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RimWorld => Releases => Mods => Outdated => Topic started by: Kilroy232 on April 13, 2014, 02:41:39 PM

Title: [MOD] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 13, 2014, 02:41:39 PM
RailGun Superweapon




Description:
This mod was really more for my amusement but I did think it turned out pretty well so I thought I would release it to you folks to check out, if it is well received I will add more features.
It is a heavily armored Railgun that fires single rounds of solid metal at supersonic speeds. In an attempt to balance it out I added a research requirement, made the resources needed to build it high, and it also has a high power consumption.

Features:

Mod Team:

How to Install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

How to use:
Pretty simple, install and activate. Research and destroy the raiders in style.

Download:
To download go to the bottom of this post and click the attached file, I will be adding it to Rimworld Nexus ASAP.

ScreenShots:
(http://i.imgur.com/Pn3vFJs.png)

Notes:
Due to the high power requirement I suggest you go download Psyckosama's Atomic Power mod.

Thanks again,
Kilroy232

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Cala13er on April 13, 2014, 02:56:56 PM
Any chance I could take this further by making it use a custom dll? I've got a good plan :)
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: iame6162013 on April 13, 2014, 03:12:33 PM
OMG ... Hello new rimworld turret :)
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 13, 2014, 03:24:53 PM
Quote from: Cala13er on April 13, 2014, 02:56:56 PM
Any chance I could take this further by making it use a custom dll? I've got a good plan :)

What did you have in mind? You can PM me because I have a feel ideas using DLL mods myself
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Celthric Aysen on April 13, 2014, 06:49:41 PM
Nice Turret! does the bullet pass through raiders and walls?
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 13, 2014, 07:32:29 PM
Quote from: Blackjack1000K on April 13, 2014, 06:49:41 PM
Nice Turret! does the bullet pass through raiders and walls?

Currently it explodes on contact, and doesn't pass over walls but that may change
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Celthric Aysen on April 13, 2014, 07:46:59 PM
Quote from: Kilroy232 on April 13, 2014, 07:32:29 PM
Quote from: Blackjack1000K on April 13, 2014, 06:49:41 PM
Nice Turret! does the bullet pass through raiders and walls?

Currently it explodes on contact, and doesn't pass over walls but that may change
K then
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: balao1975 on April 13, 2014, 08:02:25 PM
Sorry guys I can't seem to find the download link...
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: balao1975 on April 13, 2014, 08:05:23 PM
Duhh... got it sorry
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 13, 2014, 08:26:42 PM
Quote from: balao1975 on April 13, 2014, 08:02:25 PM
Sorry guys I can't seem to find the download link...

Sorry for the inconvenience, I have to wait for the nexus page to be approved.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: StorymasterQ on April 14, 2014, 01:17:48 AM
Say hello to my little friend. This is my boomstick.

etc.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: TimMartland on April 14, 2014, 10:14:19 AM
You could make it 4x4 sized to balance it out. A big cannon volley would look so awesome.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 14, 2014, 02:10:26 PM
I had actually tried that at one point, it was 3x3 but even then I was having some issues. I would like to try it again but I think I would have to resize the texture files and see if that helps
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: NephilimNexus on April 15, 2014, 12:36:44 AM
Needs a version that uses boomrats as ammo.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Celthric Aysen on April 15, 2014, 01:19:02 AM
Quote from: NephilimNexus on April 15, 2014, 12:36:44 AM
Needs a version that uses boomrats as ammo.
Great Idea! Boom Cannon! hahaha......
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kirid on April 15, 2014, 02:10:01 AM
Quote from: NephilimNexus on April 15, 2014, 12:36:44 AM
Needs a version that uses boomrats as ammo.
Not to steal a mod idea.....but I got over excited and drew a simple boomrat turret. Still could use some work.
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/BoomratGun_Top.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/BoomratGun_Top.png.html)
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: StorymasterQ on April 15, 2014, 02:22:16 AM
Will it require a special hopper that only accepts boomrat corpse? Or...live boomrats?
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kirid on April 15, 2014, 02:48:09 AM
Quote from: StorymasterQ on April 15, 2014, 02:22:16 AM
Will it require a special hopper that only accepts boomrat corpse? Or...live boomrats?
I've never made a turret, its not working. Someone else would have to work that :P
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: AntiMatter on April 15, 2014, 03:19:45 AM
it would be better if it used live boomrats (so it goes boom on impact) but... then you'd have to replace the bullet texture with a boomrat... and maybe also be able to pick up the (now spent) boomrat (dead) and use it for food?

just some ideas :P
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Celthric Aysen on April 15, 2014, 03:34:48 AM
Yeah Live boom rats sound great you just need to make a stock pile next to the gun and the colonist will capture boom rats put them in tiny metal cage's then a colonist will take them out and carry them to the gun and fire, and when it fire's, the boom rat explodes turning to raw boom rat meat, ready to be cooked :D
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: AntiMatter on April 15, 2014, 03:38:33 AM
hmm yes that brings up another thing i'd like to see in rimworld... because a boomrat usually get's caught on fire shoulden't the meat be (at least) semi-cooked?
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 15, 2014, 03:26:41 PM
Quote from: Kirid on April 15, 2014, 02:10:01 AM
Quote from: NephilimNexus on April 15, 2014, 12:36:44 AM
Needs a version that uses boomrats as ammo.
Not to steal a mod idea.....but I got over excited and drew a simple boomrat turret. Still could use some work.
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/BoomratGun_Top.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/BoomratGun_Top.png.html)

That is sweet!
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Tynan on April 15, 2014, 04:31:25 PM
You guys are ridiculous.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 15, 2014, 04:43:02 PM
Quote from: Tynan on April 15, 2014, 04:31:25 PM
You guys are ridiculous.

Kind of surprised you take the time to read some of these dude, but its definitely cool that you do. Especially my stuff, I have asked some dumb questions and will probably continue to :p
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: NephilimNexus on April 15, 2014, 06:08:50 PM
Quote from: Tynan on April 15, 2014, 04:31:25 PMYou guys are ridiculous.

Are we? (https://www.youtube.com/watch?v=5973v7EGT7Y)

And also this (http://www.beekeeping.com/articles/us/war_bees.htm):

"Jumping to the eleventh century, Emperor Henry I's troops, commanded by General Immo, defended their fortifications by launching a barrage of beehives at the siege forces of Duke Geiselbert of Lorraine and sent them scurrying."
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: StorymasterQ on April 15, 2014, 09:08:01 PM
Quote from: NephilimNexus on April 15, 2014, 06:08:50 PM
And also this (http://www.beekeeping.com/articles/us/war_bees.htm):

"Jumping to the eleventh century, Emperor Henry I's troops, commanded by General Immo, defended their fortifications by launching a barrage of beehives at the siege forces of Duke Geiselbert of Lorraine and sent them scurrying."

Those bees must've been really, really pissed when they land. It's a solid strategy.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Thoughtless on April 15, 2014, 10:22:45 PM
I love the idea of a railgun in this game, but aesthetically it doesn't fit the tone of the game. If it was a little less clean cut and and a little dirtier I think it would fit in fine, just a suggestion.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: Kilroy232 on April 16, 2014, 12:14:16 AM
Quote from: Thoughtless on April 15, 2014, 10:22:45 PM
I love the idea of a railgun in this game, but aesthetically it doesn't fit the tone of the game. If it was a little less clean cut and and a little dirtier I think it would fit in fine, just a suggestion.

Like I had said in the description this is the first version, the next release should be a little more appropriate to the theme and a little more fined tuned
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: mccartercar on April 18, 2014, 02:04:17 AM
Quote from: NephilimNexus on April 15, 2014, 06:08:50 PM
Quote from: Tynan on April 15, 2014, 04:31:25 PMYou guys are ridiculous.

Are we? (https://www.youtube.com/watch?v=5973v7EGT7Y)

And also this (http://www.beekeeping.com/articles/us/war_bees.htm):

"Jumping to the eleventh century, Emperor Henry I's troops, commanded by General Immo, defended their fortifications by launching a barrage of beehives at the siege forces of Duke Geiselbert of Lorraine and sent them scurrying."

Off topic but, I used to play Clonk. Like a 2d colony, mining, building etc. Anyway, while mining out some of the rock or other elements you would have to be careful not to disturb hornets? nests as they would swarm you and could be lethal if you hang around. Could be incorporated into tree harvesting too. Just a thought.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: lazerlogic on April 24, 2014, 04:09:27 PM
I find the blast radius is abit big and if target get close.
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: AntiMatter on April 24, 2014, 04:31:12 PM
oh! i just thought of a funny idea for the boom cannon (idk came up with it last min) when firing the boomrat it should make a "SQUUUEEEEEEEEE" sound like the boomrat screaming across to it's target XD

(and maybe glomp it's target and hurt it a lil before exploding to simulate it grabbing onto it's target and nibbling a lil... just for a taste... *insert vampire boomrat mod here*)
Title: Re: [Mod] (Alpha 3) Railgun Superweapon
Post by: bombarding on April 25, 2014, 11:10:44 AM
can u make a new area like home but for railgun  not to shoot, well when angry tribe break in or mob drop suddenly...the railgun is hell on earth for colony lol