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RimWorld => Mods => Releases => Topic started by: Rah on January 25, 2017, 11:15:36 AM

Title: [1.3] Rah's Hardcore Armors - v2.3 (Aug 28th, 2021)
Post by: Rah on January 25, 2017, 11:15:36 AM
Rah's Hardcore Armors - v2.3 [Rimworld 1.3 / Royalty / Ideology DLC]


Ever wish you had access to something stronger and cooler looking than the default power armor? Late game raids on higher difficulties can get quite massive, and sometimes the regular old vanilla armor just doesn't cut it. This small mod adds two advanced power armor sets with integrated forcefields. It can be used by both melee and ranged. Protect your colony with this very powerful glitterworld power armor.


(https://i.imgur.com/gqkqY0E.png)


Hellfire / Goliath battlearmor:

Advanced glitterworld battlearmor capable of absorbing tremendous punishment. Usually worn by hardened veterans and ex-convicts on urbworld frontlines. Comes with an integrated forcefield and exoskeleton which provide additional defense and agility.

Stats (normal quality):
- 600 hp
- 110% Sharp armor rating.
- 50% Blunt armor rating.
- 60% Heat armor rating.
- 80 Force field power.
- -20% Movement speed.
- High resistance to heat and cold.
- Moderate reduction to work speed.
- Costs 120 plasteel, 50 Uranium and 8 advanced components.
- Can be used by both ranged and melee !

Hellfire / Goliath power helmet:

Advanced power armor helmet used in conjunction with the hellfire / goliath battlearmor. Mainly used by heavy frontline troops, usually on urbworlds.

Stats (normal quality):
- 280 hp
- 110% Sharp armor rating.
- 50% Blunt armor rating.
- 60% Heat armor rating.
- Costs 80 plasteel, 2 advanced components and 5 Uranium.


DOWNLOADS:

Rah's Hardcore Armors - 2.3 (STEAM WORKSHOP) (http://steamcommunity.com/sharedfiles/filedetails/?id=850073860)


Additional info:
- You should only make this armor with a high level crafter/smith to maximize chances of getting a high quality result !
- Check out my other mod: RBSE (https://ludeon.com/forums/index.php?topic=28731.0), a vanilla friendly bionics and surgery mod !
- Rah's Vanilla Turrets Expansion: (https://steamcommunity.com/sharedfiles/filedetails/?id=2583529720) New rebalanced turret mod for Rimworld 1.3 with 9 strong turrets for the mid and late game !

Hope you like it, and feel free to comment and give feedback !
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 25, 2017, 11:17:09 AM
reserved
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: ajaviide on January 25, 2017, 11:57:48 AM
cool
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 25, 2017, 01:05:20 PM
download link is up, enjoy !
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Thirite on January 26, 2017, 01:19:41 AM
Looks like the kind of armour made for purging non human scum for the Emprah
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 26, 2017, 04:16:46 AM
Quote from: Thirite on January 26, 2017, 01:19:41 AM
Looks like the kind of armour made for purging non human scum for the Emprah

Thanks buddy, that looks like a compliment ;) enjoy !

---------------

minor stealth fixes done Jan 26th, 2017. simply redownload same file.
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Canute on January 26, 2017, 04:32:36 AM
I just thought the helmet should give a little boost to mellee damage or mellee cooldown.
But thats pointless, since the armor reduce the movement, they are never be able to chase range attacker.
But it is great to block the entrance ! :-)

Maybe add a further research to create similar armor with integrated exoskelet to compensate the movement malus and even give a bit movement bonus.
Since the armor allready got an integrated power system for the shield, it should have enough power for that.
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 26, 2017, 07:51:51 AM
Quote from: Canute on January 26, 2017, 04:32:36 AM
I just thought the helmet should give a little boost to mellee damage or mellee cooldown.
But thats pointless, since the armor reduce the movement, they are never be able to chase range attacker.
But it is great to block the entrance ! :-)

Maybe add a further research to create similar armor with integrated exoskelet to compensate the movement malus and even give a bit movement bonus.
Since the armor allready got an integrated power system for the shield, it should have enough power for that.

Thanks for the suggestion. If you install bionic spine and legs on a pawn with regular power armor, you get a very fast and deadly attacker though.
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 26, 2017, 12:46:58 PM
Now available on steam workshop, enjoy !
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Canute on January 26, 2017, 01:18:27 PM
rah,
how good you are at modding ?
It is possible to create armor set's ? Like when you wear both, you are geting a light bonus to mellee attacks ?
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 26, 2017, 04:52:42 PM
Quote from: Canute on January 26, 2017, 01:18:27 PM
rah,
how good you are at modding ?
It is possible to create armor set's ? Like when you wear both, you are geting a light bonus to mellee attacks ?

I think that would have to be outside of xml, which makes it a bit harder. I might look into it.
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on January 28, 2017, 01:42:41 PM
small vanilla texture glitch confirmed by devs, will be fixed. helmets should get a bit higher res after that. enjoy !
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Ruisuki on March 25, 2017, 12:59:28 AM
very cool. both have same stats only difference is color variant?
Title: Re: [A16] Hardcore Armors - 1.0 (Jan 25th, 2017)
Post by: Rah on March 25, 2017, 05:44:02 PM
Quote from: Ruisuki on March 25, 2017, 12:59:28 AM
very cool. both have same stats only difference is color variant?

That's correct
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Rah on April 01, 2017, 09:43:09 PM
Hardcore Armors - 1.1
* removed movement speed penalty. now as fast as regular power armor !
* slight nerf to force field.

enjoy !
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Mosart on April 23, 2017, 11:18:33 AM
Just got this armor. It's powered with personal shield so. Is this mean that it's useless for range weapon pawns?? I just can't even kill rat wirh my machine gun in this armor.((

Is it possible to craft one without personal shield enchance?
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Mosart on April 23, 2017, 01:48:03 PM
And why so huge work speed debuff? Usual power armor ave -10%. Is it possible for player ti switch armor stats to default -10% or even to 0%?

I have really big hope for this armor cause of I looked for more powerful one than usual power armor but still playable balanced one (unlike some glitter tech weapons and armor). And Hellfire armors clother af all as I see.
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Nyr on April 25, 2017, 12:00:45 PM
hey there, been playing with the mod for a bit and compared powerarmor + bulletproof vest  vs goliath armor and it seems that because of the way that dmg reduction works(layered clothing) that goliath proves less defense.
maybe allow pawns to wear it with the vest?
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Rah on April 25, 2017, 08:18:11 PM
@Mosart, this is not regular power armor. It's supposed to be very heavy and tanky, hence the work speed penalty. It's suitable for combat, but not for regular work indoors.
@Nyr, I'm not sure I understand what you mean. You can't wear armor vests and power armor together. And the goliath armor has an integrated shield, so you have to add that to the equation as well.
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Nyr on April 27, 2017, 11:10:58 AM
strange, one of my mods must have changed that...
Title: Re: [A16] Hardcore Armors - 1.1 (April 2nd, 2017)
Post by: Rah on May 28, 2017, 09:44:56 PM
Hardcore Armors 2.0
* Updated for A17
* Can now be used by ranged and melee !
* New set bonus of 20% movement speed.
* Increased armor ratings.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on May 29, 2017, 04:15:44 AM
small hotfix to hellfire info text
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: hal98 on May 29, 2017, 05:19:35 AM
scary armor for late game : o
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on May 30, 2017, 03:47:53 AM
*fixed helmet texture issue
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Vaulter69 on June 02, 2017, 03:55:09 AM
thank you for the update rah!
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on June 03, 2017, 03:20:39 PM
np mate <3
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Platonov555 on June 05, 2017, 10:21:30 AM
really cool stuff, thanks for your time.

Will you ever add more armors? Like maybe a light power armor variant? Or basic combat set, with good stats and graphics? Seems like you know this stuff very well.

PS. And it seems youre the only modder to specialize in armors.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on June 06, 2017, 11:52:32 AM
Hey Platonov, I might do that. thanks for the suggestion.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Plasmatic on June 15, 2017, 01:00:07 PM
I love the armours, they look great and function great, though I was wondering if it was possible to have the shield show up at bottom of the screen like a shield belt does?

Also, how hard would it be for me to modify the amount of shield the armour has? I notice that the xml only lists <EnergyShieldRechargeRate>0.1</EnergyShieldRechargeRate>
<EnergyShieldEnergyMax>1</EnergyShieldEnergyMax>


Which doesn't look like the actual value. (I assume that is in the .dll?)
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on June 15, 2017, 07:01:50 PM
Quote from: Plasmatic on June 15, 2017, 01:00:07 PM
I love the armours, they look great and function great, though I was wondering if it was possible to have the shield show up at bottom of the screen like a shield belt does?

Also, how hard would it be for me to modify the amount of shield the armour has? I notice that the xml only lists <EnergyShieldRechargeRate>0.1</EnergyShieldRechargeRate>
<EnergyShieldEnergyMax>1</EnergyShieldEnergyMax>


Which doesn't look like the actual value. (I assume that is in the .dll?)
There are a few reasons for why it's not visible, one being balance, but I might consider that. With regards to the last question; That is the energy value actually, so you can modify it if you want.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Plasmatic on June 16, 2017, 01:59:32 AM
Quote from: Rah on June 15, 2017, 07:01:50 PM
Quote from: Plasmatic on June 15, 2017, 01:00:07 PM
I love the armours, they look great and function great, though I was wondering if it was possible to have the shield show up at bottom of the screen like a shield belt does?

Also, how hard would it be for me to modify the amount of shield the armour has? I notice that the xml only lists <EnergyShieldRechargeRate>0.1</EnergyShieldRechargeRate>
<EnergyShieldEnergyMax>1</EnergyShieldEnergyMax>


Which doesn't look like the actual value. (I assume that is in the .dll?)
There are a few reasons for why it's not visible, one being balance, but I might consider that. With regards to the last question; That is the energy value actually, so you can modify it if you want.

Oh right yes.. 1 in there means 100% in game, I was just confused because I was seeing 120ish in game, but i didn't consider quality :)

About visibility, maybe I'm being dense, but how would showing the shield like a shield belt have any impact on balance?
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on June 16, 2017, 11:14:08 AM
The main reason is that it wasn't immediately apparent to me how the shield window worked when I put in the code, but I figured it probably wasn't something that had to be there, so I left it like that. Balance was one thing that seemed to justify it.

You basically get more control over an already powerful armor set, and more control = more power. So f. ex. by it being visible, you get to pull back / hide every time you see that it's low, reducing risk of damage. I might look into it again though, because it's not a huge thing.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: nefarian11 on July 17, 2017, 04:26:48 PM
No more reskin version?
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on July 21, 2017, 08:30:34 PM
Quote from: nefarian11 on July 17, 2017, 04:26:48 PM
No more reskin version?

Not for 2.0, but I might add it back if people want it.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: nefarian11 on July 21, 2017, 08:39:47 PM
Quote from: Rah on July 21, 2017, 08:30:34 PM
Quote from: nefarian11 on July 17, 2017, 04:26:48 PM
No more reskin version?

Not for 2.0, but I might add it back if people want it.

I changed the default Power Armor myself with the Goliath skin, so that's not a big issue for me, but it would be good to have it back :)
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Heni on August 09, 2017, 11:13:33 AM
Good mod, can you please do this mod patch for CE (combat extended), some of my colonists cant use that armor even with inventory empty. Thanks for your work
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Rah on August 31, 2017, 08:43:18 PM
Hi Heni, if I get the time I might look into that.
Title: Re: [A17] Hardcore Armors - 2.0 (May 28th, 2017)
Post by: Mosart on December 12, 2017, 09:51:15 PM
No b18 version?...
Title: Re: [B18] Hardcore Armors - 2.0 (Dec 16th, 2017)
Post by: Rah on December 16, 2017, 09:29:27 AM
updated to b18
Title: Re: [B19] Hardcore Armors - 2.0 (Sept 13th, 2017)
Post by: Rah on September 13, 2018, 05:04:57 PM
updated to B19. Both the hellfire and the goliath set are now one mod. Lemme know if you have any issues, and ill take a look at it. enjoy !
Title: Re: [B19] Hardcore Armors - 2.1 (Sept 18th, 2017)
Post by: Rah on September 17, 2018, 06:29:48 PM
hotfix: missing helmet storage option fixed.
Title: Re: [1.0] Hardcore Armors - 2.2 (Oct 17th, 2018)
Post by: Rah on October 17, 2018, 04:30:24 PM
updated for 1.0
Title: Re: [1.0] Hardcore Armors - 2.2 (Oct 17th, 2018)
Post by: Mosart on March 09, 2019, 04:39:56 PM
Quote from: Rah on October 17, 2018, 04:30:24 PM
updated for 1.0
Hi. Is it still possible to use amor just with melee weapon cause of power shield?
Title: Re: [1.0] Hardcore Armors - 2.2 (Oct 17th, 2018)
Post by: Rah on May 27, 2019, 05:54:37 PM
Quote from: Mosart on March 09, 2019, 04:39:56 PM
Quote from: Rah on October 17, 2018, 04:30:24 PM
updated for 1.0
Hi. Is it still possible to use amor just with melee weapon cause of power shield?

Hi, yes it is. sry for super late reply.
Title: Re: [1.0] Hardcore Armors - 2.2 (Oct 17th, 2018)
Post by: ultra4 on August 10, 2021, 11:07:51 AM
Hi Rah, no pressure this is one of those that you can start a 1.3 and simply add later, buuuuut, are the old armors gonna get some 1.3 love?
Title: Re: [1.3] Hardcore Armors - 2.3 (Aug 28th, 2021)
Post by: Rah on August 27, 2021, 07:09:30 PM
updated for 1.3
Title: Re: [1.3] Rah's Hardcore Armors - v2.3 (Aug 28th, 2021)
Post by: evilbob on September 02, 2021, 04:59:33 PM
where is the non-steam download link ?
Title: Re: [1.3] Rah's Hardcore Armors - v2.3 (Aug 28th, 2021)
Post by: viperwasp on November 03, 2023, 03:03:31 AM
Does anyone know if this works for 1.4? Or if any fan update has been made available etc? Running into a bug with this in 1.4. If I equip a colonist in this armor the pod never even drops at the start of a new game. Of course using Prepare Carefully. Not sure if this is a limited bug or could cause other issues. So I am avoiding this mod until it gets a 1.4 release likely.