Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: skyarkhangel on June 24, 2015, 12:40:36 AM

Title: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 24, 2015, 12:40:36 AM
(http://cs621718.vk.me/v621718226/27a01/EngqGbOcs-Q.jpg)

V.1
v.1  mod, SpecialForces + resurrected "ColonialMarines" includes:

- Marine Personal Armor
- Marine Ballistic helmet
- Marine T-shirt with "marines" across the chest for all body types.
- Marine Jumpsuits for all body types.
- Marine M41A Sturm Rifle
- Marine M249 hand MachineGun 
- Desert Eagle .45 ACP (Marines favorite toy)
All marine apparel craftable.

(http://s020.radikal.ru/i701/1506/f9/7cb43db2ae57.png)


V.2
v.2  mod, SpecialForces + resurrected "ColonialMarines" includes:
- SpecialForces ghillie overalls
- SpecialForces ghillie hood
- Marine vestplate
- Marine military pants
- SpecialForces tactical mask (balaklava)
- Marine sturm mask
- Thread cutter (also known as VSS Vintorez)
+ Unique weapon shot sounds
+ Added Russian language support

(http://s014.radikal.ru/i329/1506/7d/13b9bce1e9cb.png)

Also.. using Aparello opportunities by Shinzy. I made some new fantastic things.. like balaklava  8)
(http://cs621718.vk.me/v621718800/2fdd3/FMc1dKwvFf0.jpg)

(http://cs621718.vk.me/v621718926/31b9f/txUj0f0EGAg.jpg)

(http://cs621718.vk.me/v621718289/286e6/hjoIVFcTpNc.jpg)

CREDITS:
Special thanks to Shinzy  ::)

PERMISSIONS:
Personally restricted for Ninefinger with Ultimate Overhaul Modpack using any content made by skyarkhangel.

(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://yadi.sk/d/SlCDIW50hSRRp)
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: Kaballah on June 24, 2015, 12:59:32 AM
These look really well done, very nice artwork!
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: bigmap on June 24, 2015, 09:40:21 AM
nice!!!
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: LustrousWolf on June 24, 2015, 10:03:13 AM
Will this work with other mods that add apparel in? Like Apperallo? And does it work with things like Norbals and Pirates Faction? Because they add in apparel and weapons? :o
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: Tynan on June 24, 2015, 12:56:54 PM
This looks really cool!
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: Hiztaar on June 24, 2015, 04:54:33 PM
Really nice !

So, what about a Marine's pant too ? ;)
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: Zandor on June 24, 2015, 05:00:06 PM
Colonial Marines was hoping to see Xenomorphs
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: Bob_Namg on June 24, 2015, 08:54:05 PM
Quote from: Tynan on June 24, 2015, 12:56:54 PM
This looks really cool!
You thinking what I'm thinking on this one?
I'd imagine you could (whenever you have time to add in more faction types and shit like that) make it so there's a chance each world can have a protectorate placed on it by fucking companies or imperial dominions or something, and they send marines to purge you if you piss them off. That would actually be fucking awesome come to think of it.
Title: Re: [A11] Marines v.2 (SpecialCops + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 25, 2015, 07:41:01 AM
Update to V.2
v.2  mod, SpecialForces + resurrected "ColonialMarines" includes:
- SpecialForces ghillie overalls
- SpecialForces ghillie hood
- Marine vestplate
- Marine military pants
- SpecialForces tactical mask (balaklava)
- Marine sturm mask
- Thread cutter (also known as VSS Vintorez)
+ Unique weapon shot sounds
+ Added Russian language support
(http://s014.radikal.ru/i329/1506/7d/13b9bce1e9cb.png)
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: Hiztaar on June 25, 2015, 07:44:13 AM
Great update !!

I see the rimworld as a Commonwealth society. Nobody cares about them unless they find precious ressources.

Note about the mod : Armors are maybe lacking a bit of punch. It's better to wear a kevlar than the marines armor because of the cumulative shirt + kevlar + coat. Maybe a general up of the stats would be great.

I think we should think in term of contract. Maybe we might "buy" a licence to be able to craft both clothes and weapons FOR the colonial marines who could allow us in return to sell to them all of the products we made with the licence and to keep a part for us. As a licenced producter, if the colony was to be attacked, maybe the colonial marines would jump into the battle and help us.
Title: Re: [A11] Marines v.1 (Resurrected ColonialMarines++)
Post by: skyarkhangel on June 25, 2015, 08:19:29 AM
Quote from: Hiztaar on June 25, 2015, 07:44:13 AM
Great update !!

I see the rimworld as a Commonwealth society. Nobody cares about them unless they find precious ressources.

Note about the mod : Armors are maybe lacking a bit of punch. It's better to wear a kevlar than the marines armor because of the cumulative shirt + kevlar + coat. Maybe a general up of the stats would be great.

I think we should think in term of contract. Maybe we might "buy" a licence to be able to craft both clothes and weapons FOR the colonial marines who could allow us in return to sell to them all of the products we made with the licence and to keep a part for us. As a licenced producter, if the colony was to be attacked, maybe the colonial marines would jump into the battle and help us.

You are little mistaken. The vestplate provides a protection of the torso and no more... But full armor gives protection to other bodyparts.. shoulders, arms, legs...

next part.
Good idea! In v.3 i'll try to made this. I also understand that needs to add a new type of armor to separate protect the shoulders and arms.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Shinzy on June 25, 2015, 09:23:16 AM
Ooo I love them!
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: pajok on June 25, 2015, 12:31:05 PM
Awesome!
I'm waiting your hardcore pack update, to try this!

"As a licenced producter, if the colony was to be attacked,
maybe the colonial marines would jump into the battle and help us."

This sounds coool!
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 25, 2015, 06:22:22 PM
Quote from: pajok on June 25, 2015, 12:31:05 PM
Awesome!
I'm waiting your hardcore pack update, to try this!

"As a licenced producter, if the colony was to be attacked,
maybe the colonial marines would jump into the battle and help us."

This sounds coool!

Updated with Marines v.2  ;)
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Demonlord091 on June 25, 2015, 09:37:54 PM
That's the first time I've seen a mod uploaded to Yandex. Interesting.

The mod looks pretty cool regardless, so I'll try it out.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Haplo on June 26, 2015, 06:38:09 AM
I really like this mod, but if you want it to be vanilla friendly, you should replace the usage of <Steelbar> with <Steel> as vanilla doesn't have Steelbars :)
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 26, 2015, 06:59:05 AM
Quote from: Haplo on June 26, 2015, 06:38:09 AM
I really like this mod, but if you want it to be vanilla friendly, you should replace the usage of <Steelbar> with <Steel> as vanilla doesn't have Steelbars :)

ohh.. thanks. It's true  ;D

Fixed. Updated link.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: gunny on June 26, 2015, 07:53:32 AM
Awesome  just Awesome  ;)
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Hiztaar on June 26, 2015, 09:20:04 AM
With tactical helmet, baklavas appear over the helmet and not under :\

Edit. In fact it happens 50% over and 50% under. Are they on the same layer ?
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 26, 2015, 11:11:53 AM
Quote from: Hiztaar on June 26, 2015, 09:20:04 AM
With tactical helmet, baklavas appear over the helmet and not under :\

Edit. In fact it happens 50% over and 50% under. Are they on the same layer ?

Yes, Rimworld have only "Overhead" layer for hats. but you can imagine in real life... from strong hangover... put on balaclava over.. motocycle helmet and it will suit on the them ;D  The colonists love drinking.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Hiztaar on June 26, 2015, 12:08:43 PM
Couldn't we have the ability to build tactical masks and baklavas ?

And maybe the weapons too ? They are very rare, even more with other mods. Not ssen a single colonial marines weapon in 2 years of in game time ^^.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: nmid on June 26, 2015, 12:58:31 PM
What's yandex?

balaklava !!! Awesome.

I love this mod.

I have so many factions and weapon packs to choose from, I'm so confused.

As you can guess, I still have to add this mod to my game.. going to do it in my next colony.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Beathrus on June 26, 2015, 04:01:34 PM
So, I've noticed a lot of people attacking my Colony are wearing the Ghillie overalls instead of Parkas; Is that supposed to happen?
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 26, 2015, 04:56:12 PM
Quote from: Beathrus on June 26, 2015, 04:01:34 PM
So, I've noticed a lot of people attacking my Colony are wearing the Ghillie overalls instead of Parkas; Is that supposed to happen?

Currently, all the clothes available to mercenaries as one of the options to get this things.
In next version will add a new faction and only they will be able to wear these apparel. But before that i make new equipment set.... from.. all known..  it's still a secret  :P
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Beathrus on June 26, 2015, 05:28:34 PM
Quote from: skyarkhangel on June 26, 2015, 04:56:12 PM
Quote from: Beathrus on June 26, 2015, 04:01:34 PM
So, I've noticed a lot of people attacking my Colony are wearing the Ghillie overalls instead of Parkas; Is that supposed to happen?

Currently, all the clothes available to mercenaries as one of the options to get this things.
In next version will add a new faction and only they will be able to wear these apparel. But before that i make new equipment set.... from.. all known..  it's still a secret  :P

Okay, Well thanks for the Info!
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Hiztaar on June 27, 2015, 02:24:33 PM
Just an idea, but right now, all stuff is made of cloth... So what about using other resources like animal skins, hyperweaves, Devilstrand (very efficient) to have other colors/attributes ? :)
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Brofius on June 30, 2015, 12:25:29 AM
I must be blind because I cannot find the download link and I'm logged in. Please help this mod looks great.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on June 30, 2015, 01:25:33 AM
Quote from: aaronp on June 30, 2015, 12:25:29 AM
I must be blind because I cannot find the download link and I'm logged in. Please help this mod looks great.

Click on big black but DOWNLOAD  :D
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: nmid on June 30, 2015, 02:35:18 AM
Quote from: aaronp on June 30, 2015, 12:25:29 AM
I must be blind because I cannot find the download link and I'm logged in. Please help this mod looks great.

https://yadi.sk/d/SlCDIW50hSRRp
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Goldsmyths on July 05, 2015, 04:09:27 AM
Other than "cosplay" value, what does this mod offer? No beef, serious question.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on July 05, 2015, 08:25:52 PM
Quote from: Canute on July 05, 2015, 06:44:22 AM
Some mid range, pretty cheap to craft (cloth + steel(bar) ) armor.
Just to bad all attacker looks like Marines now.

Soon I'll work with Marines. Сurrently busy with modpack.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Hiztaar on August 16, 2015, 08:30:45 PM
Hey ! What happened to the link ? You removed it ?
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on August 17, 2015, 11:18:19 PM
Quote from: Hiztaar on August 16, 2015, 08:30:45 PM
Hey ! What happened to the link ? You removed it ?

All works fine...  :o
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Flashpoint on August 19, 2015, 07:19:00 PM
Download Link needs to be fixed, this is what we see:
http://i.imgur.com/8BlAcTC.png
Awesome mod by the way!!! :DDD
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on August 19, 2015, 08:46:54 PM
Quote from: Flashpoint on August 19, 2015, 07:19:00 PM
Download Link needs to be fixed, this is what we see:
http://i.imgur.com/8BlAcTC.png
Awesome mod by the way!!! :DDD

Thanks. Reuploaded button for other host.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Flashpoint on August 20, 2015, 12:04:33 AM
Awesome! You plan on updating this to Alpha 12 I hope, my colony has turned into a military base with this mod. Now all I need are some tanks. :D
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on August 20, 2015, 12:09:55 AM
I will tell you a little secret.. i suppose this mod would works in A12 without update
And i planned to release 2 new sets: Winter arctic (winter style gillie, and heavy armor.. fallout style.)
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Flashpoint on August 20, 2015, 11:07:11 AM
Quote from: skyarkhangel on August 20, 2015, 12:09:55 AM
I will tell you a little secret.. i suppose this mod would works in A12 without update
And i planned to release 2 new sets: Winter arctic (winter style gillie, and heavy armor.. fallout style.)

This makes me very happy. :D
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Cherna on September 01, 2015, 02:36:35 PM
Thats some really nice balaklava and ghilllie. Imported them to ultimate overhaul modpack, works like a charm, thanks. It would be nice to have in future some support drones or even eyebots.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: ivanlee972 on September 17, 2015, 10:30:39 PM
update 12b??
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: skyarkhangel on September 18, 2015, 05:06:27 AM
Quote from: ivanlee972 on September 17, 2015, 10:30:39 PM
update 12b??

Need some time to make for vanilla version. Already updated for Hardcore SK.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Flashpoint on September 29, 2015, 08:11:12 AM
A12!
I love this mod!
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: briangw on September 30, 2015, 01:40:48 PM
so does the ghillie suit offer the ability to blend in without the attackers knowing where you are right away? Would be cool if a conceal bonus were given until they get close.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: HAMMERFALL314 on April 10, 2016, 08:21:07 PM
are we gonna get a alpha 13 update or would this still work?    i really like this one...   



hold one...    downloaded and tested with alpha 13    lolz    still works  :)
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: Mufflamingo on April 14, 2016, 07:35:36 PM
Quote from: HAMMERFALL314 on April 10, 2016, 08:21:07 PM
are we gonna get a alpha 13 update or would this still work?    i really like this one...   



hold one...    downloaded and tested with alpha 13    lolz    still works  :)


Any bugs or errors?
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: BlackflagNarwhal on April 21, 2016, 04:56:43 AM
Bugs and errors for sure. Cant spawn any of the items from the admin menu (For when your colonists are to stupid to use the right cloths) and the error log pops up about it. It works, no issue. Just gets a bit annoying when your pulse rifle breaks and you have no way of getting a new one because the AI wont use it and the admin menu wont spawn it.
Title: Re: [A11] Marines_SK v.2 (SpecialForces + resurrected ColonialMarines+) 25.06.2015
Post by: HAMMERFALL314 on April 22, 2016, 06:35:11 AM
yea   not a modder by anything more than a extremely loose stretch of the word, but I'm  gonna mess around and see if i can fix it. if i manage to ill PM skyarkhangel with the changed code and see how it goes from there.