 version, i will definitely be adding it to my ultimate overhaul modpack for alpha 10! :D
Title: Re: Soulkata Mods: Alien Ants, Mecha Tanks (Now with motes)
Post by: DevilKhan on April 10, 2015, 05:35:23 PM
You know, you haven't read the read me first post about mods and how you put them the way they are.
Title: Re: [Mod][A10] Soulkata Mods: Alien Ants, Mecha Tanks
Post by: soulkata on April 15, 2015, 11:51:29 PM
Aplha 10 Update!
Title: Re: [Mod][A10] Soulkata Mods: Alien Ants, Mecha Tanks
Post by: Ninefinger on April 16, 2015, 12:02:34 AM
Quote from: soulkata on April 15, 2015, 11:51:29 PM
Aplha 10 Update!

:)
Title: Faction Gauntlet - Test the strenght of your faction
Post by: soulkata on April 16, 2015, 04:48:27 PM
FACTION GAUNTLET

Description:
Tool used to measure the faction Ballance, or just see enemies fighting themselves!

(http://puu.sh/hglIL/dec217bc3a.jpg)

(http://puu.sh/hglsb/34e4c10566.jpg)

Changelog & Download
Quote
--------------------------------------------------------
Version 0.202 (23/04/2015) (Faction Gauntlet (http://bit.ly/1yXa7us)) (Ability Pack v2.02 (http://bit.ly/1K9kw7a))
--------------------------------------------------------
* Minor Modifications;

--------------------------------------------------------
Version 0.100 (16/04/2015)
--------------------------------------------------------
* Initial Release;


Contributing
I put all the sources and (Defs, C#, Photoshop (With Shapes)) along with the Mod, I would appreciate it if you pass me tips to improve the overall Mod ballance of the Mod.

How to install:
- Unzip the contents of 'Ability Pack' and 'Faction Gauntlet' and place them in your RimWorld/Mods folder.
- Activate the mods in the mod menu in the game.
- Create a New World for this
- Create a New Colony for this
- Activate the Debug tools
- Ansfer the config menus and watch the brawl!
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: Ninefinger on April 23, 2015, 08:42:10 AM
Hey Soulkata i just downloaded your new updates and for some odd reason im getting this XML error: <castTime>100</castTime> doesn't correspond to any field in type AbilityEffect_Random.

Thanks for the great mod!
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: soulkata on April 23, 2015, 11:48:12 AM
Quote from: Ninefinger on April 23, 2015, 08:42:10 AM
Hey Soulkata i just downloaded your new updates and for some odd reason im getting this XML error: <castTime>100</castTime> doesn't correspond to any field in type AbilityEffect_Random.

Thanks for the great mod!

Fixed!
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: Ninefinger on April 23, 2015, 12:55:54 PM
Quote from: soulkata on April 23, 2015, 11:48:12 AM
Quote from: Ninefinger on April 23, 2015, 08:42:10 AM
Hey Soulkata i just downloaded your new updates and for some odd reason im getting this XML error: <castTime>100</castTime> doesn't correspond to any field in type AbilityEffect_Random.

Thanks for the great mod!

Fixed!

YUS! :D Thanks!!!!  :-*   :o   :P
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: CazemTheNinja on April 29, 2015, 07:15:05 AM
I read on a thread of yours you need textures? Is that still true if so i could submit some for you? Not sure if you will want too but id lile to help out in return for the great mod ;D
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: soulkata on April 29, 2015, 08:17:57 AM
Quote from: CazemTheNinja on April 29, 2015, 07:15:05 AM
I read on a thread of yours you need textures? Is that still true if so i could submit some for you? Not sure if you will want too but id lile to help out in return for the great mod ;D

Well, for the Ants, I am satisfied, but Mecha Tanks textures are creepy! :)

Send some sample textures, if they are are good, I will replace mines! Or, if you have diferent ideas of races you want to create, we can make new fresh mods and I contribute making the Xml / C# part of you mod! :)
Title: Re: Alien Ants - Enemy Faction
Post by: deadlydullahan on May 08, 2015, 09:25:04 PM
Quote from: soulkata on March 27, 2015, 03:54:58 PM
ALIEN ANTS FACTION


*In reference to the faction addition mod(s)*

Bumping this to first page.

https://ludeon.com/forums/index.php?topic=11934.msg130836#msg130836

some people are reporting bugs with this mod when using the modpack (linked above) some say the bug isn't a compatibility issue and is possibly a bug within the mod itself. Personally I'm not sure but I'd figured it'd be best to let you know to see if you might know what the issue is.  ;D
Title: Re: Alien Ants - Enemy Faction
Post by: soulkata on May 11, 2015, 03:51:18 PM
Quote from: deadlydullahan on May 08, 2015, 09:25:04 PM
Quote from: soulkata on March 27, 2015, 03:54:58 PM
ALIEN ANTS FACTION


*In reference to the faction addition mod(s)*

Bumping this to first page.

https://ludeon.com/forums/index.php?topic=11934.msg130836#msg130836

some people are reporting bugs with this mod when using the modpack (linked above) some say the bug isn't a compatibility issue and is possibly a bug within the mod itself. Personally I'm not sure but I'd figured it'd be best to let you know to see if you might know what the issue is.  ;D

Well, you can enumerate the requests?
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: Ninefinger on May 11, 2015, 04:43:12 PM
The errors that have been reported, are when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue. And another bug is when you select the tank after it is dead it will spawn a second Pilot after the first one has already been ejected. The other issues is stated that they spawn from a crashed ship part, but as far as i am aware this is working as intended. Anyways i hope you can at least sort out the "building" mortars during a siege problem, that seems to be the only real big concern. Love the mods keep up the great work! Cheers!
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: soulkata on May 11, 2015, 09:51:56 PM
Hi I am having some dificulties to reproduce the Errors.


Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue.
Ok, this error I think if will be fixed on next version of the mecha tanks... The Tanks shoudnt never appear in sieges, but in some cases a normal rai turns into a siege... :( Well I think I fixed, but cannot reproduce a Siege with Tanks Anymore! :(


Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
And another bug is when you select the tank after it is dead it will spawn a second Pilot after the first one has already been ejected.

Cannot reproduce.



Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
The other issues is stated that they spawn from a crashed ship part, but as far as i am aware this is working as intended.

Well, they comes from ship because they are mechanoid... I will try to make them not mechanoid, but I am concerned about other aspects, like: (Tank Meat!!!)
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: Ninefinger on May 11, 2015, 10:21:35 PM
Quote from: soulkata on May 11, 2015, 09:51:56 PM
Hi I am having some dificulties to reproduce the Errors.


Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue.
Ok, this error I think if will be fixed on next version of the mecha tanks... The Tanks shoudnt never appear in sieges, but in some cases a normal rai turns into a siege... :( Well I think I fixed, but cannot reproduce a Siege with Tanks Anymore! :(


Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
And another bug is when you select the tank after it is dead it will spawn a second Pilot after the first one has already been ejected.

Cannot reproduce.



Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
The other issues is stated that they spawn from a crashed ship part, but as far as i am aware this is working as intended.

Well, they comes from ship because they are mechanoid... I will try to make them not mechanoid, but I am concerned about other aspects, like: (Tank Meat!!!)

Ok sounds good, cant wait for the fix, love this mod, keep up the good work! :D
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: soulkata on May 12, 2015, 11:55:23 AM
Quote from: Ninefinger on May 11, 2015, 10:21:35 PM
when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue.

Released a version to fix this error... Raids with Tanks still ocurs, and now should work fine. But, after the implementation, I cannot reproduce a Siege with Tanks to finish the tests.
Title: Re: [Mod][A10] Soulkata Mods: Faction Gauntlet Release!!
Post by: Ninefinger on May 12, 2015, 01:36:48 PM
Quote from: soulkata on May 12, 2015, 11:55:23 AM
Quote from: Ninefinger on May 11, 2015, 10:21:35 PM
when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue.

Released a version to fix this error... Raids with Tanks still ocurs, and now should work fine. But, after the implementation, I cannot reproduce a Siege with Tanks to finish the tests.

Thanks! I will be uploaded to my modpack shortly where it will get extensively tested im sure lol ;D
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: Dragoon on May 30, 2015, 02:12:01 PM
hahaah what?


[attachment deleted due to age]
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: soulkata on May 30, 2015, 09:40:10 PM
Quote from: Dragoon on May 30, 2015, 02:12:01 PM
hahaah what?

Hehehe its part of the correction for the siege problem. In Sieges, the units are asked if they can build walls and mortars. And how they are asked? Well, is with its backstories... So, the Tank need a Backstory! Since the backstory is a way for Ludeon earn money, is unfair hack it somehow to broke this system and create on for the Tanks... So, I just find one backstory that cant Build and cant Repair, and assign to the tanks!
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: deadlydullahan on May 30, 2015, 11:21:08 PM
Quote from: soulkata on May 30, 2015, 09:40:10 PM
Quote from: Dragoon on May 30, 2015, 02:12:01 PM
hahaah what?

Hehehe its part of the correction for the siege problem. In Sieges, the units are asked if they can build walls and mortars. And how they are asked? Well, is with its backstories... So, the Tank need a Backstory! Since the backstory is a way for Ludeon earn money, is unfair hack it somehow to broke this system and create on for the Tanks... So, I just find one backstory that cant Build and cant Repair, and assign to the tanks!

Wouldn't it be possible to bypass this by listing them as mechs which spawn a humanoid upon death? Or is it not possible because making them mechs wouldnt play well with the faction they spawn in with and potentially just throw errors or not work properly?
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: soulkata on May 31, 2015, 11:41:19 AM
Quote from: deadlydullahan on May 30, 2015, 11:21:08 PM
Wouldn't it be possible to bypass this by listing them as mechs which spawn a humanoid upon death? Or is it not possible because making them mechs wouldnt play well with the faction they spawn in with and potentially just throw errors or not work properly?

Nop. Winout this, game crashes on Sieges with Tanks.
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: taze on June 02, 2015, 07:15:28 AM
question please, so I use this mod with some other mods including norbals and superior crafting..
At first everything is okay and ants keep coming and attacking..
When my base reach maturation, the ants almost never come to attack again, I don't know why is this happen, but it seems strange especially after 3 days playing no single ants coming to attack me..
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: soulkata on June 02, 2015, 10:12:51 AM
Quote from: taze on June 02, 2015, 07:15:28 AM
question please, so I use this mod with some other mods including norbals and superior crafting..
At first everything is okay and ants keep coming and attacking..
When my base reach maturation, the ants almost never come to attack again, I don't know why is this happen, but it seems strange especially after 3 days playing no single ants coming to attack me..
Sorry, nothing I can do. Raids attack at random!
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: Katorone on June 03, 2015, 07:34:50 PM
I'm in my 7th year on randy random / rough, and still get a variety of attacks.  If you build it they'll come (eventually) !
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: Bestusername15 on July 06, 2015, 01:03:09 AM
cool mod
Title: Re: [Mod][A10] Soulkata Mods: Mecha Tank update!!
Post by: diegoweiller on November 15, 2018, 10:34:00 PM
1.0 update?