Disclaimer: I've moved this over to yet another post, this time under the name of "Energy and Ballistics Expansion." I've been working on it for a while now and finally got some great progress done that is quite different from my original, go there to check out recent changes to this mod! If you need to contact me, please email me via the email icon under my name, thanks!
After developing my unreleased mod, EWE (Energy Weapons Expanded), I realized that Rimworld was pretty lacking in effective ballistic weaponry once you got to charge rifles, since they are a great jack-of-all-trades throughout the game.
I plan on releasing not only remade versions of my ionic weapon series, but also high caliber machine guns, manned+auto turrets, 15mm and 20mm auto-cannons, 75mm, 88mm, and 105mm cannons, and also more diverse subculture of weapons other than just the generic series we are given:
Assault rifle (Renamed to AR-15) : AUG, FN FAL, AK-47/AKM, Gaili AR, G3A3 etc.
Pistol (Renamed to M1911) : FN 5-7, Glock 17, .357 / .44 Magnum, etc.
Machine Pistol (Renamed to Mac-11) : M1A1 Thompson, MP5 / MP7, etc.
LMG (Renamed to RPD) : SAW, MG3A1, M1919 (.30) / M2 (.50) Browning MGs, etc.
Shotgun (Renamed to Remington Model 10) : AA-12, Double Barrel Shotgun, etc.
Survival Rifle (Renamed to Lee-Enfield) : Mauser-98, M14, Winchester Model 70 etc.
Sniper Rifle (Renamed to AWP) : M82 Beretta (.50), etc.
I will also plan on adding the systems put in place by Combat Realism, which has been *partly* abandoned by its original creator, and I think that many will agree that since a patch for specific content the fans want changed might not come, I would like to put my own spin on it using many complaints from fans of the mod.
Important note: Ammunition.
I do like the ammunition requirement, but I would like to tone it down and make it easier to manufacture ammunition early on (Stuff like 5.56x45mm, .303 British, .45 ACP, etc.) using a hand bench in batches of 50-100 rounds for balance, instead of 500, plus taking a lot less time. I also think that the different kinds of ammunition are cool, but for balance might need to have their costs adjusted for the kind they are, like AP requiring more metal than FMJ.
If the creators of the original mod, or the patched version would like to help, it would be greatly appreciated: Skyarkhangel (original creator), Killface, Spoonshortage, or anyone else I missed.
Personally I love CR simply because it makes the game seem much more realistic and harder, as well as improving the seemingly flawed combat system, especially in regards to damage to humanoids in areas like the torso. But due to a lack of balancing, it is pretty one sided, especially the KPV and M240B machine guns once you get them. Also the ammunition system is actually too large, with most of the ammunition being specifically tailored to a kind of threat that is great at one task, like attack mechanoids, but not against humanoids or animals. So some balancing and remastering of the mod would be best to keep it popular and updated with Rimworld since it seems that Alpha 16 might be coming out soon.
Just for the record; I'm doing something very similar to what you're doing right now. If you'd like, I can merge your EWE and give you the credit.
Quote from: Razzoriel on November 30, 2016, 09:52:08 AM
Just for the record; I'm doing something very similar to what you're doing right now. If you'd like, I can merge your EWE and give you the credit.
If you can link me or point me toward your project, that would be great.
Once I'm finished remastering with my EWE portion of the mod I might continue with this project or allow you to merge EWE into your mod, I'll have to see what the content of your mod will be before I decide.
https://ludeon.com/forums/index.php?topic=27162.0
This is the list of non-spacer tech firearms to be implemented so far, for instance:
PISTOL
Flintlock Pistol
Garrucha
Dragoon Pistol
Luger P08
Walther P38
Mauser C96
Makarov
Ruger 22
Walther PPK
Beretta Cheetah
COP 357 Derringer
Beretta 92FS
1911
Five Seven
Beretta 93R
SIG P226
Glock 17
Glock 40
Colt N99
USP
Desert Eagle
AMT Automag
SIG P14
REVOLVER
SW 10
Defender
Cobra
Colt Single Action Army
Titan
Colt Detective Special
SW 29
LAPD 2019 Blaster
Taurus M44
Taurus Judge
Magnum BFR
Colt Python
SW 500
Magnum BFR-2
CARBINES
Musket
Rifled Musket
Varminter
G40k
Lee Enfield N8
Ruger PC9
CZ 527
Winchester 70
Winchester 1886
Ruger 10/22
Big Boy
Mosin Nagant
M1 Garand
Spencer Rifle
SKS
Marlin Model 1894
SHOTGUNS
Blunderbuss
Stoeger Outback
Coachgun
Winchester 1887
Saiga 410k
Trench Gun
Remmington 870
Sawed-off Remmington 870
Saiga 12k
SPAS-12
HK CAWS
Mossberg 590
AK12
Striker
Pancor Jackhammer
USAS-12
AA12
SMGs
Carl Gustav
MP40
PPD-40
Grease Gun
Thompson
AKS74U
Calico M100
Skorpion
American-180
Uzi
Steyr TMP
MAC11
HK 2
PP-90M
TEC-9
MAC10
P90
MP5
MP10K
UMP 45
Beretta CX4
MP7
Kriss Vector
ASSAULT RIFLES
StG 44
M4
M16
FN FAL
AK47
AK103
AK74M
FAMAS
Colt 733
G36
Steyr AUG
M4A1
SCAR-H
G3A4
IWI Tavor
SA80
SG553
Colt 933
SNIPER RIFLES
Karabiner 98k
Remmington 700
M24A3
Steyr Scout
WA2000
Ruger 10-22
VSS Vintorez
AWM
Mk14 EBR
MSG-90
Dragunov SVD
Hecáte
Barrett M82
LIGHT MACHINE GUNS
Type99
RPD
M1918 BAR
Lewis Gun
Madsen LMG
DP28
M249
Type73
PKM
MG4
M60
M134
GAU-19
Vulcan Gun
I don't know about it, it seems like too many.
The main thing behind this mod is that it adds a variety WWI/WWII/Modern weapons, but not so many gun that its choke-full of them, so sorry no.
Also I already am coding up many of the weapons I made/am making using the Combat Realism code, so they will be using ammunition, which you didn't specify if you were also doing the same thing.
One of the guns that I have almost finished is the MG-151/20, which is going to be a fun weapon to use, only really heavy, at least the 20x82mm cartridge is something, lol.
If you group the firearms the way I did, it doesn't matter how many you have; the game you treat "pistols" and its respective technology tier and spawn one. If you haven't looked, there's a shit ton of WW weapons in that list. I'm also doing CR, but since it's currently bugged, I'm not adapting the mod to it; first doing it without CR, then with it.
Quote from: Razzoriel on December 04, 2016, 03:41:54 PM
I'm also doing CR, but since it's currently bugged, I'm not adapting the mod to it; first doing it without CR, then with it.
CR has fixed versions, there is two fixed versions that you can download, one from Github and the other in the Steam Workshop. :P
JadedApprentince, hello
As i got it from your posts you have some experience in C#, right?
I would like to make a joint project with you. The main idea is to add/rework the armor so it can opose the new weapons. I have already did quite some work but i have little experience in codding. Main point that require codding:
1) Adding armour that would both head and torso (complete suit). Unfortunatly it requires a new graphics class to work.
2) Making advanced armour have charge. It could be done like oxygen in envoronmental suits as in Mars mod (https://ludeon.com/forums/index.php?topic=25926.0).
3) Making some heavy weapons only work with advanced heavy armor. They could also use energy from armor's batteries to fire. (i mean spacer age weapons and armor)
If we could do all this the result could be awesome. Please say if you could help me with the project and say how much can you code in C#.
Quote from: Kapun on December 07, 2016, 10:23:19 AM
JadedApprentince, hello
As i got it from your posts you have some experience in C#, right?
I would like to make a joint project with you. The main idea is to add/rework the armor so it can opose the new weapons. I have already did quite some work but i have little experience in codding. Main point that require codding:
1) Adding armour that would both head and torso (complete suit). Unfortunatly it requires a new graphics class to work.
2) Making advanced armour have charge. It could be done like oxygen in envoronmental suits as in Mars mod (https://ludeon.com/forums/index.php?topic=25926.0).
3) Making some heavy weapons only work with advanced heavy armor. They could also use energy from armor's batteries to fire. (i mean spacer age weapons and armor)
If we could do all this the result could be awesome. Please say if you could help me with the project and say how much can you code in C#.
I actually don't have any experience in C#, only in XML coding. I basically right now am only working on the XML files, so essentially the original files from CR and the C# code that came with it is still untouched by me. If needed I might take a look at that C# code, but right now the project only requires XML code for actual items.