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RimWorld => Mods => Unfinished => Topic started by: Evul on May 01, 2016, 03:59:49 PM

Title: [WIP] Project Armory
Post by: Evul on May 01, 2016, 03:59:49 PM
(https://github.com/RimWorldProjectArmory/Extras/blob/master/graphics/logo-main.png?raw=true) (https://github.com/RimWorldProjectArmory)
(http://button.moddb.com/popularity/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory) (http://button.moddb.com/rating/medium/mods/24707.png) (http://www.moddb.com/mods/project-armory)

DESCRIPTION
Project Armory contain weapons from many ears games and movies that are well balanced and structured. This new improved version of the mod will have different mod kits containing weapons from a specific game, movie or era. Project Armory is a open source community project that focus on adding well balanced weapons with graphic as close to the vanilla game as possible to RimWorld. Feel free to join our slack (https://projectarmory.slack.com/) channel and fork (https://github.com/RimWorldProjectArmory/ProjectArmoryRearmed#fork-destination-box) us on GitHub (https://github.com/RimWorldProjectArmory/ProjectArmoryRearmed). Come and make space and RimWorld great again!

LINKS
Title: Re: Project Armory Rearmed
Post by: Alistaire on May 01, 2016, 04:12:00 PM
Good luck with the rewrite!
Title: Re: Project Armory Rearmed
Post by: Justas love on May 01, 2016, 05:48:27 PM
Can't wait \m/
Title: Re: Project Armory Rearmed
Post by: Evul on May 01, 2016, 05:53:40 PM
Due to the fact that we are using GitHub you can test the devbuild live :)
Title: Re: Project Armory Rearmed
Post by: Goldenpotatoes on May 01, 2016, 07:40:52 PM
This is pretty hype.
Title: Re: Project Armory Rearmed
Post by: Kilroy232 on May 02, 2016, 11:57:10 PM
In the past you had an assembly similar to the community core library that added the ability to have a projectile with multiple effects and things like that. Do you have any plans to do this again?
Title: Re: Project Armory Rearmed
Post by: Evul on May 03, 2016, 12:11:50 PM
Quote from: Kilroy232 on May 02, 2016, 11:57:10 PM
In the past you had an assembly similar to the community core library that added the ability to have a projectile with multiple effects and things like that. Do you have any plans to do this again?

Probably if i find some one that can maintain it cause my C# ability is not that great.
Title: Re: Project Armory Rearmed
Post by: Kilroy232 on May 03, 2016, 10:04:43 PM
Quote from: Evul on May 03, 2016, 12:11:50 PM
Quote from: Kilroy232 on May 02, 2016, 11:57:10 PM
In the past you had an assembly similar to the community core library that added the ability to have a projectile with multiple effects and things like that. Do you have any plans to do this again?

Probably if i find some one that can maintain it cause my C# ability is not that great.

I get that, I am trying to get more adventurous with the C# but its not easy going. I look forward to this mod though, good luck
Title: Re: Project Armory Rearmed
Post by: Evul on May 06, 2016, 10:55:21 AM
If you want and when you learn how to handle C# Please give us a call. :P

Thx for the support :)
Title: Re: Project Armory Rearmed
Post by: Evul on May 07, 2016, 12:35:30 PM
First post updated.
Title: Re: Project Armory
Post by: Plymouth on May 07, 2016, 01:21:56 PM
Previous mod structure failed in the face of changes made to the game's xml structure. Moreover, the system we once thought was good, with damage determined by ammunition caliber, was actually not, for separating one individual weapon from it's ammunition that it uses made everything much more complicated to bugtrack. Right now I am working on proper formulas based on real world physics and weapon parameters, and they work. Initial phase of reforms is ever so slowly approaching it's end.  :D

Title: Re: [WIP] Project Armory
Post by: Plymouth on May 08, 2016, 09:51:44 PM
Initial phase of calculating formulas is officially done! Check it out at:
https://github.com/RimWorldProjectArmory/ProjectArmoryRearmed/wiki
Title: Re: Project Armory Rearmed
Post by: joaonunes on May 17, 2016, 08:02:13 AM
Quote from: Evul on May 01, 2016, 05:53:40 PM
Due to the fact that we are using GitHub you can test the devbuild live :)

I see no assemblies file... will we still be able to test the mod? I might be wrong, I never modded Rimworld but assemblies file usually holds the .dll that should be needed for stuff to work :P
Title: Re: [WIP] Project Armory
Post by: Thorbane on May 25, 2016, 09:57:01 PM
Are there plans for a Combat Realism patch?
Title: Re: [WIP] Project Armory
Post by: Zorathex on June 02, 2016, 11:32:55 AM
Are you still working on this? And wouldn't it be easier to create a program designed to batch modify the files to A13?

By making a program to do it, you would then only need to update the program for each new version of Rimworld.
Title: Re: [WIP] Project Armory
Post by: Plymouth on June 06, 2016, 02:18:51 AM
Quote from: Zorathex on June 02, 2016, 11:32:55 AM
Are you still working on this? And wouldn't it be easier to create a program designed to batch modify the files to A13?

By making a program to do it, you would then only need to update the program for each new version of Rimworld.
I have been taking a break for the last 2 weeks since I have very important exam coming up in the next 2 weeks and am actively preparing for it at the moment. No, it would not be easier since we have updated the formulas for all the weapons to match physical properties which influence range, accuracy and damage of a real weapon so that we have more variation and less adjustment values. At this point it would be easier to write a program that would self-calculate, which I have already done using basic table editor of AppacheOpenOffice software. The only thing that has to be done is to put in the numbers and create XMLs following those numbers, and I don't have time at the moment, but I'll get back to it after I'm done with my exam.
Title: Re: [WIP] Project Armory
Post by: Zorathex on June 06, 2016, 06:13:20 PM
Quote from: Plymouth on June 06, 2016, 02:18:51 AM
Quote from: Zorathex on June 02, 2016, 11:32:55 AM
Are you still working on this? And wouldn't it be easier to create a program designed to batch modify the files to A13?

By making a program to do it, you would then only need to update the program for each new version of Rimworld.
I have been taking a break for the last 2 weeks since I have very important exam coming up in the next 2 weeks and am actively preparing for it at the moment. No, it would not be easier since we have updated the formulas for all the weapons to match physical properties which influence range, accuracy and damage of a real weapon so that we have more variation and less adjustment values. At this point it would be easier to write a program that would self-calculate, which I have already done using basic table editor of AppacheOpenOffice software. The only thing that has to be done is to put in the numbers and create XMLs following those numbers, and I don't have time at the moment, but I'll get back to it after I'm done with my exam.

Okay I guess I'll wait till then, but in the meantime is there any thing you need help with, I have plenty of free time, I see this as an opportunity to learn some skills, I noticed the weapon textures are looking a little, well. flat, If you could send me the weapon textures, I'll add more detail to them for you, I'm also decent enough with making textures to know that there's a certain balance of detail and simplicity, I'll do everything free, as I'm basically just looking for something to do with all my free time, Just let me know what I can do.:)
Title: Re: [WIP] Project Armory
Post by: Plymouth on June 07, 2016, 12:58:59 AM
Quote from: Zorathex on June 06, 2016, 06:13:20 PM
Quote from: Plymouth on June 06, 2016, 02:18:51 AM
Quote from: Zorathex on June 02, 2016, 11:32:55 AM
Are you still working on this? And wouldn't it be easier to create a program designed to batch modify the files to A13?

By making a program to do it, you would then only need to update the program for each new version of Rimworld.
I have been taking a break for the last 2 weeks since I have very important exam coming up in the next 2 weeks and am actively preparing for it at the moment. No, it would not be easier since we have updated the formulas for all the weapons to match physical properties which influence range, accuracy and damage of a real weapon so that we have more variation and less adjustment values. At this point it would be easier to write a program that would self-calculate, which I have already done using basic table editor of AppacheOpenOffice software. The only thing that has to be done is to put in the numbers and create XMLs following those numbers, and I don't have time at the moment, but I'll get back to it after I'm done with my exam.

Okay I guess I'll wait till then, but in the meantime is there any thing you need help with, I have plenty of free time, I see this as an opportunity to learn some skills, I noticed the weapon textures are looking a little, well. flat, If you could send me the weapon textures, I'll add more detail to them for you, I'm also decent enough with making textures to know that there's a certain balance of detail and simplicity, I'll do everything free, as I'm basically just looking for something to do with all my free time, Just let me know what I can do.:)

weapon textures look a bit flat(in their lack of details) on purpose, since game down-scales them pretty severely and this way, with this amount of detail, they look best when they are in game since tiny pixel details do not make a mess out of a texture and keep it looking nice and clean. I still did add the shadows and everything to them, but with the amount of detail that the game offers to the player it really makes no difference IF you are doing an extremely detailed texture or simplified like mine, and if anything textures which are as simple as those that I've drawn really complement the style of the game while not looking messy as all hell. You can see plenty of examples of very detailed textures of weapons from neighbouring mods which look messy in game because resolution gets down-scaled so severely. With minimum amount of details in my opinion it looks best, since you can still see the details are there, but the texture does not turn into a mess because of down-scaling.  :D

Only when resolution of weapons and pawns and everything will be upped and we will be able to zoom in much more, only then increasing the amount of detail and resolution start making sense.
Title: Re: [WIP] Project Armory
Post by: Zorathex on June 07, 2016, 02:12:47 PM
Quote from: Plymouth on June 07, 2016, 12:58:59 AM
Quote from: Zorathex on June 06, 2016, 06:13:20 PM
Quote from: Plymouth on June 06, 2016, 02:18:51 AM
Quote from: Zorathex on June 02, 2016, 11:32:55 AM
Are you still working on this? And wouldn't it be easier to create a program designed to batch modify the files to A13?

By making a program to do it, you would then only need to update the program for each new version of Rimworld.
I have been taking a break for the last 2 weeks since I have very important exam coming up in the next 2 weeks and am actively preparing for it at the moment. No, it would not be easier since we have updated the formulas for all the weapons to match physical properties which influence range, accuracy and damage of a real weapon so that we have more variation and less adjustment values. At this point it would be easier to write a program that would self-calculate, which I have already done using basic table editor of AppacheOpenOffice software. The only thing that has to be done is to put in the numbers and create XMLs following those numbers, and I don't have time at the moment, but I'll get back to it after I'm done with my exam.

Okay I guess I'll wait till then, but in the meantime is there any thing you need help with, I have plenty of free time, I see this as an opportunity to learn some skills, I noticed the weapon textures are looking a little, well. flat, If you could send me the weapon textures, I'll add more detail to them for you, I'm also decent enough with making textures to know that there's a certain balance of detail and simplicity, I'll do everything free, as I'm basically just looking for something to do with all my free time, Just let me know what I can do.:)

weapon textures look a bit flat(in their lack of details) on purpose, since game down-scales them pretty severely and this way, with this amount of detail, they look best when they are in game since tiny pixel details do not make a mess out of a texture and keep it looking nice and clean. I still did add the shadows and everything to them, but with the amount of detail that the game offers to the player it really makes no difference IF you are doing an extremely detailed texture or simplified like mine, and if anything textures which are as simple as those that I've drawn really complement the style of the game while not looking messy as all hell. You can see plenty of examples of very detailed textures of weapons from neighbouring mods which look messy in game because resolution gets down-scaled so severely. With minimum amount of details in my opinion it looks best, since you can still see the details are there, but the texture does not turn into a mess because of down-scaling.  :D

Only when resolution of weapons and pawns and everything will be upped and we will be able to zoom in much more, only then increasing the amount of detail and resolution start making sense.

Well that's slightly disappointing, is there anything else I can help with?
Title: Re: [WIP] Project Armory
Post by: Plymouth on June 07, 2016, 02:16:25 PM
Quote from: Zorathex on June 07, 2016, 02:12:47 PM

Well that's slightly disappointing, is there anything else I can help with?

Of course! as you know, everyone has access to contribution to PA, and if you want to you can try adding weapons in forms of xmls and textures. If you know how to operate on github it should be pretty straightforward, if not, in either case, just make a fork of our PA 20th century, and you can start adding weapons from 20th century. We plan to publish PA by centuries now. There is a whole wiki on how to contribute and calculate and do everything on our github wiki page, if something's not clear, feel free to send me a PM.

I warn you though it's quite a bit of math since I really went out on a leg and made very physics-heavy ballistic calculations and how they impact weapons. But they're not difficult since the formulas are already there, they just take time to find info on and calculate.

Here you will find all the necessary formulas for calcualtion, but I just have to warn you although I have derived a formula for deterioration rate me and evul have agreed to not use it YET for it might make too much of an impact, since in vanilla everything has same deterioration rate. But everything else has to be calculated, not taken off the top of the head:

https://github.com/RimWorldProjectArmory/ProjectArmoryRearmed/wiki
Title: Re: [WIP] Project Armory
Post by: Plymouth on June 09, 2016, 08:36:42 AM
https://github.com/RimWorldProjectArmory/ProjectArmoryRearmed

Barebones version of PA is ready, when I'll have free time I will add many more weapons and sort it out more properly, but as it stands, it is quite usable and playable.

Please post feedback on ingame feel of the weapon and how good the balance is!

Installation:
Copy the folder ProjectArmoury_20th into your Mods folder.
Title: Re: [WIP] Project Armory
Post by: Plymouth on June 10, 2016, 10:53:45 AM
UPD: Fixed the SMG damage formula

All in all after personal playtesting I am ready to confirm that I am quite happy with the weapons' balance
Title: Re: [WIP] Project Armory
Post by: Peaches on July 24, 2016, 07:02:26 PM
Will there be an update for Alpha 14?
Title: Re: [WIP] Project Armory
Post by: ithikari on July 24, 2016, 09:45:50 PM
I too am interested in an update to Alpha 14. I wouldn't mind giving this a shot if it comes to 14.
Title: Re: [WIP] Project Armory
Post by: H8ff0000 on August 11, 2016, 11:50:26 PM
+1 for A14 :)

Edit: Correct me if I'm wrong, but I took a look at the About.xml, and it contains the following line:

<targetVersion>0.14.1234</targetVersion>

Does that mean this is working in A14?
Title: Re: [WIP] Project Armory
Post by: Demetreo on August 12, 2016, 09:17:33 AM
Another one for A14!

I hope yes H8ff...I hope yes..
Title: Re: [WIP] Project Armory
Post by: Demetreo on August 17, 2016, 12:36:53 AM
Btw, some ETA of launching date?
Title: Re: [WIP] Project Armory
Post by: Plymouth on August 17, 2016, 06:34:43 AM
Quote from: Demetreo on August 17, 2016, 12:36:53 AM
Btw, some ETA of launching date?

Unfortunately nope, no ETA or launching date since artistic crisis comes unexpectedly and goes just as fast as inspiration flashes. Besides I have to get prepared for my uni, and that's what I'm doing atm and why I can't be arsed for a time. After I'm done preparing I'll probably be able to squeeze some time into it so It should probably be done by october(probably sooner because I can feel that I might get my inspiration back right about now) or somewhere by then, but don't quote me on that  :P

In short: brace thee and behold, for it shaleth cometh as sooneth as I have timeth  :D
Title: Re: [WIP] Project Armory
Post by: Demetreo on August 17, 2016, 08:15:49 AM
I wish good luck for this project,


Have DETERMINATION!
Title: Re: [WIP] Project Armory
Post by: Plymouth on August 20, 2016, 09:25:55 PM
Cheers, folks!

I really want to say sorry and huge thank you to everyone who's still waiting. I just want to explain why it's taking so long. You see, first and foremost excuse I have is real life. That's the main reason. Another big reason, is the sheer scope of the PA. And while we have the most difficult part of the mod done(squared away vanilla weapon stats calculation system), now comes the most laborious part of the mod- as in drawing all the textures for all the(mostly known, even if not very popular) weapons of the 20th century, calculating and writing XMLs.

Currently I am working through the textures for assault rifles and have been at it for a long time now since I have spent the majority of the time busy with real life.   

We plan to release this mod in thematic packs, first and foremost being the "core" one, the 20th century post-ww2 one(a.k.a. most generic weapons of the world, duh). After that we plan on releasing sizeable thematic packs on ww2, ww1, pre-ww1, 21st century, mass effect, w40k, and so on. The beauty is you will be able to pick what to install and what not to install, without any need for sorting tool, and also making the development of PA more focused at the same time.  :P

Have a good one!,

Plymouth
Title: Re: [WIP] Project Armory
Post by: Plymouth on September 02, 2016, 10:51:41 PM
Assault Rifles Status: Done!
Number: around 50
Title: Re: [WIP] Project Armory
Post by: Deimos Rast on September 03, 2016, 07:43:16 PM
wow, that's an ambitious undertaking. I had a look at it recently to see what was useable, and there is a lot of good stuff there.
Personally, I would split off the themed packs into a separate download. In my opinion, you're likely to get two users mainly: those who want the realistic weapons, and those who want the themed ones, and (just my opinion here) there might not be much cross over between (with some exceptions).
I also noticed it seemed a third of the pack was WH40K stuff, so maybe that warrants it's own pack as well.
Since you seem pretty busy with real life (which is totally undersandable, uni comes first), I don't think anyone will begrudge you if you perform some "triage" and decide what should make it within your realm of interest. You can always expand things later as things become less busy.
Also something to consider: some of these weapons are already being used at this point by other weapons packs. Not saying you can't still use them (since they were your's first), but it might be a better use of energy to focus on "uniques." There are a lot of really good realistic weapons packs out there at the moment.
This turned into a wall of text. Anyway, good luck! :)
Title: Re: [WIP] Project Armory
Post by: Plymouth on September 04, 2016, 10:21:06 AM
Quote from: Deimos Rast on September 03, 2016, 07:43:16 PM
wow, that's an ambitious undertaking. I had a look at it recently to see what was useable, and there is a lot of good stuff there.
Personally, I would split off the themed packs into a separate download. In my opinion, you're likely to get two users mainly: those who want the realistic weapons, and those who want the themed ones, and (just my opinion here) there might not be much cross over between (with some exceptions).
I also noticed it seemed a third of the pack was WH40K stuff, so maybe that warrants it's own pack as well.
Since you seem pretty busy with real life (which is totally undersandable, uni comes first), I don't think anyone will begrudge you if you perform some "triage" and decide what should make it within your realm of interest. You can always expand things later as things become less busy.
Also something to consider: some of these weapons are already being used at this point by other weapons packs. Not saying you can't still use them (since they were your's first), but it might be a better use of energy to focus on "uniques." There are a lot of really good realistic weapons packs out there at the moment.
This turned into a wall of text. Anyway, good luck! :)

That's exactly the plan.
Core pack will be the thematic 20th century pack, 1946-1999 weapons included, then there will be a World War 2 pack (1939-1945), Prohibition Pack(1919-1938), World War 1 pack(1914-1918), Industrial pack(1870-1913), and later, 19th century pack, when I figure out calculations for blackpowder weapons, since there is fuck-all ballistical info on them. That's for realistic.

Then there will be Mass Effect, W40K, Bioshock, Metro, you name it.
Title: Re: [WIP] Project Armory
Post by: Deimos Rast on September 05, 2016, 05:01:54 AM
I was looking at the Nexus download version and not the github version, so I didn't realize you already started doing that.

As an aside: I love how we're at the year 5500 and everyone has their heart set on making 20th century weapons. Go figure. ::)
I suppose that's partly because that's what the base game ships with, mechanics-wise.

Edit: What all are you trying to figure out about blackpowder weapons? How exactly would you translate that into the game? I'm curious what your methodology is for getting a gun accurately represented.
Title: Re: [WIP] Project Armory
Post by: Plymouth on September 06, 2016, 04:31:31 PM
Quote from: Deimos Rast on September 05, 2016, 05:01:54 AM
I was looking at the Nexus download version and not the github version, so I didn't realize you already started doing that.

As an aside: I love how we're at the year 5500 and everyone has their heart set on making 20th century weapons. Go figure. ::)
I suppose that's partly because that's what the base game ships with, mechanics-wise.

Edit: What all are you trying to figure out about blackpowder weapons? How exactly would you translate that into the game? I'm curious what your methodology is for getting a gun accurately represented.

20th century weapon designs are still popular 5500 years later, and it comes from the game itself, wher everyone uses ancient bolt actions and other firearms. Why? because they're easy to make and effective for what they are. There are also energy weapons, and they do sort of get along quite nicely.


I need ballistic information on blackpowder weapons. at least one weapon for a start. I have calculations so that each time I write stats for a gun I'm literally writing in numbers in formulas and get the answer.

For smokeless powder there's plenty of info on barrel length used, energy, muzzle energy and so on, which makes accurate transfer into rimworld quite easy, on blackpowder, like I said, there's fuckall information, and I'll have to build a reference frame for it at some point so that It is accurately represented with proper range, accuracy and velocity curve. Since rimworld already Includes M16, Colt M1911, Lee-Enfield, M24A1 and Uzi it was relatively easy to build reference forumals based on those weapons' parameters, but for blackpowder weapons there is nothing at all. If you want to take a look, formulas are on our github wiki.

If you would like to spare me from writing these drawn-out posts, find me at https://rimworldmod.slack.com/messages/modding-talk/  :D
Title: Re: [WIP] Project Armory
Post by: Razzoriel on October 02, 2016, 06:53:37 PM
I make mods for another game called 7 Days to Die, and compilated ballistic information on most of the commercial cartidges in the world. It doesn't list the barrel of the gun used to measure them, but averages are always welcome.

According to several Google searches, musket balls weight around 500-600 grains, and have about 0.5-0.7 inches of diameter. The muzzle velocity of a musket ranges from 500 to 750 fps.

This puts muskets as firearms that shoot huge lead balls at low velocities, so overpenetration, IMO, wouldn't be as much of a factor compared to modern projectiles. Since those bullets are also spherical, not spitzer/conical shaped, the area of entrance is also bigger. So what I'm saying is; a musket ball is much more dangerous than any modern firearm against soft targets, but would be greatly reduced in effectiveness against armored targets. Obviously, using steel balls would counter this somewhat, since lead is so soft.

If you want to put it in Rimworld specs, I'd put muskets ranked in slightly below as Sniper Rifles in power, but hugely inaccurate at long and medium distances, with even much slower fire rate.
Title: Re: [WIP] Project Armory
Post by: Plymouth on October 07, 2016, 03:24:00 PM
Quote from: Razzoriel on October 02, 2016, 06:53:37 PM
I make mods for another game called 7 Days to Die, and compilated ballistic information on most of the commercial cartidges in the world. It doesn't list the barrel of the gun used to measure them, but averages are always welcome.

According to several Google searches, musket balls weight around 500-600 grains, and have about 0.5-0.7 inches of diameter. The muzzle velocity of a musket ranges from 500 to 750 fps.

This puts muskets as firearms that shoot huge lead balls at low velocities, so overpenetration, IMO, wouldn't be as much of a factor compared to modern projectiles. Since those bullets are also spherical, not spitzer/conical shaped, the area of entrance is also bigger. So what I'm saying is; a musket ball is much more dangerous than any modern firearm against soft targets, but would be greatly reduced in effectiveness against armored targets. Obviously, using steel balls would counter this somewhat, since lead is so soft.

If you want to put it in Rimworld specs, I'd put muskets ranked in slightly below as Sniper Rifles in power, but hugely inaccurate at long and medium distances, with even much slower fire rate.

thanks, I forgot to update- a few weeks ago one generous person supplied me with extensive info on blackpowder ballistics.
Also, the problem with rimworld is that there is no proper penetration system, all damage is either sharp, or blunt, which sucks. There is no "piercing" type of damage or modifier to differentiate swords from arrows/bullets/whatnot.
Title: Re: [WIP] Project Armory
Post by: MayPeX on October 07, 2016, 03:53:41 PM
Wouldn't it be possible to call upon numbers that if sharp protection is over a certain threshold it significantly reduces the damage output of the musket shots?
Title: Re: [WIP] Project Armory
Post by: Nimrod on October 11, 2016, 02:26:41 PM
Quote from: Plymouth on October 07, 2016, 03:24:00 PM
Quote from: Razzoriel on October 02, 2016, 06:53:37 PM
I make mods for another game called 7 Days to Die, and compilated ballistic information on most of the commercial cartidges in the world. It doesn't list the barrel of the gun used to measure them, but averages are always welcome.

According to several Google searches, musket balls weight around 500-600 grains, and have about 0.5-0.7 inches of diameter. The muzzle velocity of a musket ranges from 500 to 750 fps.

This puts muskets as firearms that shoot huge lead balls at low velocities, so overpenetration, IMO, wouldn't be as much of a factor compared to modern projectiles. Since those bullets are also spherical, not spitzer/conical shaped, the area of entrance is also bigger. So what I'm saying is; a musket ball is much more dangerous than any modern firearm against soft targets, but would be greatly reduced in effectiveness against armored targets. Obviously, using steel balls would counter this somewhat, since lead is so soft.

If you want to put it in Rimworld specs, I'd put muskets ranked in slightly below as Sniper Rifles in power, but hugely inaccurate at long and medium distances, with even much slower fire rate.

thanks, I forgot to update- a few weeks ago one generous person supplied me with extensive info on blackpowder ballistics.
Also, the problem with rimworld is that there is no proper penetration system, all damage is either sharp, or blunt, which sucks. There is no "piercing" type of damage or modifier to differentiate swords from arrows/bullets/whatnot.

Concerning armor penetration et al - maybe you should have a look at the Combat Realism Source Code - I was away from this game for a while and obviously the main modder of Combat Realism called it quits, but he left his work for others to pick up.
There seems to be a penetration system and even ammo (god how I have waited for something like this) - you might find something you can use! :)

cheers!
Title: Re: [WIP] Project Armory
Post by: Plymouth on October 12, 2016, 04:14:42 PM
Combat realism is the whole other piece of cake, and at first I want to make do with the vanilla systems, with minimal changes. There will be a combat realism version eventually, but I don't want to make it a requirement, not without vanilla version first.  :D
Title: Re: [WIP] Project Armory
Post by: Razzoriel on October 12, 2016, 05:20:41 PM
The big problem with creating weapon mods without CR is, for instance, melee doesn't have that many variables to you to control which weapon can be better at something. It all condenses to the weapon's DPS if you want to use it, and market value/work/material rating if you want to sell it. CR adds armor penetration, weight/bulk and several other small things which give some additional layers of complexity. Best of luck to you, though.
Title: Re: [WIP] Project Armory
Post by: Plymouth on October 13, 2016, 05:44:35 AM
Quote from: Razzoriel on October 12, 2016, 05:20:41 PM
The big problem with creating weapon mods without CR is, for instance, melee doesn't have that many variables to you to control which weapon can be better at something. It all condenses to the weapon's DPS if you want to use it, and market value/work/material rating if you want to sell it. CR adds armor penetration, weight/bulk and several other small things which give some additional layers of complexity. Best of luck to you, though.

But I don't want to force people to use it, I want them to have a choice between fleshed out CR version and vanilla, even if vanilla will be vastly inferior to CR. I, myself, will be playing CR version as soon as I get everything done.
Title: Re: [WIP] Project Armory
Post by: Razzoriel on October 13, 2016, 04:15:45 PM
What I meant to say is that any mod that attempts a wide selection melee weapons is going to fall on the crux of the issue that DPS is the biggest and only factor in melee weapons that makes them useful. You're doing a great job in separating your mod in two, and it's a shame that the game requires CCL to make combat something more worthwhile.
Title: Re: [WIP] Project Armory
Post by: Plymouth on October 14, 2016, 08:15:43 PM
Quote from: Razzoriel on October 13, 2016, 04:15:45 PM
What I meant to say is that any mod that attempts a wide selection melee weapons is going to fall on the crux of the issue that DPS is the biggest and only factor in melee weapons that makes them useful. You're doing a great job in separating your mod in two, and it's a shame that the game requires CCL to make combat something more worthwhile.

Well, it's still alpha. I think there will be a big combat update at some point. Also I haven't been working on it for about a good month or more now, since I've lost my desire for a while. But I'll be back just as usual, it's a matter of time... Simply stressed a bit with university and all the stuff.
Title: Re: [WIP] Project Armory
Post by: joaonunes on December 03, 2016, 09:01:46 PM
OOOOOOOO so this mod is not dead yet!!! Huzaaaaaa hope has been restored!!! ;D ;D ;D

How is the state of the mod? What is missing right now? Next week I'll probably be free a couple of days so maybe I can give a hand editing some xmls :D
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 05, 2016, 10:11:57 PM
Quote from: joaonunes on December 03, 2016, 09:01:46 PM
OOOOOOOO so this mod is not dead yet!!! Huzaaaaaa hope has been restored!!! ;D ;D ;D

How is the state of the mod? What is missing right now? Next week I'll probably be free a couple of days so maybe I can give a hand editing some xmls :D
Development is still frozen for I'm busy with uni, but I'll have a couple of weeks off soon before my session starts, and after I do my session I should have about 2-3 weeks off, so  I'll get down to it pretty soon(literally the last week of any serious study in this semester, next one is going to be free and the two after that).
Title: Re: [WIP] Project Armory
Post by: joaonunes on December 06, 2016, 05:07:59 AM
Quote from: Plymouth on December 05, 2016, 10:11:57 PM
Quote from: joaonunes on December 03, 2016, 09:01:46 PM
OOOOOOOO so this mod is not dead yet!!! Huzaaaaaa hope has been restored!!! ;D ;D ;D

How is the state of the mod? What is missing right now? Next week I'll probably be free a couple of days so maybe I can give a hand editing some xmls :D
Development is still frozen for I'm busy with uni, but I'll have a couple of weeks off soon before my session starts, and after I do my session I should have about 2-3 weeks off, so  I'll get down to it pretty soon(literally the last week of any serious study in this semester, next one is going to be free and the two after that).

Yeah I know that feeling... It is because of university too that I literally only have one free week this very week, all the others must be dedicated to studying and finishing work before the deadlines :(

Good luck with uni! It is always worth it :D
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 15, 2016, 12:30:01 AM
Progress report: 20th century Light Machine Guns are done, working on pistols right now. things left to do: rifles, battle rifles and SMG's, and we're good to release after making sure that it all works  :)

Here is a(rough) mindmap of planned features:
https://www.mindmeister.com/810735172?t=3aiOFa8neP
Title: Re: [WIP] Project Armory
Post by: joaonunes on December 15, 2016, 04:23:12 PM
Quote from: Plymouth on December 15, 2016, 12:30:01 AM
Progress report: 20th century Light Machine Guns are done, working on pistols right now. things left to do: rifles, battle rifles and SMG's, and we're good to release after making sure that it all works  :)

Here is a(rough) mindmap of planned features:
https://www.mindmeister.com/810735172?t=3aiOFa8neP

And what exactly are you doing? Taking the outdated xmls and alter them to use the correct updated tags?
Also, are you updating this mod to be CR ready or only using vanilla xml data? I've read above that you do not want to force people to use CR with this mod so I'd assume it'll be vanilla friendly
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 15, 2016, 11:54:41 PM
i'll try to release first the vanilla friendly version, and then the CR version.
Title: Re: [WIP] Project Armory
Post by: GngBngBus on August 09, 2017, 01:47:29 PM
sooo is this mod actually dead?
Title: Re: [WIP] Project Armory
Post by: CopaKindred on August 13, 2017, 03:32:00 AM
Downloading V12 right now and digging in for a focused playtest.  I'll be taking hard notes and shifting them up for you by means of 'checking insanity'.  I'm doing a lot more writing lately, and I'm going to just fold in the work I've been doing on the diety one-pages and some additional trait handling into it. 

Glad to see you've had a look at things, Erok!  Good luck with your new person.
Title: Re: [WIP] Project Armory
Post by: Anachronisma on September 05, 2017, 08:56:21 AM
If it helps get this done faster, I can offer my mediocre modding abilities to help fill in content once the framework is done.
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 03, 2017, 07:34:12 PM
The mod is in a coma and since people are actually still beg for it to push the daisies, I will get it done once my uni semester is done(in 2 weeks). Fret not. There isn't a ton of shit to do, only a minor fraction, er, relatively minor.  :P
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 21, 2017, 03:35:45 PM
It is still steaming full speed ahead, I am finishing up SMG xmls and switching up to Anti-Materiel rifles, after that all is good to go.
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 22, 2017, 05:47:14 PM
Content-wise all is done, now updating the values for new balancing stuff and generally fixing the mod to be B18 compatible.  :P
Title: Re: [WIP] Project Armory
Post by: Plymouth on December 25, 2017, 05:17:27 PM
The mod is effectively ready for release, only need to tweak some things.
Title: Re: [WIP] Project Armory
Post by: Plymouth on January 16, 2018, 09:40:33 AM
https://ludeon.com/forums/index.php?topic=37875.msg387801#msg387801
It's been out for a while now.