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RimWorld => Mods => Releases => Topic started by: MarcTheMerc on May 29, 2016, 07:08:03 PM

Title: [1.0/1.1] Talons Faction 1.95 (02/03/20 update) The I live update
Post by: MarcTheMerc on May 29, 2016, 07:08:03 PM
Soldiers of fortune, they don't care who you are or what you do. The only thing they care about is the amount of silver in your stockpile and the stockpiles of others. Mercs are loyal to two things silver and their brothers in arms

This mod adds a new faction which fills a role between outlander and pirates.

Mercs can be friendly or hostile.

New Pawns
Mercenary Medics
Mercenary Commanders
Mercenary Landsknects
Mercenary Giants
Mercenary Blood Talon
Mercenary Anti Mechanoid Unit
Mercenary Giant Juggernaut

New Race
Giants
Vat grown Abomination

Guns
pulse energy sword
pulse heavy machine gun
pulse energy pistol
Pulse energy sniper
AM Rail Rifle
Blood talon Rifle
Giant Cannon
Laser Cannon
UEPOS Rifle.
Plasma Cannon

Also also new to A14 1.1
Armour
talon elite power armour
Blood Talon power armour

(http://i.imgur.com/dZlPG0r.png)
(http://i.imgur.com/JRFt9pw.jpg)
(http://i.imgur.com/38RFate.jpg)
(http://i.imgur.com/Z0MEr97.jpg)

License
Talons can be included in modpacks my only request is if you do is credit me and drop me a message so I can check it out.
Feel Free To tear Talons apart to figure out how it ticks its how I learnt modding.
Please do not reupload unless you are adhearing to the above rules..


Workshop link = http://steamcommunity.com/sharedfiles/filedetails/?id=747647690


[attachment deleted due to age]
Title: Re: [A13] Talons Faction
Post by: joaonunes on May 29, 2016, 07:43:30 PM
Should this mod have any compatibility issues with mods that affect factions?
Title: Re: [A13] Talons Faction
Post by: Jakub k. on May 30, 2016, 06:25:16 AM
you should make an alien faction,or maybe a mech faction which has mech armor and giant lasers which destroy worlds.<-my suggestions
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on May 30, 2016, 11:50:31 AM
Quote from: joaonunes on May 29, 2016, 07:43:30 PM
Should this mod have any compatibility issues with mods that affect factions?
Don't think so.As far as i know it run smoothly with rookis federation and ferals so yes its compatible.

Quote from: Jakub k. on May 30, 2016, 06:25:16 AM
you should make an alien faction,or maybe a mech faction which has mech armor and giant lasers which destroy worlds.<-my suggestions

You may be interested in rooki's federation however mechs are whithin the realm of posibilities. ;)
Title: Re: [A13] Talons Faction
Post by: soulkata on May 30, 2016, 07:45:03 PM
Print, please
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on May 30, 2016, 08:02:46 PM
print? sorry? what do you mean?
Title: Re: [A13] Talons Faction
Post by: joaonunes on May 30, 2016, 08:06:13 PM
Quote from: MarcTheMerc on May 30, 2016, 08:02:46 PM
print? sorry? what do you mean?

Think he means print of the faction relations or something :p the gear they usually carry, etc...
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on May 30, 2016, 08:13:02 PM
They will carry generic vanilla gear which are carried by pirates or outlanders and can be either hostile or friendly.
Title: Re: [A13] Talons Faction
Post by: joaonunes on May 30, 2016, 08:20:16 PM
I think you missunderstood my previous question relative to compatibility...

Does this mod have any issues with Hospitality, Scheduled Caravans, More Factions Spawn and Combat Realism for example?
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on May 31, 2016, 10:43:22 AM
Quote from: joaonunes on May 30, 2016, 08:20:16 PM
I think you missunderstood my previous question relative to compatibility...

Does this mod have any issues with Hospitality, Scheduled Caravans, More Factions Spawn and Combat Realism for example?

I can verify its compatable with hospitality, I can not with the others
however i believe there no reason it would be incompatable.
Title: Re: [A13] Talons Faction
Post by: joaonunes on May 31, 2016, 12:58:12 PM
Quote from: MarcTheMerc on May 31, 2016, 10:43:22 AM
Quote from: joaonunes on May 30, 2016, 08:20:16 PM
I think you missunderstood my previous question relative to compatibility...

Does this mod have any issues with Hospitality, Scheduled Caravans, More Factions Spawn and Combat Realism for example?

I can verify its compatable with hospitality, I can not with the others
however i believe there no reason it would be incompatable.

if you look at the xml files from CR, scheduled caravans and such they edit the values for each faction type, so I wonder, does this faction have a new type or does it use one of the already existing ones? (spacer, tribe, etc). If you don't use any of these types there might not be any direct incompatibility issues with those mods, but the increased number of factions of your type won't change, and the only obvious reason for this mod to be incompatible is if you edit the same files as the other mods 8)
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on May 31, 2016, 06:50:36 PM
It shouldnt do, my best advice is try it and let me know if things explode.
Title: Re: [A13] Talons Faction
Post by: joaonunes on May 31, 2016, 07:25:00 PM
Quote from: MarcTheMerc on May 31, 2016, 06:50:36 PM
It shouldnt do, my best advice is try it and let me know if things explode.

Very encouraging xD Ok I'll try it

EDIT: Just tested it. Nothing blows up, but only one faction spawns. If someone wants to spawn more "Mercs" the def file must be edited. Now I have a total of 16 factions (5 tribal, 5 midworld, 2 spacer and 4 mercs) spawning when I create a new world xD

EDIT 2: Every hair type in Rimsenal has a tag to say which faction type can spawn pawns with that hair. Maybe you could add some hair with the tag relative to your faction type. Pretty sure your faction at this moment will only spawn with the vanilla hairs... At least then the mercs would look a bit different, even if just in hair xD
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on May 31, 2016, 09:24:14 PM
Quote from: joaonunes on May 31, 2016, 07:25:00 PM

EDIT: Just tested it. Nothing blows up, but only one faction spawns. If someone wants to spawn more "Mercs" the def file must be edited. Now I have a total of 16 factions (5 tribal, 5 midworld, 2 spacer and 4 mercs) spawning when I create a new world xD

EDIT 2: Every hair type in Rimsenal has a tag to say which faction type can spawn pawns with that hair. Maybe you could add some hair with the tag relative to your faction type. Pretty sure your faction at this moment will only spawn with the vanilla hairs... At least then the mercs would look a bit different, even if just in hair xD

Good to hear explosions are below expectation.

regarding the hair i'll consider it but at the moment i'm working on custom pawns at the moment.
Title: Re: [A13] Talons Faction
Post by: FridayBiology on June 01, 2016, 12:12:00 AM
Very handy to have friendly spacers, Is there anyway that you could allow them to have better weapons/gear when they come to help defend our colony?
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on June 01, 2016, 03:43:46 PM
Quote from: FridayBiology on June 01, 2016, 12:12:00 AM
Very handy to have friendly spacers, Is there anyway that you could allow them to have better weapons/gear when they come to help defend our colony?

They do they carry pirate level gear as well as outlander they can show up with with power armour, snipers and even rocket launchers
as well as Mercenary Elites, heavys and gunners.
They can also airdrop in to your base arriving as soon as possible when you call for help.
Title: Re: [A13] Talons Faction
Post by: lilsandstag on June 02, 2016, 12:38:09 PM
Great mod :D

What kind of custom pawns are you planning on adding?

I really hope you add Rimsenal hair in later versions :)
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on June 02, 2016, 05:54:09 PM
Quote from: lilsandstag on June 02, 2016, 12:38:09 PM
Great mod :D

What kind of custom pawns are you planning on adding?

I really hope you add Rimsenal hair in later versions :)

Mercenary commander,
Mechs
And hopefully a xeno human giant.
and more
Title: Re: [A13] Talons Faction
Post by: Justas love on June 08, 2016, 02:15:41 PM
Since this doesn't add anything new other than a new faction why not make this facion allways loyal and bring the MOST out of all of the factions.
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on June 09, 2016, 03:22:45 PM
Quote from: Justas love on June 08, 2016, 02:15:41 PM
Since this doesn't add anything new other than a new faction why not make this facion allways loyal and bring the MOST out of all of the factions.

I am currently working on custom races as well as a whole mess of other mercs.
Furthermore the reason for their unpredictability is they may have been paid to snag one of your colonist or generally raid you. Their respect and alligence should be earned also the new mercs (not yet added but have been made) carry cool stuff you might like.
Title: Re: [A13] Talons Faction
Post by: MarcTheMerc on June 11, 2016, 02:29:29 PM
New Update
Custom pawns

New Pawns
Mercenary Medics
Mercenary Commanders
Mercenary Landsknects
Mercenary Giants

New Race
Giants
Title: Re: [A13] Talons Faction
Post by: joaonunes on June 11, 2016, 04:06:36 PM
Quote from: MarcTheMerc on June 11, 2016, 02:29:29 PM
New Update
Custom pawns

New Pawns
Mercenary Medics
Mercenary Commanders
Mercenary Landsknects
Mercenary Giants

New Race
Giants

What do you mean by "custom pawns" and "giants"?
Title: Re: [A13] Talons Faction 1.1 New pawns and races
Post by: MarcTheMerc on June 11, 2016, 04:27:45 PM
New pawns I mean new enemy types i.e. and giants are a new human which deals more melee damage.
Title: Re: [A13] Talons Faction 1.1 New pawns and races
Post by: Justas love on June 12, 2016, 06:51:47 AM
Pictures?
Title: Re: [A13] Talons Faction 1.1 New pawns and races
Post by: MarcTheMerc on June 16, 2016, 11:04:59 AM
Quote from: Justas love on June 12, 2016, 06:51:47 AM
Pictures?
Will do just been short on time recently :)
Title: Re: [A13] Talons Faction 1.1 New pawns and races
Post by: MarcTheMerc on July 04, 2016, 04:19:56 AM
I have added a picture of a giant.
Also top tip giant skin makes great armour but good luck getting it.
Title: Re: [A13] Talons Faction 1.1 New pawns and races
Post by: MarcTheMerc on July 10, 2016, 02:15:21 PM
To any modder better then me ;). How would one go about adding a texture to a custom Race/Pawn?
Title: Re: [A14] Talons Faction 1.1 New pawns and races
Post by: MarcTheMerc on July 15, 2016, 04:30:39 PM
Alpha 14 update WOOOOOOOO! and no longer filled with errors fixed

Traders now lead by Commanders
Also corrected my own name on the about page.
Fixed errors
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: Sarelth on July 24, 2016, 11:19:53 AM
Found an error that pops up involving Spacer factions and the Relation tab by Fluffy.
Not sure if its from your mods or Fluffy's mod. Working on figuring that out slowly.
It also affect any mod that I have that creates a Spacer faction, such as Glittertech.

Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: MarcTheMerc on July 24, 2016, 01:06:45 PM
Quote from: Sarelth on July 24, 2016, 11:19:53 AM
Found an error that pops up involving Spacer factions and the Relation tab by Fluffy.
Not sure if its from your mods or Fluffy's mod. Working on figuring that out slowly.
It also affect any mod that I have that creates a Spacer faction, such as Glittertech.

What is the error? either way keep me posted.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: Sarelth on July 24, 2016, 01:15:41 PM
The error doesn't actually affect your mod, it just makes the Relation Tab mod not work...
I have not clue what is going on really. Just Finding errors. I'll post screens of the error in the Fluffymods thread.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: qurffe on July 27, 2016, 01:36:00 PM
I think i got interesting bug, i got siege from mercenery faction and for some reason they didnt attempt to build anything, they just stood there for days, doing nothing and after some time they went aggro and attacked my base.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: MarcTheMerc on July 27, 2016, 03:43:59 PM
Quote from: Sarelth on July 24, 2016, 01:15:41 PM
The error doesn't actually affect your mod, it just makes the Relation Tab mod not work...
I have not clue what is going on really. Just Finding errors. I'll post screens of the error in the Fluffymods thread.
I may have an idea try loading fluffys mod after mine in the mod order.

Quote from: qurffe on July 27, 2016, 01:36:00 PM
I think i got interesting bug, i got siege from mercenery faction and for some reason they didnt attempt to build anything, they just stood there for days, doing nothing and after some time they went aggro and attacked my base.
I will look into it and fix it in the next version.
Edit I could not reproduce the error and it functioned fine in the tests.
Are you using the workshop or the forum download?
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: qurffe on July 27, 2016, 04:06:04 PM
I am using forums right now, i will try to check it myself tomorrow, maybe its something strange beetwen mods i am using.

Edit:
Did some small amount of testing and i can confirm that any Enemy siege i spawned with mercs did not construct mortars and such, BUT when i spawned friendlies siege event (helping through siege tactics) with merc faction they did construct stuff. Output_log is not throwing any related errors at all.
My mod list: http://pastebin.com/jsu8kM8K

Edit2:
Interesting, tried it today and they work normally, so no idea. Propably just something in how exactly did i do my mod order or something but whatever it seems to work just fine now ....
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: MarcTheMerc on July 28, 2016, 06:53:30 PM
Thats great to hear, i will stay vigilent and keep your report in mind.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: robotguy4 on July 29, 2016, 06:00:28 AM
Is it just me, or are the giants not actually giant?

I mean, the XML file has the basebodysize = 2, but it doesn't look like it to me.

I did just test this by spawning one via the debug, though.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: whateveruserdesu on July 29, 2016, 07:45:01 AM
Can you give direct download link please?
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: Sarelth on July 29, 2016, 08:26:44 AM
There is a direct download link in the OP.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: MarcTheMerc on July 29, 2016, 12:14:16 PM
Quote from: robotguy4 on July 29, 2016, 06:00:28 AM
Is it just me, or are the giants not actually giant?

I mean, the XML file has the basebodysize = 2, but it doesn't look like it to me.

I did just test this by spawning one via the debug, though.

their texture size is no different, Basebodysize refers to how easy they are to hit i.e how large the target is to the games combat system making giants like a muffalo or centipede in size makes them easier to hit.

Quote from: whateveruserdesu on July 29, 2016, 07:45:01 AM
Can you give direct download link please?

There is one beneith the workshop link above my signature bear in mind you have to be logged in to the forum to see it.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: robotguy4 on July 29, 2016, 03:58:59 PM
Quote from: MarcTheMerc on July 29, 2016, 12:14:16 PM
their texture size is no different, Basebodysize refers to how easy they are to hit i.e how large the target is to the games combat system making giants like a muffalo or centipede in size makes them easier to hit.
Oh, that explains a lot.

I'm new to modding. Is there a way to change the size of the sprite without a DLL or would that require a DLL?
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: MarcTheMerc on July 30, 2016, 02:47:56 AM
Quote from: robotguy4 on July 29, 2016, 03:58:59 PM
Oh, that explains a lot.

I'm new to modding. Is there a way to change the size of the sprite without a DLL or would that require a DLL?

Now unfortunatly im not a 'textures guy' but i believe it would be as simple as resizing the texture unfortunatly, im not sure a pawn (colonist) can be retextured.
Title: Re: [A14] Talons Faction Alpha 14 1.1 New pawns and races
Post by: MarcTheMerc on July 30, 2016, 07:31:38 AM
New update

Big guns and special forces update

New to A14 1.1
Mercenary Anti Mechanoid Shock Unit
Mercenary Blood Talon Unit

Also new to A14 1.1
Guns
AM Rail Rifle
Blood Rifle

Also also new to A14 1.1
Armour
Talon armour vest
talon elite power armour
Blood Talon power armour
Title: Re: [A14] Talons Faction Alpha 14 1.1 New pawns and races (30th july update)
Post by: lilsandstag on August 07, 2016, 12:23:17 PM
Nice additions to this from A13, what are you planning on adding in future updates? Is there going to be more species? Are you planning on adding personal traits for giants/commanders/medics etc.???
Title: Re: [A15] Talons Faction Alpha 14 1.3 New pawns and races (29th August update)
Post by: MarcTheMerc on August 29, 2016, 12:36:02 PM
Talons has been updated to alpha 15 is available on steam workshop and forum.
older versions are also availble on forums only.
Title: Re: [A15] Talons Faction Alpha 14 1.3 New pawns and races (29th August update)
Post by: MarcTheMerc on August 30, 2016, 10:36:59 AM
Fixed workshop link...
http://steamcommunity.com/sharedfiles/filedetails/?id=747647690
Title: Re: [A15] Talons Faction Alpha 14 1.3 New pawns and races (29th August update)
Post by: MarcTheMerc on September 05, 2016, 01:06:54 PM
New update added custom guns and would like feedback on balancing.
Title: Re: [A15] Talons Faction Alpha 14 1.5 New pawns and races (5th September update)
Post by: asquirrel on September 11, 2016, 07:44:30 PM
Which file do I download for Alpha 15? Thanks!
Title: Re: [A15] Talons Faction Alpha 14 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on September 16, 2016, 03:14:22 PM
Quote from: asquirrel on September 11, 2016, 07:44:30 PM
Which file do I download for Alpha 15? Thanks!
there is a workshop link however Talons 1.5 is the latest version.
Title: Re: [A15] Talons Faction Alpha 14 1.5 New pawns and races (5th September update)
Post by: ngcq1811 on September 17, 2016, 06:54:42 AM
I cannot interact with the mercs via Comm. When I ordered my pawn to call them, the pawn just "Standing" there doing nothing for a few seconds.
Is the comm interaction not developed?
Title: Re: [A15] Talons Faction Alpha 14 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on September 18, 2016, 12:47:15 PM
Quote from: ngcq1811 on September 17, 2016, 06:54:42 AM
I cannot interact with the mercs via Comm. When I ordered my pawn to call them, the pawn just "Standing" there doing nothing for a few seconds.
Is the comm interaction not developed?
This was a bug it was fixed on the workshop version and i just now updated the forum version sorry.
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: bsjapones on September 26, 2016, 06:24:19 PM
I guess they dont build when they siege, had 2 sieges and i just hunt them while they were just wandering
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on September 29, 2016, 11:17:02 AM
Quote from: bsjapones on September 26, 2016, 06:24:19 PM
I guess they dont build when they siege, had 2 sieges and i just hunt them while they were just wandering
Ill look into it.
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: asquirrel on October 05, 2016, 01:54:49 PM
Is this beast yours?  If so, it's gotta go man.  Way over powered, IMHO.



[attachment deleted by admin - too old]
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: asquirrel on October 08, 2016, 04:56:33 PM
Hi Marc!

Thanks for the clarification on the removal of the EXO-19.  It's a cool unit but just way overpowered.  Maybe if you severely nerfed it it would a fine unit for variation. But it shouldn't spawn with the Scythers, it should be part of your merc team. So on a raid you might have to deal with it, but on other times it might be with a friendly merc team coming to visit your base.

Hey, if I re-add your mod will it show up on an existing game or do I need to start a new game?  Can you trade with these people or are they just there to visit?
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on October 08, 2016, 08:00:39 PM
Quote from: asquirrel on October 08, 2016, 04:56:33 PM
Hi Marc!

Thanks for the clarification on the removal of the EXO-19.  It's a cool unit but just way overpowered.  Maybe if you severely nerfed it it would a fine unit for variation. But it shouldn't spawn with the Scythers, it should be part of your merc team. So on a raid you might have to deal with it, but on other times it might be with a friendly merc team coming to visit your base.

Hey, if I re-add your mod will it show up on an existing game or do I need to start a new game?  Can you trade with these people or are they just there to visit?
Its actually no where near ready for release its weapons are place holder and textures unfinished as such it hasnt been balanced yet. However it managed to sneak into the latest version which was fine until it decided to play with the mechs. To clarify it is a mercenary and will eventually spawn with the mercs as heavy fire surpport and meat shield.

and you can trade with the mercs and EXO-19 won't show up on existing save however if one them are already spawned in the save you should be able to kill with the kill command, word of warning in testing i have had to use the kill command more then once to kill them.
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: kaptain_kavern on October 16, 2016, 12:05:20 PM
Quote from: MarcTheMerc on July 30, 2016, 02:47:56 AM
Quote from: robotguy4 on July 29, 2016, 03:58:59 PM
Oh, that explains a lot.

I'm new to modding. Is there a way to change the size of the sprite without a DLL or would that require a DLL?

Now unfortunatly im not a 'textures guy' but i believe it would be as simple as resizing the texture unfortunatly, im not sure a pawn (colonist) can be retextured.

Hi marc !
I don't know if your still searching for this one but in the code for pawnkinddef in the part where you specify the sprite/texture path (with <texPath>) you have the ability to play with the value of a tag called <drawSize>. In fact that's how pawns have different size at different ages. If you set this to higher value your giant will be drawn bigger.



Also I tried to help someone on Reddit (https://www.reddit.com/r/RimWorld/comments/57rdpp/is_there_a_mod_which_makes_caravan_traders_wear/) and it looks like traders from your faction cannot survive Ice Sheets apparently (and I recall we talked a bit about apparels/parka and pawn generation in a Help thread). So if I can help you out, i'm here
Title: Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
Post by: MarcTheMerc on October 16, 2016, 04:02:12 PM
Quote from: kaptain_kavern on October 16, 2016, 12:05:20 PM
Quote from: MarcTheMerc on July 30, 2016, 02:47:56 AM
Quote from: robotguy4 on July 29, 2016, 03:58:59 PM
Oh, that explains a lot.

I'm new to modding. Is there a way to change the size of the sprite without a DLL or would that require a DLL?

Now unfortunatly im not a 'textures guy' but i believe it would be as simple as resizing the texture unfortunatly, im not sure a pawn (colonist) can be retextured.

Hi marc !
I don't know if your still searching for this one but in the code for pawnkinddef in the part where you specify the sprite/texture path (with <texPath>) you have the ability to play with the value of a tag called <drawSize>. In fact that's how pawns have different size at different ages. If you set this to higher value your giant will be drawn bigger.



Also I tried to help someone on Reddit (https://www.reddit.com/r/RimWorld/comments/57rdpp/is_there_a_mod_which_makes_caravan_traders_wear/) and it looks like traders from your faction cannot survive Ice Sheets apparently (and I recall we talked a bit about apparels/parka and pawn generation in a Help thread). So if I can help you out, i'm here
Thank you however yes I have figured this out its just on the backburner behind the EXO-19. Furthermore i will look into the ice sheets issue.
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: jmababa on October 17, 2016, 05:32:37 AM
Is this conflict with medival times mod which adds a tribal war band that's more dangerous than any of your factions as I've seen my friend play
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on October 18, 2016, 04:22:35 PM
Quote from: jmababa on October 17, 2016, 05:32:37 AM
Is this conflict with medival times mod which adds a tribal war band that's more dangerous than any of your factions as I've seen my friend play
It shouldn't do but my best advice is try it and let me know.
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: deadlydullahan on November 26, 2016, 05:17:57 PM
Hey just wanted to let you know I'm getting a lot of errors from the Twisseler Mech (not game breaking but a bit annoying since it floods the debug repetitievly), I haven't tried testing the mod alone yet but from the looks of it the mech keeps trying to interact with things (ex. billard table, the mech was probably trying to increase it's joy even though it doesnt have any) and keeps throwing errors saying it keeps trying to go to sleep but doesn't require sleep, etc. I'm doubting it's a mod conflict but I'll try to reproduce the errors with no other mods enabled and see.
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on November 27, 2016, 08:20:00 PM
I can't reproduce these errors but if figure what mod it may be having compatability issues with ill see what i can do.
Title: Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
Post by: MarcTheMerc on December 21, 2016, 08:47:24 PM
A16 version is up
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: TOWC on December 23, 2016, 06:36:50 AM
Some changelog or some notification that you just updated the mod without any changes would be quite handy.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: MarcTheMerc on December 23, 2016, 11:44:22 AM
Quote from: TOWC on December 23, 2016, 06:36:50 AM
Some changelog or some notification that you just updated the mod without any changes would be quite handy.
But it does have more features new enemy, new mech. Now all I need to do is make a custom logo for the world map.
But in future ill make some sort of change log.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: asquirrel on December 23, 2016, 02:55:08 PM
Hey Marc,
I'm not sure if it was your mod but does your mod have that evil EXO-2000 giant robot mech?  I forgot the exact model but the thing was freaking indestructible.  If yes, is it the same stats as the Alpha 15 one or is it tuned down?  Thanks! :)
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: MarcTheMerc on December 23, 2016, 08:40:04 PM
Quote from: asquirrel on December 23, 2016, 02:55:08 PM
Hey Marc,
I'm not sure if it was your mod but does your mod have that evil EXO-2000 giant robot mech?  I forgot the exact model but the thing was freaking indestructible.  If yes, is it the same stats as the Alpha 15 one or is it tuned down?  Thanks! :)
yes the beast is mine but it has been tuned down but im open to further tweaks as needed. ;D
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: asquirrel on December 23, 2016, 08:51:46 PM
Sweet!  I'll give it a shot and let you know. :)
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: MarcTheMerc on December 24, 2016, 09:10:23 AM
Please do ;D
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: sirgzu on January 31, 2017, 04:16:31 PM
Hi there, I added this mod a while with a bunch of other mods for testing and I noticed the merc energy pistol seems a bit OP compared to other weaponry. It has the range of a rifle and even though it has low dmg, at 900rpm still does extremely high dps. The price and description of the item don't suggest it should wreck this much havok though.

I would have it fire individual ammo, just like a normal gun pistol but with the extended range which fits with the passage in the description that says it is often used by medics.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: asquirrel on January 31, 2017, 04:57:46 PM
Quote from: sirgzu on January 31, 2017, 04:16:31 PM
Hi there, I added this mod a while with a bunch of other mods for testing and I noticed the merc energy pistol seems a bit OP compared to other weaponry. It has the range of a rifle and even though it has low dmg, at 900rpm still does extremely high dps. The price and description of the item don't suggest it should wreck this much havok though.

I would have it fire individual ammo, just like a normal gun but with the extended range which fits with the passage in the description that says it is often used by medics.

Agreed.  That merc energy pistol is ridiculously overpowered.  What I usually do is try and target the merc energy pistol carriers with my snipers and take them out before anyone else in a raid.  Then I equip my guys with those pistols.  After that, the game is a piece of cake.  The thing fires so fast and is so accurate  it seems like you stun lock your opponents until they die.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: Warforyou on January 31, 2017, 05:51:24 PM
Quote from: sirgzu on January 31, 2017, 04:16:31 PM
Hi there, I added this mod a while with a bunch of other mods for testing and I noticed the merc energy pistol seems a bit OP compared to other weaponry. It has the range of a rifle and even though it has low dmg, at 900rpm still does extremely high dps. The price and description of the item don't suggest it should wreck this much havok though.

I would have it fire individual ammo, just like a normal gun but with the extended range which fits with the passage in the description that says it is often used by medics.

Agreed. I personally edited Defs to nerf this thing 10 times down after first time encountering it during the raid on their base. There was some common fire exchange going on and them some guys with this shitguns came in and I was like "WTF TEN MINIGUNS OUTTA NOWHERE" seconds before they shredded my whole crew. I mean this "pistol" has a range of a big rifle, the accuracy of the best sniper rifle and it fires just like several miniguns together.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: LordMunchkin on February 01, 2017, 11:14:03 PM
You should do a custom map symbol for the mercs! Maybe something like the talon company symbol from FO3?  :)
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: Ruisuki on April 11, 2017, 06:25:58 AM
Can we see pics of the mercenaries alongside giants, mechs etc? Are the weapons balanced?
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: MarcTheMerc on April 11, 2017, 11:26:16 PM
I have added some more images the weapon image is a bit outdated but the mechs are their along side the giants.
However I have recently found my self short on time to work on the mod because I have been developing my own game.
Finally to answer the balance question I have balanced the gun over several iterations of feedback from the community however it may be a bit off center.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: faltonico on April 12, 2017, 02:32:59 AM
Quote from: Ruisuki on April 11, 2017, 06:25:58 AM
..."Are the weapons balanced?"
Weapons are supposed to be deadly aren't they?
The only fair way for balancing a weapon is to give it to your opponents as well.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: MarcTheMerc on April 12, 2017, 02:48:12 PM
Quote from: faltonico on April 12, 2017, 02:32:59 AM
Weapons are supposed to be deadly aren't they?
The only fair way for balancing a weapon is to give it to your opponents as well.

Well I can confirm you can both get them.
Title: Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
Post by: faltonico on May 30, 2017, 02:18:06 PM
Bump for great justice.

Edit: I saw it is updated on steam... I guess I will have to use that.
Thanks!
One less mod to go, i would probably will be able to play when they are all up.
Title: Re: [A17] Talons Faction 1.7 New pawns and races (1st of june update)
Post by: MarcTheMerc on June 01, 2017, 06:13:05 AM
A17 update
Two new enemies
1 new gun
Same old Mercs.  ;D
Title: Re: [A17] Talons Faction 1.7 New pawns and races (1st of june update)
Post by: faltonico on June 01, 2017, 11:36:27 AM
I made an EPOE patch for the giants in A16 based on Xen's Asari EPOE patch.
I hope it works for A17 with a version change. I placed it as an attachment if you want to test it.

[attachment deleted by admin due to age]
Title: Re: [A17] Talons Faction 1.7 New pawns and races (1st of june update)
Post by: Beathrus on October 08, 2017, 02:01:59 PM
So...
Title: Re: [A17] Talons Faction 1.7 New pawns and races (1st of june update)
Post by: MarcTheMerc on October 11, 2017, 08:08:10 PM
Quote from: Beathrus on October 08, 2017, 02:01:59 PM
So...

...So how can I help?
Title: Re: [B18] Talons Faction 1.8 New pawns and races (25 of November update)
Post by: MarcTheMerc on November 25, 2017, 11:00:13 AM
Update to B18.
Title: Re: [B18] Talons Faction 1.8 New pawns and races (25 of November update)
Post by: Shekotun on October 24, 2018, 11:50:28 AM
Quote from: MarcTheMerc on November 25, 2017, 11:00:13 AM
Update to B18.

MarcTheMerc! Can you update your mod for release version of the game?
This is the best vanilla friendly faction mod!
Pleeeeease!!! Thx
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: MarcTheMerc on October 28, 2018, 10:23:09 PM
(29/10  update)

Removed Twisselers fully.
Nerfed Pistol.

Added Exo - 19s Mechs.
Added Brimstone Inferno Troops.
3 new weapons.
Renamed Multiple Guns/Mercs.



Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: NoCanDo on October 28, 2018, 11:06:57 PM
No Github/Droplink?
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Canute on October 29, 2018, 03:24:47 AM
Grab it fast, the download is as attachment of the first posting.

MarcTheMerc,
you know attachment will be auto. deleted after 2-3 month, so you maybe should look for another solution.
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 11, 2018, 06:45:05 AM
Something broken on Global Map. Creating only one base of the Mercs!
I am using Faction Control mod, but always (with any settings) spawn only one base on Globe.
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Sleeeper on November 11, 2018, 07:23:30 AM
Maybe you have Real Fog of war mod?
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 11, 2018, 07:38:46 AM
Nope. Fog of war deleted now. Only one base of Merc faction. Always. With any settings.
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 11, 2018, 07:51:06 AM
UPD.

I turned off Faction Control mod and returned vanilla settings... but
still remains: one miserable base per one merc faction.
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 11, 2018, 11:02:09 PM
I made a new version of the robot EXO. This is my first experience. Just for fun. Use it if tou like.

I will do more robots later. First, will be rusty robot from the old movie "Judge Dredd".

[attachment deleted due to age]
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 11, 2018, 11:23:27 PM
Lighter

[attachment deleted due to age]
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 12, 2018, 03:35:52 PM
Rusty robots. Small and Large.

[attachment deleted due to age]
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 12, 2018, 03:37:04 PM
Lrg

[attachment deleted due to age]
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 12, 2018, 04:47:18 PM
I can change your weapon icons (Little bit later).

Plasmashot alternative and PSD_Rusty_Robots attach



[attachment deleted due to age]
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 13, 2018, 01:08:17 PM
Another style.


[attachment deleted due to age]
Title: Re: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)
Post by: Shekotun on November 14, 2018, 08:57:47 AM
i'm still learning.

[attachment deleted due to age]
Title: Re: [1.0/1.1] Talons Faction 1.95 (02/03/20 update) The I live update
Post by: MarcTheMerc on March 02, 2020, 05:28:51 PM
I Live!!!
Updated to 1.1.
The EXO-19 has been removed due balance reason but may return in the future, overhauled.
Mercs are now rocking a new symbol on the world map.
Fixed issue of single base generation.
Keep me posted about any bugs or issues.