Ludeon Forums

RimWorld => Mods => Unfinished => Topic started by: Chicken Plucker on March 17, 2018, 10:21:31 PM

Poll
Question: Galactic Empire vs US Marines. Who will win?
Option 1: The freakin' MARINE CORPS BABY OOH-RAH SEMPER-FI! votes: 38
Option 2: Galactic Empire. It's treason, then. votes: 43
Option 3: This is ridiculous, the Army would step in and run over everyone with their Camaros votes: 3
Option 4: This is ridiculous, the Navy would step in and sing YMCA during the fight votes: 5
Option 5: This is ridiculous, the Air Force would be in a 5 star hotel dropping MOABs votes: 9
Option 6: This is ridiculous, the Space Force would send in Master Chief votes: 34
Option 7: Russia. votes: 118
Title: [1.2] (WIP) Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 17, 2018, 10:21:31 PM
NEW THREAD LINK:
(https://i.imgur.com/091jzRp.png) (https://ludeon.com/forums/index.php?topic=53859.0)
https://ludeon.com/forums/index.php?topic=53859.0

14/02/21

Hello all, I am closing this thread after some years of working with these mods. I have thought about it, and decided maybe it's time to move on.

When I say move on I mean rebuild all the mods from the ground up, coding and texture wise even if it takes forever. If you're interested, please wait out on the new thread.





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

Description:
Project Red Horse, formerly a series of faction mods, now covers every mod I make that focuses on warfare. The intention of this mod is to add a sense of pride and accomplishment towards Rimworld through the use of lootc- I mean new combat based content, be it visually through new textures or in terms of new mechanics if I am able to receive C# coding assistance from various modders.

What exactly do I want with Project Red Horse?

- Minimize micro-management
+ Silver acquisition
+ Food
+ Casualty treatment
+ Training skills
+ Power
+ Colonist recruitment
+ Carrying capacity

- Equipment Expansion
+ Weapons
+ Armor
+ Apparel

- Faction Expansion
+ Difficult enemies
+ Helpful allies
+ Reinforcements in emergencies

- Quest acquisition
+ Mission board

- The long term goal
+ Up to the player, will their own war ever end?

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

Features successfully added as of 1.0:

- Backpacks (Rimmu-Nation: Clothing)
(https://i.imgur.com/I7gXWJo.png)(https://i.imgur.com/TnC39w8.png)(https://i.imgur.com/hntxCig.png)
Description: Allows pawns to have more carrying capacity, useful for caravans.

C# work by: Jecrell

- Mission Board (Red Horse Furniture)
(https://i.imgur.com/rtoL19u.png)
Description: Allows players to start their own operations, triggering in-game events at the cost of silver along with recruiting new colonists and "contractor" unit types.

C# work by: Albion

- Reinforcements call through communication devices (Red Horse Furniture)
(https://i.imgur.com/4Ps46Si.png)(https://i.imgur.com/9Ua8WWv.png)
Description: Allows players to call friendly factions for reinforcements, at the cost of silver there is the "QRF" option (Quick Reaction Force) that guarantees drop pods at the centre of the map, and there's the patrol version free of cost where the friendlies arrive by random means.

C# work by: Albion

Current mods in progress:
Rimmu-Nation - Weapons
Umbra Company - Faction
The US Military - Clothing/Faction mod

__________________________

Project Red Horse Road Map:
(https://i.imgur.com/7EyRoeM.png)

Description: Here's the plan in my teeny tiny head on what's gonna happen, what needs to be done in the right order before moving on to what's next. In terms of importance, Phase 1 Alpha is up first, once these main mods are done the others are easy to follow.

Phase 1 Alpha
- Finish Rimmu-Nation Clothing
- Finish Rimmu-Nation Weapons
- Finish Chicken Mitchell Hairs
- Finish Red Horse Furniture

Phase 1 Bravo (Optional)
- Mod trailers

Phase 2
- Finish US Military Kit
- Finish British Military Kit
- Finish DOOM Kit and others

Phase 3 Alpha
- Faction Mods

Phase 3 Bravo (Optional)
- Mod trailers
__________________________

Known Incompatabilities:

- Rimmu-Nation Weapons + Rimworld of Magic
Currently awaiting for the .dll stuff to be fixed by Jecrell. Hoping for the best innit mate. Cheers, see ya later.
__________________________

Mods available to download: (pending full release)
1.0/1.1 Mods Download link (Google Drive) (https://drive.google.com/open?id=1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Status: Finished, Stable
(https://i.imgur.com/5JF6x2b.png)

Status: Finished, Stable
(https://i.imgur.com/6DAUtbI.png)

Status: Finished, Stable
(https://i.imgur.com/LxN2GlY.png)

Status: Unfinished, Stable
(https://i.imgur.com/rFYCtXg.png)

Status: Finished, Stable
(https://i.imgur.com/1SvcmbG.png)

Status: Unfinished, Stable
(https://i.imgur.com/J3oNJcq.png)


Status: Finished, pretty good
(https://i.imgur.com/kKhFfWf.png)

Status: Finished, Stable
(https://i.imgur.com/KtKVwZG.png)


Note: Please consider all B19 versions Unfinished, Unstable due to the fact that they are no longer supported. Many bugs present in B19 versions are fixed for 1.0.


___________________________________
What's the latest?

NOTE: PLEASE MAKE SURE TO ENABLE THE NEW OUTFITS IN YOUR STOCKPILE AND APPAREL SETTINGS OR ELSE THE ANVIL CONTRACTORS WILL STRIP NAKED!

(https://i.imgur.com/GI8XQoP.png)
ANVIL contractors added for Red Horse Furniture

(https://i.imgur.com/clGv431.png)
Orbital Traders for Rimmu-Nation arrive!

(https://i.imgur.com/0DVX5rq.png)
MSF arrives to provide an army to those who need them.

(https://i.imgur.com/u2f10Ol.png)
Task Force 141, re-instated and back in action.

(https://i.imgur.com/ZJBGWmH.png)
Your hands and feet have never looked so tactical until now.
QuoteMod updated 17/08/2019
Task Force 141 Returns.

Features:
- Mod adds 15 new gloves, 15 new footwear and 1 tactical sock.

Other Mods Updated:
Chicken Mitchell Hairstyles
Rimmu-Nation Clothing/RNC: All Craftable

- Updated with new hairstyle, outfit and Rimmu-Nation: Clothing in compatibility with Gloves N' Boots

More details here: https://steamcommunity.com/sharedfiles/filedetails/?id=1836963709
[/b]


1.0 Unsupported Versions (Google Drive) (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
B19 Unsupported Versions (Google Drive) (https://drive.google.com/open?id=1i9bYu0A7LhKr_tv2fxmf7IygH_jgz_p7)
1.0/1.1 Mods Download link (Google Drive) (https://drive.google.com/open?id=1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

(https://i.imgur.com/5PHBux8.png) (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)
1.2 Versions (Google Drive) (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)


Mods are compatible with Combat Extended Fast Track
(A much more up to date version of Combat Extended for third party mods)
(https://i.imgur.com/gExm2qz.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1865597143)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1865597143
Off Steam: https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 18, 2018, 06:31:15 PM
Outdated Thread Opening:
Note: All statuses on progress of these factions are now on hold until I say otherwise, the statuses they have in this post does not reflect their current one since this is only here for reference as the old front page.

(https://i.imgur.com/25AQ3ej.png)

Goal:
Finish multiple faction mods to be released in Steam Workshop altogether. Mods with finished statuses will be uploaded here in Ludeon for early access.
(in my mod thread, link available in my signature!)

The factions created will be from various games, some are inspired original ideas. After Project Red Horse is finished, I will create the US Military and British Military factions so Rimworld will have more variety in terms of enemy or friendly groups to find within the world.


Hostile Factions Checklist:
(https://i.imgur.com/6TPuKZD.png)
Elite CrewFinished!

(https://i.imgur.com/35fvPXv.png)

Umbra Company - Finished!

(https://i.imgur.com/lzSGjp6.png)

War Mongrels - Finished!

(https://i.imgur.com/o7ZBlNi.png)

X.O.F.

Friendly Factions Checklist:

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

British ArmyFinished!

(https://i.imgur.com/R8Gu2x4.png)

Royal Marines CommandoFinished!

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

U.K.S.F.Finished!

(https://i.imgur.com/N9RSXNS.png)

Diamond Dogs

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

Space Marines (DOOM: Factions)On hold

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

Task Force: 141Finished!

(https://i.imgur.com/W3bLS8X.png)

Task Force: STALKERFinished!

(https://i.imgur.com/GJHz9BB.png)

Union Aerospace (DOOM: Factions) - On hold


(https://i.imgur.com/fNmcQ29.png)

Wasteland Republic - On hold

______________________________________

Got bored of patching DOOM - Factions, went to start working on Task Force 141 instead.

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

Here are some sneaky peaky of unit types:
(https://i.imgur.com/fkW9erx.png)

(https://i.imgur.com/19PVrbQ.png)

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

(https://i.imgur.com/tEJ2KXY.png)

(https://i.imgur.com/ARvsFnO.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Robloxsina66 on March 18, 2018, 09:47:00 PM
will the weapons and clothes Combat Extended be in Ludeon studios?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Slaugveng Moriar on March 19, 2018, 06:03:50 AM
all your series of the mods is outstanding. can do to add in their modach easter eggs e.g Orange King?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 19, 2018, 07:13:13 AM

New faction added:
(https://i.imgur.com/Vr6cUfF.png)



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

Mod description:
After the events of [REDACTED], a rogue Lt. Gen. Shepherd was killed in action by Cpt. John "Soap" MacTavish and the Task Force 141 was disavowed.

All the remaining members of Task Force 141 are either eliminated or on the run.


(https://i.imgur.com/YfO1vLd.png)

(https://i.imgur.com/3uyXslq.png)

(https://i.imgur.com/0R1wkrH.png)

(https://i.imgur.com/9rVL5je.png)

(https://i.imgur.com/FXFb9bT.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 19, 2018, 07:17:02 AM
Quote from: Robloxsina66 on March 18, 2018, 09:47:00 PM
will the weapons and clothes Combat Extended be in Ludeon studios?

Hey there! What do you mean? Will my weapons and clothing be combat extended compatible?

If that is your question, the clothing are already CE compatible, but for weapons, someone else has made a steam patch (currently not up to date at my rate of updating)   :o

Quote from: Slaugveng Moriar on March 19, 2018, 06:03:50 AM
all your series of the mods is outstanding. can do to add in their modach easter eggs e.g Orange King?

Hello! Thank you so much for your kind words, what is this you are talking about though, I looked up modach and the robots from Fallout turned up, is that what you meant? Also, what is the orange king?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Malinov on March 19, 2018, 08:32:13 AM
Hey man, great job on these mods, the graphics are just stellar! I'm especially curious about the Slavic faction you previewed a while ago (War Mongrels?), may I ask how far back they are on your priority list?  :)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: SzQ on March 19, 2018, 04:27:04 PM
Your mods inspired me to try and create something by myself.
I learned alot from looking at your artwork.
Thank you for that Mr Plucker. Hope you keep producing this great apparel.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 20, 2018, 11:34:38 AM
Quote from: Malinov on March 19, 2018, 08:32:13 AM
Hey man, great job on these mods, the graphics are just stellar! I'm especially curious about the Slavic faction you previewed a while ago (War Mongrels?), may I ask how far back they are on your priority list?  :)

Not very far, they just have a few outfits need finishing and the faction coding, they're almost ready, but they need more work compared to the smaller factions like Task Force 141 and Elite Crew, because the War Mongrels need new tank textures and tank coding, being their UGVs are stronger than Umbra Company

Quote from: SzQ on March 19, 2018, 04:27:04 PM
Your mods inspired me to try and create something by myself.
I learned alot from looking at your artwork.
Thank you for that Mr Plucker. Hope you keep producing this great apparel.

Hey SzQ! I'm happy to hear that, if you ever need some of my assets and .psd files, I'd be more than happy to send and you can modify them as you like
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Malinov on March 20, 2018, 11:49:27 AM
Quote from: Chicken Plucker on March 20, 2018, 11:34:38 AM
Not very far, they just have a few outfits need finishing and the faction coding, they're almost ready, but they need more work compared to the smaller factions like Task Force 141 and Elite Crew, because the War Mongrels need new tank textures and tank coding, being their UGVs are stronger than Umbra Company

Ah that's great to hear, keep up the good work!  ;D
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 20, 2018, 03:42:19 PM
War Mongrels, sneaky peaky like

(https://i.imgur.com/lzSGjp6.png)

Leader outfit:
(https://i.imgur.com/DPCJX6M.png)

Normal units:
(https://i.imgur.com/dXIdMZp.png)

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

Spetsnaz units:

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

(https://i.imgur.com/Cwg21jc.png)

Sniper and recon units:

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

(https://i.imgur.com/dSpiC14.png)

Hound units:

(https://i.imgur.com/nDYS4Lc.png)


BTR-70 Re-used:
(https://i.imgur.com/vZeFVFS.png) (https://i.imgur.com/tWQLI2s.png) (https://i.imgur.com/9gAIOFx.png)

Note: Tank textures are frustratingly small, and the game limits it to be the size of the mechanoid sprites. I can only enlarge them in-game and risk pixelation.

More tanks coming soon, also there is a unit type that will call in airstrikes by playing "Serbia Strong" with an accordion, they will sport a Serbian brown beret.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 20, 2018, 10:59:27 PM
Unfinished tank textures (appearances may change)

Gonna get to sleep. Finishing up on War Mongrel textures by doing the tanks next, then I can do coding.

T-72 MBT
(https://i.imgur.com/5CLJzrL.png)  (https://i.imgur.com/tni3YKC.png)  (https://i.imgur.com/2qWwu8H.png)

Will have a cannon with a wider blast radius and more damage than the M551 Sherridan, the T-72 will have more health and explosive resistance too.


BMP-3 IFV
(https://i.imgur.com/oPs2aXl.png)  (https://i.imgur.com/p0ezZWe.png)  (https://i.imgur.com/qxGoRH0.png)

The BMP-3 will also have more health and protection than the M551 Sherridan (scratch that, I'll think about it.), plans I have for this IFV is to equip it with a three burst cannon that does less damage than the Sherridan cannon, and a smaller blast radius for each shot.

BTR-70 for War Mongrels is now scrapped, I will use a different APC. I'm probably gonna go with BTR-80.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 22, 2018, 07:33:37 PM
(https://i.imgur.com/J6reyVp.png) (https://i.imgur.com/fVyOXzc.png)(https://i.imgur.com/M6hFx87.png)

(https://i.imgur.com/zbeSglr.png) (https://i.imgur.com/aHbA9DU.png) (https://i.imgur.com/XcJMMQS.png)

All textures 100% done, made a new bench for slav gear, I honestly got stuck, couldn't think of what to make the bench look like or what to call it so I got lazy and will call it "Vodka Bench" just for cheeki jokes.

I picked the VAB APC for war mongrels. Coding will start for this new bench, and the new clothes, then finally finish up on the faction coding and for release.

(https://i.imgur.com/tHud9Xt.png)

Latest news on Umbra Company and how tanks will work, the tanks that fire HE shells will now be more accurate and deadly. Armors and health will be buffed so now it will be impractical to send infantry with rifles against tanks, you will need explosives.

Update not live yet.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Malinov on March 23, 2018, 02:41:44 AM
Glorious breekiness, gotta love the tracksuit dudes and the accordion pawn.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 24, 2018, 03:34:36 AM

New faction added:
(https://i.imgur.com/AJ7vnA0.png)



(https://i.imgur.com/lzSGjp6.png)

Mod description:
War Mongrels or "собаки войны" are infamous for "ethnic cleansings". What started off as a small paramilitary group based in Eastern Europe, ended up as a world-wide problem.




Test video of Serbian Strong:
https://www.youtube.com/watch?v=nOduygM5a3c&feature=youtu.be

(https://i.imgur.com/AvMAmN6.png)

(https://i.imgur.com/UWi6DqZ.png)

(https://i.imgur.com/L6cVvwT.png)

(https://i.imgur.com/FPDDv7O.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 24, 2018, 04:44:53 AM
Quote from: Malinov on March 23, 2018, 02:41:44 AM
Glorious breekiness, gotta love the tracksuit dudes and the accordion pawn.

I am glad you like it, I am gonna go sleep now, I have spent day and night squashing cheeki bugs for this mod that caused infinite errors, but now all is well and more importantly, the spetsnaz spawn with vodka.

I would make President Putin so proud.


Note to self:

Stop procrastinating and update DOOM already (even though you are procrastinating from your university work with Rimworld mods, plus that music video you promised that certain somebody, rip)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: SzQ on March 24, 2018, 01:56:44 PM
Quote from: Chicken Plucker on March 22, 2018, 07:33:37 PM
(https://i.imgur.com/J6reyVp.png) (https://i.imgur.com/fVyOXzc.png)(https://i.imgur.com/M6hFx87.png)

(https://i.imgur.com/zbeSglr.png) (https://i.imgur.com/aHbA9DU.png) (https://i.imgur.com/XcJMMQS.png)

All textures 100% done, made a new bench for slav gear, I honestly got stuck, couldn't think of what to make the bench look like or what to call it so I got lazy and will call it "Vodka Bench" just for cheeki jokes.

I picked the VAB APC for war mongrels. Coding will start for this new bench, and the new clothes, then finally finish up on the faction coding and for release.

(https://i.imgur.com/tHud9Xt.png)

Latest news on Umbra Company and how tanks will work, the tanks that fire HE shells will now be more accurate and deadly. Armors and health will be buffed so now it will be impractical to send infantry with rifles against tanks, you will need explosives.

Update not live yet.

So i was thinking why vehicles doesn't seems right for RW style and i found it.

Mr Chicken could you spend some of your time and make low quality vehicle but! draw it from the above perspective same as all buildings.
This way:
(https://i.imgur.com/J6reyVp.png)
(https://i.imgur.com/fVyOXzc.png)

I am very curious about the results.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 24, 2018, 11:43:36 PM
So I still wanna procrastinate on DOOM, and I also now want to put away MGS factions till later, so I thought "Hey, why not do a faction that isn't on the list because everything on the list is super duper scooper hard?"

The following are updated British Military Kit textures that aren't live yet, and some new items that will appear for the faction and the base mod soon.


Items:

(https://i.imgur.com/B5LYWd5.png)
British Army MRE

(https://i.imgur.com/zO1WowV.png)
Harrybo

(https://i.imgur.com/MAErf9W.png)
Daily Milk

(https://i.imgur.com/6v71z4X.png)
Runners Crisps

(https://i.imgur.com/xXanq44.png) (https://i.imgur.com/1sbx4J1.png)
Locozade energy drink

What kind of self respecting British grunt would you be if you went in the battlefield without proper British food?!

...

A Scotsman.
__________________
(https://i.imgur.com/LQVJtYb.png)

British Army:

(https://i.imgur.com/q0xdBcl.png)

(https://i.imgur.com/9BUUOzh.png)

(https://i.imgur.com/ZS2WbKD.png)
__________________

(https://i.imgur.com/R8Gu2x4.png)

Royal Marines Commando:

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

(https://i.imgur.com/85mQvyN.png)

(https://i.imgur.com/ff5wLzq.png)

__________________

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

U.K.S.F.

(https://i.imgur.com/1X0XOw4.png)

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


Tank textures in the works.

3 of which will be:

ASCO Ulan (Ajax) - IFV
FV101 Scorpion - IFV
Challenger 2 - MBT
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 24, 2018, 11:46:04 PM
Quote from: SzQ on March 24, 2018, 01:56:44 PM
So i was thinking why vehicles doesn't seems right for RW style and i found it.

Mr Chicken could you spend some of your time and make low quality vehicle but! draw it from the above perspective same as all buildings.
This way:
(https://i.imgur.com/J6reyVp.png)
(https://i.imgur.com/fVyOXzc.png)

I am very curious about the results.

Hey SzQ, you just put me on "the spot" :o

Well the truth is (not that I tried to keep it a secret) I do not draw any of the tank or fighting vehicles by hand, instead I take 3D models from this website: https://hum3d.com/3d-models/cougar-he/#360view

I use the 3D viewer and take the angles I need, and use photoshop to add them in Rimworld. I couldn't think of any other way to gather vehicles since ones that allow you over the top view may require for you to purchase the model, while this website gives it away for free.

I'm sorry to say, but I am not skilled enough to draw a vehicle not only from those views, but from any view at all!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 25, 2018, 09:01:48 PM
Been working on new stuff all day, scrapping all the old SAS headgears for S10 for something more new and consistent. I'm also leaving a post of comparisons for the old textures, just for good ol' morale and progress.

_______________________

British Army headgear comparison:

(https://i.imgur.com/4Xmed8R.png)

(https://i.imgur.com/EsGJ7V3.png)

(https://i.imgur.com/fQVby0W.png)

S.A.S. headgear comparison:

(https://i.imgur.com/G7yfVOT.png)

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

(https://i.imgur.com/n7m0AXw.png)
______________________________

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

22nd S.A.S. Counter Terror Unit:

(https://i.imgur.com/s4BVfrf.png)

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

(https://i.imgur.com/C20evDH.png)

________________________________________

There's a planned feature for "Mementos" that regular soldiers will have on them that will go in the accessory slot.
There's so far 20 memento items I have, I will leave some notable ones here to show everyone what they would look like.

(https://i.imgur.com/K3SppTg.png) (https://i.imgur.com/ijf3KBA.png) (https://i.imgur.com/uoEmxCZ.png) (https://i.imgur.com/xWi0hb7.png) (https://i.imgur.com/ICGtDgA.png) (https://i.imgur.com/uSB07r2.png) (https://i.imgur.com/ysQMm70.png)

These random items will be found in regular soldier's accessory slot, they will all add -1% mental threshold because they are morale boosters, they are uncraftable for the player and are only available to the randomly spawned soldiers, I wanted to do this to add more depth to the pawns, so when you see one dead you can check out their inventory and see that they had a family photo, a journal, a letter or an MP3 player, which reminds you that these are men and women far away from their homes and they had their own interests and dreams, or something melodramatic like that.

Time for a goodnight's rest!

I also helped a newcomer "Fierydraken" with this new mod:

(https://i.imgur.com/2UflRfn.png)

Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1342263292&searchtext=

It's just a small faction with some custom textures he made, they use vanilla stuff. I helped code and it's based on the comic "Gone with the blastwave". So far it's only available on steam, would be happy to hand over a download if anybody is interested, though the mod balancing isn't exactly finished yet, and I'm not the one in charge of maintaining it because I only helped get it released.

Anyway, take care all, till tommorrow's grind again!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: SzQ on March 26, 2018, 05:40:55 AM
This "before>after" is amazing. No idea how you are doing that. How you are doing that?
Do you learned it by some tutorials?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 26, 2018, 09:45:05 PM
Quote from: SzQ on March 26, 2018, 05:40:55 AM
This "before>after" is amazing. No idea how you are doing that. How you are doing that?
Do you learned it by some tutorials?

Hey SzQ, thank you!

I haven't learned from tutorials, when it comes to Rimworld modding, everything I have learned is from practice and from watching others.

My good friend Odstriman who did the German Imperial Army had these amazing WWI helmet textures for the Germans, and he added this shine effect by playing with a white brush with low opacity. From this I took my existing helmets, did them again from scratch, tried to be more accurate with helmet shapes and added the detailing I learned from him.

(Odstriman's Stahlhelm with gasmask, you could see the resemblance in shine effects with my latest MICH and AC100 helmets.)
(https://i.imgur.com/lka241O.png) (https://i.imgur.com/n8YJLBt.png) (https://i.imgur.com/oh2NRv0.png)

I also went ahead and borrowed techniques from Zombieland author Pardeike, he would add .png images of dust, scratches or blood to show worn effects in the zombie clothing. He would reduce the opacity of these effects to make them blend in the clothing and seem to be a part of it.

(https://i.imgur.com/kLTV6xS.png) (https://i.imgur.com/ZXjkXZg.png) (https://i.imgur.com/yUwD4L8.png)

So combined with the "shine" technique I got from my friend Odstriman, and Pardeike's dirty zombie outfits, I came up with the AC100 helmet showing worn effects:

(https://i.imgur.com/PIjFRPS.png) (https://i.imgur.com/jrLrFt6.png) (https://i.imgur.com/yNP9a75.png)

Obviously the new S10 gasmask is from the 3D model of CSGO S10 gasmasks, I was just unhappy with trying to draw them, so I ended up using the technique from making my tank textures (ripping 3D models and their views) and I threw it onto my headgear that are painted with Photoshop's stroke effect. (plus the other added details)

(Stroke effect turned on and off, automatically adds black outlines, all you have to do is paint and add details.)
(https://i.imgur.com/qVefvhn.gif)

(Usually I paint over the shape of a cutout helmet, or .png helmet view so I can get the shape right, then add stroke)

I combine whatever I learn and the end product ends up looking like stylized chickens!

I'm gonna carry on with some art now, hopefully I don't fall asleep, not too much progress today, just a couple of new helmets and one redone uniform for the SAS. I have one more uniform and vest needing to be redone, then I can do the tanks and finally code the faction.

Added note:

Jecrell is coding a reinforcement feature for future and all existing faction mods!

(https://i.imgur.com/ZnRGkLI.png) (https://i.imgur.com/kUOlPuX.png) (https://i.imgur.com/BPdiIre.png)

This is the red phone, it will become your best friend, I might change it's texture.

It will allow communications with Factions without the need of researching to get to comms tables, it will be available to build from the start. It will allow reinforcements at the cost of silver, not -25 relations, and at +50 relations with a faction, reinforcements are free.

It will also allow to call for peace talks if the faction is hostile, so starting game could see you negotiating with the likes of Umbra Company or War Mongrels before they even start torching your colony.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on March 31, 2018, 01:59:34 AM
Progress update:
(https://i.imgur.com/LQVJtYb.png)

Typical British Army grunt inventory loadout:

(https://i.imgur.com/0sPU06e.png)
- British Army MREs, enough for at least 42 hours of eating, even more if eaten sparingly
- IFAK (Individual First Aid Kit)
- Randomized British sweets, iced tea, energy drink or Medic Bag selection
- Random memento in accessory, gives morale boost and other effects, depending on item (e.g. playing cards give +25% social impact boost and -1% mental break threshold)


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

Note: Mementos do not get affected by dead man apparel effect, when a person dies with a memento, you can take it and equip it for yourself, despite being an accessory.

(https://i.imgur.com/ggW3Dhl.png)

Did some testing, of course the typical British Army soldier is not strong enough to take out Spetsnaz or an Umbra Company operator, the budget cuts they get from the Queen result in stuff such as the MK7, incapable of stopping pistol rounds, and the magnificent L85A2 (SA80) rifle, which you will have trouble using if you are left handed, you have to learn how to become right handed. (That or try joining the SAS, they will torture you just so you could use the C8 instead)

News on the phone

(https://i.imgur.com/WbzFoYz.png)
Jecrell has been making great progress on the "red phone". So far he has the peace talks feature working, in where you are able to call a faction to trigger a peace talk event if they are hostile to you.

(https://i.imgur.com/GBSqh0t.png)

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

(https://i.imgur.com/ZsrSkM8.png)
And voila, a peace talk event!


Extra note:
I'm just finalizing some British Army stuff, tomorrow I try to sort out the Royal Marines, and then finally the two branches of SAS. Active Duty and Counter Terrorism. The British Armed Forces are the biggest faction I've done yet, since they are in total 4 factions in one, I can't imagine when the US Armed Forces are next.

Also I can't wait to implement all of Jecrell's awesome features when he's all done!


EDIT:

Forgot to add:

(https://i.imgur.com/d9THrH9.png)
Since I found the infantry too inferior against the likes of existing factions like War Mongrels and Umbra Company infantry, I ended up deciding to arm the higher ups of the British Army with existing Rimmu-Nation airstrikes.

(https://i.imgur.com/kEen0LQ.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on April 02, 2018, 12:30:51 AM
Leaving this post as an announcement, I'm gonna take a break with modding for now, I have my last month to finish university work.

Thanks everyone for the feedback and the thoughts, I'll see you later
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on April 07, 2018, 03:32:24 AM

New faction(s) added:
(https://i.imgur.com/fEYPcyd.png)



(https://i.imgur.com/LQVJtYb.png) (https://i.imgur.com/WYykvEJ.png) (https://i.imgur.com/R8Gu2x4.png)

Mod description:
The United Kingdom is at a national state of emergency, and the only hope of ever restoring the country's tea is by invading a brave new world.

Upon arriving at this Rim Planet, awaiting reinforcements from her ally nations, Her Majesty's Armed Forces are tasked with providing aid and weapons for counter-insurgency efforts, assisting local outlanders to neutralize any hostile faction that will carry out attacks against the British Armed Forces and it's allies.

God save the Queen.


(https://i.imgur.com/Nn2dlJH.png)

(https://i.imgur.com/55vkyBx.png)

(https://i.imgur.com/7n188iL.png)

(https://i.imgur.com/6avuN1x.png)


New mod added:
(https://i.imgur.com/5p7DXUb.png)

Mod description:
Is your life so hardcore that you need to eat, sleep and peep looking tacticool, as if you are at war 24/7?!
   
WE GOT YOU!

This mod adds military themed furniture, from ammo can stools, ammo crate tables, footlockers and cot beds, you're gonna feel like you're deployed overseas
despite the fact that you have never seen a single moment of combat for your entire life!

(https://i.imgur.com/0I3eCv1.png)

(https://i.imgur.com/AovV8Me.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on April 09, 2018, 03:56:56 AM
(https://i.imgur.com/5T48Ilt.gif)

(WIP) Alpha's Death Row

This is a backstory promo video for the steam release of War Mongrels, it's unfinished, there will be one for Umbra Company as well, the US Armed Forces and British Armed Forces. I hope I can get them all finished, along with the uni project I still haven't done.

Hope to see you all there!

Note: Animation is done through Sourcefilmmaker 3D environments, the rest are photoshopped Rimworld assets and textures keyframe animated in After Effects with the 3D footage.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on April 12, 2018, 07:28:56 AM
(https://i.imgur.com/iIFlW7a.gif)

Planned update for artillery and more security stuff for Rimmu-Nation (it wont look crusty, it's just the way it was exported), I gotta finish my university short film (which is pretty much the War Mongrels backstory, except with 3D models) before May 4. I'm gonna go and be away for a bit because I have approximately 2 weeks to sort my stuff out.

When I return, I hope Jec has made progress with the huge backlog of features that are pending (mission boards, reinforcements, tank sounds, tanks and fighting vehicles dropping units on death etc.) I'll finally get on with Diamond Dogs, X.O.F. the US Armed Forces and who knows, I already got permission from Project Fallout's "Ashborn" and Halo Weapons "O Negative" to do Halo and Fallout themed factions. Possibilities are endless (until I get a job and inevitably leave Rimworld modding, rip)

In the not-so-great words of the teuhminahtuh "I'll be back."
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on April 22, 2018, 03:20:34 PM
Damn this one is a huge project. I assume player won't able to deploy tanks and the like, thats why you can call for reinforcements?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on April 25, 2018, 09:43:58 AM
Quote from: Madman666 on April 22, 2018, 03:20:34 PM
Damn this one is a huge project. I assume player won't able to deploy tanks and the like, thats why you can call for reinforcements?

I would have wanted tanks to be produce-able anyway, but there's no easy way to do it since I don't know anybody who has explored coding mechanoids to be used for the player yet, maybe in the future I could throw coffee at Jecrell when he is all done with everything else and see if he can do this
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on April 25, 2018, 03:58:24 PM
That would be hella noice :D
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on May 02, 2018, 11:13:12 AM
Hey, can you guys also add in a way to actually point your called reinforcements where they should deploy? There are mods that add a trading spots which tell caravans where they should stay, that should be a thing for reinforcements called in too. Because on big bases they usually just hang around in the center of it and just stay there until they leave. while most fighting happens near walls and in killboxes. Just a thought. A minimal control over allied forces would be damn cool to have.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: scullex on May 03, 2018, 10:26:21 PM
achtung plus this would be -A_M-A_Z-I_N-G_
would be good for sorta kinda immersion
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on May 05, 2018, 02:59:07 PM
Hi all, I left an announcement here:

https://ludeon.com/forums/index.php?topic=37014.240

My HDD is currently dead and it may stay dead, Project Red Horse and my modding stuff is now on hold and it may stay this way.

Again, I'm sorry for unanswered questions and lack of replies, I cannot do anything relating to modding for now since a huge fireball came down on me and I've got to wait until the flames subside.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on May 05, 2018, 06:22:34 PM
Wow, shitballs, i hope you didn't lose anything important. We'll wait and hope everything s fine for you.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on May 12, 2018, 07:58:32 AM
For when you ll have the time and means to get on with the project (i sincerely hope you will), couple points to consider:
1) I already mentioned, but it would be really nice to have some way of pointing reinforcements in the right direction. Like in Trade Caravan Spot mod which designates caravan "parking" place.
2) Tanks and other "vehicles" of the factions probably shouldn't just evaporate with a boom, maybe let them leave a wreck you can deconstruct for resources. Or at least leave several steel slag chunks.
3) Maybe a way to request different type of reinforcements? Like small spec ops team, medium sized armed brigade or a full-scale asssault squad with vehicular support. With different costs. If thats possible to code that is.
4) Dunno if it can be fixed, but vehicle texes do look blurry and their movement feels real weird, because they're basically 1tile entities with several tile sized sprites... I hope something can be done with, but even if not - still its nice to have tanks!

All those are just my 5 cents after playing around with factions, raids, waves, etc and pitting different factions against each other. Hope you ll be able to sort your problems out without any trouble!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on May 25, 2018, 05:22:09 AM
SIGNS OF LIFE!

(https://i.imgur.com/wke50Ak.png)

I bought a new HDD and installed a new Windows, all my files are still lost but I have managed to find some of my older presets passed around in Discord, such as uniform templates and headgear templates.

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

Sadly, I have still lost a number of works in progress. Stuff like MICH helmet presets, which means, I can't see myself ever reusing that gear again until I can afford to recover the older HDD (not that bad, lots of other helmets are useable) and stuff like the Russian gear presets, which means I may have to make a new template, which sucks but whatever.

All animated films in progress are gone, presets for animations are gone such as the Donald Trump .png files of his emotions, heads and etc. (press F to pay respects)

This is what gets to me the most:

(https://i.imgur.com/QETLEh9.png)

This was a planned MJOLNIR power armor (from Halo) to be introduced to Rimmu-Nation, a gear that would highly augment the user. It would have been a gear used by Wasteland Republic for their special units, to contend against HOUND units.

Sadly, this is the only sample I had saved, the gear separated from each other is in the old HDD.

(https://i.imgur.com/HEw4Mw1.png)

News on all the complicated Jecrell coding stuff:

Ran into some financial issues, had to ask to cancel all the projects Jecrell was working on, sadly. Which means all the cool stuff like reinforcements, tanks carrying people, missions etc. won't come until I can afford a re-commission.

Unfinished Animation, recovered:
(https://i.imgur.com/f6uolb1.png)
https://www.youtube.com/watch?v=iZUbvIjHnuA&feature=youtu.be

Sadly, original project is lost, but I can redo the animation with new assets for the steam release. Planning on making animations for almost if not all faction mods.


In summary:

- Lots of cool things gone, very sad. Press F to pay respects, but they may return one day.
- Certain cooler tacticool things on hold, but not gone or cancelled.
- Development for project will not stop, even if the progress is slow, it's time to carry on.


Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on May 25, 2018, 05:40:59 AM
Quote from: Madman666 on May 12, 2018, 07:58:32 AM
For when you ll have the time and means to get on with the project (i sincerely hope you will), couple points to consider:
1) I already mentioned, but it would be really nice to have some way of pointing reinforcements in the right direction. Like in Trade Caravan Spot mod which designates caravan "parking" place.
2) Tanks and other "vehicles" of the factions probably shouldn't just evaporate with a boom, maybe let them leave a wreck you can deconstruct for resources. Or at least leave several steel slag chunks.
3) Maybe a way to request different type of reinforcements? Like small spec ops team, medium sized armed brigade or a full-scale asssault squad with vehicular support. With different costs. If thats possible to code that is.
4) Dunno if it can be fixed, but vehicle texes do look blurry and their movement feels real weird, because they're basically 1tile entities with several tile sized sprites... I hope something can be done with, but even if not - still its nice to have tanks!

All those are just my 5 cents after playing around with factions, raids, waves, etc and pitting different factions against each other. Hope you ll be able to sort your problems out without any trouble!

Hello Madman, I'm gonna respond to each requests

1) Yes, I want this too when I can afford re-commission for Jecrell, because nobody likes watching the British Army calmly and slowly drive 10 scorpion tanks towards a platoon of pirates while they burn down your colony because you only have about 4 colonists, then they arrive too bloody late and they only manage to shoot one pirate that was already shot off the leg anyway.

2) There was a planned rehaul of this, the tanks wouldn't explode and they would carry units. Again, this was affected by the callback of all unfinished commissions for Jecrell, this will be on hold.

3) I don't believe this is possible, from the dev mode you can spawn raid events and they have these numbers or tickets e.g. [ Enemy Raid (3000) ] which lets them pick randomly depending on unit cost, adding up to 3000, it's vague how this works, but it's difficult to force the game to let you pick specific units.

I'm sure it could be possible to make the events handpick specific unit types on C#, but I believe it would be more simple to make a one-in-all raid ticket to be compatible for all factions, and not have to ask Jec to modify each unit type in C# for every faction mod.

4) Yeah, this is a limitation issue, sadly the game forces me to use a centipede mechanoid texture as the biggest I can do, I had to squish in all the main battle tank textures into this small square, and enlarge it in-game, which caused it to be so wierd and pixelated.

(https://i.imgur.com/1kY77cC.png)
(here it is, not very large if you have to fit for example, an M1A1 Abrams in there due to the cannon forcing you to shrink it to heck)

As for the one tile issue, I'm not sure if I can fix that, since even giant monsters from Call of Cthulhu are one tile, again, game limitations on letting you make big creatures. I'll take a look if it lets me modify the tile size when I can mod again, after my 3 day holiday.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on May 25, 2018, 03:10:49 PM
Thanks kindly for all your answers, Chicken Plucker! I ve been playing with your weapon mods for a long time now and tried out faction mods as well. Gotta say it feels real nice to have some tacticool guys running around shooting each other. I hope Jecrell will have some time to work on those features you mentioned - vehicles dropping units, red phones and other stuff. I really enjoy the balance and hope the project will live on :D

UPD: I guess i kinda rushed there about the balance. Got utterly trashed by 8 slavs with 3 APCs at wealth level ~70000. I literally couldn't do anything since best weapons i had were greatbows. Against their armor and Rushbinov nullifying any pain my shots were like mosquito bites to an elephant. Replayed several times, employing various tactics - the only plan that was successful letting them divide beating on outer walls and ambushing one by one like 8 on 1 in melee, where they can't use their firearms. I was lucky that when i beat all the people, APCs have decided to scram. If they didn't  - i wouldn't been able to even scratch them. Without red phone to call in some cavalry, playing with new factions is quite harsh.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on May 29, 2018, 11:59:56 AM
Quote from: Madman666 on May 25, 2018, 03:10:49 PM
Thanks kindly for all your answers, Chicken Plucker! I ve been playing with your weapon mods for a long time now and tried out faction mods as well. Gotta say it feels real nice to have some tacticool guys running around shooting each other. I hope Jecrell will have some time to work on those features you mentioned - vehicles dropping units, red phones and other stuff. I really enjoy the balance and hope the project will live on :D

UPD: I guess i kinda rushed there about the balance. Got utterly trashed by 8 slavs with 3 APCs at wealth level ~70000. I literally couldn't do anything since best weapons i had were greatbows. Against their armor and Rushbinov nullifying any pain my shots were like mosquito bites to an elephant. Replayed several times, employing various tactics - the only plan that was successful letting them divide beating on outer walls and ambushing one by one like 8 on 1 in melee, where they can't use their firearms. I was lucky that when i beat all the people, APCs have decided to scram. If they didn't  - i wouldn't been able to even scratch them. Without red phone to call in some cavalry, playing with new factions is quite harsh.

Sounds horrible! I'm happy to hear these stories, it's hard for me to see other people's experiences, sadly I don't have a lot of people playing with these mods in gameplay videos yet, and with me I don't usually go through too much difficulty because I don't start without... *cough* resource replicator *cough*

Anyways, I am in progress with DOOM Factions now, followed by MERICAAAAAAAAAAAA

In about 4 weeks, I will be paid and I can re-commission Jecrell to resume to the old tacticool stuff so we can tacticooly fix this tacticool error.

My best recommendation to you is using the PC comms table for asking for backup, Task Force 141 is always so nice, they have the highest starting good will during beginnings so you should be able to at least ask for 1 backup.

They send lots of tacticool operators with tacticool high quality gear, and with the player's help, they can dispose of the enemies even faster.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on May 29, 2018, 12:38:24 PM
Thanks for the advice, I'll definitely make use of it next time! Sadly for now i can't show reinforcements the way, so i ll just hope they'll stumble upon the enemy eventually. I am overjoyed that you are working on Red Horse again. Even with all those difficulties i've encountered - its incredibly fun to actually have armored adversaries with good weapons and looking so damn good too. I'd tone down alchohol pain reduction a bit, since its even better than go-juice though.

Will continue to play around and will readily provide any feedback needed.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on May 31, 2018, 07:30:53 PM
(https://i.imgur.com/GJHz9BB.png)

Union Aerospace is in progress, with some new stuff:

(https://i.imgur.com/ncp0X6c.png)

UAC Nano Healer:
It's a mech serum, but UAC patented. Whoever made that Mech Serum better have a good lawyer because UAC is gonna sue lol

(https://i.imgur.com/fS2oJ9K.png) (https://i.imgur.com/leqyJrG.png) (https://i.imgur.com/2sx232B.png)

UAC Hellcat:
It's a four legged unmanned vehicle, has a GAUSS cannon on it to blow things up with heat damage.

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

Weaponized Cyberdemon:
Okay, last but not least and my favourite planned upcoming creature in the UAC Faction arsenal.

It's a Cyberdemon, but it works for the "good guys". You will probably never get to see this due to it's high ticket cost to appear for raids, unless you tick off the UAC and you are at war with them.

I have not finished the side and back view yet, this is the most ambitious thing I've done yet because it's new, not just another mechanoid, I have to figure out how to make the size of this thing in the game be the same as Jecrell's Cthonian, except the Cyberdemon has a huge freaking cannon that kills things.

It's specifically built to kill angry space marines that won't stop smashing UAC property, but, it's also built to destroy humans, so I'm excited to see this thing come out and have all of it finished. Will need to ask Jecrell for advice for in-game sizing, which may potentially fix Tank resolution issues.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on May 31, 2018, 07:37:33 PM
Quote from: Madman666 on May 29, 2018, 12:38:24 PM
Thanks for the advice, I'll definitely make use of it next time! Sadly for now i can't show reinforcements the way, so i ll just hope they'll stumble upon the enemy eventually. I am overjoyed that you are working on Red Horse again. Even with all those difficulties i've encountered - its incredibly fun to actually have armored adversaries with good weapons and looking so damn good too. I'd tone down alchohol pain reduction a bit, since its even better than go-juice though.

Will continue to play around and will readily provide any feedback needed.

Hey Madman! I appreciate your support and posting around to keep the thread lively, I 100% agree that the reinforcement feature right now isn't very good because the reinforcements are too relaxed.

Instead of allowing them to spawn where you want them, would you be okay if they just drop podded in the centre of your colony? This is because as soon as a friendly raid arrives, if they are near the centre of your base, they then proceed to engage enemies on their own. If a player got to point where they go, accidents may happen and they might miss the target spot, or end up just walking casually again.

I guess I'll see when I can afford to re-commission Ol' Jecrell


(https://i.imgur.com/I64m9fI.png)
(end result of the current game's reinforcement system)

Oh P.S. about the Vodka, I'll think about it. It's not as powerful as Go-Juice, all the drinks I have done, but they sure do better due to the fact that they arent as addictive (except for the vodka)

I just tried to be accurate you know, because we all know Russian military grade vodka makes their soldiers feel no pain when they rush B
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 01, 2018, 06:11:37 AM
Hehe, i don't think our soldiers are so scary thanks to vodka, but mostly to skills, quantity and wild russian mentality combined with some vodka :)

As for reinforcements - yeah if they proceed to actually go for the enemy once they reach the center of your colony, then yeah, i guess dropping them right into colony center will be an improvement. Still the way to actually tell them where to go would be much more awesome, since you could even use limited tactics, using your own and allied forces to flank the enemy. But if thats impossible or really hard to do - then dropping in the center shuold work fine.

Choosing their drop spot would interesting for another reason - you could prepare a nice and tacticool landing spot they could use too :D
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 02, 2018, 12:44:24 PM
Progress report on Union Aerospace:

(https://i.imgur.com/2U7LBCJ.png)

I made up my mind, I am redoing all the old UAC armors because they are outdated and it would bore me to death leaving them the way they are. I also got a complaint before about lack of symmetry, and yeah, I suppose its a minor issue.

(https://i.imgur.com/C3R0Scd.png)

UAC Sandvich - A sandwich that won't expire, has Lavish Meal nutrition+mood boost effect. Non-craftable for the player, will be sold by UAC and carried by UAC units.

(https://i.imgur.com/Y2ocAkh.png) (https://i.imgur.com/lKKQlhi.png)

UAC Go-Juice - A less potent and less addictive version of the Go Juice. Will have to tweak it's stats.

Will be carried by UAC units.

(https://i.imgur.com/RZOxXYZ.png) (https://i.imgur.com/qXTVNoK.png)

Cyber Demon got some minor cosmetic fixes for front view. Side view has been done.

The side view looks off since the arm cannon was actually on the right side of the pawn, but I decided that whenever cyberboi faces sideways I want the cannon to be seen, since the alternative is a big blank area with only part of the cannon sticking out the belly.

Back view is up next.


I have updated all my mods, still need testing to make stuff live. Its plenty of changes to lessen the likelyhood of mod conflicts.
(will be live after some testing)

Gonna carry on back to work!

Special thanks again to Madman for his feedbacks, and all those who come by to take a sneaky peaky of stuff.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on June 02, 2018, 02:07:52 PM
The new armor look's sharp/detailed then the old before. Good work.
But too bad it is wasted artist work for this little grafic ingame IMO.

Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 02, 2018, 02:57:48 PM
Ok, some more feedback. I am now at spacer level of tech (can start consrtucting SAMs) and have crapton of wealth - (more numbers tomorrow evening), pirate raids are getting extremely scary due to drop pods and sappers even though I am armed to the teeth with excellent weapons i stole from War Mongrels. Red Horse faction raids however stayed at somewhat mild level. While i get like 20-25 pirates with 1-2 Doomsday launchers, some with power armor pieces, War Mongrels still only send like 8-10 guys and 1 to 2 of those light machinegun cars. Maybe i am getting numb to threat level, since they absolutely trashed me early game, but late game i am way more scared of pirates getting through my walls before i snipe the sapper or landing in drop pods on my head, than i am of War Mongrels coming and squashing me.

So scaling part needs some solid work. Early game (bow-pistol level tech, 5-6 colonists) you get like 8 unarmored guys with plasteel Karambits which is kinda crazy (plasteel level melees are harsh at that point) and can only be beaten with cheesy many-door-hide-n-seek tactics of poppin in and out shooting them one by one, while they have fun beating on your horseshoe pin. A bit later with 8-10 guys and some crappy survival rifles you get 5-6 armored, drugged to hell guys with LMGs, excellent rifles and 1-2 APCs which absolutely destroy anything you can offer, but the cheesiest of tactics and melee ambushes, hoping to make APCs flee, because you can't even scratch them.

And then at lategame part we have nearly the same picture, but +2-3 guys and +1 APC, no sappers, so they can't do a thing, but to go obediently into a killbox and die. Of course that said i have some other security mods like More Vanilla Turrets, which has mud moats slowing targets to a crawl, but lategame raids from Mongrels i repelled with 4 turrets (vanilla ones) and just 10-14 of my guys with stolen weapons.

Suggestions:
1) Early game needs to be more mild (if melee weapons - then no plasteel, as with high quality the damage is way too harsh)
2) Mid game needs ti have non-drugged, lightly (medium) armored raiders with Armor Vest level of equipment, without too high grade weapons as they either crush you utterly, or you cheese them, get those way too good weapons and breeze through everything else.
3) Late game needs a bit more quantity of both guys and vehicles, armed to the teeth, drugged as hell, with the possibility of sapping through walls, so that calling in drop pod aid is way more viable to deal with those pesky types that don't like going into killboxes.

Thats my small input for now. Madman out.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 02, 2018, 08:26:37 PM
Quote from: Madman666 on June 02, 2018, 02:57:48 PM
- snip -

Hey Madman, I appreciate this, but I fully intend on keeping the difficulty early game. War Mongrels and Umbra Company are coded to spawn with CQB weapons early on, but early-mid game is when the vehicles appear.

I didn't like the idea of melee only units for the two since I just felt that it didn't fit their theme or backstory, though the 1337 Krew or Elite Crew do utilise weaker gear quality and melee weapons early game.

I just got bored to death of the pirates or even Rimsenal units spawning with pistols and weaker weapons early-game, there is no real sense of danger or powerlessness. 

As for the odd spawn rate, I'm guessing it's due to the pirates having a cheaper ticket for their heavy units, which is why they get the Doomsday launchers. WM has rockets that wouldn't be disposed of after one use, so I kept their ticket higher than the pirate heavies, especially since as you said, the quality of their items are high.

As for late game and you feeling as though their threat is now underwhelming, I believe that needs more testing. It's odd alright that they are sending weak units to you, since as I showed you earlier on I got a platoon of HOUND units to attack me that absolutely destroyed like 4 separate reinforcements from British SAS, Royal Marines, Army and Task Force STALKER.

It took me spamming the PC Comms for reinforcements to lessen my casualties, even then I lose 3 good colonists.

I suppose it's all the luck of the draw, if you get War Mongrels with high quality gear early game to fight you, or Elite Crew/Pirate with measly knives. Then there's endgame as well, when sometimes they do not send special units or the MBTs.

Whatever's the case, there will be worse enemies to come, I'd say these need more testing. Hope you understand.

I have plans for animated backstory trailers of the faction, and this would explain their quality of gear. Especially with Umbra Company being a colony that was there before you, and War Mongrels being funded by shady megarich people with ka-jillion dollers. Really it was all an excuse to make their units stronger.

At the end of the day, there are more sci-fi themed mods out there, and weaponry. The modern tacticool factions I do are no threat when you get to endgame gear, especially after I finish developing these new DOOM techs meant to make it easier to have super soldiers.

Please feel free to let me know what you think of this response, I'm sleepy so I may have not made sense and I need to know for chickening reasons
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 03, 2018, 12:33:09 AM
Well, hey, i enjoy it even though at times it seems overwhelmingly hard earlygame, so don't mind it - keep it the way you like. I mean there isn't even whole functionality of the mod in, like red phones which has the potential of changing gameplay entirely and reinforcement waypoints stuff too (i still hope for it). If you intend to keep it that way - i am more than fine with it. I ll play more and give more feedback on lategame balance stuff a bit later - got my 24 hour shift done and i am hosed as all hell. Will be trying to get to 3-4k threat points level raids.

I hope you'll consider adding sieges and sappers to your factions, because those will make for a lot more diverse and fun experience late game. Like assaulting a siege camp with allied forces.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 03, 2018, 12:54:14 PM
Quote from: Canute on June 02, 2018, 02:07:52 PM
The new armor look's sharp/detailed then the old before. Good work.
But too bad it is wasted artist work for this little grafic ingame IMO.

Never a waste if little people on-screen get to look tacticool, it is a lifetime mission for men and women alike to dress tacticooly so everyone can tactically get along

Quote from: Madman666 on June 03, 2018, 12:33:09 AM
Well, hey, i enjoy it even though at times it seems overwhelmingly hard earlygame, so don't mind it - keep it the way you like. I mean there isn't even whole functionality of the mod in, like red phones which has the potential of changing gameplay entirely and reinforcement waypoints stuff too (i still hope for it). If you intend to keep it that way - i am more than fine with it. I ll play more and give more feedback on lategame balance stuff a bit later - got my 24 hour shift done and i am hosed as all hell. Will be trying to get to 3-4k threat points level raids.

I hope you'll consider adding sieges and sappers to your factions, because those will make for a lot more diverse and fun experience late game. Like assaulting a siege camp with allied forces.

Sieges are broken for the factions with mechanoids, the 1337 Krew since they have no tanks have it. Maybe some crazy Artillery vehicle one day? Bwahahaaha.

And youre right, gameplay will definetely change when more features come, mission board and reinforcements
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 03, 2018, 01:01:17 PM
Why and how exactly sieges are broken for factions with mechs though? Can something be done about it?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 03, 2018, 01:42:09 PM
Quote from: Madman666 on June 03, 2018, 01:01:17 PM
Why and how exactly sieges are broken for factions with mechs though? Can something be done about it?

I couldn't specify which units can siege, so the game automatically picks, they order APCs to build sandbags and to operate the mortar. Unfortunately BTR-70 has no hands, just wheels, so the game bugs.

Mechanoids themselves have seiges disabled, and if you went to dev mode to force them to siege, a bug happens and they are stuck with blueprints since they dont know how to build sandbags.

I'm sure it would be possible to make a custom raid event for each faction with custom units, but its more unecessary work and commission money spent for something so minor, hope you understand
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 03, 2018, 03:59:01 PM
Yeah, i see now. What about sappers though?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 03, 2018, 08:38:17 PM
Progress Report for Union Aerospace:

UAC "Raven"

(https://i.imgur.com/ocQNCVG.png)
Before (A17)

(https://i.imgur.com/mcT7JLr.png)
After (B18 WIP)

Far from done, will do the other Raven body types sometime and then move on to the other armors.

- Raven
- Wildcat
- Shepard
- ASP
- UAC Elite

(https://i.imgur.com/XtDcLzV.png) (https://i.imgur.com/hSLamnx.png)

- Praetor Suit (planned new texture, similar to lost files shown above)

So for the old praetor suit, I will keep the cartoony version for DOOM kit, I have a lost WIP of the 2016 version, this will be scrapped and I will make a version which I hope will be even better to match with the other new UAC styles.

I've got multiple projects to help others with at the moment, as well as important jobsy lifey stuff, so I won't have the same amount of time to give modding as I used to, but thankfully, with all I've learned, I know how to make mods twice or even more times faster than I did when I first began.

Quote from: Madman666 on June 03, 2018, 03:59:01 PM
Yeah, i see now. What about sappers though?

I believe sappers are the "Smart" raids, I do have those already on, sometimes in cases like Umbra Company spec ops raids where only special forces spawn, they have every other raid strategy disabled except for an immediate smart attack

Edit: Brand new front page art!

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

Old

(https://i.imgur.com/25AQ3ej.png)

New
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 04, 2018, 06:04:27 PM
Progress Report for Union Aerospace:

UAC "Wildcat"

(https://i.imgur.com/k2Pyjnu.png)
Before (A17)

(https://i.imgur.com/1UPzspo.png)
After (B18 WIP)

Brand new Wildcat, haven't done the other body types yet, hope it won't be too hard.

UAC "Raven"

(https://i.imgur.com/ocQNCVG.png)
Before (A17)

(https://i.imgur.com/ia04vx0.png)
After (B18 WIP)

Raven color scheme for helmet has been changed to fit the uniform, matching the classic look. I tried the old color scheme but it didn't fit Wildcat armor type, and it just didn't look right having different looking uniforms for units, the colors had to match.

Gotta redo my CV real quick before I sleep and pack my stuff, first day for Military college tommorrow. It's no boot camp but they're gonna put me through all the boot camp training to prepare me for the real thing.

Tommorrow is selection and some kind of interview, hope I pass it. Take care all!

- Raven
- Wildcat
- Shepard
- ASP
- UAC Elite


Sneak peak for DOOM events progress:

Mehni (one of the bestest coders ever) offered some help with creating an event for the Cyber Demon

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

I was sent a mod test with a custom incident worker, it was oddly named, something about billiards and cows and chickens being eaten

So billiards land from space, things are on fire, psychic drone. I shoot billiards table, nothing happens

(https://i.imgur.com/uI6zRyg.png)

My reaction when as follows

(https://i.imgur.com/hiE7VZ1.png)

Bad thing happens as follows (mad animals as place holders for DOOM demon bad guys in their own custom faction)

(https://i.imgur.com/X9I4rWb.png)

I spam friendlies in dev mod just to get some help while my test dummies get away, and the muffalos and cows proceed to eat the British SAS and Task Force 141, as such

(https://i.imgur.com/4pVYsVE.png)

Also, Mehni found an old code by Yaluzan, which makes dead things explode in skull pattern, which will be neato burrito for monsters, I'll be saving it for a boss fight.

Everything here is a place holder, animals coming out will be demons, and the billiard table landing will be an even more evil billiard table, with the UAC logo so you assume it's all their fault because somewhere in space they had a facility overrun by evil muffalo cows


Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 15, 2018, 01:17:37 PM
One more thing which would be extremely nice to have - a collection of all your tied mods in one archive. Its a bit of a pain to update all of them once update hits, so it would be really convenient to just one single file and extract it to your mods folder overwriting old versions, or clearing old ones first.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on June 25, 2018, 04:12:18 AM
Quote from: Madman666 on June 15, 2018, 01:17:37 PM
One more thing which would be extremely nice to have - a collection of all your tied mods in one archive. Its a bit of a pain to update all of them once update hits, so it would be really convenient to just one single file and extract it to your mods folder overwriting old versions, or clearing old ones first.

Can you please explain what you mean? I'll see what I can do for the new 1.0 files



Road to 1.0 and the many many updates
(https://i.imgur.com/1ZLu0vr.png)

- Commissions are back! (as soon as Jecrell isn't busy updating his own mods)
- First priority for commission is mission board that allows recruitment and a reinforcements beacon
- First faction to be updated and converted to 1.0 will be Task Force 141 and the other small ones that do not have vehicles, or at least as planned.
- Many items will be removed (e.g. Multicam sleeping bag, multicam IFAK) to reduce clutter and unecessary duplicates
- Parkas from the US Military Kit will be temporarily removed until I solve the "tribals with tacticool parka" issue, which Canute already gave a solution for.
- DOOM Factions update is once again on hold now, won't be able to be released for B18, sadly since there's not enough time to make it, assuming 1.0 doesn't get delayed for months.
- Many more to come, when I'm not bleedin' busy


1.0 and the many defname changes such as "ComponentIndustrial" and other silly things like building rubbles are kinda annoying, I found it a bit unecessary, along with the complete removal of electric damage, which means more fixing for the weapons I made that used electrical damage and armors that used electric protection.

Oh well, it's what we're here for.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Umbreon117 on June 25, 2018, 09:14:08 AM
I think Madman666 meant "Putting all your mods into one giant mod, so we can download one big thing rather than a dozen and one small things"
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 25, 2018, 03:49:14 PM
Quote from: Chicken Plucker on June 25, 2018, 04:12:18 AM
Can you please explain what you mean? I'll see what I can do for the new 1.0 files

I meant creating one zip (or rar) archive, that contains all your mods. So that people can download whole bundle with one click and quickly extract with a second click into mods folder. Then decide and delete what they don't want to play with.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Umbreon117 on June 26, 2018, 08:33:24 AM
Quote from: Madman666 on June 25, 2018, 03:49:14 PM
I meant creating one zip (or rar) archive, that contains all your mods. So that people can download whole bundle with one click and quickly extract with a second click into mods folder. Then decide and delete what they don't want to play with.
Oh, so like Vegetable Garden does?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on June 26, 2018, 12:27:22 PM
Quote from: Umbreon117 on June 26, 2018, 08:33:24 AM
Oh, so like Vegetable Garden does?

Yep, VG has a way to just download all mods from one link. Though with VG i get it all updated through Steam.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: RimworldOx on July 04, 2018, 02:38:20 AM
Oh wow... didnt know you were funding a MJOLNIR project.

I have great interest in such a thing, personally.

He stopped working on it? If I wanted to fund it myself should I go straight to him? What are your thoughts- was gonna maybe wait to commission anything till after 1.0.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on July 16, 2018, 08:36:32 AM
Quote from: RimworldOx on July 04, 2018, 02:38:20 AM
Oh wow... didnt know you were funding a MJOLNIR project.

I have great interest in such a thing, personally.

He stopped working on it? If I wanted to fund it myself should I go straight to him? What are your thoughts- was gonna maybe wait to commission anything till after 1.0.

Yellow, pardon the late reply. No I haven't commissioned any SPARTAN project, just thoughts. Meanwhile, that's O Negative's department since he's the author of HALO weapons, he's handling some HALO uniforms, I only proposed to him a full-scale project.

All these big plans are starting to get further and further away from my grasp since I'm getting busier now.

________________________

Just working on some more clothes for Rimmu-Nation clothing, since I feel the small amount of selection has gotten bland. I wanted a break from the stress of bigger projects anyway, especially with the coming 1.0 mass updating (rip).

Took some clothes from PUBG and one jacket from The Division, maybe I'll do more, but there'll be headgear and onskin outfits coming with these for the player generation. I thought it would spice things up for Rimmu-Nation clothing users.

PLAYERUNKNOWN's Trench Coat
(https://i.imgur.com/0bBRa54.png) (https://i.imgur.com/md8eT21.png) (https://i.imgur.com/Hk706fo.png)

Trench Coat
(https://i.imgur.com/bWf9x3h.png) (https://i.imgur.com/t6VWAPF.png) (https://i.imgur.com/vUxmgAo.png)

Urban Camo Jacket
(https://i.imgur.com/avNAFBy.png) (https://i.imgur.com/n3aX59C.png) (https://i.imgur.com/XeSIO6J.png)

The Division Jacket
(https://i.imgur.com/HkeKl9s.png) (https://i.imgur.com/DTGu7m8.png) (https://i.imgur.com/HsRd6iX.png)

In the meantime, I have to help with wookiees mod, bug fixes now and then when tgrimm92 breaks the mod, and albion with texture requests.

I'm trying to get by one day at a time with the physically demanding college I go to, and the job I do every saturday that requires me picking up trash and lifting other heavy crap.

If you guys ask me if I miss doing all nighters doing Rimworld mods, yeah I miss it, but I can't say I wanna turn back on what I have now.

It's been quite the adventure outside. Till next post guys.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 20, 2018, 07:28:21 PM
These outfits are planned for an upcoming Rimmu-Nation update, which might be pushed during my 2 week holiday after next week as of this post.

They are some tacticool gear from games I've played that some of you may have either, I thought it would be cool to include them for Rimworld. Some of these outfits cost a TON of money on the virtual market, which is nuts cause they're virtual items for physical currency. *cough* PUBG I'm looking at you *cough*

Special thanks to "Richard Nixon", not the president, the Discord user. Approached me this weekend to talk about modding, and it sparked my interests again, so I went out my way to try and get progress.

_______________________________________

"Nomad" outfit from Ghost Recon: Wildlands
(https://i.imgur.com/1yuZHa1.png)

"Agent Ryan" outfit from The Division
(https://i.imgur.com/5Rjpjlx.png)

"PLAYERUNKNOWN" outfit from PLAYERUNKNOWN's Battlegrounds
(https://i.imgur.com/rUW7Nlq.png)

Other generic player outfits from PLAYERUNKNOWN's Battlegrounds

(https://i.imgur.com/6MMjDqs.png)

(https://i.imgur.com/b4Tepxq.png)


_______________________________________

SITREP:

Hello all, I'm sleepy. I have had several months of physical progress at MPCT college here in the UK.

I've lost a lot of weight since I started at June the 5th, the military college has helped me a lot to work towards my goal of having a career as a combat medic in the future.

Of course progress comes with costs and sacrifices, my hobby modding and making Rimworld content has taken a huge hit, by now I would have several 1.0 updates, but unfortunately, that's not the case since I have had little time for it.

My struggles have included dealing with temptations and thoughts of quitting since living outside of the comfort zone comes with a huge price and a demand for dedication.

I hope I can at least leave some functioning mods before I am completely consumed by the real thing, if I make it to boot camp.

I'd like to thank you all for the support, that's no generic thank yous, every comment, suggestion and complement or download has kept me going on these. I can't have you all running around in 1.0 stable without proper tacticool equipment under fire. I'll be with you shortly.

Take care all, till next post!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 21, 2018, 06:15:06 PM
So, I'm looking at Emerson Tung's work from his ArtStation stuff. (As I have with DOOM power armors)

I felt like making a power armor along with the Rimmu-Nation update, and I thought the Utilitarian Power Armors would be the perfect choice since I'm removing it from the UAC mod anyway.

The Utilitarian power armors would be outside of the UAC faction, players could use it for just running around with some advanced protection before the DOOM factions mod get remastered.

_______________

This is the original A17 UAC Utilitarian power armor.

(https://i.imgur.com/bzg2oGC.png)

I am no longer leaving this in the future UAC factions update, because it's not even UAC equipment. There was an armor for the utilitarians, but no helmet. I find this super outdated and not accurate to the original product I intended to copy.

(https://i.imgur.com/3UYsqyN.png)

This is the current thing I have. This will be a new piece of equipment for end game Rimmu-Nation gear. I bleedin' struggled drawing the helmet, but I'm happy with the results. I think there's an improvement there somewhere.

Took me around an hour to do just a front view for the hulk plus the helmet, but when I get the hulk views done, the other body types follow, easy peasy.

Based on of the concept arts of the Utilitarian Power Armors for DOOM 2016 multiplayer.:
(https://i.imgur.com/9vWYU8J.png)
by Emersun Tung

I'm looking forward to this Rimmu-Nation update, lots of crossover outfits from other games. I'll be looking at possibly some Resident Evil or Tomb Raider outfits and some hairstyles.

I actually haven't finished the PLAYERUNKNOWN onskin yet, and I already start another outfit. I like doing new things to keep things fresh I suppose, it can get boring if you are three days in and you're drawing the same bloody shirt still.

Till' next time.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: rawrfisher on August 21, 2018, 06:33:39 PM
I'm looking forword to some weapons capable of allowing my colonists to hold out against the massive raid swarms without half the base being broken down
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 21, 2018, 06:51:50 PM
Quote from: rawrfisher on August 21, 2018, 06:33:39 PM
I'm looking forword to some weapons capable of allowing my colonists to hold out against the massive raid swarms without half the base being broken down

There's firepower available from this mod:
(https://i.imgur.com/o33l9ez.png)

especially with the last update that included these:
(https://i.imgur.com/b6UK8Sq.png)

There have been complaints about the SAM Turret being too overpowered, but it was an endgame solution that required about three different things researched: Sentry Guns, Mortar and Multi-Analyzer. Not to mention they take about 3000W to run.

They're also not too effective against fast moving hostiles, unless you have more than one, activating the SAM too close to your base can cause your own hardware damaging your home.

If that wasn't enough or the other turrets, there's the end game weaponry from Resistance Retribution. Auger allows you to fire through walls, Longbow 1S-1K has a 1000 damage towards durability, guaranteed loss of some body parts if you manage to miss anything important.

The current stuff I'm focusing on now is more variety for outfits on creation screen, plus a taste of DOOM gear because the update is far away for now.

Current Goal: Get Rimmu-Nation out first for 1.0, so even if the other military themed mods are not updated, there will be enough tactical advantage for players who wanna use these equipment. Assuming they prefer my mods. (rip, fat chance)

(Rimmu-Nation B18 source here: https://ludeon.com/forums/index.php?topic=37014.0)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: rawrfisher on August 21, 2018, 07:06:30 PM
I play the unstable.  Been waiting for compatible versions of your mods.  Even if just rough ports
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on August 22, 2018, 08:08:11 PM
love your work going to miss you if you leave .
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 25, 2018, 06:59:58 PM
(https://i.imgur.com/YPeiyng.png)

So, "Wasteland Republic" is actually a colony I made up during A15. The lore of this faction pretty much goes with the game's lore, it's heavily inspired by the NCR.

Before I was in the modding business, the standard outfit for everyone in vanilla is a duster, a helmet and a body armor. I'm gonna do something like that for this faction, they're gonna be using some basic looking M4s or M16s, keep close to that apocalyptic feel hopefully.

(https://i.imgur.com/4C8brku.png)

Soldier uniform, I thought it looks cool anyway despite it being for common grunts. I chose the desert DPM cover for the PASGT helmet, navy blue shirt and some jeans. IBA, standard.

(https://i.imgur.com/IwFW9Dw.png)

Rangers were tricky, had to come up with an original power armor cause I didn't wanna take power armors from other games. This one is heavily inspired by the Recon armor in Halo as well as Raven armor from the UAC. I wanted to move away from the NCR but not too much.

I call this "Sentinel A1", you will be able to wear this with a jacket unlike most power armors.

For the black or dark grey cowboy hat? I took a look at Arizona Rangers for that. The badge for the W.R. Rangers were taken from Arizona Rangers also.


(https://i.imgur.com/C3r39F5.png) (https://i.imgur.com/jJT7Y5B.png) (https://i.imgur.com/i8Kdezx.png)
Commander: Betty "Five-O" Lester

Marty Robbins - Big Iron
"Now the stranger started talkin' made it plain to folks around
Was an Arizona ranger, wouldn't be too long in town"


Lore Stuff:
Wasteland Republic, originally established in 5474. Disbanded in 5477 due to the loss of their main headquarters and all major leaders. After the fall of their main base, remaining soldiers either abandoned their posts or were hunted down for their ideologies.

The Republic's core values were courage, respect and selfless commitment. Their plan was to create law and order in a dog eat dog world. This disrupted pirate band drug and human trafficking crimes, which caused the Republic to be infamous among outlaws.

One surviving Ranger (Betty Lester) of the old Wasteland Republic has braved the Rim Planet and slowly rebuilt the colony piece by piece. Since the fall of the original Republic, equipment has improved. Funding comes from seized resources taken from enemies, anyone deemed a threat to the peaceful lives of law abiding citizens.

Betty being a junior Ranger, lost all her friends and mentors during the fall of Wasteland Republic's main base. She was the only one left standing among the rubble and ashes. She buried her comrades one by one and left the base to start over, doing mercenary and bounty hunter jobs to survive. After some time, she has inspired and given hope to many that needed help.

5500, Wasteland Republic has officially been re-established.

"We must expend steel and fire, not men" - General Van Fleet

This principle is also something the brave men and women of the republic believe in. They go through such lengths to expend as much resources as they can to make sure that lives are not placed over silver and gold.

If your colony is in need of help, the Wasteland Republic is a friend you can rely on.

Coming soon to 1.0..

(ETA 1-2 weeks for RN: Clothing and RN: Weapon updates, after that all else follows.)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: rawrfisher on August 25, 2018, 07:06:35 PM
Sounds good. 
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on August 26, 2018, 04:08:46 AM
shes awsome :D is she a premaid leader we will see in game ?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 26, 2018, 12:46:26 PM
Quote from: Smexy_Vampire on August 26, 2018, 04:08:46 AM
shes awsome :D is she a premaid leader we will see in game ?

Hey there, unfortunately I can't do that in the game since Tynan super mega hardcoded naming colonists without epic C# knowledge, so it's just a backstory I had.

I had plans of a Rimworld animated webisodes, she would've been a major character
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on August 26, 2018, 02:16:43 PM
What do you would think to add a scar to betty ?
Like a blade scar through the eye or cheek ?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 26, 2018, 05:28:30 PM
Preview artworks:

(https://i.imgur.com/F3HzjEM.png)

Final logo version

(https://i.imgur.com/T0TRnRv.png)

Five-O in a duel

Quote from: Canute on August 26, 2018, 02:16:43 PM
What do you would think to add a scar to betty ?
Like a blade scar through the eye or cheek ?

Well, I didn't get too much into the character. I had this whole backstory for Betty, I really wanted this character for the animated series, the problem is finding a voice actress that I won't spend an arm and a leg for.

I'll type a lot of story related stuff about her character, but if you don't wanna read it all, the thing about Betty is that she has a curse.

________________________________________________________
Exposition time:

"what the hell kind of name is Lester for a little girl like you? I knew a Lester once, he touched little kids. He ended up getting Five-O all over him!"
"FROM NOW ON I'M GONNA CALL YOU FIVE-O YOU UNDERSTAND?!"

- Instructor Ernie

Betty joined the Wasteland Republic at the age of 15. Had a best friend nicknamed "Fancy Pants" by Instructor Ernie for raising her hand during the first day of training and asking if she gets to have a better bedroom.

A year into graduating, she and Fancy Pants went missing during a sandstorm a few miles away from the main base during a patrol, and found themselves within the reach of an ancient site.

This ancient site had strange markings, Betty being a foolish young girl tampered with this stone right before being reunited with their section commander who was yelling at her and Fancy Pants for getting separated.

Fast forward to two years, it is now 5477. She is a Junior Ranger in training, her and her best friend are battle hardened. They are the ones called for dangerous situations, especially ones involving Mechanoids.

After sundown, Pirates land in drop pods to attack Wasteland Republic's power station which has a warehouse full of batteries connecting to everything else. The pirates set the building ablaze destroying and cutting out several sources of power which lead to gun turrets being disabled.

Rangers were sent to breach and clear out the warehouse after peacekeepers have failed to neutralise the invaders. Several peacekeepers were recovered and sent to the clinic, some not making it.

Soon after, another group of pirates land within drop pods near the heart of the base close to where new recruits train and live, they were taken out and Rangers arrive late, wounded and were still rescuing survivors of the earlier attack.

A huge group of Manhunter wargs suddenly come from the south during the second pirate attack. Several peacekeepers are now out of action, Rangers are mostly what's left, picking up the wounded, nobody is able to tend to all the ones already in hospital beds. People start bleeding out.

Mechanoid hive attacks immediately, a large swarm of Scythers and Centipedes.

Mechanoids take the lives of multiple Rangers and whatever remaining Peacekeepers left.

Betty is downed within the burning barracks that is build inside a cave. Both entrances have mechanoids waiting outside, one is burning down.

Fancy Pants attempts to kill the remaining centipedes with a triple rocket launcher taken from the armory but dies from a headshot. She was trying to clear the entrance to rescue her friend.

Betty miraculously gets up, picks through the cave walls to access the armoury room which is built nearby. She kills the remaining mechanoids with multiple triple rocket launchers.

Morning comes, all the wounded in the clinic have bled out.

After the series of events, Betty Lester realizes during her career of bounty hunting and mercenary jobs, she cannot die. She has never lost a limb, she has never had a single scratch on her. Though she sustains injuries, it's never fatal.

She looks back during her time as a young peacekeeper, she remembers the ancient site. Attempting to find the ancient site again, it's never been found by her again to this day.

-End of story-

Oh wait, I forgot to add.

-Not end of story just yet-

The downside of her supposed "Immortality", anyone she ever sticks around with long enough, or gets attached to. Any group of people she spends plenty of time with eventually all die, and she gets to watch.

She gets to live and they don't.

No matter how secure or unlikely, events take place that lead to the deaths of those around her.

This is why she became a loner. After rebuilding Wasteland Republic, she has spearheaded an operation to find the ancient site again, or find a way to beat death itself by finding a Resurrector Mech serum and finding a way to reproduce this device in an attempt to get rid of the curse.

- Story just bloody began lad -
________________________________________________________

Forgot to add these in, so another edit. (rip)

(https://i.imgur.com/Ruz7oVJ.png)

"Big Iron A1" - Revolver made by the Wasteland Republic, named after a Marty Robbins song titled "Big Iron" about a Ranger who defeats an outlaw in a duel.
Original Sketchfab model by: GMoreau

(https://i.imgur.com/tNujn38.png)

"XM-Boomstick" - A prototype shotgun produced by the Wasteland Republic, designs based on the old double barrel design, powerful plasma pellets come out. Named after the main character's "Boomstick" from classic movie Evil Dead: Army of Darkness.
Original Sketchfab model by: Mihai Muscan

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

"Felina A1" - Named after the woman mentioned in another Marty Robbins song "El Paso". When you fire on whatever this rifle is aimed at, it's goodbye Felina.
Original Sketchfab model by: McCarthy3D

(https://i.imgur.com/h2vWW9i.png) (https://i.imgur.com/YlJrtKi.png)

Planned rations for the W.R. all falloutsy style inside a steel lunchbox. I might just use the old MREs and get rid of the lunchbox food, it's not necessary but I wanna know what some of you may think. The "Cola" is gonna be called "Rocket Cola", just because I love Nuka Cola and Rangers.  :P
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on August 27, 2018, 03:30:09 AM
QuoteWell, I didn't get too much into the character. I had this whole backstory for Betty, I really wanted this character for the animated series, the problem is finding a voice actress that I won't spend an arm and a leg for.
Start a call at the Generall discussion at the forum or steam.
Maybe you can find some talented female amateur for your series ! :-)

Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on August 27, 2018, 07:43:24 AM
i want her more as a pawn now :D pew pew
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 27, 2018, 05:58:57 PM
(https://i.imgur.com/T1cYX9U.png)(https://i.imgur.com/9JOC5l3.png)(https://i.imgur.com/H8HrHNh.png)

New Peacekeeper IBA. Using the new flag, new more customized details and olive color.

(https://i.imgur.com/1DQmevi.png)(https://i.imgur.com/ER1TDG6.png)(https://i.imgur.com/j2QsRLI.png)

New PASGT helmet for Peacekeepers. One standard version, one CBRN for fallouts.

(https://i.imgur.com/jtuuSo7.png) (https://i.imgur.com/FrFAJ6J.png) (https://i.imgur.com/UpFKsRg.png)

Helmets are now using "Mitchell camo" which is the camo used for M1 Helmets during the Vietnam War. I thought it would be better to use the original concept I had for the W.R., they were supposed to be old school.

Concept for the series:
(https://i.imgur.com/9MMtX8x.png)
(Vlad looking down the barrel of his weapon on the left, "Padre" staring at Vlad in contempt. Five-O is taking a colony photo.)

I may write a concept of the series and post it in one of the sub-forums, will stand-by for that.
For now, I will tell you Vlad's story.

(https://i.imgur.com/XTHlj3H.png)
"Vlad"

Vlad is a member of the "Last Man Mercs", a raider faction that profits from drug smuggling and contracts.

Vlad was a "cryo-baby" (pejorative term referred to those who came from cryocaskets, they awake with many questions similar to new-born babies) along with some of his surviving family members. Being pressured to find work, Vlad was recruited by LMM leader who goes by "Clucky".

Clucky is an individual that does not believe that there is an objective sense of morality. Those who join this small raider group of his, either end up being corrupted by this person's ideals and follow him blindly or they disappear.

Vlad being a very special boy, believes he joined a biker gang and constantly refers to the Last Man Mercs as the "Last Man MC" to Clucky's annoyance. Vlad also dislikes participating in raids or contracts unless it involves heists or non-violent operations.

The LMM one day found out Vlad has a sister and has constantly made jokes at his expense.

One day, Vlad finds a Ranger named Betty and a cryo-baby nicknamed "Padre" and opens up a friendly conversation with them. Vlad was being observed by an LMM grunt, and reports this to Clucky and other lieutenants. Clucky decides that they want to either get rid of Vlad or finally find use for him, so they pressure him to perform a solo raid for these individuals that he met at the bar.

Being followed to Five-O's safehouse, a humble wooden barrack, they give the green light for Vlad to attack at night.

Vlad being inexperienced at raiding, knocks at the door politely at night and Five-O takes him down seeing him armed after opening the door and he is imprisoned and interrogated. Padre talks to Vlad and decides to let him go, a decision Five-O was not happy with.

Vlad seeing the contrast of how these two have treated him with kindness in comparison to the bullying he gets from his own crew, decides to leave and report to Clucky.

LMM, believing Vlad was dead, was rejoicing until Vlad comes in to let them know he is leaving and is taking his stuff before he goes. Frustrated by the failure to get rid of this individual, Clucky decides to raid the colony they know Vlad will be joining.

Night time comes, the raiders move in and take down Vlad and Padre with ease. Realizing that there is one missing colony member, before executing the two, Clucky demands for the last colony member to appear and starts a countdown before firing.

Five-O catches them off-guard with her big iron and accurately destroys all their firearms. The LMM retreats in fear and they won't be back for now..

That's the story of how Vlad joined the Wayfarers.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 28, 2018, 04:16:51 PM
(https://i.imgur.com/Qzu48H5.png)

About:
A band of mercenaries that profit from drug trafficking, raiding, theft, assassination and last but not least, human trafficking.

One of the things the Last Man Mercs are well known for is their "Shoot first, ask questions never" policy. They fire upon both hostiles and unarmed civilians on sight.

The crew was formed by an ex-military individual with a tilted view on morality and a dangerous charisma that inspires others. Aside from committing crime and shooting anything that moves, they also have a politically fuelled crusade to "Make Rimworld Great Again", which translates to: wiping out any individual with tribal blood or space refugees that dare to land on this planet whom they call "Waste of oxygen".

Their motto? "Till the last merc".

(https://i.imgur.com/I4OQzEt.png)

I'm now working on this faction, something I didn't expect to work on at all till Vlad's character showed up. The idea is the faction uses a red combat shirt and wears all black.

I hope I don't get any steam for their faction being political, this is based on an irl clan I was once a part of full of abrasive guys and offensive jokes. I thought it wouldn't be bad to Rimworldify them.

Some with sharp eyes would notice that their gear is not even as good as Umbra Company's, that's intentional since this is a small time band of mercenaries, not as elite and well trained.

I'm gonna release this alongside Wasteland Republic for B19 with Rimmu-Nation Clothing and Weapons. Deadline is before next Monday's sunrise, so I am dead serious about getting some stuff done.

__________________________________________________
Here in my garage with my coding updates, but wanna know what I love more than my coding updates? My updated textures that are more accurate to their real life counterparts.

Old FAST helmets: (for comparison)
(https://i.imgur.com/VMXHV5F.png)(https://i.imgur.com/MpD8UXV.png)(https://i.imgur.com/xC7V5Dj.png)

(https://i.imgur.com/qrhwS8Y.png)(https://i.imgur.com/IyYHAjr.png)(https://i.imgur.com/9Q4fLoR.png)

New FAST helmets:
(https://i.imgur.com/nZys4sO.png)(https://i.imgur.com/kt2XQXK.png)(https://i.imgur.com/B6AWnlJ.png)

(https://i.imgur.com/1iA0GBm.png)(https://i.imgur.com/ueIGB2R.png)(https://i.imgur.com/PoSJYL7.png)


Battle Dress Uniforms/Combats: (Currently WIP, quality takes more time now)
Old OCP BDU: (being phased out)
(https://i.imgur.com/r0Ydo5B.png)(https://i.imgur.com/ELpsMYj.png)(https://i.imgur.com/siPgeyL.png)

New Multicam BDU:
(https://i.imgur.com/x7JTA9E.png)(https://i.imgur.com/MP6JHWG.png)(https://i.imgur.com/ul6FiRt.png)
__________________________________________________
Got plans for video game character hairstyles and outfits that may come with Rimmu-Nation clothing (unless someone wants to stop me before I release it)

The same hair Five-O is using is actually from an unreleased A17 lara croft hair mod I made that I thankfully recovered when my hard drive got busted (thank you random google drive uploading)

(https://i.imgur.com/GmCG97S.png)(https://i.imgur.com/CIQp3OU.png)(https://i.imgur.com/MPk271Q.png)

Ideas for Jill Valentine from Resident Evil, Juli Kidman from Evil Within, Paz from Metal Gear and many more waifus. Maybe I would do some male ones too though I think my buddy Odstriman has done a good job with a few I wanted to make.
__________________________________________________

Here's progress on the animation, last but not least.

I had to halt all of this because unexpectedly, B19 came out last night and now the pressure is on for updates.

Logo: (Maybe final, maybe not. I wanna hear some opinions first.)
(https://i.imgur.com/RunpKTx.png)

15 seconds of the opening sequence
(https://i.imgur.com/kQqJCmp.gif)

Any ideas on what the current setting is, year or what may be happening so far? Lemme know, cheers!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on August 28, 2018, 05:24:38 PM
Wow, faction count just keeps rising, eh!) Amazing. Can't wait to get all that goodness!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 29, 2018, 10:28:29 AM
Quote from: Madman666 on August 28, 2018, 05:24:38 PM
Wow, faction count just keeps rising, eh!) Amazing. Can't wait to get all that goodness!

Yes it is, I'm glad you are excited, I am too  8)


____________________________


News on the mission board and reinforcements, Albion is working on it, author of Sparkling Worlds


It's gonna be sweet! I'll talk more about it soon.

____________________________

(https://i.imgur.com/xIfW4hj.png) (https://i.imgur.com/zsKygdt.png) (https://i.imgur.com/7i5rG8r.png)

I finished the template for fatigues and now I can mass produce using my new style. Though there's more issues, I have to bleedin' make a new body armor template because the old method I have is just so impractical and outdated for me now.

Here's what I got:

(https://i.imgur.com/LKGG2Sv.png)
(Note: stuff are brightly colored, I can easily change them in photoshop later, I just made them bright colored so I can see the teeny tiny textures easier and to avoid confusion.)

What you folks are looking at is an early version of the brand new IBA template, I'm scrapping the old one so I can easier make body armors for the future. I also decided to pre-make pouches and accessories now so I listed and made some of the ones I've used for a while now.

I'm hoping this can allow me to just make body armor and not worry about the attachments, cause I can just copy paste from the presets I've made.


More time taken out of updating mods, but refining the textures mean an investment for the future. I will be able to update despite having very little time, or make new mods this way due to a more efficient and tidy template.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on August 29, 2018, 04:42:15 PM
Rebalancing so many weapons and armor, unit combat points and etc must be a huge pain in the bum. I am really grateful you keep pouring your time in this amazing project. With a couple other mods that add some more flavor to interfactional events such as More Faction Interatcions it will be absolutely fabulous. Hype!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 29, 2018, 05:19:15 PM
Quote from: Madman666 on August 29, 2018, 04:42:15 PM
Rebalancing so many weapons and armor, unit combat points and etc must be a huge pain in the bum. I am really grateful you keep pouring your time in this amazing project. With a couple other mods that add some more flavor to interfactional events such as More Faction Interatcions it will be absolutely fabulous. Hype!

That's the best thing I'm looking forward to, Rimmu-Nation was always balanced around vanilla stats with some slight changes. So the new stuff won't be too hard to adapt to since I just have to tweak accuracy and damage. Sooner I can bloody play B19 eh?

(https://i.imgur.com/ymo2ACI.png)

Ladies and Germans, there is no slacking here. I've been working my bottom dollar off all day, the new formula for body armors are paying off, pouches are no longer a pain and organization is smooth.

I've made DCU and DPM fatigues for ol' times sake. I'm gonna make an available IBA version for Rimmu-Nation clothing to temporarily fill the void of the missing US Military Kit while I update everything for B19.

Goal by tommorrow is to finish all the body armors and harnesses, then get started on updating coding. If that doesn't get sorted tommorrow, there's always friday.

I know the weaponry and other mods I have that I don't plan on updating textures require less time to work on. I'm confident I'll have everything ready by Monday morning, or best case scenario, sooner.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on August 30, 2018, 10:43:47 AM
A Hideo Kojima Mod
(https://i.imgur.com/Jrb999v.png)

Militaires Sans Frontières:

Militaires Sans Frontières (French for; Military Without Frontiers) abbreviated as "MSF" was a private military company in the early 1970s founded and led by a legendary soldier known as Big Boss. The MSF is mainly known for the Peace Walker incident and their valiant efforts in successfully preventing nuclear war in the hands of a CIA rogue agent who developed a WMD named Metal Gear "Zeke".

In the days leading to the Ground Zeroes incident, an ex-MSF member Paz was brutally tortured by a Cypher clean up crew known as X.O.F.

This leak of information has lead to the destruction of MSF's Mother Base, cutting off their resources and manpower.

Surviving members who carry on the name of Militaires Sans Frontières, later found out that their leader Big Boss has started a new private army named Diamond Dogs alongside their ex-sub commander Kazuhira Miller operating within Afghanistan during the Soviet invasion for a revenge mission against the X.O.F.

The remaining MSF soldiers continue on their own.
___________________________________

(https://i.imgur.com/ouqN2iX.png)

(https://i.imgur.com/9LBC9Df.png)

Hey all, I got freakin bored doing the IBA and new tact harness. Before I lost interest in everything (including my interest in breathing) I decided to redo one balaclava from the Rimmu-Nation clothing set. This mask ended up making me wanna make a new bloody faction..

Psycho Mantis? Nuclear bomb?

Metal Gear?

Any Metal Gear fan please let me know if the MSF was done any justice, both uniform and the about page.

Any Metal Gear fan please instead comment on the textures if it's A-OK, I think I'm gonna pass on hearing what people think of my description. (Reasons below)
____________________
Edit: Man my grammar is not good, I just had to sort out the bloody description, looked like Mother Base when it was blown to hell.

Edit 2: Okay guys, in my defence for the excessive use of quotation marks, it's very difficult to summarize the plot of any Metal Gear game because of Hideo Kojima.

Edit 3: Pretend that description is a placeholder, I'm gonna sort it out later and cut it shorter because I feel like I just butchered the backstory of MSF.  :'(

Edit 4: Sorted out the description to be shorter and sweeter. I apologise to everyone who had to read the old one.

Edited by: Hideo Kojima
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on August 30, 2018, 12:09:53 PM
snake D: and firends *_* mgs sneeking suit?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 02, 2018, 03:58:44 AM
(https://i.imgur.com/H5CAY6j.png)
MRW I'm gonna leave modding one day because this feels like an unpaid full-time job and I just wanna play the game

Quote from: Smexy_Vampire on August 30, 2018, 12:09:53 PM
snake D: and firends *_* mgs sneeking suit?

Wasn't planning on it, neither was I planning on Paz' outfit but I got requests so now I guess I have to.

Been quiet for 2 days in a row, this was intentional since the deadline is closing in and my progress isn't close to finished at all. Needed concentration.

Current goal is to finalize Rimmu-Nation Clothing by introducing a tribal clothing patch, this patch would stop them wearing tactical winter clothing cause I got numerous complaints about tribals in camos.

Another goal is to update Rimmu-Nation Weapons so it comes released alongside RN: Clothing.


__________________________________
Progress report:

During Friday, I finished all the RN: Clothing armors I wanted done. I decided to keep the old version of "RN500" civilian for the sake of saving time, but I wanted to replace the old RN500 PMC variant.

May not be a popular decision, the RN500 PMC variant wasn't ugly, had good details. The problem?


Welp the hulk body type one looked great but the thin ones? Pouches shrunk with the bloody body. I don't want that anymore.

Thin PMC RN500
(https://i.imgur.com/NWrCnZx.png)

Thin New version of PMC RN500 (pouches stay the same size, just reduced amount of accessories)
(https://i.imgur.com/io01B3F.png)


Didn't have room on the preview below, but here's the new M1 helmet look. I got requests for Vietnam war theme fans that they wanted a more uniform look so here:
Old: (originally made by Odstriman, I added stuff onto it)
(https://i.imgur.com/p62M0jP.png)(https://i.imgur.com/jBL15Jn.png)(https://i.imgur.com/GNPljjG.png)

New:
(https://i.imgur.com/RerZiyY.png) (https://i.imgur.com/T1e3c9n.png) (https://i.imgur.com/z8lBS4B.png)


(https://i.imgur.com/y7gNqdY.png)


Added some combat jackets to go with each fatigue camo type now. More things planned soon.


__________________________________
Rimmu-Nation Weapons will receive a new preview:
(https://i.imgur.com/rFYCtXg.png)

Old Version:
(https://i.imgur.com/o33l9ez.png)

I have got minor progress on RN: Weapons, about 7 pistols now working, stats are being balanced based on calibre now, .xml coding is cleaner also. I have changed some textures and removed some weapons.

SAM turret will now be called "SSM" turret, courtesy of JayFoxley

Fun fact: I lost the original blank background for Rimmu-Nation's flag during my hard drive crash. It was almost impossible to make a preview. After taking multiple versions of each preview, I got to piece together what the empty parts would look like, until it was whole.

This new preview was a lot harder to make than it seems because of the lost files.
__________________________________

Anyway, enough boring fun facts around, here's real progress:
(https://i.imgur.com/SDWhvWV.png)

New updated body texture mod, I'm gonna re-release it as a sequel, like a bloody movie. I'm abandoning the old one.

I wasn't sure what to put on the preview, so I dressed people up because I didn't wanna flash nude drawings on steam workshop where kids could see, so I dressed them up in bikinis or whatever, and included a lot of comical stuff because I'm nervous about the thought of taking a naked body mod too seriously.

(https://i.imgur.com/4SPfZ97.png)

Currently finished textures (Fat body type will be finished after I sleep)


Looks like the updates will be pushed out to Tuesday or longer, but I know I can hit like 3-4 birds with one stone if this is all done right.

Chicken signing out.

(https://i.imgur.com/uqFWQHE.gif)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on September 02, 2018, 05:35:02 AM
we love you :D
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 02, 2018, 02:06:05 PM
Quote from: Smexy_Vampire on September 02, 2018, 05:35:02 AM
we love you :D

Love you too

____________________

Detailed Body Textures now live here: https://ludeon.com/forums/index.php?topic=43926.0

____________________

Monday deadline pushed back to maybe Tuesday or Wednesday. Need more time to finish new features and patches before I can bloody code.

Currently working on backpacks:

(https://i.imgur.com/I7gXWJo.png)(https://i.imgur.com/TnC39w8.png)(https://i.imgur.com/hntxCig.png)


Backpacks will increase carrying capacity for pawns, now you won't have to tame muffalos every few bleedin' seconds.

I'll make different kinds, small to this one so far being the largest (might add bigger ones later, trying to press time).


Thank you to Jecrell for his backpack coding! Without him there would be no tacticool backpacks.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 02, 2018, 02:15:40 PM
This is really damn amazing. Finally mining outposts will be viable without a horde of those smelly beasts. Damn, CP, you never cease to amaze. I really hope you'll stay in RW modding :)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on September 02, 2018, 03:54:25 PM
Yeah, truly awesome!
Will there be military style backpacks aswell(ie bergen/alice pack)?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 03, 2018, 10:44:56 AM
(https://i.imgur.com/G4pYbol.png)

__________________

Quote from: Madman666 on September 02, 2018, 02:15:40 PM
This is really damn amazing. Finally mining outposts will be viable without a horde of those smelly beasts. Damn, CP, you never cease to amaze. I really hope you'll stay in RW modding :)

I'm not the one to thank, the idea was always there but the skill to carry it out wasn't on me. Credit goes to Jecrell.

I'm afraid I can't stay here, it's just so much time taken from me. I absolutely love to do this hobby but it just doesn't pay bills and I find myself starting to struggle financially if I don't stick to a real job. I'm in a military college right now, so I'm trying to transition to a career in the armed forces.

I don't think I'll have time for this when that comes, the only reason I am here being active everyday is because I'm at week 2 of my 2 week holiday. Afterwards, it's back to inactivity.

Quote from: Rocket_Raccoon on September 02, 2018, 03:54:25 PM
Yeah, truly awesome!
Will there be military style backpacks aswell(ie bergen/alice pack)?

You read my mind, I wanted to make the bergen for old times sake because I love the bloody things. I actually wasn't gonna make the ALICE pack because bergen master race.

I'll see about adding it later or maybe working on it right now.
__________________
Current progress on Rimmu-Nation clothing:

I made some of my outfits from some of my favourite games, I'm gonna make a hair mod for video game characters as well, stay tuned for that.

I found myself with maybe too much clothing variants by now, the Rimmu-Nation clothing bench will have way too much clothing on it.

Solution? Well, maybe certain outfits, such as character specific ones (i.e. Last of Us outfits or the Division outfit) will not be craftable. Rimmu-Nation craftables will be the camos and the usual default looking PMC stuff.

(https://i.imgur.com/vX4BuKF.png) (https://i.imgur.com/4aFFLGX.png) (https://i.imgur.com/WAk46qe.png)

Speaking of PMC stuff, the pants are now dark grey. They change colors depending on material, and I thought the old khaki look was sometimes ruined by the color (i.e. synthreads)

(https://i.imgur.com/N2OeF3L.png)

These plaid shirts and character outfits will be available in character creation and from traders, but they will not be craftable due to the issue of having way too much bills in the Rimmu-Nation crafting bench.

This will give certain clothes a sense of rarity, something I bloody want anyway.

(https://i.imgur.com/SFg8ml9.png)

The British Army smock is making a comeback with the proper DPM camo now, this will have parka stats even though it's real life counterpart isn't as good as a parka. The reason being is I'm bloody tired and I don't wanna make anymore parkas because it's not easy and it takes long.

Edit: Shoot, I forgot to mention. I decided to make the Rys-T, pretty much similar to the K6-3 but it's grey. The War Mongrels will be out of action for a while, might as well leave something for the Ruski fans.


Final stuff I need to do for RN: Clothing

- Finish British Army Parka
- Finish Tribal Robes (will prevent them from spawning with the camo jackets or other military shells)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 03, 2018, 06:05:19 PM
See this armor here lads? (https://i.imgur.com/3UYsqyN.png)

I'm scrapping it. Sorry, I only have the front view for hulk and the helmet. It's all I have for it, a preview sample.

I don't wanna waste more time, not gonna lie, this armor is difficult. An original armor with my own designs will be a lot easier.


With that being said, I present to you the new Rimmu-Nation brand power armor!


(https://i.imgur.com/fdgDJq3.png)


Current state of Rimmu-Nation clothing:
- Textures almost finished, just need the tribal coat to patch possible issues
- Only one backpack type, maybe I'll make more when I have time
- No coding done yet
- So much clothing to choose from, randomly available for character creation screen

Plans:
- Not all clothing variants will be craftable
- There may be a Rimmu-Nation faction, their units will be contractors using Rimmu-Nation brand equipment
- The Rimmu-Nation faction's purpose is to sell their equipment at a cheap price, the trading outposts they have will be guarded by close protection
- The Rimmu-Nation faction will exist due to the fact that it would be nice to have a place to purchase all RN equipment if you wish to get them since not all clothing will be craftable. It will be a separate mod.


With all of that, Rimmu-Nation: Clothing update is about 75% done.

That tribal parka clothing is 5%, the .xml the coding is 20% of the work. Weapons will soon follow, or a hair mod to complement RN: Clothing's release.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 03, 2018, 11:19:09 PM
Dat power armor looks quite awesome, if a bit dangerous to wear. I mean a grenade belt right scross the chest piece just begs for a sniper bullet! ;)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 03, 2018, 11:54:34 PM
Quote from: Madman666 on September 03, 2018, 11:19:09 PM
Dat power armor looks quite awesome, if a bit dangerous to wear. I mean a grenade belt right scross the chest piece just begs for a sniper bullet! ;)

Thank you! It's obviously based on Boba Fett's helmet, which was being adapted to modern helmets. Tad impractical in it's current state though, it hindered peripheral vision, your ability to aim down the sights and other stuff.


Anyways, here's what the accessories are on the power armor:

- 5.56 magazine pouch (on the chest of all armor variants)
- IFAK (the pouch with scissors on the back)
- Smoke grenade and flashbang inside pouch (right side leg of Hulk body example)
- Knife (left leg of Hulk and Fat only)
- Other pouches big and smol
- Glowsticks for partying (usually for celebrating Rimmu-Nation sales)

There's no HE grenade over there, though the 5.56 was there just to look tacticool since the armor is meant to be wielded by those with energy or plasma weapons. Here's to hoping the Charge rifle fires 5.56 eh?

__________________________

T-45b released for B19:

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

Thread: https://ludeon.com/forums/index.php?topic=43969.0
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 04, 2018, 10:46:31 PM
Yeah, been busy all day. Days are counting down, the updates I wanted still aren't here.

Here's what I've been working on:
(https://i.imgur.com/nPXwvwa.png)

(https://i.imgur.com/sTO7DaF.png)(https://i.imgur.com/Ie61Crx.png)(https://i.imgur.com/VGkXxqm.png)(https://i.imgur.com/2u8IOH6.png)(https://i.imgur.com/cI7GtY1.png)(https://i.imgur.com/49u0HF5.png)

So before I finish up Rimmu-Nation clothing I want this hair mod done. This hair mod has video game character hairs, as you may notice most of the ones I've picked are characters from horror survival type of games, or just ones that are action based.

I thought this would give people using Rimmu-Nation and Prepare carefully just have an absolute blast making their favourite characters. I'm making some outfits for these female characters, I'll make some basic male ones with beards and crap.

Still have to do that tribal parka, I don't know what it would look like. I think Shinzy's desert robe was something I wanted to do, but he already did it better. I cannot work on the Rimmu-Nation clothing coding until I finish that darn parka, I want to patch that tribal issue ASAP.

Anywho, this hair mod was more fun and relaxing (despite each hair taking me 20-40 minutes, bloody hell)

I'll see you lads soon on the other side, goal is have RN:C, RN:W and Chicken Mitchell out by Monday. Plenty of time, but I want it done sooner cause it's already overtime.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on September 05, 2018, 12:55:23 AM
corset *drools*
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on September 05, 2018, 02:05:51 AM
Did you stand model for him ? :-)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 05, 2018, 10:37:46 AM
Quote from: Smexy_Vampire on September 05, 2018, 12:55:23 AM
corset *drools*

:o

Quote from: Canute on September 05, 2018, 02:05:51 AM
Did you stand model for him ? :-)

yes

Red Horse progress

Here's what Albion has been up to, I have been pushing my luck bothering him to add all these features for my mod that he is doing 99% of the job for at the moment

Mission Board:
(https://i.imgur.com/rtoL19u.png)

Planned options:
- Recruit wanderers
- Attract a wild man/woman
- Offer to take in refugees
- Check notice for caravan requests
- Search for peace talk opportunities
- Search and destroy bandit camps
- Search for an item stash
- Search radio signals for an incapacitated refugee
- Search radio signals for a prisoner rescue

Note: Planned 3 day cooldown for each mission so they cannot be spammed, 500 silver cost for each mission.

It was easier for Albion to implement a blanket cost and cooldown for all these options than to individually pick them.

Red Phone:
(https://i.imgur.com/0U3vizP.png)(https://i.imgur.com/EI5DowH.png)(https://i.imgur.com/0U3vizP.png)

Planned options:
- Request for a patrol (free of charge, reinforcements will arrive slowly. Needs +75 relations.)
- Request for a quick reaction force (500 silver, drop pod in centre, higher ticket than patrol)
- Request for a heavy quick reaction force (900 silver, drop pod in centre, higher ticket than QRF)

Cooldowns:
Patrol - 12 hours
QRF - 1 day
Heavy QRF - 1.5 day

Planned custom SFX for the red phone, this phone will only be able to call factions that are allies. I don't think anyone else would give you their phone number, kinda like girls in clubs when they see my face.

The tribals do not have the QRF options, only a patrol option. This is due to the fact that tribals do not have the budget for drop pods.


What we currently have:

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

* Working mission board
- not enough missions and no cooldowns.
- no custom labels

* Working red phone
- one free reinforcement and one paid reinforcement, no difference between both options.
- no custom sounds
- no QRF drop pods in the centre

(https://i.imgur.com/FYvffO0.png)

I was gonna show the options for calling people and the missions, but latest update broke the translations.

RIP.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 07, 2018, 12:47:12 PM
Red Horse progress

(https://i.imgur.com/DT5QieL.png)

New preview image, USMC dress greens and new smokey bear is a WIP, just finished it for the new Gunny since I don't want him to look outdated. I chose to keep his face since my other attempts at making a new Gunny looked awful.

  (https://i.imgur.com/0U3vizP.png)

Calling for a patrol:
(https://i.imgur.com/7SG33XB.gif)
Patrols are free of charge, the only thing you need is a +75 relations with whoever you wanna call. I added sound effects depending on the level of reinforcements you give.
(Of course, Albion coded that, I just did the mixy matchy sound editing stuff  ;D)


(https://i.imgur.com/rtoL19u.png)
Recruiting contractors to join the colony:
(https://i.imgur.com/ommKNjT.gif)
So alongside a few of the originally planned missions, I threw in a "Contractor" event, where a freelance mercenary joins your colony. They join up with normal quality equipment and some decent armor.


(https://i.imgur.com/vJbpvMV.png)
Contractors aren't titled "colonists", they have their own label. I thought that was pretty cool, it was also unintentional on my part.


Credit goes to Albion, very thankful for all his hard work and support to make these two important features possible, I didn't have to pay him a dime either.

Please check out his mod:
https://ludeon.com/forums/index.php?topic=35373.0

Trying to finish up Rimmu-Nation coding, I have removed over 20 weapons, I decided to de-clutter the work bill. Rimmu-Nation clothing will also have several outfits unavailable for crafting.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 07, 2018, 02:02:42 PM
Removing weapons? Thats kind of sad. If the bill clutter was the main reason - please reconsider - there is a mod now for new bill UI, called "Mint menus" by Dubswise. It really works wonders with mods, that introduce crapton of items for one workbench. It replaces atrocious drop down lists for bills with scrolled lists with pics and some info. Variety of different weapons is one of the many things i enjoy immensely about this mod.

P.S. Amazing news about patrolls. Now we ll really see some epic skirmishes going on! I really can't wait to try it out with all the weapons and new armor mechanics from B19.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 07, 2018, 02:29:12 PM
Quote from: Madman666 on September 07, 2018, 02:02:42 PM
Removing weapons? Thats kind of sad. If the bill clutter was the main reason - please reconsider - there is a mod now for new bill UI, called "Mint menus" by Dubswise. It really works wonders with mods, that introduce crapton of items for one workbench. It replaces atrocious drop down lists for bills with scrolled lists with pics and some info. Variety of different weapons is one of the many things i enjoy immensely about this mod.

P.S. Amazing news about patrolls. Now we ll really see some epic skirmishes going on! I really can't wait to try it out with all the weapons and new armor mechanics from B19.

Yeah Madman, I have a ton of reasons sadly..

Mainly is because the sheer number is causing me pain and time to code, but the real issue is balancing everyone of those with the new B19 system.

The new B19 system surprisingly moved a bit further away from vanilla and made weapons a tad more deadly. I don't want to copy paste the same stats anymore, I want weapon variety without being "off" from the vanilla feel.

I also received criticism with the similar stats (something I know you actually preferred) and was said to "add iconic names just for the sake of adding them, cluttering up the bill".

Anyways, I might re-introduce them later on (best part about it.) I removed a bunch of weapons factions use, such as the Zastava marksman rifles and SMG, I might add it in for War Mongrels but make it uncraftable for the Rimmu-Nation bench.

As for Dub's mod, I saw that, but I'm considering people who won't be using this mod. I wish vanilla had a better menu system, but as it is it only caters for the few content it has. (i.e. few apparel and weapons)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 07, 2018, 03:59:16 PM
Well, i will hope for them to make a reappearance later then. Being non-craftable and aquirable only through trade\looting\quest reward is fine with me. I cannot understand why would people whine about similar stats, when they have no less huge RT's Weapon Pack mod, with huge amount of weapons that are actually balanced around their real counterpants with much less regard to vanilla weapons making those completely obsolete.  Over 20 weapons is quite significant decrease, but oh well, if it lightens your workload - its fine with. I mean i am lazy, but if i really feel like i want to see something in - i can even add it back myself for my own runs :P
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 08, 2018, 06:09:14 PM
Actually, can you drop a list of weapons that were removed here, CP? It will help me readd them for my own run.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 08, 2018, 08:59:50 PM
Quote from: Madman666 on September 08, 2018, 06:09:14 PM
Actually, can you drop a list of weapons that were removed here, CP? It will help me readd them for my own run.

(https://i.imgur.com/65vsfVK.png)

Not all decision is final, I'll highlight in bold ones I HAVE finished coding that I most likely won't go back on though.
Also, in light of what's removed, there's a lot more flavour and balancing around each weapon now.

Detailed progress report on Rimmu-Nation: Weapons B19
https://steamcommunity.com/workshop/filedetails/discussion/1251360680/3317353727659662057/

(https://i.imgur.com/cqztCTK.png)
Rocket/Grenade Launchers:
China lake, HK69, LAW 80, RPG 27

(https://i.imgur.com/aILPero.png)
Light Machinegun:
Vulcan Minigun

(https://i.imgur.com/mtY8N9B.png)
Marksman Rifles:
FN Ballista, G3SG, M24, M82A1, M110 SASS, SKS, Zastava M07, Zastava M76

(https://i.imgur.com/681inA4.png)
Melee:
Crowbar, Dagger, Gut Knife, Spetsnaz Machete

(https://i.imgur.com/4Q1Rg6X.png)
Pistols:
Makarov, MP445, P320

(https://i.imgur.com/BwHpTrk.png)
Rifles:
AKS-47, AN-94, FAMAS, G3A3, GALIL, M4A1-SD, M16SD, TAR-21, XM8

(https://i.imgur.com/TPJ4rTz.png)
Shotguns:
KS-23, Mossberg 500

(https://i.imgur.com/jymX0Ei.png)
SMGs:
AKS-74U, MP5K, MP5KSD, Uzi

(https://i.imgur.com/rcKQXCN.png)
Spacer:
Auger WS

(https://i.imgur.com/Rh2Rivy.png)
Cancelled weapons:
Bowie knife, Sabre, Assassin's Creed Tomahawk, M1911A3, MBT LAW, SMAW, FN FAL, M16A1, .44 HE Magnum

I'll address some of the big names being removed:
(https://i.imgur.com/RHVUl7V.png)(https://i.imgur.com/yzQhG5p.png)
M82A1, took this out, way too many marksman rifles, I believe it has the most out of every other weapon. There's already an M107, it's the same rifle but with a different name.

Ironically, I still kept several versions of the M4A1s and HK416s cause they look cool, but I don't know, might bring this back.

(https://i.imgur.com/cqztCTK.png)
RPG-27, it's alright. I introduced a new launcher to make this obsolete. I'll show in a minute.

(https://i.imgur.com/4Q1Rg6X.png)
Glock-17 made the cut, I can hear the P320 people grabbing their P320 and pitchforks. I couldn't get a better texture for this, I have updated many pistol textures. I added a more powerful cousin of the P320, ol' buddy P226.

I believe there was enough 9mm, we had the Beretta and the Glock. I just thought nobody would care about another 9mm going away, people would definetely need more power after seeing the new system. Overall, I felt like this was unecessary, thoughts?

I didn't want the P320 to go, I even coded it already and got a new sound just for it, ended up being removed just because the CQB bench is still cluttered after all these changes, plus, I'm behind on updating.

(https://i.imgur.com/jymX0Ei.png)

Already had the MP5, which had more range and long range accuracy. To be fair, I already coded the MP5K, but I removed it afterwards believing it was an unecessary duplicate (again, funny cause I might keep most of the AR-15 versions)

Removed most of the GLs and other crap cause we had the M320 anyway, I thought the MGL and XM25's stats would suffice. MGL has less range but more accuracy, XM25 was longer range but the grenades were more off and the M320 was the most accurate but the least range.

(https://i.imgur.com/rcKQXCN.png)
Auger WS wasn't supposed to be removed, latest update broke it's system to fire through walls and it cannot hit anything behind walls anymore despite being target-able. Will fix.

On the other hand, will post a list of the new weapons soon..



EDIT:

(https://i.imgur.com/WJqQXLq.png) (https://www.youtube.com/watch?v=0h8upfCjcVU)
https://www.youtube.com/watch?v=0h8upfCjcVU
New OP stuff testing

I change my mind, I'm too bloody tired to list the new stuff, there's only a few new firearms, but I put the significant cool stuff in the video Madman, hope it cheers you up.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 08, 2018, 09:56:22 PM
Wow, thats a lot of stuff getting removed. Thanks for clarifying, CP. I still very much look forward to update, though a bit nervous about those balancing changes.

Such nice sprites made for all those goodies though, feels like a giant waste to remove them completely. I can't balance even a sack of potatoes right, so i ll probably just slap the stats of similar rifles onto them when you release your B19 version and readd them for my run :) Thanks again.

PS> Lol, thats a nice video :P "Weather control device detected" = Nostalgia off the charts!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 10, 2018, 12:12:21 AM
(https://i.imgur.com/lBXFrk2.png)

One day left of freedom, Monday I have to prepare to go back college and back to hard work outside of bleedin' modding. Back to inactivity around these parts, assuming I'm not dying at weekends.

So the latest progress is that I finished ALL textures for Rimmu-Nation coding. I'm only adding stuff if I want to.

I wanted to get a "Battle Royale" feeling on the character creation screen.

Here's the current roster of Rimmu-Nation: Clothing apparel

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

(https://i.imgur.com/aeqY00q.png)

(https://i.imgur.com/1fA5hu7.png)

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

Plenty of outfits will be uncraftable and rare so you can see more variation with NPCs spawning, especially the
character specific outfits.

Alongside with this WIP mod of mine:
(https://i.imgur.com/xMQAqKc.png)
(Trying to get more hairs, currently working on male hairs such as John Wick's)

You can get character combination outfits such as:
(https://i.imgur.com/izj2lPR.png)
Ellie and Joel (Last of Us) - Most of the beards and men's hairstyles you'll see here besides John Wick's belongs to Ods' "Men's hair" mod, yeah that rhymes.

(https://i.imgur.com/4OWXVG3.png)
Lara Croft (Rise of the Tomb Raider) - Always managing to annoy bears and wolves with her constant gasping

(https://i.imgur.com/lrJ2I28.png)
Francis, Bill, Zoey and Louis (Left 4 Dead) - Poppin' pills, was meant to just make Zoey's outfit, but it seems the other guys have their stuff available too.

Moved some of the Russian or War Mongrel stuff here, since they were never meant to be exclusive. Besides, they're surplus, so I'm keeping plenty of surplus kit for Rimmu-Nation.

Aside from that, I know it's gonna be A WHILE before I can update my other mods, so might as well squish together everything in this one, eh? For now.

I'm going to bloody sleep, I don't get paid enough for this. (don't get paid at all, rip)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 10, 2018, 04:50:10 PM
(https://i.imgur.com/tWMHYxJ.gif)


College time, didn't stop me from working on a mod trailer when it's all done. It's gonna be John Whack!  8)

Hope to release the mods soon, cheers all
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 10, 2018, 05:25:41 PM
Uuuu, damn, can't wait to get my hands on all that goodness. Dat feeling when literally 3-4 mods out of 200 are left until i can start my run, eh? =)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on September 11, 2018, 06:09:51 AM
Don't let your distract you much from the college. But since you said you are doing that at the military i bet you won't have that much time then on the normal ones.

I know from my expierence, computing,hobby can a huge distraction from learning.
John Whack, The deal with the mechanoid queen.
I bet when you can made this into a short movie, and put in on Youtube, you will get alot if subscriber and maybe some income ! :-)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 11, 2018, 05:01:19 PM
(https://i.imgur.com/3y5fTFk.gif)
Finished scene today of Jom Weck

(https://i.imgur.com/cYiWyXe.png)
I added John Wick's Glock 34 Combat Master variant from John Wick 2, and the one being used in these .gifs, it uses a special armor piercing 9mm round that does 100% armor penetration.

(https://i.imgur.com/k1Ftzsv.png)
I also added that 9mm AP round to another pistol called "Luison" from Rainbow Six.

(https://i.imgur.com/EYTXBDT.png)
These unique weapons will be uncraftable, the only unique weapon I'll allow to be craftable is the golden Desert Eagle here

There will be some rares like golden AK47, Hellfighter M1911 (from Battlefield 1) that are only found through merchants or maybe item stashes.

Because of Madman being all super sad about weapons being removed, I have decided to add plenty of weapons back. By plenty, I mean I have reduced the rifles being removed to about 0 and sniper rifles being removed to 1 only. (for now)

This is the drawback of adding back many weapons, I don't want a workbill filling up the screen, I'm cutting plenty of weapons out of the workbenches, this includes milspec rifles that will be used by factions:
(https://i.imgur.com/uEwPdQi.png)
M27 IAR (US Marine Corps)

(https://i.imgur.com/yg34uno.png)
M4A1 Milspec (US Army)

(https://i.imgur.com/NxIPNSw.png)
L85A3 (British Military)

I might also cut down the BIG factions.

Example: Instead of the British Armed Forces being British Army, Royal Marines and SAS, they will just be called "British Military" and pawns will be titled "Soldier", "Marine" or "Spec Op" as opposed to the rank system. This will cause a lot less lag in the world and the factions won't be a stranger to each other since they will be join in their efforts.

Quote from: Madman666 on September 10, 2018, 05:25:41 PM
Uuuu, damn, can't wait to get my hands on all that goodness. Dat feeling when literally 3-4 mods out of 200 are left until i can start my run, eh? =)

I wanna play too man, I wanna update my mods and get to build houses again and grow rice, it's not been the same since. From all my testing work, it's been a blast shooting down scythers with that Glock 34 though, John Wick style. That and all the other finished weapons for now of course!

Quote from: Canute on September 11, 2018, 06:09:51 AM
Don't let your distract you much from the college. But since you said you are doing that at the military i bet you won't have that much time then on the normal ones.

I know from my expierence, computing,hobby can a huge distraction from learning.
John Whack, The deal with the mechanoid queen.
I bet when you can made this into a short movie, and put in on Youtube, you will get alot if subscriber and maybe some income ! :-)


Not distracted at all bro, I get over to that military college and it's a lot of PT and going home bloody tired, it's not like my other college where it was a ton of essays. I'm trying to be a medic, and I just wish I could do this hobby and all of that at the same time, but as I write I only have 1 minute left till I need to go sleep.

Also! Nah I won't get income over one video haha, even if I somehow got 5,000 or 10,000 subscribers for one video? Highly unlikely, the youtube algorithm monetizes people who upload consistently, has a consistent amount of views and rising subs.

Back to work all, tiny progress today but it's better than zero.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 11, 2018, 05:45:37 PM
You just made my day, man! I am perfectly happy with some weapons being uncraftable, but still present via factions, merchants and quests, although overcluttered bill tab is not a problem for me thanks to Dubs. Its precisely that feeling when you rarely see a guy with the same weapon in a raid, that makes it so cool and all those sprites so well made too!

As for condensing factions into one big faction with just generally more units types. Well, i don't have anything agains it and if it lightens your workload - please go for it. In fact it might be even better, since with couple more mods like Medieval times, faction tab tends to get cluttered as well. Really, CP, thanks for these great news. I really hope i didn't inconvenience you too much with my cheeky wishes... Those sprites are just too tasty to let go of. XD
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Smexy_Vampire on September 12, 2018, 12:37:26 PM
awww shiit
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: FeltTapestry on September 13, 2018, 09:54:07 AM
I just want to say thanks for your great mods. Because of you, I am now attempting to learn xml and C++ to make mods of my own.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: dninemfive on September 13, 2018, 10:04:51 PM
@FeltTapestry It's always nice to see new modders! I hope you're getting along well with XML, I just wanted to point you to this tutorial (https://ludeon.com/forums/index.php?topic=33219.0) which is what helped me get started with C#.

@Chicken Plucker I'm waiting with bated breath for the release of Rimmu-Nation, which is one of the last mods I consider mandatory for a new playthrough. I just wanted to ask whether the Wasteland Republic and/or Last Man Mercs will be part of that mod or their own standalone factions.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 15, 2018, 04:59:51 AM
Test package available

(https://i.imgur.com/1tEToE1.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1o1EoqSpOQ4u7xOlduYZ-qKANNvcKNTQV)
Includes:
- Chicken Mitchell Hairstyles B19 (Unfinished version)
- Rimmu-Nation Weapons B19 (Test version)
- A Phonecall away B19 (Test version)

Note:
I recommend not playing with these unless you accept the possibly of broken saves or incomplete features. Use at your own risk, might see some hilarious bugs.

Rimmu-Nation Weapons issues
- All weapons are craftable in the vanilla machining bench at the moment
- Exotic weapons and launchers are uncraftable, will need dev mode to spawn the Javelin and airstrikes
- Unfinished weapon tags, all weapons possibly spawn for pirates except for the Spacer and Launchers (needs testing)
- No weapon categories
- Assault rifles, Semi auto marksman rifles, melee and most bolt action sniper rifles are missing except for the M24A2
- Balancing is not quite finished
- Auger WS misses all the bloody time behind walls

Other mods' possible issues
- Build a second mission board to avoid the one day cooldown from the other duplicate
- Nothing I know of besides some incomplete features.


Quote from: Madman666 on September 11, 2018, 05:45:37 PM
Its precisely that feeling when you rarely see a guy with the same weapon in a raid, that makes it so cool and all those sprites so well made too!

I agree, so now I'm adding more weapons.

(https://i.imgur.com/FjmzCs9.png)
Been testing the new vanilla system, as far as I know the strongest calibre vanilla has is 7.62x51mm NATO from the bolt action rifle, the minigun is supposed to use .50 cal or something, but it does some small damage.

(https://i.imgur.com/3DhzYCh.png) (https://i.imgur.com/Vez8Xq1.png)
Since I'm adding in weapons like Kar98k here, that use a BIG cartridge like 8mm Mauser, or how about an AW50 that uses .50 BMG, I had to fill in some blanks and make stronger bullets from what vanilla has.

(https://i.imgur.com/uADDMxd.gif)
(Sped up 3x)
Firefights are more deadly than B18, especially if you don't have proper armor (ehem Rimmu-Nation clothing not coded yet ehehehe).

(https://i.imgur.com/cdW4hYu.png)

Just a note, the guy with the M249 was 20 at shooting, so he was laying down fire like it was nobody's business. Combat logs mention the bullet names, pretty heckin' cool especially with the new feature of accurate bullet names and behaviour (at least, my attempt of that)

(https://i.imgur.com/XNQJ5Eg.png)

I noticed calibres with a "." at the beginning (e.g. .303) forgets the space at the beginning of it's name, even if I add a space the game automatically deletes it. I hope this bothers nobody, can't seem to fix.

Quote from: Smexy_Vampire on September 12, 2018, 12:37:26 PM
awww shiit


Hey there, goot to see you again  8)

jon weck men

Quote from: FeltTapestry on September 13, 2018, 09:54:07 AM
I just want to say thanks for your great mods. Because of you, I am now attempting to learn xml and C++ to make mods of my own.

I'm happy to hear you were inspired to make cool stuff for Rimworld, if you ever wanted my assets let me know (might do a public release for them anyway when I'm not busy, just that theyre incomplete just like everything else in me bloody life)

Also, I've said it before but there's nothing to thank me for. I'll thank you guys though for voicing your appreciation and for using the mods!

Quote from: dninemfive on September 13, 2018, 10:04:51 PM
@Chicken Plucker I'm waiting with bated breath for the release of Rimmu-Nation, which is one of the last mods I consider mandatory for a new playthrough. I just wanted to ask whether the Wasteland Republic and/or Last Man Mercs will be part of that mod or their own standalone factions.

Nah, the factions are always separate. I don't want the mod to be too cluttered, they do share assets. Umbra Company for example during B18 used the Rimmu-Nation weapons and the food like MREs.

I left the testing stuff I have been playing with, I hope you guys have fun with that, I know the mission board is finished so Im positive you guys will with that. Unfortunately the clothing mod hasn't even begun yet, so that will be a while from now.

Will be back for updates, cheers guys. Pardon taking time to reply, I have been unable to on weekdays
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 15, 2018, 05:55:48 AM
Quote from: Chicken Plucker on September 15, 2018, 04:59:51 AM
I agree, so now I'm adding more weapons.

Hell yeah!! More and more FIREPOWER for the people! Amazing news, CP. While i do wanna start a big run as fast as i can - no need to rush with finishing touches for Rimmu-Nation and clothing - take your time to balance it all and distribute to crafting stations just right! Thanks for spending your precious time on it for us.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: ninjaklan on September 15, 2018, 06:25:25 AM
I registered here just to say I love your mods, thank you for your tacticool efforts in bringing the cool gear stuff in the game. I've been away since A18, just got into B19 - I checked everywhere but are there any of your uniform mods working in B19? Like the SAS kits etc?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 15, 2018, 07:12:19 AM
Quote from: Madman666 on September 15, 2018, 05:55:48 AM
Quote from: Chicken Plucker on September 15, 2018, 04:59:51 AM
I agree, so now I'm adding more weapons.

Glad you're happy with the new firepowah, I assumed you were gonna wanna test weapons for the feel though

Hell yeah!! More and more FIREPOWER for the people! Amazing news, CP. While i do wanna start a big run as fast as i can - no need to rush with finishing touches for Rimmu-Nation and clothing - take your time to balance it all and distribute to crafting stations just right! Thanks for spending your precious time on it for us.

Quote from: ninjaklan on September 15, 2018, 06:25:25 AM
I registered here just to say I love your mods, thank you for your tacticool efforts in bringing the cool gear stuff in the game. I've been away since A18, just got into B19 - I checked everywhere but are there any of your uniform mods working in B19? Like the SAS kits etc?

That's because they aren't even updated yet. What I'm hoping for is to push Rimmu-Nation: Clothing out soon, because it's gonna get some basic military and tactical clothing out while those other mods will go through updates
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 15, 2018, 07:37:36 AM
I will definitely be testing the feel of weapon balance, though for now in "random skirmish mode" - as in spawning raids and having fun seeing how they perform against each other, since there s still some mods i d like to get updated before i launch a big run. Plus some of them sadly are broken as all hell :P
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: rawrfisher on September 15, 2018, 09:23:34 AM
Quote from: Madman666 on September 15, 2018, 07:37:36 AM
I will definitely be testing the feel of weapon balance, though for now in "random skirmish mode" - as in spawning raids and having fun seeing how they perform against each other, since there s still some mods i d like to get updated before i launch a big run. Plus some of them sadly are broken as all hell :P

A few polaris mods come to mind when you mention broken mods.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Rustic Fox on September 15, 2018, 12:15:21 PM
The legend strikes again with another massive news update. With test Versions  ;D
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 16, 2018, 06:10:19 AM
Just updated the Rimmu-Nation weapons test mod

same link as last page here:
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1o1EoqSpOQ4u7xOlduYZ-qKANNvcKNTQV)

Note: I stress this again to newcomers who didn't see the last post, use this test pack at your own risk if you wanna do actual playthroughs with them, things may change and stuff may be removed (probably not though)

Please be aware many things are unpolished and unfinished.

(https://i.imgur.com/qgbJFeu.png)
Finished all the bolt actions and additional pistols that needed to be done. It took a while because I just couldn't stop adding a few new tacticool friends.

(https://i.imgur.com/FjmzCs9.png)(https://i.imgur.com/jrkjeN6.png)(https://i.imgur.com/GEckU4T.png)(https://i.imgur.com/gZKy3I6.png)(https://i.imgur.com/aOO3tsE.png)(https://i.imgur.com/Kz3clYU.png)
I finished a few DMRs, they should all be done by today, then I move on to the assault rifles and the melee weapons. (Oh wait, I have to fix the additional SMGs and shotguns first, rop rip rap)

I test EVERY weapon, research about every weapon and their calibres (by research, I mean like looking at wikipedia for 10 seconds), it's been quite fun but I know I can't always 100% accurately interpret these into the vanilla's style. I think it's been paying off, the little test sessions I do with sniper fights have been a blast (literally and metaphorically).

Quote from: Madman666 on September 15, 2018, 07:37:36 AM
I will definitely be testing the feel of weapon balance, though for now in "random skirmish mode" - as in spawning raids and having fun seeing how they perform against each other, since there s still some mods i d like to get updated before i launch a big run. Plus some of them sadly are broken as all hell :P

Yeah, please feel free to gimmie feedback. I remember your old shotgun balancing recommendation still, and it ended up being the current stats having lower range since it actually fits in with the new vanilla style.

Quote from: Rustic Fox on September 15, 2018, 12:15:21 PM
The legend strikes again with another massive news update. With test Versions  ;D

>:( blud
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 19, 2018, 02:47:20 AM
Just leaving it out here as I'm on my way to college.

I have finished the DMRs, I'm on the carbines and rifles now. Took some new and old sound effects, took a ton of new weapons.

I did tests with some raiders, at the moment getting shot with multiple .50 cal rifles hurts a lot, but I never planned on pirates having .50 cal anyway. It really is cool seeing them spawn with diverse weaponry.

I'm glad to say I'm almost done with RN: Weapons, once the rifles are done, I finish a few additional SMGs and shotguns and last but not least the new whacky melee weapons (just the frying pan being whacky really, PUBG pls don't sue rip).

I'm excited to say that after this, RN: Clothes are next up and the furniture mods. There can finally be a Beta 19 world full of soldiers and you can pretend to be a one eyed big boss from metal gear.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 19, 2018, 09:33:24 AM
Uuuuu, the hype!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 20, 2018, 05:03:29 PM
Hey, CP. I have a bit of a request-suggestion for you. I like your spriting art immensely, but i noticed some of those sprites have those half transparent fringes, when positioned on dark backgrounds (like UI info window for example). Apparently its due to Photoshop PNG format being crappy (that is assuming you use photoshop). There is a free plug-in for Photoshop, called SuperPNG, which has an option to clear those fringes and it eliminates them completely, leaving only pristinely clean sprite without any unneeded bits. Might as well use it to polish some sprites if you have the time. If you don't have enough time (you're a busy person), i intend to do that myself eventually. So i could offer you defringed versions, once i am done with them for my run, if you're interested. Yup, thats all. Madman out.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 22, 2018, 11:49:07 AM

It's coming home, it's coming hoome.. IT'S COMING!

(https://i.imgur.com/n7dukut.png)

New Rimmu-Nation Clothing main preview

(https://i.imgur.com/c83CUaw.png)

Coding in progress, special thanks to spdskatr for his apparel renaming python code. I didn't have to rename all views, the program did it in a second.

It's been too long, just like old times eh?

Quote from: Madman666 on September 20, 2018, 05:03:29 PM
So i could offer you defringed versions, once i am done with them for my run, if you're interested. Yup, thats all. Madman out.

No need to worry about me Madman, I am not too bothered by those lines, unlike Jecrell who I know claws at the walls until his fingernails fall off. If I did change them, everytime a new clothing or weapon was made I'd have to bloody go through the process.

I just want it all to come home and be released real soon. Please don't go out of your way for this chicken.

Weapons aren't done coding yet, but seeing the clothes again in-game has brought morale up. It's coming home.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 06:14:28 AM
Current state of things:
(https://i.imgur.com/oncZZOP.png)

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

(https://i.imgur.com/eirm22q.png)

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

Rimmu Nation Clothing:
- Need non-combat headgear coding
- Need to code benches and categories
- Choose what will spawn for NPCs and what won't
- Choose if players should spawn with clothes on character creation

Rimmu Nation Weapons:
- Need Melee coding
- Need to finish all Rifle coding
- Need to finish 5 more shotgun codings
- AUG WS fix and additional explosives
- Need to code benches and categories
- Sort out weapon tags and choose which weapons will spawn or not

Chicken Mitchell:
- Planned 5-10 more hairstyles

Military Furniture:
- Code everything
- New songs for tacticool radio

Bank account irl:
- Get a bloody job, if its depressing try to keep it together

I would like some opinions, is everyone here unhappy with pirates spawning with camoflauge? they're usually outdated camo, M81, DPM and etc. The M81 IBA too is surplus Afghanistan war stuff from 'Merica, along with the DCU camo gear, so I thought it would make sense militias and bandits would have them.


Here's a few new textures:
(https://i.imgur.com/479EXAH.png) (https://i.imgur.com/yNgT3rX.png) (https://i.imgur.com/yTVqcM4.png)
New MASKA-1 helmet, all Altyn type helmets and GORKA-4 outfit will now be in Rimmu-Nation, I don't want to make a separate Spetsnaz mod, I thought since these are available to the public, might as well throw it in Rimmu-Nation like I did the Ghillie suit

(https://i.imgur.com/CDflvBd.png)(https://i.imgur.com/JRpurNW.png)
New Uzi texture (few more new SMGs, mostly WW2 ones like the PPsh, Thompson and MP 40)

(https://i.imgur.com/HUUgMwW.png)(https://i.imgur.com/fs5lgur.png)
These are some old fashioned revolvers, I already had them in but I don't think anybody noticed or cared but I do so here they are. Two skins for the single action army and one Remington 1858. Did my research for these watching The Good, The Bad and the Ugly *wink* *wink* (seriously, I did while coding, the whole movie)

(https://i.imgur.com/HUWGTuI.png)
The Remington 1858 was thrown in cause I was updating my mod while watching Django Unchained too the other week, (I play movies or the Bible in the background so I don't die of boredom) and I saw him shoot Leonardo DiCaprio's sister (movie sister, not irl) and Samuel L. Jackson with this so I thought "Yeah, throw that in". This is a specially modified version chambered in .45 colt, since the original Remington 1858 uses an oudated and smaller rimfire cartridge.

I've read that people who do manage to get their hands on these get skilled blacksmiths to convert the chambers into using modern cartridges.

(https://i.imgur.com/yoclG5q.png)

Trench coats are looking mighty fashionable around here.

Shame I'm gonna put them in lootboxes guys, I want the people who purchase these trench coats to have a sense of pride and accomplishment upon giving me their wallet.

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

Ghillie suit has been modified to be useful outside of combat, it gives 100% hunting stealth, which takes down the chance of wild animals attacking upon being hunted. There's also a forage stat, it works when you're on a caravan.

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

Here's Hendrick, I sent her out in the wild with no food (standard) just so all of you can see that the forage stat lets her receive food from the wild on-the-go. During the test it's cool to see this stat doesn't work on deserts and ice sheets since there's probably no bushes around to pick berries.

If you were to ever send your colonists with food out there (unlike yours trully) then the forage stat will help reduce consumption, so you will be saving food. Don't worry about Hendrick, I'll teleport her home.. Or will I?

I also just noticed that bedroll add-on, hopefully my sleeping bags will count as bedrolls when they're out.

Helmet ratings:
(https://i.imgur.com/P9H26Fy.png) (https://i.imgur.com/7gE1cmL.png)   (https://i.imgur.com/Fh7mIRW.png) (https://i.imgur.com/cX7xjpB.png)

So not counting the spacer helmet, the worst in terms of protection will be the M1 and progression goes to PASGT having more resistance with sharp, and FAST being superior than the two.

The K6-3, MASKA-1 and Lynx-T helmets have more protection than the FAST, but they are heavier and give less accuracy for shooting than the other western helmets that provide good peripheral vision cause you have a big wall lugging around your face.

Using the new B19 vanilla system, M1 and PASGT protection mainly depends on the material you use for the helmet. FAST and the Russian helmets will always have Plasteel, but the rest of whatever material used for the helmet also affects their protection level.

Body armor ratings:
(https://i.imgur.com/gfsU2ij.png)(https://i.imgur.com/PvFWOne.png)(https://i.imgur.com/CqCq1Ig.png)(https://i.imgur.com/JOyKJez.png)(https://i.imgur.com/dCJYHsD.png)

Again, not counting the Hunter Reactive, the civilian version of the AR500 (name changed from RN500) has about the same protection as Flak vest, just slightly more durability and sharp protection cause I know Flak vests come from Vietnam era designed to stop shrapnel. This is the lightest armor available in Rimmu-Nation hindering speed by only -0.08 cs.

AR500 PMC and Warrior version has the same stats but more durability than the civilian counterpart, but they also assist with weapon cooldown due to the accessories. Speed is hindered by -0.10

Moving on to the big boy that has been transfered to Rimmu-Nation, Russian 6B23-1 vest, it's got slightly more protection than the AR500 steel armors, significantly more durability at 250 but IBA, which has identical protection, has more durability at 300 being the most durable but heaviest armor.

6B23 hinders speed by -0.12 cs while IBA goes with a whomping -0.18 cs.

That's all for now folks, hopefully these two Rimmu-Nation mods are done by next weekend.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 07:02:07 AM
Hey, thanks for the heads up, CP :) Personally i don't mind some of the pirates showing up in camouflage at all. Space delinquents need to show off after all! Otherwise what kinda pirates are they?

Also about armor balance - though irl stats wise your armors might be close to flak vests, in game flak set is way too useless imo. Its armor rating is about 40%, which with most weapons having armor piercing ranging from 10 to 30% very nearly reduces the chance to mitigate damage at least into a bruise into nothing. The formula goes = "armor rating - weapon's armor piercing vs random number 1-100". If random number is over what we got left from armor rating damage applies, if its over a half of that but less than full - it applies half damage via a bruise and only if its less than half of remaining armor rating - its stopped.

So even a shot from rather weak machine pistol (9% armor piercing) has 69% to ignore flak vest, 15% to get through with a bruise and meager 15% to do nothing! (40%-9%=31% vs 1-100) And thats through a thick metal plate strapped to the chest. Seems way too weak if you ask me. Why sacrifice maneuver speed, when you have like 15% to avoid damage? So i think it could use a solid buff in armor rating.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 07:11:04 AM
Quote from: Madman666 on September 23, 2018, 07:02:07 AM
Hey, thanks for the heads up, CP :) Personally i don't mind some of the pirates showing up in camouflage at all. Space delinquents need to show off after all! Otherwise what kinda pirates are they?

Also about armor balance - though irl stats wise your armors might be close to flak vests, in game flak set is way too useless imo. Its armor rating is about 40%, which with most weapons having armor piercing ranging from 10 to 30% very nearly reduces the chance to mitigate damage at least into a bruise into nothing. The formula goes = "armor rating - weapon's armor piercing vs random number 1-100". If random number is over what we got left from armor rating damage applies, if its over a half of that but less than full - it applies half damage via a bruise and only if its less than half of remaining armor rating - its stopped.

So even a shot from rather weak machine pistol (9% armor piercing) has 69% to ignore flak vest, 15% to get through with a bruise and meager 15% to do nothing! (40%-9%=31% vs 1-100) And thats through a thick metal plate strapped to the chest. Seems way too weak if you ask me. Why sacrifice maneuver speed, when you have like 15% to avoid damage? So i think it could use a solid buff in armor rating.

Wups, well when I said "close to flak vest stats" I was wrong. I forgot that the new system is different, all AR500 armors do 100% sharp protection, but the IBA and higher grade stuff has slightly more, going 102%, redundant but I thought it was for armor piercing stuff.

Anyway, the durability is what's important, because obviously that 100% protection won't last if you are having a bad day getting peppered by bullets because you walked into the wrong neighbourhood. Is this what you meant?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on September 23, 2018, 07:15:47 AM
CP, with B19 there is no stat degrade on lower durabilty anymore.
A 80% vest got the same stats like a 100% one.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 07:30:32 AM
And its the same with weaponry! There s no more accuracy reduction with damage to weapons HP, CP. Its gone in B19 :( And yeah 100% armor is much better to have. 40% is really sucky, i don't know why Tynan decided to leave flak set is such crappy state. I mean it is a bit cheap now, but still.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on September 23, 2018, 07:40:32 AM
Thanks for the update :)
I am totally ok with pirates with camo.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 09:45:09 AM
(https://i.imgur.com/C6YEMBP.png)

Just got done coding the backpacks, I had the option to add carrying capacity for all clothing but I don't wanna get confused since if the .dll Jecrell made for the backpacks ever break, I'll have to update all the clothing to not have carrying capacity, so they're off for now.

I have a generic military backpack in there as the best one, no Bergen or ALICE pack sadly, would have taken more time to detail those out, but maybe they'll show up for their official factions eh? See those Marines walking around with their huge rucksacks full of crayons and coloring books

Quote from: Canute on September 23, 2018, 07:15:47 AM
CP, with B19 there is no stat degrade on lower durabilty anymore.
A 80% vest got the same stats like a 100% one.

Quote from: Madman666 on September 23, 2018, 07:30:32 AM
And its the same with weaponry! There s no more accuracy reduction with damage to weapons HP, CP. Its gone in B19 :( And yeah 100% armor is much better to have. 40% is really sucky, i don't know why Tynan decided to leave flak set is such crappy state. I mean it is a bit cheap now, but still.

This is very sad to hear, I saw in the vanilla coding Tynan wants to overhaul the vanilla combat system anyway, but they kept things the way they are now to avoid a domino effect. It's noted somewhere in the damage defs.

Anyways! At least the current system is good enough for shooty shooty bang bang, I'm happy as long as we all get to look tacticool

Quote from: Rocket_Raccoon on September 23, 2018, 07:40:32 AM
Thanks for the update :)
I am totally ok with pirates with camo.

Thank you for the feedback, would anyone else also mind if the character creation screen spawned with the following?

(https://i.imgur.com/98qhwI2.png)
Creation screen reference

- Onskin clothes
- Accessories (Low grade backpacks, harness etc.)
- Non-combat hats
- Jackets and parkas
- Camo uniforms, fatigues etc.

Does anybody want their characters to start bare, start with just the vanilla synthreads or if they wanna spawn with clothes but see the pawn's hairs cause I had hats disabled? Please lemme know guys, RN:Clothing is nearing completion and I wanna not-have to come back on this when it's out in case people don't like the starting stuff
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 09:50:47 AM
Hmm. I usually start with nothing, so i am kinda fine with tacticool clothing both present and not on char generation stage. BIG cudos for backpacks, i hate relying on muffaloes to haul steel from Long Range Mineral Scanner sites. +100 carry weight per person really will alleviate big part of that problem!
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 09:58:50 AM
Quote from: Madman666 on September 23, 2018, 09:50:47 AM
Hmm. I usually start with nothing, so i am kinda fine with tacticool clothing both present and not on char generation stage. BIG cudos for backpacks, i hate relying on muffaloes to haul steel from Long Range Mineral Scanner sites. +100 carry weight per person really will alleviate big part of that problem!

Oh you just reminded me Muffalos can only carry up to 73kg, which makes me assume I need to nerf that +100 carry weight.

I know a person can carry twice their own weight, but now I'm having second thoughts to nerf every backpack by 20kg. What do you think Madman?

Edit:
(https://i.imgur.com/uPPSNYW.png)
Lookin' tacticool bwois
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 10:09:49 AM
I suggest nerfing them a bit, with 60 and 80 kg weight capacity for civ back and military one respectively. +adding one futuristic-glitterworld (something from DOOM universe) - either uncraftable, or extremely expensive that does add 100-120kg. That d be nice.

You could also make their carry weight bonus depend on their quality, which would be quite interesting to have. Though that d require c#.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 10:18:04 AM
Quote from: Madman666 on September 23, 2018, 10:09:49 AM
I suggest nerfing them a bit, with 60 and 80 kg weight capacity for civ back and military one respectively. +adding one futuristic-glitterworld (something from DOOM universe) - either uncraftable, or extremely expensive that does add 100-120kg. That d be nice.

You could also make their carry weight bonus depend on their quality, which would be quite interesting to have. Though that d require c#.

Alright, all done. I went the realistic route.

New stats:
(https://i.imgur.com/i8aUEX5.png)

(https://i.imgur.com/MpyJmhb.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 10:24:32 AM
Well thats fine, it ll still be a huge help for caravanning.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on September 23, 2018, 11:30:20 AM
I still think 60/80 kg are far too much.
Don't forget an alpaca/dromedare can carry 70kg, compared to reallife when you see what a dromedare can carry no human could carry that.

I think 20/40kg are a realistic value.
Ofcouse you can create some exoskelet armor, that give improved weight cap. at the cost of movement speed. (allready exist for the US army or industry) and maybe an adv. one without movement penalty.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 11:39:16 AM
Quote from: Canute on September 23, 2018, 11:30:20 AM
I still think 60/80 kg are far too much.
Don't forget an alpaca/dromedare can carry 70kg, compared to reallife when you see what a dromedare can carry no human could carry that.

I think 20/40kg are a realistic value.
Ofcouse you can create some exoskelet armor, that give improved weight cap. at the cost of movement speed. (allready exist for the US army or industry) and maybe an adv. one without movement penalty.

Darn it Canute coming in here with your realism and your accuracy ruinin' all the fun

(https://i.imgur.com/H7x9vph.png)

Here's the new stats, please anyone else feel free to slap me with reality and tell me body armors don't stop bullets 100% of the time.


I'm just kidding, thanks Canute, I love you.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 11:46:42 AM
Weight system in Rimworld is reasonably warped in the first place. Its damn weird alpaca and dromedary can carry so little. 20-40kgs is way too little. And a person can haul a friggin elephant corpse across a ludeonicrous map without any consequences, but can only carry 35kg of weight when going out of them map. I know - balance reasons, but its still bull. I d like backpacks to be efficient way to use animals a lot less, not compliment them. Because animal keeping is and always was annoying, in b19 more than ever.

Well i was late, disaster already happened. Sigh.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 11:51:50 AM
Quote from: Madman666 on September 23, 2018, 11:46:42 AM
Weight system in Rimworld is reasonably warped in the first place. Its damn weird alpaca and dromedary can carry so little. 20-40kgs is way too little. And a person can haul a friggin elephant corpse across a ludeonicrous map without any consequences, but can only carry 35kg of weight when going out of them map. I know - balance reasons, but its still bull. I d like backpacks to be efficient way to use animals a lot less, not compliment them. Because animal keeping is and always was annoying, in b19 more than ever.

Well i was late, disaster already happened. Sigh.

Not at all, this is an open platform, I'm waiting for feedback before the thing is released.

I agree with you here, the weight system isn't accurate to real life in the first place
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 11:57:08 AM
Well it can't really be accurate. Plus there s that Tynan didn't really aim much for IRL accuracy. I know +30 carry weight is still a lot, but honestly at this point the only thing i lack, which no mod solves - trasportation voes. Transport pods are one-time-use resource waste and animals are a bucket of annoyances starting with food, ending with them getting shot in world map encounters. There was that dropship mod, but it wasn't updated and dunno if it will be, so transport problem remains unsolved.

Still i imagine backpack stats are xml thing, so i probably will be able to adjust them to my comfort anyway, so feel free to balance them how you see most fit.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 12:27:51 PM
Quote from: Madman666 on September 23, 2018, 11:57:08 AM
Well it can't really be accurate. Plus there s that Tynan didn't really aim much for IRL accuracy. I know +30 carry weight is still a lot, but honestly at this point the only thing i lack, which no mod solves - trasportation voes. Transport pods are one-time-use resource waste and animals are a bucket of annoyances starting with food, ending with them getting shot in world map encounters. There was that dropship mod, but it wasn't updated and dunno if it will be, so transport problem remains unsolved.

Still i imagine backpack stats are xml thing, so i probably will be able to adjust them to my comfort anyway, so feel free to balance them how you see most fit.

Okay okay okay, guys.

I have a confession to make. I was never one for good balancing, my first release of mod was the "SAS Black Kit" and those apparel had like 400% protection. So, I put back the old backpack capacities before Canute gave his suggestion, but I kept the movement speed reduction.

(https://i.imgur.com/iBKZ3sY.png)

Honestly guys, I LIKE the idea of never having to tame one of those foul beasts ever again, if they will ever be a part my colony, they're going to be pieces of butchered meat in the fridge because there are mouths to feed and tarnation if I have to lose all my delicious MREs to a bunch of Muffalos.


(https://i.imgur.com/WlLZmNm.png)
Sorry Canute, I can't allow the Muffalo uprising to carry on here
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 12:30:32 PM
I guess you could make movement penalty a bit more significant to compensate. You can't really happily run around in military gear and also a huge backpack loaded with raw steel :P

I suck ass at balancing.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on September 23, 2018, 12:31:27 PM
Sorry to take out the fun, i don't want it realistic, just want balance it a bit.
When a pawn can natural carry 30-35kg extra weight in Rimworld, and you give him an extra ordinary backpack for extra 80kg, that don't sounds right to me they are humans not a packmules.



Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 12:44:51 PM
A human that can't carry more than 35 kg isn't much of a human to be fair...
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 23, 2018, 12:47:27 PM
(https://i.imgur.com/OdPPzCO.png)


Quote from: Canute on September 23, 2018, 12:31:27 PM
Sorry to take out the fun, i don't want it realistic, just want balance it a bit.
When a pawn can natural carry 30-35kg extra weight in Rimworld, and you give him an extra ordinary backpack for extra 80kg, that don't sounds right to me they are humans not a packmules.

Alright, here's what I did. I RESTORED the "balanced" stats because Canute is clearly well funded by the Muffalo resistance, and he is their spokesperson

It's here again and this will be the final stats:
(https://i.imgur.com/H7x9vph.png)

Now, before Madman gets a heart attack and I pack my bags, (lol get it, pack my bags) It turns out this carrying capacity the backpack adds is added onto the Pawn's natural +30 carrying capacity.

It's not the end of the world, the Military backpack can still add to up to 70kg for pawns in total. Balancing is actually part of the fun, I'm just exaggerating earlier cause I was joking. (or was I?) Rimworld is a survival game, and obviously limitations are what makes the game's consequences have weight when choices are made.

It's settled now, thanks for the feedback guys.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 12:50:13 PM
I knew it added up capacity, not replaced it. lol Won't have a heart attack, but will be fiddling with numbers in xml for sure :P
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Canute on September 23, 2018, 01:00:05 PM
Madman666, the superpawn, his backpacks give +666kg extra weight cap ! :-)
Not to forget the ability to fly ! :-)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 23, 2018, 01:02:31 PM
I would, no z level in Rimworld, much to my dismay. What kind of inferior being can't even fly?

On a serious note, i liked 60-80 kgs stat set, so that what i ll go with. Because screw muffalo keeping.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 24, 2018, 01:02:26 AM
To Last person who deleted their post (for some reason) :  Said something about harnesses and character creation, poster explained that they didn't like harnesses spawning for everyone and their grandma and it started to cramp everyone else's style.

Here's what I've done:
- Rimmu-Nation clothing will not spawn for starting colonists unless you use Prepare Carefully
- Multiple outfits are uncraftable and can only be gained by trading or scavenging
- New category system, a lot tidier and easier to assign uniforms

So I noted down what you said even though you used the Infinity Gauntlet to erase it from history.

Rimmu-Nation: Clothing - B19 Early Access
(https://i.imgur.com/5JF6x2b.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1yBSAvkZ5JP0tyAxRjI0aPleHwds2Q5Mt)
Nobody is dreaming here, not even me cause I'm still awake. I finished the mod sooner than expected, I suppose that's what you get if you have no social life and nobody looking for you out there to care about you.

Layed down in my bed all day like any sane human would coding this thing, it's now Monday and I am supposed to wake up right now according to my alarm. GG.


(https://i.imgur.com/1tEToE1.png)
Military Furniture B19 (https://drive.google.com/open?id=1bDIjzMquZAs8J-I697Tjec5a_v3mv23T)

Chicken Mitchell Hairs B19 (https://drive.google.com/open?id=1TlWTfmz2ussG62nYNYeHKkBJNTriOS3g)

Previews:
(https://i.imgur.com/PNuCOV3.png)

(https://i.imgur.com/RscRw5g.png)

(https://i.imgur.com/l9QV5Nr.png)

(https://i.imgur.com/j4qYvmQ.png)

(https://i.imgur.com/14iPsuk.png)

(http://i.imgur.com/67cv3RN.jpg)

(https://i.imgur.com/fdgDJq3.png)

When all these are done there will be solid variety and all that good stuff. I really like the customization achieved with this update, lots of other video game characters can now be in Rimworld getting killed by the player's bad decisions.

In the meantime, I have to go get myself killed because of my bad decisions in real life, get showered and smash through the day without dropping face first in the concrete. Have fun lads, let me know if you find issues with Rimmu-Nation Clothing, I believe everything is in order, but you never know.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: ninjaklan on September 24, 2018, 05:11:39 AM
CP, just downloaded this! There seems to be a few bugs with this one? My machining table seems bugged - I can open it but can't add new bills? Also, some of the clothing items dissapear completely when worn?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 25, 2018, 06:32:14 AM
Quote from: ninjaklan on September 24, 2018, 05:11:39 AM
CP, just downloaded this! There seems to be a few bugs with this one? My machining table seems bugged - I can open it but can't add new bills? Also, some of the clothing items dissapear completely when worn?

Hello, I'm at MPCT at weekdays. Currently my elbows are bleeding and my trousers are covered in mud, London weather is freezing cold.

I'll have to investigate at Friday mate, but I highly assume this is a mod conflict cause I had everything working well. Could you please give me the console errors? Maybe that will give me a clue
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 27, 2018, 02:47:18 AM
Did a test playthrough, issues found:

- "Joel" hairstyle incorrectly named in texture folder for different directions, so it will show front view for all sides
- RN Clothing Bench hasn't been labelled properly or given research cost to unlock
- Harnesses and backpacks can't be crafted in RN clothing bench, I think they're using the vanilla tailor table

What's the plan after?
- Fix furniture mod, RN camping stuff may now be obsolete and merged with the military furniture mod
- RN weapons need rifles done so I can finish it all

I will update the links soon as I get home from college today. (Gonna get beasted at PT, LETS HAVE IT THEN!)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: sumghai on September 28, 2018, 12:31:44 AM
Always a pleasure using your mods, Chicken Plucker. Looking forward to the RN Weapons, furniture and faction outfit packs.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 28, 2018, 04:40:37 AM
Quote from: sumghai on September 28, 2018, 12:31:44 AM
Always a pleasure using your mods, Chicken Plucker. Looking forward to the RN Weapons, furniture and faction outfit packs.

Thank you! I also love your hair mod because you know as the say "if you don't have the hair, you won't even care" probably not a real saying


Guys I apologise, I patched the issues but I fell asleep before uploading the updates. I'll sort it out today after college cause it's Friday

Next plan is for a few more hairs and furniture mod

Edit: updated all now, existing problems listed should be patched
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Ink. on September 29, 2018, 08:22:56 PM
Hey CP! I didn't see this in the list of known issues above and so I figured I'd bring it up. I think there's an issue with RN apparel and mass. In my colony, I have two outfit types. One uses RN gear for my combatants and one uses vanilla apparel for my workers/medics. The workers can set up a caravan no problem and have no issue, but if I send my RN guys, the GUI gets all buggy and sometimes doesn't even work. Mass doesn't display right when forming the caravan and because of that, you cannot send these guys out as it assumes there's none at all.

E: I've found that when I set all my colonists to use vanilla apparel, I can form caravans/droppods pretty easily, but the second the dot gets on the world screen I cannot do anything with the caravan. It becomes trapped and I cannot order it to go anywhere or interact with anything. And all of the GUI is replaced with an error message. If you'd like to see the error, I can up you some screenshots of it. I do notice that at one point it references CPBackpacks.HarmoneyBackpacks.Capacity_PostFix.

It is worth knowing though that none of my colonists are using these backpacks at the moment and we're not bringing any of them with us.

Not sure if it's something you knew about but figure I'd mention.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 30, 2018, 06:15:32 AM
Quote from: Ink. on September 29, 2018, 08:22:56 PM
It becomes trapped and I cannot order it to go anywhere or interact with anything. And all of the GUI is replaced with an error message. If you'd like to see the error, I can up you some screenshots of it. I do notice that at one point it references CPBackpacks.HarmoneyBackpacks.Capacity_PostFix.

Alright, well from how you've described this error, I haven't seen it happen to me during testing nor has anyone ever brought it up. I'm thinking this may be a mod conflict.

Did you copy that reference or did you write it? I noticed it says "harmoney" not "harmony". Please copy the full error for me and paste it here since it may be something only Jecrell can understand and fix, not me. Oi do that by clicking on it's red text error, the console should have some kind of explanation box with more detail.

So far what I'm assuming, is you have another mod loaded above Rimmu-Nation clothing that has a harmony.dll similar to it that could be outdated. What could work for now judging by what you've said, is loading Rimmu-Nation Clothing over most of your mods, just under Jecs tools and all that.


I'll standby here, I need ALL the details cause this has never shown up for me during testing, especially since I use a limited amount of mods to test.


_________________


Another issue found that will be patched for RNC

- DCU jacket side position shows back, will update when I get back from grocery.

Progress report on Rimmu-Nation weapons:
- Added the new SIG Tread many people in the gun community are going nuts about, it's a semi auto rifle just like the Bushmaster XM-15 with different stats.
- Coded new categories system
- Tweaked how 5.7mm bullets work
- New sounds, working on AKs at the moment
- Will add a few Canadian Armed Forces weapons for their possible faction release
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on September 30, 2018, 07:16:31 AM
Good to hear about progress! Randy s been absolute ahole, keeps raiding me every other day... Dunno what to do with prisoners.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on September 30, 2018, 12:58:16 PM
RN: Clothing updated to fix DCU jacket issues, currently added a few new Canadian military used weapons, list keeps growing cause I might just make Canadians show up on your front door with their Ketchup potato chips and Gatorade offering a helping hand.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Ink. on September 30, 2018, 08:31:32 PM
@CP — It's highly possible that it's a mod conflict. However; I have moved it up in my modlist towards the beginning and I still face the same issue. I'll definitely be manually seeking mod conflicts.

Here's a link to the log: https://git.io/fxJGN

Please advise if this is more an issue elsewhere so I can hopefully help narrow down for the bug report and my own adjustments.

(https://i.gyazo.com/f9b2639c88cec2c557353aa7c8af99ee.png)
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 01, 2018, 01:34:05 PM
Quote from: Ink. on September 30, 2018, 08:31:32 PM
@CP — It's highly possible that it's a mod conflict. However; I have moved it up in my modlist towards the beginning and I still face the same issue. I'll definitely be manually seeking mod conflicts.

Here's a link to the log: https://git.io/fxJGN

Please advise if this is more an issue elsewhere so I can hopefully help narrow down for the bug report and my own adjustments.

(https://i.gyazo.com/f9b2639c88cec2c557353aa7c8af99ee.png)

I'm seeing lots of issues with Portable Power Generator, what's that all about?

(https://i.imgur.com/8VKMiUK.png)

Here, I asked Jecrell about Harmony, noticing there's different versions for each mod, it seems to not be the issue. Might be a silly request, but if you ran a test with just RN:Clothing if you can somehow save your modlist, does the issue still show up?

If not, then I am gonna pull on strings and assume maybe it's another mod affecting the backpacks, and I don't know what it is. I'm genuinely befuddled cause I haven't ran into this issue, and I don't believe Jecrell can reproduce it himself (afraid to ask in the first place, cause he's super busy)

First thing I'd look at is Portable Power, if it is what's breaking things, or if RN:C works on its own, in order to confirm it's doing nothing wrong. It's incompatibility for sure

Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: dninemfive on October 01, 2018, 04:19:41 PM
Just want to point out to Ink. that they can save their modlist by going to C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config and renaming ModsConfig.xml.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 01, 2018, 05:06:40 PM
I got it Ink, pardon for the frustration you might be going through here if I'm on about how I haven't run into it.

I have now and it's a confirm that the backpacks are funky, it's not a mod conflict.

(https://i.imgur.com/1TD4ri9.png)

Replicated the issue after a big purchase, lots of silver taken away from our inventory, thing ended up causing a big error spam and here we are. I sent the details to Jec, I can only wait for him to sort it out. I surely hope he does, if he doesn't then my backup plan will be to remove the backpacks.

I know that sucks cause backpacks are cool, but it's only a contingency plan.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 02, 2018, 06:11:56 PM
02/10/2018: Fixed the backpack issue, thanks to Jecrell.
Finished Early Access mods:
Note: May be awaiting additional content or release for Steam.

(https://i.imgur.com/5JF6x2b.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1yBSAvkZ5JP0tyAxRjI0aPleHwds2Q5Mt)

(https://i.imgur.com/6DAUtbI.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1TlWTfmz2ussG62nYNYeHKkBJNTriOS3g)

Sorta finished mod:
Note: Pretty much finished on it's own, no known bugs. Might however be merged with "Military Furniture"

A phone call away
(https://i.imgur.com/1tEToE1.png)
Description:
Enables calls through the red phone to ask for free reinforcements upon +70 relations, and a mission board that allows you to pay silver to recruit or start missions.
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=115iRZcR6ZBP2vGtoQOyKU9GSCyjNuqE1)



Unfinished test mod:
Warning: Contains unfinished coding, will be messy, might break saves when official version is released.

(https://i.imgur.com/rFYCtXg.png)
Description:
Lots of work need to be done on workbenches, research, weapontag balancing and need to add all weapons. I don't know when it's gonna be finished, I won't put deadlines down anymore.
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1ArPSsO_arJJrj1Njk-2sWV4OR2K6Zm2w)

Links are pretty much the same for Rimmu-Nation Clothing, but I separated the test pack just so I don't have to zip them over and over again. Backpack issue is fixed, if it has broken saves then they should now be working, Jecrell did quite the work there.

Rimmu-Nation weapons have most of the old AK style weapons done, few new weapons added, such as:
(https://i.imgur.com/MwgCOGx.png)
SNIPEX-75

Okay I'm too tired to list any more and it's 11PM. Just know that this rifle uses a stronger cartridge than .50 BMG and I just had to add it in.

Preview Art:
Concept for Rimmu-Nation + Chicken Mitchell hairs

(https://i.imgur.com/7r3brQz.png)
"The Evil Within"

(https://i.imgur.com/DHGZORf.png)
"Resident Evil"

(https://i.imgur.com/s6W1Zvq.png)
"Left 4 Dead"

(https://i.imgur.com/4OWXVG3.png)
"Tomb Raider"

(https://i.imgur.com/lBXFrk2.png)
"John Wick"

(https://i.imgur.com/PNuCOV3.png)
"Last of Us"


Edit: Rip, thought this post would be page 12, guess not. Oh well, I'm gonna sleep before I die tommorrow, if anyone's save was broken by the backpack issue, it's fixed now.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 03, 2018, 12:26:18 PM
Hm a note for the future - you probably should lock RN clothing behind some kind of research)) Also raiders in your armors are quite durable. I need to start making some friends fast.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 03, 2018, 12:40:44 PM
Quote from: Chicken Plucker on October 02, 2018, 06:11:56 PM
02/10/2018: Fixed the backpack issue, thanks to Jecrell.
Finished Early Access mods:
Note: May be awaiting additional content or release for Steam.

(https://i.imgur.com/5JF6x2b.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1yBSAvkZ5JP0tyAxRjI0aPleHwds2Q5Mt)

(https://i.imgur.com/6DAUtbI.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1TlWTfmz2ussG62nYNYeHKkBJNTriOS3g)

Sorta finished mod:
Note: Pretty much finished on it's own, no known bugs. Might however be merged with "Military Furniture"

A phone call away
(https://i.imgur.com/1tEToE1.png)
Description:
Enables calls through the red phone to ask for free reinforcements upon +70 relations, and a mission board that allows you to pay silver to recruit or start missions.
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=115iRZcR6ZBP2vGtoQOyKU9GSCyjNuqE1)



Unfinished test mod:
Warning: Contains unfinished coding, will be messy, might break saves when official version is released.

(https://i.imgur.com/rFYCtXg.png)
Description:
Lots of work need to be done on workbenches, research, weapontag balancing and need to add all weapons. I don't know when it's gonna be finished, I won't put deadlines down anymore.
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1ArPSsO_arJJrj1Njk-2sWV4OR2K6Zm2w)

Links are pretty much the same for Rimmu-Nation Clothing, but I separated the test pack just so I don't have to zip them over and over again. Backpack issue is fixed, if it has broken saves then they should now be working, Jecrell did quite the work there.

Rimmu-Nation weapons have most of the old AK style weapons done, few new weapons added, such as:
(https://i.imgur.com/MwgCOGx.png)
SNIPEX-75

Okay I'm too tired to list any more and it's 11PM. Just know that this rifle uses a stronger cartridge than .50 BMG and I just had to add it in.

Preview Art:
Concept for Rimmu-Nation + Chicken Mitchell hairs

(https://i.imgur.com/7r3brQz.png)
"The Evil Within"

(https://i.imgur.com/DHGZORf.png)
"Resident Evil"

(https://i.imgur.com/s6W1Zvq.png)
"Left 4 Dead"

(https://i.imgur.com/4OWXVG3.png)
"Tomb Raider"

(https://i.imgur.com/lBXFrk2.png)
"John Wick"

(https://i.imgur.com/PNuCOV3.png)
"Last of Us"


Edit: Rip, thought this post would be page 12, guess not. Oh well, I'm gonna sleep before I die tommorrow, if anyone's save was broken by the backpack issue, it's fixed now.

(Quoting just so it's in front page)

Quote from: Madman666 on October 03, 2018, 12:26:18 PM
Hm a note for the future - you probably should lock RN clothing behind some kind of research)) Also raiders in your armors are quite durable. I need to start making some friends fast.

Armors are behind flak vests research, as for helmets, since for some reason advanced helmets and simple helmets are craftable with the smithing table now they are always available.

I should probably add research for the bench, I've bloody forgotten all about it all this time, woopsie daisy!

And yes, this is why I'm waiting to patch up Rimmu-Nation Weapons before official release, because the weapons are the equaliser to smash these raiders. I might ban them from the IBA or the RN500 stuff, I might not.

I'd like some opinions here, what clothing would you like for them to have?
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 03, 2018, 12:59:45 PM
I opt for variety - which means - let them have all of it!) With the ability to call for help and with use of advanced weapons it isn't really that big of deal - i managed to kill them off with some clever maneuvering and playing with lines of sight, so that they always had to move instead of shooting. So - let them have the armors. And clothing makes them look damn unique too) I like it a lot.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 03, 2018, 02:10:44 PM
What would also be nice - is to add a defensive bonus to camouflage suits (ghillie suits) that confers a small penatly to aim again pawns wearing it. It makes sense, that you ll have trouble hitting a guy in a ghillie suit hiding behind a bush in a forest. That d require c# most likely though.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 03, 2018, 07:47:36 PM
Quote from: Madman666 on October 03, 2018, 02:10:44 PM
What would also be nice - is to add a defensive bonus to camouflage suits (ghillie suits) that confers a small penatly to aim again pawns wearing it. It makes sense, that you ll have trouble hitting a guy in a ghillie suit hiding behind a bush in a forest. That d require c# most likely though.

Yeah, it obviously does. I figured that the game's mechanic with missing your target is already heavily affected by the cover system and trees so hopefully it won't be too necessary, I have had many simple sounding features like this that are actually very complicated to do for Jecrell or Albion that are also costly since it's a headdache for them.

The Auger WS for example is bloody broken because the devs decided that bullets that fly overhead now need to explode, otherwise they won't hit anything, so now I have to omit the bloody gun cause Albion took about 2 weeks and he still couldn't code for it work.

________________________


Updated Rimmu-Nation Clothing to have this new OnSkin outfit:

(https://i.imgur.com/XpFTxOB.png) (https://i.imgur.com/djcQBT6.png) (https://i.imgur.com/v5qD4yM.png)

(https://i.imgur.com/0qpZavq.png) (https://i.imgur.com/eMLPkDT.png) (https://i.imgur.com/XIpu5Y7.png)

Adds 0.10 move speed, 0.10 dodge chance for melee, 0.05 social impact and 0.05 melee hit chance.

I made it mostly cause I was trying to create Cassie Cage's alternate outfit from Mortal Kombat, but knock yourselves out (pun not intended) with more waifu kit.

I have added smithing research to be necessary for PASGT and FAST helmets, they also have their own crafting skill requirements now. M1 also needs smithing, but it doesn't have as high skill requirement as the newer helmets.

I also allowed RN500 civilian version to be researched by smithing, you won't have to wait for flak vests research, but the catch is, it's not as tacticool as the other vests, which is a major downside even though it doesn't take as much research requirements.

__________________


Chicken Mitchell hairs patch notes:
Updated the Wallaby B unisex hair to move down a bit, it looked way too high giving the appearance that whoever had this hairstyle had a massive forehead.


Separate patch note for Detailed Body Textures II:
Made the left side of the fat body nipple less transparent, that was pretty much all I patched.

Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 04, 2018, 03:03:52 PM
<!-- Oi Madman what are you doing here?! Stop fiddling around you cheeki monkey -->

Awwww, how nice of you to leave a pointer! Thaaanks, CP, i adore you xD

<!-- Oh my days I warned you, turn back- BEFORE IT'S TOO LATE! -->

Wut? No way! It already late.

<!-- Now you've done it. You have officially annihilated balancing in all of gaming. I hope you are proud of what you've done here. -->

Just today, i got gut worms event two times, followed by fibrous mechanites and a plague, all over 3 in-game days timespan. Most my people got insta downed due to pain, my medic had a mental break "Give up and leave" from all the pain. And that ruined a year old colony with all the chances to last eons like without any slight chance of revival. Balance? Never heard of it. No such thing in Rimworld.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 05, 2018, 06:02:56 PM
Quote from: Madman666 on October 04, 2018, 03:03:52 PM
<!-- Oi Madman what are you doing here?! Stop fiddling around you cheeki monkey -->

Awwww, how nice of you to leave a pointer! Thaaanks, CP, i adore you xD

<!-- Oh my days I warned you, turn back- BEFORE IT'S TOO LATE! -->

Wut? No way! It already late.

<!-- Now you've done it. You have officially annihilated balancing in all of gaming. I hope you are proud of what you've done here. -->

Just today, i got gut worms event two times, followed by fibrous mechanites and a plague, all over 3 in-game days timespan. Most my people got insta downed due to pain, my medic had a mental break "Give up and leave" from all the pain. And that ruined a year old colony with all the chances to last eons like without any slight chance of revival. Balance? Never heard of it. No such thing in Rimworld.

So I see you deciphered my super secret messages buried within the matrix, you still went for it though.

I feel as though the more you post Madman, the more we uncover the truth within you that you hate lots of things about game's mechanics, one of these days if I keep pushing we might find out that you stole a Cadbury bar from someone's office in Croydon, which lead to the unfortunate beasting of many poor souls.
_____________________________

So far the B19 update has been fast with this military furniture mod, the radio is working again and so is the fridge thanks to Jecrell and well, me having to bloody copy paste some new .xml renamed stuff.

"Wall of Shame"
(https://i.imgur.com/qWouLht.png) (https://i.imgur.com/ZYOjVoH.png) (https://i.imgur.com/bHSCg9d.png)
Description: In military tradition, the wall of shame shows photos and memorabilia of soldiers' loved ones and special or goofy occassions for morale boost.

(Okay, maybe not in real life, but we try to keep it PG here in Rimworld.)

I made the wall of shame, which acts as a joy item, like the television but without electricity. I initially wanted it to act like the Psychic Emanator but that needed C# and I didn't wanna pay more money for a simple feature.

(https://i.imgur.com/zw7tHog.png) (https://i.imgur.com/31W8Uo1.png) (https://i.imgur.com/4VRZs3o.png)

There's also now a rotatable view of the IV Support, I lost the original files so I just improvised and used the original image to make it seem to change positions.

I also slightly adjusted the stand and how it looks.

As for the Wall of Shame, here are some artwork, I had to put some into the wall, besides some of the stuff I already posted here.

(https://i.imgur.com/65vsfVK.png)
(Already seen by many from Prisoner outfit mod, but leaving it here for those who haven't)

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

(https://i.imgur.com/ORMxGU1.png)

Posters from the rear view:

(https://i.imgur.com/wpD6Gz4.png)

(https://i.imgur.com/xpMADG8.png)

The others are the Rimmu-Nation previews.

The biggest tragedy of all, is that the Wall of Shame's true purpose is for you to put the picture of your cheating spouse or partner on, and other disgraceful individuals. I suppose this ended up being all kid friendly eh?

What a heartbreak.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 05, 2018, 06:52:39 PM
Heh, while i do love this game way more than i probably should (more hours played than any other game in my life, which is crazy), i do hate some of its mechanics to a teeth grinding point for being illogical and downright unbalanced, never really tried to hide it xD Luckily our gracious and allmighty modding community more or less lets us mold the game into what each and every separate person wants it to be, which is really a wonderful thing.

Nice updates, CP, thanks for keeping us posted! Can't wait to enjoy full might of what all factions and RN Weapons can offer. Vanilla arsenal is just nowhere near enough.

PS - I did change backpack's capacity to be 50-60-80, which actually didn't really affect balance as much as it seems. You still have to send a decent contingent if you don't want it to die off half way, you still need to bring those disgusting smelly muffalo, cause 3-4 people can't drag 2k steel back home even with best backpacks on. But the overall decrease in demand for filthy animal services left me deeply satisfied. Climate cycle with which i usually play limits the food production, so having fewer mouths to feed helps a lot.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 06, 2018, 07:54:43 AM
(https://i.imgur.com/19XicsL.png)

The Wall of Shame description really put me in a bloody bad mood yesterday, I don't wanna make light of it anymore since it came off the wrong way just for me.

here's the new description:
In military tradition, the wall of shame shows photos of cheating partners and "Jody" which is a nickname of soldiers given to men that seduce their partners.
   
Sometimes soldiers place photos of their friends as a joke, not necessarily worthy of being shamed but for humiliation.

I thought it would just be almost an insult to say "soldiers' loved ones" when there are dozens of stories out there of Jody taking away girlfriends and wives. I'm happier with this new one.

Anyways, progress has been good for Military Furniture. I have merged Rimmu-Nation Camping stuff with it along with the Red Phone. I hope nobody prefers if they were separate because I'm just about ready to choke someone running around having to update this and that.

The biggest challenge will be the vending machine, several food and drug items have to be re-coded and whatever, along with their crafting recipes. Ugh.

(https://i.imgur.com/N6K6Gog.png) (https://i.imgur.com/lTuUkQi.png) (https://i.imgur.com/sppov7F.png)
Here's a new double sleeping bag by the way, for partners. (Complete with woobie blanket!)

Instrument table is now rotatable just like the IV support as seen in the photo, I'll go get some dinner now, cheerio.

Quote from: Madman666 on October 05, 2018, 06:52:39 PM
Heh, while i do love this game way more than i probably should (more hours played than any other game in my life, which is crazy), i do hate some of its mechanics to a teeth grinding point for being illogical and downright unbalanced, never really tried to hide it xD Luckily our gracious and allmighty modding community more or less lets us mold the game into what each and every separate person wants it to be, which is really a wonderful thing.

Nice updates, CP, thanks for keeping us posted! Can't wait to enjoy full might of what all factions and RN Weapons can offer. Vanilla arsenal is just nowhere near enough.

PS - I did change backpack's capacity to be 50-60-80, which actually didn't really affect balance as much as it seems. You still have to send a decent contingent if you don't want it to die off half way, you still need to bring those disgusting smelly muffalo, cause 3-4 people can't drag 2k steel back home even with best backpacks on. But the overall decrease in demand for filthy animal services left me deeply satisfied. Climate cycle with which i usually play limits the food production, so having fewer mouths to feed helps a lot.

Well, the intention wasn't to haul thousands of steel back home, it was to have enough extra rations on the back, along with medicine and some sleeping bags to stay up longer for extra days going out on missions.

I do like Canute's recommended stats, they work well for that, but maybe one day we'll have a mod with.. Tanks.

Tanks don't need to eat, they don't poop and moo all over the place, they just freakin shoot and do as you ask with plenty of carrying capacity. I love tanks.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 06, 2018, 01:31:15 PM
Cmon, who doesn't love ... tanks. Its TANKS! For Pete's sake. They blow shit up, trample shit, pulverize stuff with machinegun fire and look awesome while doing so. So i d be glad to have tanks, but at this point its but a distant dream. At least if we are talking about proper vehicles, not "pawns in disguise". Vehicles that can take up more than 1 tile of space (and thus won't sqeeze in through 1 tile wide doors. Someday people will add vehicles, i am sure of it. But i doubt that ll be anywhere in the near future.

It'd require basically a whole part of the game coded and added from scratch, that adds new "entity type" rather than "a pawn" or "a building" with its own rules of placement, behaviour, status and etc. Even for someone like me, who just started digging in c#, its obvious it'll be a massive project.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: dninemfive on October 06, 2018, 04:27:52 PM
Was the Vehicle interface of Jec's Tools not ported from B17/18? If it was, it's actually pretty easy iirc.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 06, 2018, 04:32:50 PM
I believe that framework still uses "pawn" system. Which means even a giant truck will behave just like a centipede and can pass through 1tile wide doorway, which frankly isn't immersive at all. Its better than no vehicles, but i don't really consider it a solution to lack of proper vehicles in the game.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 06, 2018, 05:48:36 PM
Quote from: Madman666 on October 06, 2018, 04:32:50 PM
I believe that framework still uses "pawn" system. Which means even a giant truck will behave just like a centipede and can pass through 1tile wide doorway, which frankly isn't immersive at all. Its better than no vehicles, but i don't really consider it a solution to lack of proper vehicles in the game.

In all fairness muh friend, every pawn can enter a 1x1 door. Let's look at those huge Thrumbos, Muffalos and Megatheriums (megasloths, rip forever cooler name.) heck, not counting the dinosaurs and giant monsters from other mods. They walk in and out of fridges whenever they feel, poop all over the place, they take your job, they ask out the girl you are interested in and the next thing you know this damn colossus that can fit inside 1x1 doors has everything you ever wanted, and instead of feeling happy for them you are fuming in anger ready to butcher them for a simple meal.

Centipedes too, they're supposed to be pretty big, but they can fit in 1x1 doors.

Anyways!

Military Furniture progress, I have been getting carried away expanding, my bros.


(https://i.imgur.com/za9JSG8.png)

New hospital equipment, new medical bed and medical stretcher. I was torn with trying to make the equipment work with the vanilla hospital bed, but I just went "you know what? I'll make my own."

Medical Stretcher
(https://i.imgur.com/HvGF7TD.png)(https://i.imgur.com/WmlQfD0.png)(https://i.imgur.com/cdCuLYq.png)
Higher quality than the improvised one, I might remove that and leave this in, but it would be nice to have emergency stretchers in the field. The thing with this one is the stats are just a bit below the vanilla hospital bed stats, and its compatible with all the medical machines I'm adding in.

Medical Bed
(https://i.imgur.com/ByGzkSi.png)(https://i.imgur.com/mP1Znnk.png)(https://i.imgur.com/UmbZ2Ie.png)
The real freakin deal, you can mess around and raise the bed up and down, but you probably won't if you're bleeding out or succumbing to infection. It's slightly better than the vanilla hospital bed, and it's compatible with all my machines, while the vanilla one isn't.

It's also more lightweight for transport, like the stretcher above. The idea is to have it ready nearby if you want to make a small camp before a raid, so you have a whole temporary clinic ready in case stuff goes down and you don't want to lose lives.

Besides the IV support and the old Instrument table, here are some new machines. I have heavily nerfed the IV and instrument table, and made it so that it would be desirable for the player to use more than one or two of these machines if not all. Even if someone only had one or two beds, the quality of treatment would be so good that you can send them off to their normal beds after, assuming it's not some infection that hasn't been treated, or some kind of injury that affects the brain functioning normally.

Medical Ventilator
(https://i.imgur.com/8H3DhqF.png)(https://i.imgur.com/Gw1x1ep.png)(https://i.imgur.com/XAsZ4zm.png)

Vital Signs Monitor
(https://i.imgur.com/GF7gG3h.png)(https://i.imgur.com/W7PEdrb.png)(https://i.imgur.com/0mZNxZW.png)

Ultrasound Machine
(https://i.imgur.com/r6io3Br.png)(https://i.imgur.com/EuUfx9R.png)(https://i.imgur.com/SV9pgcA.png)

They are meant to be more than just display, they will actually help improve treatment and speed up the process. I don't wanna go into detail on what each one does besides increase some medical related stats, ventilator not actually being able to affect breathing due to the game's C# crap, but let's assume they make the doctor's job a lot easier since affliction to the pawn are more easily diagnosed and the doctor is assisted by machines.

New Office Lamp since the floodlight didn't fit in the hospital or office look I'm going for:
(https://i.imgur.com/RnVkHt7.png)
Got a fancy drop down menu style for different colors, in case anybody wanted to party with purple lights and all that, and you decide to not invite me to the party so I feel sad when you gossip about it with your friends.

Redesigning this comms table:
Old
(https://i.imgur.com/NrGsIfO.png)

New (WIP)
(https://i.imgur.com/20ZqsNY.png)

Note, the scale seems different but I assure you, it will be the same size in-game, I just used the actual 1x2 table size for the new one in order to better match vanilla textures in-game. I know some people like the military look of the old version, but we can keep that for the research PC, cause this comms console is supposed to be for commanding officers and I wanted it to look the part.

Armchair Commander
(https://i.imgur.com/tYxNTLf.png)

New armchair being worked on to match the new comms PC, so you can make a lovely office for the guy that sits at base leading everybody to their deaths while he gets to sip some tea and eat all the lavish meals. I thought it would go with the Chairforce, but one step higher.

That's all for now, might release a working unfinished version by Sunday, or hopefully the finished version here. I messaged an old voice actor to help me make a trailer for this update, he's the same VA that played Arnold in the US Military Kit trailer, and he's back.

Still have that pending John Wick trailer for the hair mod, and Rimmu-Nation, they'll all come together in one release which might come in 2 weeks time starting next week.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 06, 2018, 07:18:49 PM
Quote from: Chicken Plucker on October 06, 2018, 05:48:36 PM
Quote from: Madman666 on October 06, 2018, 04:32:50 PM
I believe that framework still uses "pawn" system. Which means even a giant truck will behave just like a centipede and can pass through 1tile wide doorway, which frankly isn't immersive at all. Its better than no vehicles, but i don't really consider it a solution to lack of proper vehicles in the game.

In all fairness muh friend, every pawn can enter a 1x1 door. Let's look at those huge Thrumbos, Muffalos and Megatheriums (megasloths, rip forever cooler name.) heck, not counting the dinosaurs and giant monsters from other mods. They walk in and out of fridges whenever they feel, poop all over the place, they take your job, they ask out the girl you are interested in and the next thing you know this damn colossus that can fit inside 1x1 doors has everything you ever wanted, and instead of feeling happy for them you are fuming in anger ready to butcher them for a simple meal.

Centipedes too, they're supposed to be pretty big, but they can fit in 1x1 doors.

Yeah, precisely. They all can fit through tiny doors like nothing and one person can carry a giant thrumbo on his own, while he can't even lift more than 35 kg (balance reasons be damned) when heading out. All those are limitations imposed by pawn system. And while for animals its more or less fine, we got used to it, but for vehicles it would be really nice to have them actually be vehicles and not pawns. There are already mods that add vehicles and mechanical units, that use mechanoid pawn base and to be fair it feels way too false to consider them true vehicles instead of recolored mechanoids.

I mean tanks you added are a good example. They spice things up and are interesting to fight, but with the way they move, make centipede sounds and fit through tiny spaces, i can't say i see them as vehicles. They re more like mechanoids to me. Mechanoid based vehicles are fine really and if you just add a possibility to construct and control them, use as transports and etc - that d make for a nice and popular mod. But somewhere deep it ll still feel like an easy way out.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on October 06, 2018, 07:22:05 PM
Great news! Waiting for the release of rimmu-nation(and in less importancy british&us military) for my non-horror colony/gameplay.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 06, 2018, 07:24:36 PM
Also i really like new furniture additions! Keep up the good work. The finished Red Horse Project will be nothing short of an amazing expansion of the game.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 06, 2018, 10:34:19 PM
Quote from: Rocket_Raccoon on October 06, 2018, 07:22:05 PM
Great news! Waiting for the release of rimmu-nation(and in less importancy british&us military) for my non-horror colony/gameplay.

I like to mix horror with tacticool gear, because nobody in horror movies ever brought a fireteam complete with grenade launchers and LMGs to take down some monster fishies from some deep dark parts of the ocean. Aquaman I'm looking at you.

Quote from: Madman666 on October 06, 2018, 07:24:36 PM
Also i really like new furniture additions! Keep up the good work. The finished Red Horse Project will be nothing short of an amazing expansion of the game.

Thank you, I'm glad you like everything so far! I want some el opinions on the next onions here, especially the last one since I wanted a way for pawns to make some money at home.

PC Comms Station
(https://i.imgur.com/20ZqsNY.png)(https://i.imgur.com/FVn5UL3.png)(https://i.imgur.com/zU35b0y.png)
Description: Will function as a comms console, without the research cost for multi-analyzer and whatever. If you wish to do trading, it's gonna use the mailbox trade beacon, however, the downside is that you cannot be detected by orbital ships since mailboxes can't quite reach them.

PC Research Station
(https://i.imgur.com/Sa5FEiZ.png)(https://i.imgur.com/Hc0TX0H.png)(https://i.imgur.com/HNbcFdP.png)
Description: Will function as a superior research workstation than even the huge one with a multi-analyzer, having extremely fast research speed, the downside is the research tier only goes up to tier 2 since the technology of this station is too limited to explore spacer tech.

Black Hat Station
(https://i.imgur.com/ptp5RFN.png)(https://i.imgur.com/URR0MRV.png)(https://i.imgur.com/HafiPEg.png)
Description: A station for black hat hacking activities. Clients line up with jobs, usually hiring hackers for security, information or cheating in bloody CSGO for a price. The clients would be outside of the Rim planet, which means the FBI or any three letter agency can't come knocking down your door since they would be outside of legal jurisdiction to do so.

The black machine called "Rainmaker" is designed to warp physical payments in order to complete the anonymous transactions.

Now the Black Hat Station is pretty much a workstation that takes up the pawn's time, and they end up making silver for free, aside from the time they have spent. There's also gonna be an intelligence cap for the Black Hat Station, so you can't just go around farming silver with anybody.

I might add multiple options, with different time consumption and payoff for this station.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: dninemfive on October 06, 2018, 11:01:57 PM
Love the idea for that black hat station! It would be pretty cool if three-letter agencies did come knocking down your door, though. I  think I'd be able to implement that, if you want.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 07, 2018, 03:55:18 AM
Quote from: dninemfive on October 06, 2018, 11:01:57 PM
Love the idea for that black hat station! It would be pretty cool if three-letter agencies did come knocking down your door, though. I  think I'd be able to implement that, if you want.

Oh my! How would that work?

I'm just about ready to make a NOOSE and FIB outfit right now.

Would it be a simple chance of raid?

I was gonna do multiple options for the black hat station:
- Tester jobs [Requires: 2 intelligence] (10 silver per hour)
- Coding jobs [Requires: 3 intelligence] (20 silver per hour)
- Cyber security tester jobs [Requires: 5 intelligence] (40 per hour)
- Steal and sell information [Requires: 6 intelligence] (500 per 5 hours chance of agency level 1)
- Steal funds from organisations [Requires: 8 intelligence] (1000 per 5 hours, chance of agency level 2)

So far these are estimates, I'll set the work to make and see how much silver I can pay out later. This is just for a rough idea now.

The FIB would come in for the level 1 incident, with some NOOSE personnel and they wouldn't be hostile, they come at your colony and they will warn you somehow, either a text or we could just trigger a one-time visitor event "come back with a warrant next time lol"

If you dont stop stealing and selling information, they will send an immediate attack of a NOOSE team, I'll make them sport proper black kits and balaclavas with their M4s and stuff, it'll be sweet.

As for the level 2 one, they get to just send a raid with no warrant or warning at all.

If the player manages to annoy the unseen faction, which is the FIB, they will now be hostile towards the player and the player will face random raids from them from now on. That would come off naturally like with the unseen mechanoid hive, though this time the FIB starts off friendly until you ignore them or steal stuff from them
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on October 07, 2018, 06:43:03 AM
Hm, sounds like a lot of work for a joke( no offense meant) Not my thing really.
On a side note, the military furniture and vip table are looking really nice. Maybe i will test the unstable version later on a new colony, depending of how prone to error throwing it is.
Title: Re: [B18] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 07, 2018, 06:59:33 AM
I am also all for the yet another way to make some bucks, but yeah i also think it should bring some trouble to you and probably eat power a LOT (like bitcoin mining rigs). So that you basically sell your pawn's time AND power with a potential risk of bounty hunters coming for your hacker. That ll be real nice addition.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 07, 2018, 02:02:28 PM
I really have to update the front page sometime, and the Military Furniture preview, it's gotta look more fresh than it does now.

07/10/2018: Fixed RN:C bench facing the wrong way.
Finished Early Access mods:
Note: May be awaiting additional content or release for Steam.

(https://i.imgur.com/5JF6x2b.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1yBSAvkZ5JP0tyAxRjI0aPleHwds2Q5Mt)

(no changes to chicken mitchell hairs, just re-posting for this page.)
(https://i.imgur.com/6DAUtbI.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1TlWTfmz2ussG62nYNYeHKkBJNTriOS3g)


07/10/2018: Initial release, merged with "a phone call away" test mod.
(https://i.imgur.com/UOdqHWM.png)
THE HUGE DOWNLOAD BUTTON (https://drive.google.com/open?id=1bDIjzMquZAs8J-I697Tjec5a_v3mv23T)

What's the catch with the new Military Furniture? Well, it's stable really. High in memory due to multiple songs, I will delete songs later, That will not break gamesaves so it's all stable. By high memory I mean like 50 MB, it's not really high in a sense of messing up performance, I mean just in comparison to other mods

Missing features to be added:
Vending Machines
Vending Machine food and beverages
Floors
HESCO Barrier
Classy 1x1 table

Plans:
Delete some songs to lessen the memory of the mod
Add some songs for crying out loud, needs more Johnny Cash and Marty Robbins

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

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

(https://i.imgur.com/52378Nx.png)

Guys the freakin' black hat station works and its awesome! I even threw in a typing sound effect!

I added a 0 intelligence job, it's tech support. Enjoy. From what I have seen, the average time a pawn does earn silver is per hour, it takes longer the lower intelligence they have.

I added these new buildings that help with PC Research and the Black Hat Station:

Server Tower
(https://i.imgur.com/rWC3rzJ.png)(https://i.imgur.com/QwnIqdr.png)(https://i.imgur.com/hW5jq0M.png)

It speeds up research speed and workspeed by 15% for those two buildings only, and you can have up to a maximum of 10 server towers, increasing your productivity significantly.

Enjoy all, I'll be getting ready for my 1 week trip to the Armored Air Corps now, won't be doing any updating then. In the meantime, please don't end up stealing my minecraft password when you guys use the black hat stations okay? There's no FIB around to arrest anyone, so this will be a mutual trust thing.

Edit: Hasn't even been a minute yet, I already screwed up. Uploading update now.
Accidentally left the double sleeping bags to use wood, stone and metals instead of cloth, how's that for a camping trip?

(https://i.imgur.com/WD5va6O.png)

Quote from: Madman666 on October 07, 2018, 06:59:33 AM
I am also all for the yet another way to make some bucks, but yeah i also think it should bring some trouble to you and probably eat power a LOT (like bitcoin mining rigs). So that you basically sell your pawn's time AND power with a potential risk of bounty hunters coming for your hacker. That ll be real nice addition.

I made it just cost about 200 power, it takes an engineer with 6 construction to build and it needs microelectronics to build. At 200 power for one station you won't be making much profit until after some time, so the build up of multiple stations and people working will end up accumulating. Thanks for the input lads.

Quote from: Rocket_Raccoon on October 07, 2018, 06:43:03 AM
Hm, sounds like a lot of work for a joke( no offense meant) Not my thing really.
On a side note, the military furniture and vip table are looking really nice. Maybe i will test the unstable version later on a new colony, depending of how prone to error throwing it is.

I'm happy you like the stuff so far, so I released a stable build with just a few missing features but no known errors and gamebreaking issues whatsoever. I'll be away for a week, and the FBI thing wasn't really a joke, I did want the FBI to be there to balance out the fact that you're gonna make a crapton of money stealing stuff behind a screen.

Edit again:
(https://i.imgur.com/P3043xp.png)

Minor typo issue on the black hat station's description, bloody hell I can't catch a break. Been locked in my room for the whole day doing this and I am still slipping, someone slap me awake please or I'll end up eating crayons tommorrow.

Updated
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on October 07, 2018, 02:32:02 PM
I think you got me wrong. Joke concerning the whole hacker/fbi thing. That is what i meant. Will test out when i have some time.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 07, 2018, 02:35:01 PM
Oh, the server units for speeding up money production! Nice. Now we only need a hidden faction, that has a chance to raid you after some time of working on it!
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 07, 2018, 02:42:34 PM
I screwed up again for crying out loud.

So I just nerfed the last black hat job to take more time since it was way too fast, also the jobstrings will now say "Stealing funds" for example, instead of always saying "Software testing".

Quote from: Madman666 on October 07, 2018, 02:35:01 PM
Oh, the server units for speeding up money production! Nice. Now we only need a hidden faction, that has a chance to raid you after some time of working on it!

Yeah I know right?! I'm happy you like the servers, they also add up to the electricity cost and gives you that homey office feeling

Quote from: Rocket_Raccoon on October 07, 2018, 02:32:02 PM
I think you got me wrong. Joke concerning the whole hacker/fbi thing. That is what i meant. Will test out when i have some time.
Oh I think I understand what you meant.

Tell me the truth Racoon, you just don't want the FBI to find out you've been pirating Netflix shows, right?

Military Furniture updated once again, this time I hope it's final, pls

Edit one more time:

Wall of Shame joygiver fixed, people wont ignore it now
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: sumghai on October 08, 2018, 06:55:17 AM
I totally dig the server racks, and the computer desks as comms console and research benches are neat (although I'd have preferred LCD flatscreen monitors rather than CRTs, but that's just me).

As for the songs, I'd prefer if you didn't delete anything and instead kept adding to the collection. I'm not the least bit bothered by the large filesize of the mod, and if anything, it means more songs and more variety.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on October 08, 2018, 08:54:24 AM
Who needs pirating when you can (ab)use other peoples payed netflix? :D
On a  totally unrelated sidenote, my hard drive needs an urgent microwaving round  :-X
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: FeltTapestry on October 08, 2018, 11:06:49 AM
With the desks and server towers, I will be designating a room The Office
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: drd23 on October 08, 2018, 11:01:27 PM
This all looks brilliant.  It will definitely be the basis of my next play through
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 09, 2018, 04:34:39 PM
Hi guys. I am at the Army Air Corps base near North Camp getting told to do some press ups in wet dirt while wearing short shorts at the dead cold darkness of night due to some troublesome jacks raiding us in their underwear at night with ski masks yelling "Allahuakhbar". Bloody dying as always. Standard. I miss home a lot, bloody miss the Rimworld.

I'll be back home Friday adding back vending machines. Please give me feedback on your el opinion on balancing (lol what's that when it comes to my mods?) if you like the current rate of earnings for the black hat station and etc. I know when the vending machines are back worrying about food will be a thing of the past as long as you have customer support people grafting for silver.

Quote from: Rocket_Raccoon on October 08, 2018, 08:54:24 AM
Who needs pirating when you can (ab)use other peoples payed netflix? :D
On a  totally unrelated sidenote, my hard drive needs an urgent microwaving round  :-X

Oh so that's why my Netflix password changed huh

Quote from: FeltTapestry on October 08, 2018, 11:06:49 AM
With the desks and server towers, I will be designating a room The Office

This went from "Military Furniture" to "Scrubs" and now "The Office" making rimworld some lighthearted sitcom

Quote from: drd23 on October 08, 2018, 11:01:27 PM
This all looks brilliant.  It will definitely be the basis of my next play through

Happy to hear you like the stuff, will love some feedback while I'm away unable to touch my computer for ten billion years, listening to some guys fitter than me count how much chicks they banged before while I was sobbing myself to sleep over drawing rimworld naked body textures all by my lonesome
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on October 10, 2018, 03:11:00 PM
Solution is simple, get fitter than them and bang their chicks  ;D
On a side-note, sounds pretty cool what you are doing.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Skynert on October 11, 2018, 06:08:25 AM
Hey, in few days we will have 1.0 ;/ You still working on b19, or just moving to 1.0?
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Canute on October 11, 2018, 09:07:38 AM
Skynert,
please clean your glasses and read the topic ! :-)
Do you see B19 or 1.0 ?
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Skynert on October 11, 2018, 10:00:30 AM
Well... I dont read the Subject ;/ my fault.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 11, 2018, 11:31:42 AM
Quote from: Rocket_Raccoon on October 10, 2018, 03:11:00 PM
Solution is simple, get fitter than them and bang their chicks  ;D
On a side-note, sounds pretty cool what you are doing.
I don't know about the first part, but yes we've done cool stuff. 3 hours of sleep after night excercises in an urban training place, looks like a real town, had actors screaming at us for help and I was section commander absolutely clueless on what to do.

Quote from: Skynert on October 11, 2018, 06:08:25 AM
Hey, in few days we will have 1.0 ;/ You still working on b19, or just moving to 1.0?

Hello! B19 codes haven't changed much compared to 1.0, stuff should be the same besides recompiling the C# stuff I'll need help with from Albion and Jecman

Quote from: Canute on October 11, 2018, 09:07:38 AM
Skynert,
please clean your glasses and read the topic ! :-)
Do you see B19 or 1.0 ?


Canute be nice or I will buff backpack capacity to 100 kg each

It is my fault for not updating the topic, most of the new mod progress has been posted as posts, the front page and title hasn't changed much too, lots of work to make the thread more presentable but I'm dying so

Well guys, my feet really hurt and my boots are starting to have holes on them, I'll come home soon and give you bona fide vending machines
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: dninemfive on October 11, 2018, 06:40:56 PM
Chicken Plucker, do you still need someone to code the FIB raids from using the black hat station? If so, I'd be willing to do it, though I'd wait until just before 1.0 comes out because recompiling is a pretty big PITA on my setup.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Scavenger on October 11, 2018, 09:30:12 PM
Can you give me a brief rundown on what this actually is?

Seems it just replaces the few current factions with these and they act mostly the same?
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 12, 2018, 05:03:06 PM
Maan, CP, you went way overboard with 50cal... 70 dmg over 50 tile range with 80% armor penetration is madnesssssss. Remember, legendary and masterpiece quality also increases damage (and AP as well) now, like up to 150%, so say a Barret beast would deal like over 100 damage and ignore ANY armor. I know raiders aren't supposed to have those, but that only makes it even crazier for player having that kind of firepower. Feels broken. And all that costs 60 steel and 3 components.

Even for a crazy infinity-backpack-fan like me its waaaaay too much. I guess 50 range is fine, its only 5 tiles more than vanilla snipers. Giving it over 50% armor piercing will already be weird, anything vanilla has can't have more than 45% on a charge lance. Damage-wise i don't even know where it should be at... In favor of increased AP (35%) Tynan nerfed sniper rifle damage to 25(!!!) which also feels broken. I guess making it between 35 and 50 would be fine... At least in my opinion.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Canute on October 13, 2018, 03:37:55 AM
You know the original 0.50 was designed to kill the crew inside tanks ?
One shot kills are ok for them, but their accuracy shouldn't be that high like normal rifles.
And most of RN weapons are more deadly then vanilla ones.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Rocket_Raccoon on October 13, 2018, 03:49:28 AM
Not  tanks, but vehicles and very light armored vehicles.
And well, a .50 caliber does exactly that- it fucks you up rather quickly  :D
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 13, 2018, 04:35:54 AM
Quote from: Canute on October 13, 2018, 03:37:55 AM
You know the original 0.50 was designed to kill the crew inside tanks ?
One shot kills are ok for them, but their accuracy shouldn't be that high like normal rifles.
And most of RN weapons are more deadly then vanilla ones.

I know. It can tear people apart, punch through tank armor etc etc. But you probably noticed already, that i don't care that much about irl notions in games. Especially so in a game where a healthy person can only carry 35 kg worth of mass.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 13, 2018, 08:27:00 AM
Updated Wall of Shame issues with joy giver.

New Tacticool Radio texture, also now rotatable
(https://i.imgur.com/WxcIQCM.png)
(https://i.imgur.com/zA55q7g.png) (https://i.imgur.com/qxYBwO1.png) (https://i.imgur.com/wl5j2mv.png)

The steel chair is unavailable as it's own chair furniture, I figure we have about 4 chairs already, maybe some will find this one unecessary, thoughts? I can always add it later, but I think the radio looks all unique with it.

Here's the old version for reference:
(https://i.imgur.com/mMNJQoK.png)

Things to fix:

- Reduction of .50 cal armor penetration (fair one innit)
- Tacticool radio new songs
- Vending machines, son

Quote from: dninemfive on October 11, 2018, 06:40:56 PM
Chicken Plucker, do you still need someone to code the FIB raids from using the black hat station? If so, I'd be willing to do it, though I'd wait until just before 1.0 comes out because recompiling is a pretty big PITA on my setup.

Oh fair one, if you want to code it later then by all means. I'm happy enough you are willing to do this in the first place, I wouldn't be surprised if you dropped out anytime since you aren't obligated to do any of this in the first place.

Thank you very much! *thok thok thok* "FBI OPEN UP"

Quote from: Madman666 on October 12, 2018, 05:03:06 PM
Maan, CP, you went way overboard with 50cal... 70 dmg over 50 tile range with 80% armor penetration is madnesssssss. Remember, legendary and masterpiece quality also increases damage (and AP as well) now, like up to 150%, so say a Barret beast would deal like over 100 damage and ignore ANY armor. I know raiders aren't supposed to have those, but that only makes it even crazier for player having that kind of firepower. Feels broken. And all that costs 60 steel and 3 components.

Even for a crazy infinity-backpack-fan like me its waaaaay too much. I guess 50 range is fine, its only 5 tiles more than vanilla snipers. Giving it over 50% armor piercing will already be weird, anything vanilla has can't have more than 45% on a charge lance. Damage-wise i don't even know where it should be at... In favor of increased AP (35%) Tynan nerfed sniper rifle damage to 25(!!!) which also feels broken. I guess making it between 35 and 50 would be fine... At least in my opinion.

Weapon quality applies for all weapons, I don't have control over how OP legendary weapons can be and I don't intend to nerf the normal stats because the legendary version is too stronk. Fair one he nerfed the sniper rifle damage to 25, but as I have explained I had to fill in the blanks and add bullet stats for the missing calibres that vanilla doesn't have.

I went ahead and nerfed the penetration to 50%. Just keep in mind, no known human body armor as of today is known to survive one shot from a .50 cal.

Quote from: Canute on October 13, 2018, 03:37:55 AM
You know the original 0.50 was designed to kill the crew inside tanks ?
One shot kills are ok for them, but their accuracy shouldn't be that high like normal rifles.
And most of RN weapons are more deadly then vanilla ones.

Fricc yes, they usually don't one shot one kill since they tear off limbs most of the time unless the pawn lands a body or a head shot. The .50 cal cannot kill mechanoids in one hit unless it's a hit to the mechanoid's brain system.

Accuracy in vanilla is fiddly, some WWII bolt action rifle being highly accurate for short, medium and long, while a sniper rifle is less accurate, even for medium and long. Range is the only thing that makes up for it, but it's not as though a few squares more matters if your rifle won't hit. To fill in the blanks, the .50 cal had the best of both, even then after some testing, if your pawn is covered and behind obstacles, .50 most likely won't hit you even if it's legendary with 100% accuracy.

The .50 isn't meant for pirates anyway, it'll be removed for them. Might save them for my factions though, dun dun dun?

I'd like some last words.

Bullets are meant to be deadly here lads, when it comes to backpacks I understand Madman wants them to be helpful, but then when an enemy has advantage over you in the form of .50 Cals tearing your personnel apart, you want things weaker. It can't always work like that, sometimes the bad guys have to pose danger here

Fair one mate, I applied the 50% penetration but I'm not gonna nerf the accuracy, I won't make too many changes to the weapon stats unless I really have to since I'm happy with how things are moving forward.

To that end, I'm happy with feedbacks. Please don't misinterpret my counter arguments as angry posts, I'll be getting back to work, Jecrell just helped me fix the Auger code and he has a finished code to nerf the malnutrition system the game has.


Edit: I change me bloody mind, .50 cal isn't gonna get a nerf.

50% penetration still hurts humans, it's pointless to nerf it there hoping it will be less lethal for humanlikes. It's supposed to be an anti-materiel rifle built to take out armor.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 13, 2018, 08:41:40 AM
Well actually i was more concerned about me tearing mechanoids apart with 50cal too easily, not pirates squishing my dumb pawns. I first got hooked on your weapon pack, cause it had really and i mean really close stats, to what vanilla had, but added the missing feeling of variety, different gunshot sounds and some utilities (smoke grenades ahoy). Well and amazing art of course. With stuff so clearly stomping anything vanilla has damage wise, i am once again inclined to go xml diving.

Also rip vanilla sniper rifle, Tynan desecrated it beyond recognition :sadface:
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 13, 2018, 08:46:31 AM
Quote from: Madman666 on October 13, 2018, 08:41:40 AM
Well actually i was more concerned about me tearing mechanoids apart with 50cal too easily, not pirates squishing my dumb pawns. I first got hooked on your weapon pack, cause it had really and i mean really close stats, to what vanilla had, but added the missing feeling of variety, different gunshot sounds and some utilities (smoke grenades ahoy). Well and amazing art of course. With stuff so clearly stomping anything vanilla has damage wise, i am once again inclined to go xml diving.

Right I am gonna nerf it, pardon the indecisiveness. Been watching too much demolition ranch, testing .50 cal on legos and all that. During the camp we were taught that most of the aircraft here can't shield from certain calibres, one of them being the .50 BMG, for something as big as the Chinook that can survive an RPG-7 blast, it cannot stop .50 BMG depending on where the bullet landed.

I'll put it down to 60%, I nerfed the other AP rounds to not cross 70% at max. The bigger cartridge than the .50 BMG is at best 70% only. How's all this?
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 13, 2018, 08:57:44 AM
Honestly dunno. I suck at balancing things, so i usually rely on feeling it instead - how it plays out. With a 45% AP on a charge lance it feels like anything it hits is very close to naked. Mechs usually have up to 70% armor rating, so that more or less means .50 BMG will just strip em. On one hand - those weapons are supposed to be anti-vehicle measures and mechanoids are equivalent of military vehicles in RW, on other hand - i d be tempted to just use those only, since they are so much better than anything else game has.

It also depends on how hard it is to get your hands on such monstrocity, right now for 60 steel and three components it feels like a give away, you just woke up and found an LMG conveniently placed on your dresser, for if your mood is terrible and you wanna murder your neighbors.

It just might be that with your tanks and APCs factions will use, those will fit right in as a countermeasure, since you yourself can't have vehicles... Without them however it feels like you can tear anything to pieces. So i guess my suggestion would be to work through crafting costs, research, benches, then through factions and their vehicles - then playtest it to see, what needs adjustments.

I guess there is something in shooting someone's torso off through 120% armor 2 timez over :P
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 13, 2018, 09:14:58 AM
Quote from: Scavenger on October 11, 2018, 09:30:12 PM
Can you give me a brief rundown on what this actually is?

Seems it just replaces the few current factions with these and they act mostly the same?

Forgot to answer your question, oof

Front page hasn't been updated much, but the thread have changed into an entire expansion. It's new factions with custom clothing textures and weapons I've added in along with custom food such as MREs for military units and first aid kits based on what infantries units use and etc.

No factions in vanilla are replaced, instead I add new ones. There's also means to contact them for reinforcements without relation costs, and means to start missions using the mission board through the Military Furniture mod, which hasn't been listed in the front page.

The whole expansion is based on modern tactical or military themed stuff, sometimes I end up incorporating things that aren't really military like bleedin' vending machines in the furniture expansion just for making players have new gadgets and means to have an easier time to focus more on combat instead of colony management. Either I make the new enemies, or they fight other community-made factions. *cough* Glitter tech commandoes must die *cough* Hopefully, when things are done, the game feels more vibrant with the number of factions and outfits/hairstyles from different games and players get to have a military/tacticool feel with all the stuff I've added on

Quote from: Madman666 on October 13, 2018, 08:57:44 AM
Honestly dunno. I suck at balancing things, so i usually rely on feeling it instead - how it plays out. With a 45% AP on a charge lance it feels like anything it hits is very close to naked. Mechs usually have up to 70% armor rating, so that more or less means .50 BMG will just strip em. On one hand - those weapons are supposed to be anti-vehicle measures and mechanoids are equivalent of military vehicles in RW, on other hand - i d be tempted to just use those only, since they are so much better than anything else game has.

It also depends on how hard it is to get your hands on such monstrocity, right now for 60 steel and three components it feels like a give away, you just woke up and found an LMG conveniently placed on your dresser, for if your mood is terrible and you wanna murder your neighbors.

It just might be that with your tanks and APCs factions will use, those will fit right in as a countermeasure, since you yourself can't have vehicles... Without them however it feels like you can tear anything to pieces. So i guess my suggestion would be to work through crafting costs, research, benches, then through factions and their vehicles - then playtest it to see, what needs adjustments.

I guess there is something in shooting someone's torso off through 120% armor 2 timez over :P

.50 Cal stats are still open for debate now, currently been nerfed to 60%. I apologised to Madman in PM and to anyone for my last post cause I got defensive due to me being a touch sensitive despite asking for feedback in the first place, sorry bois.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 13, 2018, 09:26:25 AM
Who doesn't love the big bangs and limbs creatively flying off? Zero apologies needed, CP. Its gonna be amazing either way. And if someone does disagree with some balance aspects - we all dunno what each person does with his local copy, hehe.

It was also wrong of me to look at 50cal without taking vehicles into account, so i also was too hasty. We ll playtest it once the project has all its content, then it ll be clear, what needs some fiddling with!
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 13, 2018, 01:09:51 PM
Quote from: Madman666 on October 13, 2018, 09:26:25 AM
Who doesn't love the big bangs and limbs creatively flying off? Zero apologies needed, CP. Its gonna be amazing either way. And if someone does disagree with some balance aspects - we all dunno what each person does with his local copy, hehe.

It was also wrong of me to look at 50cal without taking vehicles into account, so i also was too hasty. We ll playtest it once the project has all its content, then it ll be clear, what needs some fiddling with!

Not at all, I get defensive sometimes over valid criticism and I need to cut it out cause I don't want to be hostile towards people who look at my stuff, if that happens I'm gonna be the only one playing with my mods rip

So with 1.0 coming and textures being renewed in order to better match the vanilla quality standards, vehicles are being redone. The old textures from existing B18 versions will be changed, some tanks will possibly never be seen again, some will use new 3D models using the proper vanilla views instead of the 2D appearance they have when they turn.

(https://i.imgur.com/2vGGT8h.png)(https://i.imgur.com/KU0iv0c.png)(https://i.imgur.com/4MkOOrD.png)

AGR Drone

Description: The A.G.R. is an Autonomous Ground Robot, equipped with a high calibre machine gun chambered in 7.62x51mm NATO. It is unmanned and expendable, high armour rating against typical small arms fire weapons.

This AGR Drone might be given to Task Force 141 or Task Force STALKER, I don't know yet. I am yet to change the ghosts' uniform, headgear and onskins since they are outdated. I am also supposed to give those guys dogs since Cod Ghosts had dogs.

(https://i.imgur.com/GBFqS2i.png)(https://i.imgur.com/ApqfD1S.png)(https://i.imgur.com/EBDw728.png)

Dragonfly Drone

Description: A remote controlled unmanned drone mounted with an M249 machine gun chambered in 5.56x45mm, meaning it has a weaker firepower than that of the AGR. It is highly mobile due to the fact that it is hovering from the air, but it's armour is very shoddy, taking less hits than that of the average infantry soldier.

Along with the AGR, I might hand these drones over to special forces or PMC type factions that will not be utilizing APCs or tanks. I thought it would make sense than having huge waves of operators, since they're supposed to be small in numbers anyway.

These babies will be able to assist your colony, assuming their factions are on friendly terms with you.

Am also working on some optional radio skins from other games:

(https://i.imgur.com/XCvZWaZ.png)
Fallout radio

(https://i.imgur.com/IUJQaVb.png)
STALKER radio

(https://i.imgur.com/yX0RHoJ.png)
Portal radio

They're only alternate skins, will be on the drop down so the buildings won't get any more crowded than they already are.

I've honestly done this in procrastination from everything else, cause the vending machine and all the food I have to recode is daunting, along with the bloody weapons. Other than that..

I have animated trailers I have to finish as well, after these ones. First things first, I have to progress my British Army application before they withdraw it due to my inactivity, so I will have to make slower progress here in modding to exchange my time for real life sneaky beaky stuff.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 13, 2018, 01:14:08 PM
So remaking vehicle sprites is really cool news, cause 3d stuff looks glorious, but one problem's still present - the blurry textures. I mean if not for that even your current tank sprites are mighty fine. Were you able to work it out how to stick properly sized sprites without blur?
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 13, 2018, 01:24:51 PM
Quote from: Madman666 on October 13, 2018, 01:14:08 PM
So remaking vehicle sprites is really cool news, cause 3d stuff looks glorious, but one problem's still present - the blurry textures. I mean if not for that even your current tank sprites are mighty fine. Were you able to work it out how to stick properly sized sprites without blur?

The technique to that is already sorted, looking at Call of Cthulhu's Horrors, there is a way to use a larger resolution for monsters. As long as the measurements/dimensions are right, I can resize them in game and it will instead make the texture smaller, instead of bigger, which means loss of quality will be minimized.

For example:
(https://i.imgur.com/aUmFcia.png)
Bradley IFV

As you can see it's bigger than this Centipede, which was the old resolution for those old B18 vehicles I had

(https://i.imgur.com/zOpnPp8.png)
Centipede scrublord

That quality part is sorted, the downside is it may hit performance due to the textures being super high quality, the factions are already memory heavy as it is. We'll see when we cross the bridge! For now, I have to go set up for dinner. Compared to the camp me mum hasn't been restricting us to 1 piece of protein per meal, so I'm getting fat again, rip.

Cheers lads, will be back with progress.
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Madman666 on October 13, 2018, 01:37:19 PM
Amaaazing news! Thanks, CP!
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 13, 2018, 03:19:30 PM
Quote from: Madman666 on October 13, 2018, 01:37:19 PM
Amaaazing news! Thanks, CP!

No need to thank me at all, thank you guys for the support

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

Radios done, can't procrastinate with that anymore, rip. Got more things to do, happy with the selection and I'm sure many will agree.

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

Gonna get a couple more things done regarding vending machine before I update the link
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: hauvega on October 13, 2018, 07:00:45 PM
You keep out doing yourself.  I enjoy your work. CP
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 14, 2018, 06:12:26 AM
LADIES AND GENTLEMEN! I found another way to procrastinate!

(https://i.imgur.com/E0fex5p.png)(https://i.imgur.com/B21sNXx.png)(https://i.imgur.com/cxdBDN1.png)

Arcade Training Console
Description: An arcade console that allows users to improve their skills through the use of virtual reality.

The idea is to have this thing have workbills to improve pawn skills and all that stuff, yet another cool thing. I thought about having more alternate skins besides this yellow pacman arcade machine, but it's more work as it already is. We'll have to see. Got plans to add actual arcade sound effects as pawns use them.

I'll also see if I can add joy multipliers for these.

Quote from: hauvega on October 13, 2018, 07:00:45 PM
You keep out doing yourself.  I enjoy your work. CP

hey hauvega! always love seeing your signature, it's very rare for me to see people playing with my mods, surprisingly enough so I do appreciate people showing off their favourite pawns dressed tacticool like

EDIT:

(https://i.imgur.com/TW8HFb2.png)(https://i.imgur.com/gA6klZ5.png)(https://i.imgur.com/1KUmfuF.png)
Aperture Training Console

It's pretty much the same feature and function as the arcade training machine, but it makes more sense in terms of technology. Unintentionally, I ended up making another Portal related device. This will be the only other skin for the training console, I don't wanna spend anymore time trying to find another modern look since it's not easy to.

New Red Phone texture
(https://i.imgur.com/9Ua8WWv.png)(https://i.imgur.com/vGTojKF.png)(https://i.imgur.com/kfKDnjl.png)

Had to make a new skin, there is also an alternate skin available here, it is a military radio. Will add custom radio chatter.

(https://i.imgur.com/ndyocaO.png)(https://i.imgur.com/I0WTgPE.png)(https://i.imgur.com/WAKNLA8.png)

New Tacticool Refrigerator texture:
(https://i.imgur.com/c6gzDga.png)(https://i.imgur.com/30EDEbR.png)(https://i.imgur.com/nPCldeN.png)

Rotatables are the future, though unfortunately I don't think I'll make this thing minifiable since it might cause bugs, so the player will end up having to choose the rotatable thing and make sure it's the position they want unless they wanna spend resources rebuilding it.

New Vending Machines:
Nuka Cola
(https://i.imgur.com/BUgY9BX.png)
(https://i.imgur.com/ynPg6dQ.png)(https://i.imgur.com/uAmT9S2.png)(https://i.imgur.com/FZH39mw.png)(https://i.imgur.com/wSyMH9y.png)
We had another Portal building, why not another Fallout building? And heck, here's actual Nuka Cola now, I'm gonna remove the old "Rocket Cola" idea I had.

Surplus Vending Machine
(https://i.imgur.com/WWVZ56W.png)
So to solve the possible Combat Extended compatibility issues if I made Rimmu-Nation stuff producable here, I will instead make some basic vanilla weaponry and body armor purchasable here so we won't have issues with any mods, in case someone despises Rimmu-Nation.

Stuff like heavy SMG, shotgun, assault rifle, advanced helmet, flak vest and flak pants will be available on this machine for silver.

I had the choice to make resources craftable for the vending machines too but I thought "Nah" since that will just stop people from caring at all about gathering resources. The vanilla equipment are pretty basic enough to make people abandon the vending machine at higher technologies anyway, but resources are another thing.

When all of this is ready, the black hat station should be a great source for getting your basic needs and private military starter packs.

Will note, due to the Black Hat Station being such an effective money maker with no possible hindrance at the moment due to lack of Law Enforcement, there will be some re-balancing for Vending Machine prices to be more expensive for a source of income sink.

EDIT again
Quote from: sumghai on October 08, 2018, 06:55:17 AM
I totally dig the server racks, and the computer desks as comms console and research benches are neat (although I'd have preferred LCD flatscreen monitors rather than CRTs, but that's just me).

As for the songs, I'd prefer if you didn't delete anything and instead kept adding to the collection. I'm not the least bit bothered by the large filesize of the mod, and if anything, it means more songs and more variety.

Pardon me, I forgot to reply physically! (did it mentally, rip) I took your advice and added more songs, removing none. It's been good so far.

As for the screens, I have been adding alternate skins for other stuff but for the computers, they're a pain in the keister due to the multiple layers, so I may end up just keeping the old retro CRT look. I hope nobody minds, maybe LCD textures as alternate skins one day when everything is finally done and ready
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: pressurpoint123 on October 14, 2018, 03:48:49 PM
Do you know when the faction mods will be updated? You might have said it somewhere but I missed it. It sucks to play without getting raided by tanks and op russian infantry :(
Title: Re: [1.0] (WIP) Project Red Horse: Faction Wars
Post by: Chicken Plucker on October 14, 2018, 04:46:10 PM
Quote from: pressurpoint123 on October 14, 2018, 03:48:49 PM
Do you know when the faction mods will be updated? You might have said it somewhere but I missed it. It sucks to play without getting raided by tanks and op russian infantry :(

Faction mod workloads are huge.

Just one faction is connected to:

Rimmu-Nation Weapons
This mod has it's own textures with about a hundred plus weapons, there's also a new projectile system from B19 that I had to redo, not that my B18 projectile coding was top notch, they were all shoddily done anyway. Then there's the benches and crafting recipes and workbills and worktomake and the list of sounds for each types of weapons.

Now I have to balance each weapon because people who actually held a gun before tell me "Hey, why the heck is x weapon behaving exactly like y weapon? That's not how it works." So okay, off I go and make weapons work differently, which means more time.

Military Furniture/Rimmu-Nation Camping Stuff (Now being re-branded as Red Horse Furniture)
This mod also has it's own textures, 3 for each building if I want them rotatable and their own coding for their own functions. There's coding for recipes if they're crafting stations, be it food or silver or whatever, thoughts that the pawns make when the food they eat (I.E. MREs) makes them happy, all this while figuring out where on earth I'm gonna get what texture since I'm already ripping too much from Sketchfab without artist permission.

The main thing we're taking from this for the faction mods are the food that the infantry units carry and the first aid kits they carry, but then there's people who want the furniture, so I might as well update the whole thing as well.

Rimmu-Nation Clothing
Every piece of clothing has 15 textures for each body type and their views. Then there's 3 textures for each head gear. Then you have to balance the protection rating of each outfit, code the benches, it's workbill and their bloody workgiver. Then I have to wait for Jecrell's apparel adjuster .dll only done in C# because I can't code C# and mrofa abandoned the original apparel adjuster, I need that to make sure the clothes stay one colour if they're camo.

When all these three are done (which they aren't) now we have to make the faction mod.

I move over to the faction mod, I choose what weapons they have, what pawns they will have, outfits and vehicles.

Let's look at War Mongrels for example and their uniform.

(https://i.imgur.com/MdVn3cK.png)(https://i.imgur.com/Junk2bz.png)(https://i.imgur.com/5JshBB4.png)
Here's the new style of combat uniform I've done, the M81.

(https://i.imgur.com/FxVGJfy.png)(https://i.imgur.com/5ySw6Pc.png)(https://i.imgur.com/Ffxwdkh.png)
Here's the old one that the War Mongrels uses, the Serb M92 camo

"Why did you make a new one? The old one looked fine" some may ask. No it doesn't look fine, it has issues matching where the pawn's heads will go so I had to sort it out because if someone complains later on and I have to redo the textures, I have to bloody do it anyway so might as well do it now. Off I go, 15 more textures of one outfit just with it's own camo, I end up going for the best quality I can do so hopefully I don't have to go back on it later.

Then on the sidelines I have stuff like this:
(https://i.imgur.com/LJnrQ0A.png)(https://i.imgur.com/QfjYk61.png)

That I fix without mentioning to anybody into:
(https://i.imgur.com/mPeyxJM.png)(https://i.imgur.com/5gTiPbR.png)

Cause the holes are too big, or it's not centred. I don't want to draw a new GORKA-4 template because this is the second GORKA-4 template I've done already and it will mean 15 more textures for one body type. Already shredding my head off for the other stuff I have to redo, so let's take shortcuts that will hopefully not bite me in the keister later on.

Then I get this stuff:
(https://i.imgur.com/sS6uG8y.png)
(https://i.imgur.com/HMDE3yo.png)

Fair one mate. So I look at other modders for solutions, I find Jecrell's technique, now I have to enlarge the tanks and make them high resolution, one more problem solved that I haven't even started with yet because the other mods are still pending to be redone.

Then among all this chaos that my brain miraculously makes sense of before overdosing, I get requests from old un-updated mods like DOOM Factions and Deadpool's Outfit, I can't even reply anymore to most of them, but the progress on many updates have begun and have failed to make any more progress since things keep being re-prioritised.

The answer to when the faction mods will be updated is "I don't know." because they are a lot of work. I understand, the game is a ton of fun with the tacticool stuff, tacticool enemies and overpowered low res tanks firing shells at your colony, believe me I know cause I wanted to add them, but I am the one drowning here in the salty sea of Rimworld Modding workload while trying to do life at the same time.

Please do not misinterpret this reply as angry, bitter, insulting or ranting in any way (though it is a rant) but there is a lot of work to be done and I hope I explained well without much detail how much obstacles there are.

I find myself talking to Albion or Jecrell for C# help, even if its commissioned and paid for new features, and they stop replying because they themselves are getting busier and busier and I'm the one on the other end of the stick with requests while they're off doing other things.

I understand it's hard enough to ask sometimes because you could get authors typing wall of texts like this, but to that end, I can only make slow progress if I want to keep my sanity and I don't shut the whole show down. I hope this reply was helpful to you, take care.


EDIT:

Front page has been updated, download links are now available there.

Military Furniture updated, still no vending machines, currently in progress of adding new songs to the radio.
NOTE: Mod has been renamed, just re-enable it if the game says it can't find the defs, it's only because the save will be looking for the new mod name, which is Red Horse Furniture.

Instead of "Military Furniture" it is now "Red Horse" since not all equipment within are military, some being from other games.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 14, 2018, 10:10:39 PM
Err... 1S-1K Longbow... 500 dmg? 40 tile range? O_o
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 15, 2018, 01:42:20 AM
Quote from: Madman666 on October 14, 2018, 10:10:39 PM
Err... 1S-1K Longbow... 500 dmg? 40 tile range? O_o

It used to be 1K damage and 45 tiles! Well, this weapon is open for discussion. It's a long range weapon from Resistance: Retribution that always guaranteed a one hit kill towards infantry units upon charging, but for bosses it took a few more shots.

It's kinda like the BFG of that game, except it was a Precision rifle. We could change it to 100 damage and 100% armor penetration. It's a boss fight weapon, it's also a rare one you don't get to just pick up. Alongside the Auger which is almost finished, the Auger fires through walls, giving the enemy barely any chance to fight back unless they have an auger too.

Gimme your thoughts, I'm off to play DnD with some friendos today, the Longbow is one of the most complained about weapons during B18, but I was going with how it behaved at Resistance Retribution, which is a Spacer tech game
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 15, 2018, 09:31:36 AM
Well if its ultra rare and expensive thenmaybe - 100 dmg, 100 AP should be fine... But one pirate raid brought me two of those monsters. Its a miracle no one got rekt by them. And well, it does its job - it obliterated 3 centipedes with just one shot, so i had to sell them.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 15, 2018, 05:41:07 PM
Quote from: Madman666 on October 15, 2018, 09:31:36 AM
Well if its ultra rare and expensive thenmaybe - 100 dmg, 100 AP should be fine... But one pirate raid brought me two of those monsters. Its a miracle no one got rekt by them. And well, it does its job - it obliterated 3 centipedes with just one shot, so i had to sell them.

Could go lower. Will deal with that soon enough.


Finished all the songs I wanted to add:
(https://i.imgur.com/KoJyoqa.png)

Around 50 songs, pardon he inconsistency with capital letters, not all songs were named the same way so uh.. Oh and I changed "Portal Radio" to a small "R" to match the Bandit radio and Trumpet radio. Enjoy all, got a lot of work to do this week in college. Goodnight.

Edit:
Just fixed the updated link, was having issues uploading the new version due to me messing up. Woops. G'nigh!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: lakajadiwa on October 15, 2018, 08:36:08 PM
Quick question CP, love the song idea, but will the radio only play one song at a time, or is there a shuffle feature which will play all the songs?

Thanks for the hard work, can't wait to see what you're making next!

P.s Kinda surprised you didn't add "We didn't start the fire" :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on October 16, 2018, 03:19:19 AM
Ofcourse each pawn should listen his own song, when you hover the mouse over a pawn you will hear it, or the closest one from the radio.
If the song's would be for you, you still can play them in an external player ! :-)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 16, 2018, 04:52:00 AM
What about adding TacticoolTM REUSABLE droppod, for tacticool attack on tribals for they pemnican?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 16, 2018, 06:35:45 PM
(https://i.imgur.com/ac4n1ky.png)

Yay, progress!

Look, guys progress! SO MUCH PROGRESS! No not really. It's just a vending machine, with no workbills and no equipment purchasable because I haven't coded that yet. I spent a good hour trying to fix the old B18 stuff into this, but all the food coding is broken, along with the old thoughtdefs, workgivers and drugs, and drug tolerance stuff... So on and so forth. There is no shortcuts for the food, I have to bloody remake them all along with the thoughtdefs and recipes. Guys pls halp.

Quote from: lakajadiwa on October 15, 2018, 08:36:08 PM
Quick question CP, love the song idea, but will the radio only play one song at a time, or is there a shuffle feature which will play all the songs?

Thanks for the hard work, can't wait to see what you're making next!

P.s Kinda surprised you didn't add "We didn't start the fire" :)

Never heard of that song before, but it seems to fit in! I'll think about it, still clawing my head off the vending machine when I'm struggling to not fall asleep after college.

Yes, I asked Jecrell to add in the shuffle feature that he said he forgot to add since the beginning of the radio mod, but it's still not here and he hasn't said a word about it. I don't like to confront him cause I know he's very busy, if I poke him he might just turn around and it's not Jecrell that meets me, but some star vampire he sent as decoy to stop me from constantly asking him for mod related stuff.

I will wait, but if it never comes, I hope it doesn't spoil anything for many.

Quote from: Canute on October 16, 2018, 03:19:19 AM
Ofcourse each pawn should listen his own song, when you hover the mouse over a pawn you will hear it, or the closest one from the radio.
If the song's would be for you, you still can play them in an external player ! :-)


Canute u wot, then I should have just added that in the mod description instead of paying for a radio, tarnation, at least the real life one I don't have to pester Jecrell to add in a shuffle feature and end up getting awkward silence breaks in our conversations

Quote from: Skynert on October 16, 2018, 04:52:00 AM
What about adding TacticoolTM REUSABLE droppod, for tacticool attack on tribals for they pemnican?

I don't know, drop pods are very C# intensive. As mentioned above, just the small features I wanted help with is already very difficult since I keep asking a person who now doesn't reply to me frequently.

It's not a bad idea by any means and I have thought about it, but if I am going there, I'm gonna make a bigger version of the drop pod, it will be reusable and it will be textured as a freakin helicopter. That's a big if, things are tight enough as it is, low budget, low on replies from other people who are busy.

Running out of favours here, and I suppose soon it's back to my dark ages where I had no C# support at all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on October 16, 2018, 09:25:57 PM
For "reusable" drop pods without C#, you should be able to reproduce the PodLauncher and TransportPod ThingDefs but make them minifiable and give them smaller masses so you can take them with you, plus a lighter fuel to fill them up by giving your new PodLauncher a fuelFilter with a different item. You can just reuse the vanilla classes for this to work as far as I can tell.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 17, 2018, 03:03:18 AM
Quote from: dninemfive on October 16, 2018, 09:25:57 PM
For "reusable" drop pods without C#, you should be able to reproduce the PodLauncher and TransportPod ThingDefs but make them minifiable and give them smaller masses so you can take them with you, plus a lighter fuel to fill them up by giving your new PodLauncher a fuelFilter with a different item. You can just reuse the vanilla classes for this to work as far as I can tell.

Fair one then, I'll see what I can do after I finish the other content this mod has, I.e. Training console and Vending machine stuff.

I'm thinking I'm gonna use the ODST drop pods from Halo, make it reusable assuming I can make it not self destruct upon landing (which those ODST drop pods don't do) and make it all haulable and with better range. If everything runs smoothly it'll happen, but if it does need C# work then I'm gonna mildly slam my goats on the table and go "uh, darn it"


EDIT: Several hours later.. I'm home and I see the new 1.0 update email. I go "uh-oh."

I message Jecrell who is offline, I get on my knees and beg for recompilings.. THEN, I boot up the 1.0 version and turn on the B19 mods, see what's broken and.. Nothing.

To my bloody surprise, the only major update that hasn't broken jack, aside from Rimmu-Nation Weapons where the Bomb damagedef broke, I don't need to update any .dll for the clothing or furniture and I'm wondering if something is going on, I need to run some tests here.

Is Christmas early or summin' lads? Someone bloody tell me!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on October 17, 2018, 06:18:55 PM
The DLLs still work? I thought you had to recompile if the version changes at all!

If that's the case, updating my own mods might not take too long and I should be able to have a prototype FIB raid system available late this weekend, depending on how much schoolwork (and updates) I have to do beforehand. I already have a system all planned out; the only real snag might be the way I hook the bills.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 17, 2018, 08:21:02 PM
Quote from: dninemfive on October 17, 2018, 06:18:55 PM
The DLLs still work? I thought you had to recompile if the version changes at all!

If that's the case, updating my own mods might not take too long and I should be able to have a prototype FIB raid system available late this weekend, depending on how much schoolwork (and updates) I have to do beforehand. I already have a system all planned out; the only real snag might be the way I hook the bills.

Yes they work! And I would suggest they raid every amount of earning instead of random. I don't mind if its a straight raid from now on, as long as the faction starts off friendly until people start breaking the dang law. Thanks dninem, I'm dying, I gotta sleep, I'll get back to you on this tomorrow if you are interested in talking to me then

I uploaded the 1.0 updates to everyone, mostly just version number changes and me adding the power buildings of red horse furniture into the tab it belongs to. It's all on Steam now despite being unfinished and missing it's trailers. I just wanted to upload them on a significant date, why not the 17th, the day when Rimworld was finished?

Might as well. I'll catch up with you all tommorrow, it's already 1AM, hope it was all worth it. Thank you all for your help and support, bloody love you all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 18, 2018, 02:48:54 AM
Good Morning

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

So I screwed up twice, updated Rimmu-Nation test versions and replaced B18 versions by accident. Then I had to roll back the B18 versions, all while I'm supposed to be leaving for college already.

I'd like to apologise for my messed up wording last night, dninemfive, I read back what I wrote and it sounded all commandy, I didn't intend to at all.

At least after 3 hours of sleep, I'm still tired, in fact, my brain is all messed up now.


But hey, seeing this
(https://i.imgur.com/d9WOzuH.png)

Seeing how far the game has went, from my old days in my teeny tiny fingers playing the pirated version cause I was young and I couldn't afford to pay for the full game at the time during around A14, it makes me think it was worth the loss of sleep and possibly getting beasted by Staff French for possibly being late today for parade.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 18, 2018, 06:44:48 PM
(https://i.imgur.com/x6IeZHT.png)

1.0 Mods Download link (Google Drive) (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)

Notes:
- Not all Maxi meals are back, plenty of beverages un-added.
- Nuka-Colas are freakin' cool.
- Surplus Machine is pretty good
- Vending Machine has a few snacks, no MREs on it right now
- There's a minor error relating to food poisoning chance, I will sort it out later. It doesn't affect your game whatsoever. (all gone, weirdly enough)

- Don't forget to re-enable the new food items in the stockpile settings
- You have to make a new policy in order for Nuka-Colas to show up the social drugs tab, this is because it's freshly enabled.
- You also have to enable the new food items in the food restrictions, they will be auto-disabled for being newly added.

Gonna go sleep, I'm tired. May add the Maxi meals back later.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on October 19, 2018, 06:27:31 AM
Hey CP, just a heads-up that the RAR file for Military Furniture actually contains content for RN Clothing.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 19, 2018, 07:05:33 AM
Quote from: sumghai on October 19, 2018, 06:27:31 AM
Hey CP, just a heads-up that the RAR file for Military Furniture actually contains content for RN Clothing.

For steam or google drive?

Can't make changes in college atm, but if it's google drive then I'm assuming that's for the B19 version, which is outdated. Thankfully the 1.0 is all sorted and I just linked all the mods in one folder instead of one by one
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on October 19, 2018, 07:27:22 AM
Quote from: Chicken Plucker on October 19, 2018, 07:05:33 AM

For steam or google drive?

Can't make changes in college atm, but if it's google drive then I'm assuming that's for the B19 version, which is outdated. Thankfully the 1.0 is all sorted and I just linked all the mods in one folder instead of one by one

Military Furniture for RW 1.0 on Google Drive.

The Steam version is fine, though.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Valter Jr on October 19, 2018, 08:42:54 AM
The file in Google Driver Red Horse Furniture (1.0) contains the same file as RN Clothing
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 19, 2018, 10:53:31 AM
Got home, it's sorted out now so thank you for informing me. Update coming soon, training consoles will be added, some minor balancing fixes for the medical stretcher.

Stay tuned
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 19, 2018, 08:11:12 PM
Latest update for Red Horse: Furniture
(https://i.imgur.com/FDxLoEt.png)
1.0 Mods Download link (Google Drive) (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)


Notes:
- 3 Different skins for the new VR Trainers
- Custom sounds for the VR Trainers
- Train your colonists' skill stats!
- Portable Stove re-added from Rimmu-Nation Camping Stuff
- Hobo Stew re-added from Rimmu-Nation Camping Stuff, please make sure to enable for existing stockpiles and diet restrictions in order for pawns not to ignore the new food item

Credits to:
CaptainJuicy - Training console coding and idea!

Minor fixes:
- Microelectronics research now required for server tower
- Medical stretcher skill cost to build now lower
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 21, 2018, 10:01:14 AM
Download is available from Google Drive link above.

(https://i.imgur.com/Y2krPlc.png)

- Fixed north view texture of black suit jacket (Rimmu-Nation: Clothing)

(https://i.imgur.com/75lQ6Wo.png)

- Albion patched translation error in the reinforcements screen (Red Horse: Furniture)

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

- Updated to 1.0 (Rimmu-Nation: Weapons)
- Several projectile re-balancing for sniper and DMR rounds
- MP5A2 SD changed to MP5A3 SD defname and texture
- More new planned weapons
- Uncraftables phase has begun, many weapons will now be non-craftable
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 21, 2018, 11:17:10 AM
1.0 Rimmunation? Yay! Steam wersion will be?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 21, 2018, 11:21:04 AM
Quote from: Skynert on October 21, 2018, 11:17:10 AM
1.0 Rimmunation? Yay! Steam wersion will be?

No excitement yet, it is a test version that is highly unfinished with many weapons lying around in the machining bench. I have a lot of things to fix within the mod
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 21, 2018, 11:30:13 AM
Aha. But I still take it.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Valter Jr on October 21, 2018, 11:34:22 AM
It would be incredible to have more combat knives like those used in the army.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 21, 2018, 12:09:25 PM
Quote from: Skynert on October 21, 2018, 11:30:13 AM
Aha. But I still take it.

Fair one mate 8)

Quote from: Valter Jr on October 21, 2018, 11:34:22 AM
It would be incredible to have more combat knives like those used in the army.

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

Here's the current Melee roster, not yet added in-game.

The unused folder has only the outdated KABAR texture and FS Dagger texture, otherwise theyre both there.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Valter Jr on October 21, 2018, 12:46:37 PM
Will there be sounds?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 21, 2018, 01:48:19 PM
Download is available from Google Drive link above.

(https://i.imgur.com/l4Zbw3L.gif)

Rimmu-Nation: Clothing
- Un-added clothing now coded in (Chicken hat, halfmask, Division beanie)
- More Russian equipment now craftable instead of being rare (K6-3 Helmets and 6B23-1 vest)

Quote from: Valter Jr on October 21, 2018, 12:46:37 PM
Will there be sounds?

Not for the melee, no. I'm kinda saving the sounds for melee when it comes to chainsaws because sounds for melee can potentially get buggy so I don't wanna end up relying to much on that.

Besides, all we need is the swing and the hit right? I think the game already provides that!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on October 21, 2018, 03:49:28 PM
Hey CP, it's me, the guy who claimed he could implement raids in response to using the Black Hat station. I got pretty close to a working prototype, but unfortunately I'm going to have to admit defeat for the time being because the way the game handles raids is more complex than I thought. I simply don't have the time right now because I really should work on my college apps and then I have some mods of my own to update and otherwise work on.

I've attached what work I got done to this post, including the source in case anyone else wants to pick it up. I'll try again in December, after applications close; hopefully I'll have a better understanding of the various components by then.

Finally, here's the general outline for the advanced stuff and general mechanics I had planned if someone else wants to implement them while I'm gone:

Basically, there'd be a timer started when you were first detected performing one of the illegal hacks (I got a hacking detection chance implemented), which would tick down over time, plus more each time you did a job based on that hacking detection chance. The "steal funds" operation would reduce this timer more than would simpler jobs. When it got relatively low (~10 days), a set of investigators from a three-letter agency would show up as visitors. If you pleased them or paid them off, they'd leave and reset the timer (until you got detected again); you could also refuse them, which would reduce the timer to 1, causing a raid in the next 24 hours. There would be a distinction between raids with a warrant, which you could pay off with a fee (or, with a high enough Social stat, convince to leave, which would cause a no-knock raid), and no-knock raids, which would attack without warning.

Included in the attachment is a FactionDef with custom naming for a three-letter agency (though no PawnKindDefs are included, as I was working on a prototype and those are a lot of work); a StatDef for a hacking detection chance; and the source code for a hook after completing recipes with the defs CPJob_InfoTheft and CPJob_FundTheft which should send raids but doesn't because "sending a raid" isn't as simple as it seems in the end.

[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 21, 2018, 03:49:59 PM
Quote from: Chicken Plucker on October 21, 2018, 01:48:19 PM


Besides, all we need is the swing and the hit right? I think the game already provides that!

Yep.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 21, 2018, 04:43:14 PM
Download is available from Google Drive link above.
(https://i.imgur.com/FfZOGl4.png)

- Black Hat Station nerfed for illegal activities. (Red Horse Furniture)

Quote from: dninemfive on October 21, 2018, 03:49:28 PM
I'm going to have to admit defeat for the time being because the way the game handles raids is more complex than I thought. I simply don't have the time right now because I really should work on my college apps and then I have some mods of my own to update and otherwise work on.

Hello! It's alright. I've been there, the all too familiar excitement to help someone out with something, then life hits you like a ton of bricks and you have to deal with it's crap before anything else.

You can drop the project altogether, I won't hold anything against you at all. I understand. I'm very grateful you gave it the ol' schoolboy try, I could hand this over to someone like Jecrell or Albion later, who I am trying to bribe with my spare change to code for me (though they're actually super busy as well, rip)

I appreciate you stepping forward to offer help, and you didn't have to re-introduce yourself I remembered you of course. You have to take care of yourself first before college makes you lose your mind with all the adulty decisionsy and the terrifying thought of having to pay for rent one day. I was there too. (Still am, rip)

Take care! I do hope to see you later on, see how you're doing then

Quote from: Skynert on October 21, 2018, 03:49:59 PM
Quote from: Chicken Plucker on October 21, 2018, 01:48:19 PM


Besides, all we need is the swing and the hit right? I think the game already provides that!

Yep.

Yes, indeed
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Bolty on October 21, 2018, 05:34:11 PM
Appreciate the work you put into these great mods CP. I especially love the weapons mod and I think the vanilla game is almost unplayable without it! Can't wait until its updated.  ;D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 22, 2018, 07:26:19 AM
Ey, there is any penalty for using black hat station? 5 in game days and I have 20k silver.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 22, 2018, 07:29:18 AM
Well the FBI raids are temporarily put on hold, but otherwise - you got 20k - you ll get more people trying to eat your face off to get them from you. Agreed that making 20k in 5 days is kind of crazy.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on October 22, 2018, 12:04:35 PM
wow ive been asking for backpacks for over a year. Id download a mod for that alone! Things get heavy, specially with all that caravan gear...Using this for my b19 save for sure good work man
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: vandal on October 22, 2018, 12:54:09 PM
same here, the hairs look pretty nice. Vanilla has a bald head option, and an afro so I can only make one of my black friends using prepare carefully. Are these mods able to be used on b19 saves? i only saw 1.0 on drive
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 22, 2018, 06:49:33 PM
Download links for latest update is in front page of this post

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

Chicken Mitchell Hairs
- Hair Mod updated, "Powergirl" hair name changed to "Starr" and is now allowed for both genders.
- Starr hairstyle adjusted to stop foreheads from appearing too large
- Ted hairstyle adjusted

(https://i.imgur.com/Ngi175a.png)

Red Horse Furniture
- Portable chemfuel generator not minifiable fixed

Quote from: Bolty on October 21, 2018, 05:34:11 PM
Appreciate the work you put into these great mods CP. I especially love the weapons mod and I think the vanilla game is almost unplayable without it! Can't wait until its updated.  ;D

Thank you, I can't wait to finish it too but things keep coming up

Quote from: Skynert on October 22, 2018, 07:26:19 AM
Ey, there is any penalty for using black hat station? 5 in game days and I have 20k silver.

I updated the illegal activities to be a bit harder, but there is no FIB event right now. The natural downside is as Madman said, you have higher incident tickets due to wealth. If you aren't in the end-game with your own high tech equipment this is gonna hurt.

I made a money sink using the vending machines, the steady payment for food and there's purchasable gear that costs quite a bit. The gear isn't sustainable enough for the stronger enemies though, it's just the vanilla stuff.

Quote from: Ruisuki on October 22, 2018, 12:04:35 PM
wow ive been asking for backpacks for over a year. Id download a mod for that alone! Things get heavy, specially with all that caravan gear...Using this for my b19 save for sure good work man

Thank you! though I wanna ask, why is a lot of people using B19? It's very odd to me, lots of compatibility all around but I assume it's due to some un-updated mods yeah?

Quote from: Madman666 on October 22, 2018, 07:29:18 AM
Well the FBI raids are temporarily put on hold, but otherwise - you got 20k - you ll get more people trying to eat your face off to get them from you. Agreed that making 20k in 5 days is kind of crazy.

He's probably got like 100+ employees doing Tech Support, he's in the big leagues and he deserves it.

Rimworld: Tech Support Tycoon

Quote from: vandal on October 22, 2018, 12:54:09 PM
same here, the hairs look pretty nice. Vanilla has a bald head option, and an afro so I can only make one of my black friends using prepare carefully. Are these mods able to be used on b19 saves? i only saw 1.0 on drive

https://drive.google.com/open?id=1i9bYu0A7LhKr_tv2fxmf7IygH_jgz_p7

Here's B19 stuff, but they are outdated with some features un-updated.

- Rimmu-Nation Clothing 1.0 should be compatible for B19.

- Red Horse Furniture will show problems due to a translation issue at 1.0. You'll have to use the outdated B19, with missing VR training, missing Vending Machines and the Portable Chemfuel Generator not being minifiable.

- Chicken Mitchell Hair mod 1.0 should work fine for B19

- Rimmu-Nation - Weapons 1.0 will not work for B19, some minor missing new weapons and old textures for the B19 version, theyre both unstable anyway.

Hope this helps
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 22, 2018, 09:07:37 PM
Download links for latest update is in front page of this post

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

Rimmu-Nation Clothing
- Why the hell were harnesses costing chemfuel and components???

Fixed.

(https://i.imgur.com/jW9wAck.png)

Chicken Mitchell Hairstyles
- Sam's hair adjusted a bit to make foreheads not look too large.

Fun fact: This hairstyle belongs to Sam Gidding from horror survival game "Until Dawn"

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

Rimmu-Nation Weapons
- Fixed duplicate Rimmu-Nation Clothing bench issue

Pardon the frequent updates guys, but I'm happy to fix some bleedin' errors now rather than later. I'm gonna go sleep, running into issues irl.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on October 23, 2018, 06:16:49 AM
For myself its because I started my save 2 days before 1.0 came out and I had assumed it would take a long time before mods were updated for 1.0. That and I didnt know mods like OHU and facial stuff didnt have b19 versions :D

Ty for the link and the hard work you put in for this content
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 23, 2018, 03:22:57 PM
Progress Report:
(https://i.imgur.com/a0XGpTT.png)
Rimmu-Nation Weapons
(https://i.imgur.com/y5XuIAn.png) (https://i.imgur.com/vXawfEo.png)
- MP5K and MP5K SD removed and replaced with MP5K-PDW and SD variant
- Many textures replaced
- Some new weapons added, HRT versions of stuff done

Old 'uns
(https://i.imgur.com/gtuN49c.png)(https://i.imgur.com/BE8u2A2.png)(https://i.imgur.com/p29UamZ.png)(https://i.imgur.com/sbwO9ws.png)
(https://i.imgur.com/uO59Bv0.png)

New 'uns
(https://i.imgur.com/n32AU0X.png)(https://i.imgur.com/sczgV7x.png)(https://i.imgur.com/MJsVY77.png)(https://i.imgur.com/CUAS4m1.png)
(https://i.imgur.com/ks8DZJQ.png)

Having bad days ahead, still stuck on what Albion calls a "feature creep" with having to sort out Rimmu-Nation Weapons and crap I'm supposed to be done with. I ended up re-doing several textures of Rimmu-Nation (By redoing I mean just going to google and resizing images without artist consent, rip). I hope this doesn't get the mod in trouble one day, unlikely but you never know.

It's not as if I go "okay broken code fixed, new textures added. All done." Nope, I find some new guns, I add it too.

(https://i.imgur.com/GtfY6Ai.png)(https://i.imgur.com/wDAGnqp.png)(https://i.imgur.com/99kUxoh.png)(https://i.imgur.com/6o3wutT.png)

Just ended up bloody re-adding MP5A2s like, I'm ending up like Rambo pack here having the multiple versions of weapons!! I didn't even mean to do that.

Anyway, just me acting up today. Having a very bad day.

Wanna know what cheers me up? That's right.

SWAT TEAMS PE-PEW-PEW PEWWW
(https://i.imgur.com/LVH4jyy.png)

- HRT Weapons, just reskinned existing Rimmu-Nation weapons with some stat adjustments (or not) to look more police-like.
- SWAT only shows up for raids, foot patrols during visits or just auctioning some evidence (caravan)
- PASGT and IBA for SWAT. Has a fire resistance to their jumpsuit too, the existing one may be changed in texture later.
- I want foot patrols with pistols and shotguns patrolling colonies at least once a week.

(Note: All of this is a concept, I had to do something else before I went crazy. Just Hulk textures done for these.)

Police faction baby. It's not just gonna be another faction, I proposed some stuff to Jecrell here:
(https://i.imgur.com/RGfriwR.png)
(Keeping the rest a secret for now)

He hasn't replied about it. I don't blame him, it's a big task. No this isn't connected to the FIB thing, this is it's own thing. I got drained in terms of finance just today trying to apply for a care worker position while the British Army is busy with their application that takes 1,000,000 years to complete (Then several more years for medical confirmation, then you get medical defferal and you start all over lol). I sent this proposal last Sunday and now the budget I had to pay for it is gone. Hopefully, by the time he gets around it's already next month.

HRT weapons will be in Rimmu-Nation, uncraftable of course and will not spawn for raiders. They're called HRT cause it stands for "Hostage Rescue Team" and I thought it would have been corny calling it "SWAT" cause the foot patrol guys will use it, and the ambiguity of "HRT" makes more sense. That's gonna be their kit, all black and flashlighty.

The Police faction will start off with 75 relations to you, this will help you be able to call them for emergencies just with Red Horse Furniture. The catch is, as my message with Jecrell above, there are gonna be laws and sets of rules that your colony have to abide by or you're gonna get some heat on you.

In fact, the laws and rules may range from reasonable to "why the heck?!" (just like real life amirite). Example, what if you have a freezer full of dead friends because you wanna revive them later with the resurrector mech serum? Guess what, the police will hold you in suspicion of cannibalism, you get rid of the bodies with cremation or proper burial or they're gonna be on you like jelly on toast. You either play by their rules or you're gonna be on their bad side.

Say you just dealt with a big raid, there's massive piles of drugs lying around, so you store all of it up. Police shows up, sees your colony with the drugs, guess what? You get a warning AND a fine. You don't get rid of that or you get caught near the stuff next time, you're gonna be in some trouble. SWAT team comin' in to protect and serve.

I can't keep up modding forever by the way guys. I don't know if this project will be complete before everything caves in on me, but in the real world some tough choices have to be made and some things I like to do in my remaining spare time have to be cut off if I wanna progress.

Screw all that. If I make it as a soldier, I'm gonna be in a place like Afghanistan with mortars going off while I'm on my laptop with one bar of internet trying to bloody update mods. NOT EVEN CLOSE BAYBEEEE-

Quote from: Ruisuki on October 23, 2018, 06:16:49 AM
For myself its because I started my save 2 days before 1.0 came out and I had assumed it would take a long time before mods were updated for 1.0. That and I didnt know mods like OHU and facial stuff didnt have b19 versions :D

Ty for the link and the hard work you put in for this content

I see. Nothing to thank me for. I love you.

EDIT: Just like to say, I had a more negative outlook during this post, and my reply was all super serious and self-wallowing. Forget all that, the goal is to finish Rimmu-Nation this week, and if not it better be darned near finish or my name isn't Samuel Patootie. (it isn't though) I do wanna thank you all, for the kind words and knowing the mods I make cheer you guys up that some of you here would offer me +1 virtual hugs.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 23, 2018, 05:14:04 PM
A police faction for Rimworld? Jesus, now thats a new concept. Really. People wear human leather t-shirts here, kill their wives in a surge of bestial rage from eating without a table, or from psychoid withdrawal and.. police? Hahaha, lol, great idea, CP! I guess i don't need to mention, that i'll shoot these guys on sight. I only follow my own rules xD

Do you plan on making all friendly factions from Red Horse Project behave this way? I sure hope not. I am a bit reluctant to have like 6 factions on my case (not counting 2 pirate factions and also 1 savage tribe and 1 rough outlander). And you know they ll be, cause i am not letting those guys anywhere near my freezers or stockpiles. And of course no one gets to see my money for free.

God this is amazing. Nothing gives so much satisfaction as unloading heavy punishment on a group of nosy policemen and i ll probably be able to do that in Rimworld! I sure hope Jecrell ll take it on.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 23, 2018, 05:19:08 PM
Quote from: Madman666 on October 23, 2018, 05:14:04 PM
A police faction for Rimworld? Jesus, now thats a new concept. Really. People wear human leather t-shirts here, kill their wives in a surge of bestial rage from eating without a table, or from psychoid withdrawal and.. police? Hahaha, lol, great idea, CP! I guess i don't need to mention, that i'll shoot these guys on sight. I only follow my own rules xD

Waha, you see I had plans for the Police to have some kind of patch operation. If certain mods are detected, certain features will activate.

For example, the US Military and British Military will return with the same inspection behaviours and low tolerance for crimes against humanity (i.e. organ harvesting, cannibalism.. RJW users) they'll also be tied together and be all allies. If someone was to have the three factions as friends and annoys one, they all become your enemy.

I'm gonna have to figure this out, it will cost time and money to execute the project. Besides, you're gonna need all the friends you can get when you have Umbra Company and freakin War Mongrels all back and 1.0-like..

Then there's the DOOM Demons and the shady UAC.. If only Project Red Horse was already finished, it would be quite the roller coaster of events.

Could even make the proper Russian faction right? And there'd be random triggers for war between Russia and US and it's allies. Then Russia would be the one faction that won't bother you with laws, they don't care as long as you aren't against them.

*Soviet anthem intensifies*
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 23, 2018, 05:28:30 PM
Yeah, with your super armored and armed hostile factions being present we DO need all the friends we can get and thats what worries me. I know myself - i won't be able to be friends with anything that tries to control what i do. Anything that gets close to my drugs or fertilizer stor... errr, morgue - gets shredded several times over. So i really hope at least some factions will mind their own business. Otherwise i ll have to depend on outlanders alone and those are vastly inferior to any of Red Horse factions.

Or maybe i ll have to try get friendly with Mongrels or something...

I mean cooperating with police rules in Rimworld? Screw that, i am going full outlaw mode. No human leather shirts? No yayo trading? Nah. Capitalism HO!

Those fine sizes also don't look real at all, unless you're super lategame - you won't be seeing anything like 5k silver, not even mentioning 10k. And you even mentioned fines growing in size... Not everyone keeps corpse freezers of course, but most people does keep drugs (cause you know - Tynan's magnificent psychic drones scale up to -40 mood) and i doubt anyone would ever agree to pay such sums or let police grab their random pawns. You might as well make those factions hostile from the start with such prices xD
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 23, 2018, 05:41:32 PM
Quote from: Madman666 on October 23, 2018, 05:28:30 PM
Yeah, with your super armored and armed hostile factions being present we DO need all the friends we can get and thats what worries me. I know myself - i won't be able to be friends with anything that tries to control what i do. Anything that gets close to my drugs or fertilizer stor... errr, morgue - gets shredded several times over. So i really hope at least some factions will mind their own business. Otherwise i ll have to depend on outlanders alone and those are vastly inferior to any of Red Horse factions.

Or maybe i ll have to try get friendly with Mongrels or something...

I mean cooperating with police rules in Rimworld? Screw that, i am going full outlaw mode. No human leather shirts? No yayo trading? Nah. Capitalism HO!

That's what I love about this faction. Initially I just wanted a 24/7 emergency lines for Red Horse, a SWAT team to defend such weak colonies and inspire many to be the good guys.

Then I realized, the police would start well.. policing! I've played SWAT 4 and I watched people that converted GTA V into police sims. It's a crazy contrast to how the game is initially played, and more restrictions choke some people up and they end up making for a crazy storyline. On one hand you have people who want to be the good guys, who want to play by the books, on the other hand you have someone who may be willing to bend the rules trying to survive but they end up being the totally bad doods!

Now with these features, in a lawless Rimworld? Either some people who love police work and police sims and people who love being protected end up falling for this mod, or some people who thought they were the good guys end up making some crazy escalations over misunderstandings and rule of law. I can see myself doing that, storing Luciferium for a colonist that needs it. If there's no Luciferium there, they die.

There'd have to be crazy ways of hiding these within vaults in your colony from the police, or you end up like Rimworld Narcos having Spec Ops sent on your base. Like I said, interesting. People who used to HATE Umbra Company, War Mongrels or other factions you used to perceive as the "bad guys" cause they blew up your base and torched the only table you had end up being your only friend after hating Johnny Law.

And in the middle of this mess and shifting of your side, there's huge freakin cyberdemons and risk of imminent demonic apocalypse cause the UAC, who nobody freakin cared about because they were rich and they sold everything so cheap, ended up with a big problem. Oh my days, you're getting me riled up with the stuff I want for my mods already!

And then there's still the war with MSF and XOF going on, and The Wasteland Republic who were seen as the uptight guys end up in the crossfire not even being as iron fisted as the police! What a ride would it be when this all gets finished.

"I needed corpses cause I had none, I fought the law and, the law won." - Madman 2018
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 23, 2018, 05:46:00 PM
Law won? Nah, not happening. I guess i ll have to go get some crazy security building mods prepped. Cause its my colony where long arm of the law finally gets cut clean off, hahah!

Don't forget to make tanks and other vehicles leave wrecks you can dismantle for resources. Cause you know, i foresee i'll have to go through lots of them to defend my lawless beautiful city.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 23, 2018, 05:48:18 PM
Quote from: Madman666 on October 23, 2018, 05:46:00 PM
Law won? Nah, not happening. I guess i ll have to go get some crazy security building mods prepped. Cause its my colony where long arm of the law finally gets cut clean off, hahah!

Don't forget to make tanks and other vehicles leave wrecks you can dismantle for resources. Cause you know, i foresee i'll have to go through lots of them to defend my lawless beautiful city.

The game will end up being: Grand Theft Muffalo V: The Ballad of Randy Random
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on October 24, 2018, 05:53:58 AM
The game will end up being: Grand Theft Muffalo V: The Ballad of Randy Random Chicken's Random

But beside that, you develop your project is his special way and dynamic, keep going on !!
I hope you don't withdraw to much time from your college time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: vandal on October 24, 2018, 11:41:46 PM
CP im curious are the backpacks only additions for the official 1.0 release or do they also apply to b19 (before it was dubbed as such, and still assumed to be 1.0) If the latter, are they crafted from the tailors bench?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 12:14:25 AM
Download links for latest update is in front page of this post

It's a big one today.
(https://i.imgur.com/PztbWrM.png)

Rimmu-Nation Weapons:
- All shotguns added and categorised
- All pistols categorised
- All SMGs and PDWs categorised
- All Bolt Action, DMRs and AMRs added and categorised
- All launchers added and categorised (Still pending to be tweaked with crafting)
- Spacer weapons categorised (Still pending to be tweaked with crafting)
- All Air support weapons have been added and categorised.
- Marksman, CQB, Heavy weapons have been properly weapon tagged for rarity.
- No more .50 BMG pirates.

- Rifles still pending to be all added and categorised
- Melee still pending to be all added and categorised
- Melee and Rifle weapon tags pending to be tweaked
- What rocket/grenade launchers will be craftable needs to be tweaked

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

It's coming home.

Quote from: vandal on October 24, 2018, 11:41:46 PM
CP im curious are the backpacks only additions for the official 1.0 release or do they also apply to b19 (before it was dubbed as such, and still assumed to be 1.0) If the latter, are they crafted from the tailors bench?

Yes they work just fine for B19 too, they were on ever since the B19 update. The 1.0 should work fine for your B19 save though, I didn't have to change anything when 1.0 came around so I believe there shouldn't be any compatibility issues. It's better to use the 1.0 version due to many bug fixes.

Quote from: Canute on October 24, 2018, 05:53:58 AM
The game will end up being: Grand Theft Muffalo V: The Ballad of Randy Random Chicken's Random

But beside that, you develop your project is his special way and dynamic, keep going on !!
I hope you don't withdraw to much time from your college time.


More like life-time. I'm gonna go sleep I am passing out, major progress today, Rimmu-Nation Weapons are coming around, it's only a matter of time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 25, 2018, 07:19:25 AM
Quote- No more .50 BMG pirates.

But, why?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on October 25, 2018, 07:54:27 AM
Really enjoying the updates to Red Horse Furniture and RN Weapons, looking forward to the full release.

Just a general heads-up for everyone else - the (unfinished and unstable) RN Weapons is not yet compatible with the 1.0 prerelease of Prepare Carefully, and will crash the game if you try to customize your colonists' inventory and supplies, as it cannot handle uncategorized weapons.

RN Clothing and Prepare Carefully still works fine, though.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on October 25, 2018, 09:44:14 AM
Quote from: sumghai on October 25, 2018, 07:54:27 AM
RN Clothing and Prepare Carefully still works fine, though.
That indicate CP did a good work with his def's.
If he would learn C# or some other language he can open his own developer studio and wouldn't need to study ! :-)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 11:46:43 AM
Progress Report:
(Current update not yet implemented/finished)
Update now implemented but is still unfinished.
(https://i.imgur.com/fmhVuAG.png)

Rimmu-Nation: Weapons
(https://i.imgur.com/JcETWqY.png)(https://i.imgur.com/BT0QXPZ.png)(https://i.imgur.com/Zqb4eZH.png)(https://i.imgur.com/PJEj8nX.png)

(https://i.imgur.com/IY7Irmo.png)(https://i.imgur.com/WzZkSEE.png)(https://i.imgur.com/yLrpnX8.png)(https://i.imgur.com/veLi1lO.png)

Enjoying some ol' fashioned and tacticool new AK variants. (Note: Only the AK47 Tactical has been implemented as of this post)

New AN94 texture:
Before
(https://i.imgur.com/rRjo5IH.png)
After
(https://i.imgur.com/geLUNYm.png)

Also changed FN MAG texture:
Before
(https://i.imgur.com/iY44K2R.png)
After
(https://i.imgur.com/HAxLpv0.png)

Will be adding 3 new LMGs:
Mk. 48
(https://i.imgur.com/KJW8JJX.png)

HK MG4
(https://i.imgur.com/VvOpsmF.png)

HK MG5
(https://i.imgur.com/EBDgu6z.png)

The HK MG series will end up replacing the FN Minimi and the M240 in the heavy bench, they will be the LMGs available for the player. I am most likely not doing a German faction anytime soon, besides the fact that German weapons look so beautiful and they're highly reliable, it's better for people to get accustomed to variety, weapons they dont know than people just churning out the ones they were familiar with had I made every weapon craftable.

Had to throw in this ol' revolver

SW Model 29
(https://i.imgur.com/qH583nm.png)

Saw a mod that only added the Model 29, the person did an awesome job remaking the famous "are you feeling lucky?" scene from Dirty Harry in Rimworld style, so I felt compelled to add this in my mod as a tribute (cause I personally dont wanna use other weapon mods, rip)

Here's the mod I'm talking about for reference.
https://steamcommunity.com/sharedfiles/filedetails/?id=1544323046&searchtext=Model+29

Anyways. Got a lot of work to do. Been neglecting my health because of modding, in fact my homework from the college is to run 10 miles during the week and record it. The week is almost over and I have run 0 miles, already gaining me bloody weight just lying down in bed trying to update this darn tootin' mod.

Will get back with some update, there's other minor changes/fixes that has been made that aren't listed here.

Quote from: Skynert on October 25, 2018, 07:19:25 AM
Quote- No more .50 BMG pirates.

But, why?

They're bloody pirates not special forces, look, if I ever see a Somalian pirate with a .50 cal I'll seriously consider changes. For now these high power weapons are off-limits for NPCs until I make factions, then people will be begging me to remove tanks or remove rocket launchers from those factions instead. (which they have during B18, rip)

Quote from: sumghai on October 25, 2018, 07:54:27 AM
Really enjoying the updates to Red Horse Furniture and RN Weapons, looking forward to the full release.

Just a general heads-up for everyone else - the (unfinished and unstable) RN Weapons is not yet compatible with the 1.0 prerelease of Prepare Carefully, and will crash the game if you try to customize your colonists' inventory and supplies, as it cannot handle uncategorized weapons.

RN Clothing and Prepare Carefully still works fine, though.

Huh that's odd, I'm using the current Steam version and it all works there, is it because that version of Prepare Carefully is not up to date? The categories are still there, just that they're using vanilla categories and not my own.

Quote from: Canute on October 25, 2018, 09:44:14 AM
Quote from: sumghai on October 25, 2018, 07:54:27 AM
RN Clothing and Prepare Carefully still works fine, though.
That indicate CP did a good work with his def's.
If he would learn C# or some other language he can open his own developer studio and wouldn't need to study ! :-)


Just bloody copied and pasted things mate. If I learned C# I'd still have to attend military college if I wanna maintain fitness and pass the British Army selection
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on October 25, 2018, 12:11:36 PM
CP  I got a couple of errors with Rimmu-Nation: Weapons 1.0  Missing RNBenchBase thingdef.  XML error: Could not find parent node named "RNBenchBase" for node "ThingDef". Full node: <ThingDef ParentName="RNBenchBase"><defName>RNBench_CQB</defName><label>RN CQB bench</label><description>A workbench for manufacturing Rimmu-Nation shotguns and PDWs.
and this error
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CPWeaponExt.HarmonyRailgun ---> System.TypeLoadException: Could not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.0.9.1, Culture=neutral, PublicKeyToken=null'.

Take care of yourself FIRST!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 12:22:13 PM
Quote from: hauvega on October 25, 2018, 12:11:36 PM
CP  I got a couple of errors with Rimmu-Nation: Weapons 1.0  Missing RNBenchBase thingdef.  XML error: Could not find parent node named "RNBenchBase" for node "ThingDef". Full node: <ThingDef ParentName="RNBenchBase"><defName>RNBench_CQB</defName><label>RN CQB bench</label><description>A workbench for manufacturing Rimmu-Nation shotguns and PDWs.
and this error
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CPWeaponExt.HarmonyRailgun ---> System.TypeLoadException: Could not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.0.9.1, Culture=neutral, PublicKeyToken=null'.

Take care of yourself FIRST!

Got it from someone in Steam too. Just fixed it now, I included the bench base in the mod

Edit: Side textures of clothing and weapon benches fixed, they were facing the wrong way.
Updates are available front page.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on October 25, 2018, 12:46:28 PM
XML error: Could not find parent node named "RNBuildingBase"
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 01:51:17 PM
Quote from: hauvega on October 25, 2018, 12:46:28 PM
XML error: Could not find parent node named "RNBuildingBase"

Woosh, is fixed now

Ran 1 mile, it's getting dark. Rest of the 9 miles sometime in the following days, hopefully we do Rimmu-Nation as well all finished and stuff eh
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 25, 2018, 02:13:08 PM
Darn, nice progress there, CP! Just a little bit before RN Weapons are ready for some skull-crackin!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on October 25, 2018, 03:18:51 PM
Your railgun assembly needs recompilation or correct harmony dll version included.  Throws this error:
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CPWeaponExt.HarmonyRailgun ---> System.TypeLoadException: Could not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.0.9.1, Culture=neutral, PublicKeyToken=null'.
I checked for error with 1.0.9.1 and it did not throw error.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 04:01:32 PM
Quote from: hauvega on October 25, 2018, 03:18:51 PM
Your railgun assembly needs recompilation or correct harmony dll version included.  Throws this error:
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CPWeaponExt.HarmonyRailgun ---> System.TypeLoadException: Could not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.0.9.1, Culture=neutral, PublicKeyToken=null'.
I checked for error with 1.0.9.1 and it did not throw error.

Ah shoot, I know the issue. I didn't include a harmony assembly within the mod, I included one now in the latest build.

Version 11 is up.

Quote from: Madman666 on October 25, 2018, 02:13:08 PM
Darn, nice progress there, CP! Just a little bit before RN Weapons are ready for some skull-crackin!

Hey Madman, I need your expertise. I can't think of a cool Russian name for a possible faction that uses the GORKA-4 and Telnyashka + possible some new body armor and helmet.

It's gonna be a Russian PMC, separate and hostile to War Mongrels.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 25, 2018, 04:21:40 PM
PMC as in private military contractor? Hm, let me think something up.

Well the most obvious (and infamous one i think) is Wagner's PMC. I am sure you heard of it.

There are also Orel-Antiterror (Eagle-Antiterror if you translate it), Slav Corps, MAR, Ferax, RSB Group etc...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 04:34:58 PM
Quote from: Madman666 on October 25, 2018, 04:21:40 PM
PMC as in private military contractor? Hm, let me think something up.

Well the most obvious (and infamous one i think) is Wagner's PMC. I am sure you heard of it.

There are also Orel-Antiterror (Eagle-Antiterror if you translate it), Slav Corps, MAR, Ferax, RSB Group etc...

Want an original group mah friend, I would rather not use official PMCs like Black Water, which I thought about doing since it would limit the freedom of creativity.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 25, 2018, 05:17:44 PM
Ah, so you want original non-existent russian name for the group. Well ok.

Serebryanie Teni (Silver Shadows)
"Monolit" Special Corps
"Arbalet" Division
"Fakel" subterfuge team
"Chaika" security force
"Mirotvorec" fast reaction force
"Oplot" defense force

Something along those line. Also:

"Cherniy Molot"
"Nadziratel"
"Stalnoi Bastion"
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 06:45:15 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/cEl9NZQ.png)
Rimmu-Nation Clothing

- Lynx-T helmet now craftable
- FAST helmet PMC now craftable
- AR500 PMC now craftable (just like ol' times)
(Super rare chicken helmet still not craftable, never ever will be in a billion years)

Quote from: Madman666 on October 25, 2018, 05:17:44 PM
Ah, so you want original non-existent russian name for the group. Well ok.

Serebryanie Teni (Silver Shadows)
"Monolit" Special Corps
"Arbalet" Division
"Fakel" subterfuge team
"Chaika" security force
"Mirotvorec" fast reaction force
"Oplot" defense force

Something along those line. Also:

"Cherniy Molot"
"Nadziratel"
"Stalnoi Bastion"

I see some I like, thank you. I'll keep them in mind when I get around to it. (never, rip)

___________________________

Thinking about ally factions now. When Rimmu-Nation hits, either Task Force 141 is updated, or Task Force STALKER with their respective new uniforms.

I'm thinking they could use some light vehicles, but I also need Red Horse Furniture sorted out with QRF landing drop pods on the edge instead of the center due to causing cave collapses.

Funvee:
(https://i.imgur.com/dDXWWc7.png)(https://i.imgur.com/VTQ1ihi.png)(https://i.imgur.com/IGOhOTQ.png)
3D Model done by "AID" from Sketchfab

It would be nice for allies to have some form of armor! It's gonna be a while till the British military returns, or till the US military makes it's debut.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 25, 2018, 08:25:50 PM
Ideal would be a kind of beacon to show those guys where to drop. Dropping in the center of colony always wrecks some stuff :( Dropping them on map edge is fine i guess, but enemies usually are up your ass already way before they reach you to help out.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2018, 08:32:11 PM
Download links for latest update is in front page of this post

(https://i.imgur.com/uif2qXb.png)
Rimmu-Nation - Weapons

- RN Rifleman Bench re-added
- All AK Style rifles have been added and categorised
- Current AR Style weapons now categorised
- Many AR Style weapons have been renamed (might show up as errors or missing defnames, this is normal)
- All existing rifles are now properly weapon tagged, no more pirates with spec ops looking weapons apart from a rare selection.
- SW MP15 (M&P15) added, M202 FLASH added, TT-30 added
- Mod is now on stable. No more further renames or changes to the defnames anticipated.
(Note: Any defs missing or possible game breaking updates have seen it's last in this latest version. No more should be made hereafter)

- Melee needs to be done
- Bullpup and other rifle variants need to be done
- Grenades need to be weapon tagged and categorised

Mod is about 75% complete.
5% - All AR Styles added and categorised
5% - Bullpups added and categorised
10% - Other rifles added and categorised
5% final stretch - All melee weapons added and categorised
___________________________________________________________
Quote from: Madman666 on October 25, 2018, 08:25:50 PM
Ideal would be a kind of beacon to show those guys where to drop. Dropping in the center of colony always wrecks some stuff :( Dropping them on map edge is fine i guess, but enemies usually are up your ass already way before they reach you to help out.

Not that simple man. I already owe Albion a favour, and this request of revisal is just an icing on the cake of an already unpaid favour. Gonna have to stick with whatever's practical in terms of time and effort rather than what makes it easier for people in-game.

Besides, it's not the edge of the map, it's just not the center. If you test it in dev mode by triggering a friendly raid, the drop pods aren't at the edge
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 26, 2018, 04:03:42 AM
Figured as much. Most convenient things can't be done without fiddly c# patches. Oh well. Feel free to do it the most time-effort efficient way, man. Its still really damn nice to even be able to call in friendly patrols.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on October 26, 2018, 04:21:58 AM
Quote from: Chicken Plucker on October 25, 2018, 11:46:43 AM

Quote from: sumghai on October 25, 2018, 07:54:27 AM
Really enjoying the updates to Red Horse Furniture and RN Weapons, looking forward to the full release.

Just a general heads-up for everyone else - the (unfinished and unstable) RN Weapons is not yet compatible with the 1.0 prerelease of Prepare Carefully, and will crash the game if you try to customize your colonists' inventory and supplies, as it cannot handle uncategorized weapons.

RN Clothing and Prepare Carefully still works fine, though.

Huh that's odd, I'm using the current Steam version and it all works there, is it because that version of Prepare Carefully is not up to date? The categories are still there, just that they're using vanilla categories and not my own.

To clarify, when I have both Prepare Carefully and RN Weapons activated in the modlist:

- I can load existing savegames

- I can start new colonies if I skip the Prepare Carefully option

- The game freezes and crashes if I attempt to customize colonists/inventory for a new colony with Prepare Carefully

I have reproduced this issue on a heavily stripped down game with only Core, Prepare Carefully and RN Weapons as active mods.

I am running the 1.0 prerelease of Prepare Carefully from GitHub (https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v1.0.10), but I have also reproduced this issue with the 1.0 Steam version.

Changing the mod load order also makes no difference.

tl;dr - I can and will keep using RN Weapons for existing savegames, but I cannot start a new customized colony.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 26, 2018, 05:04:51 AM
Hey, those tanks are some kind of "mechanoid"? Becouse there is mod that allow hacking mechs. And I want that FUNVEE :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 26, 2018, 05:14:41 AM
Quote from: Skynert on October 26, 2018, 05:04:51 AM
Hey, those tanks are some kind of "mechanoid". Becouse there is mod that allow hacking mechs. And I want that FUNVEE :D

I am pretty sure those are coded to explode upon getting downed, so i doubt you ll be able to hack yourself a tank with WTH.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Valter Jr on October 26, 2018, 07:10:24 AM
punching bags for military furniture  :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 26, 2018, 12:12:19 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/735Z4bz.png)
Rimmu-Nation Weapons

- Fixed categories for all existing weapons
- Fixed weapon tags for all existing weapons
- Balanced which rocket launchers and grenade launchers will be craftable

Note: Still broken with prepare carefully. I highly assume it's got something to do with category sub-menus I.E. pistols and revolvers under handguns, which RN: Clothing didn't have.

Prepare carefully is also having numerous issues with EPOE and other mods, so I assume this is not RN: Weapons' fault
(at least I bloody hope not so I dont have to work on fixing anything)

Gonna go run outside, still got 9 miles to go.

______________________________

Quote from: sumghai on October 26, 2018, 04:21:58 AM
tl;dr - I can and will keep using RN Weapons for existing savegames, but I cannot start a new customized colony.

Just ran the test now. I'm certain this wasn't happening before until I started making weapons go to their respective categories and benches. I believe it's got something to do with Prepare Carefully conflicting with the category system I made for the weapons, it's odd that it works fine with clothes.

The biggest torture of all is there's no bloody way to know what's wrong cause Mary Jane Rimworld decides to crash without telling us what the major malfunction is.

I'm hoping EdB fixes this soon, if not, there's gonna be a loss on Rimmu-Nation's part just for trying to be organized and tidy, and I see a lot of people departing from the mod because they are being stopped from using the all-time go to mod for Rimworld.

I'm 100% certain now that it's got nothing to do with weapons being uncategorised, I just tidied up grenades and misc weapons to not spawn in the vanilla category. This issue only appeared since the changes to the benches and CQB weapons being moved towards their respective category.

Quote from: Skynert on October 26, 2018, 05:04:51 AM
Hey, those tanks are some kind of "mechanoid"? Becouse there is mod that allow hacking mechs. And I want that FUNVEE :D

Yes they are, I think so, they will definitely be hackable. Now the issue is when I make all tanks and stuff available and you do get your hands on them, when they die you will have possibly hostile infantry units coming out and people will wonder "Were they always in there? I owned that Bradley IFV for like 2 years"

Quote from: Madman666 on October 26, 2018, 05:14:41 AM
I am pretty sure those are coded to explode upon getting downed, so i doubt you ll be able to hack yourself a tank with WTH.

That was early B18 Madman, you forgot that they don't all explode to oblivion anymore. Albion made them die and spawn with infantry units fleeing from the vehicle.

Quote from: Valter Jr on October 26, 2018, 07:10:24 AM
punching bags for military furniture  :D

You'd be surprised how minor seeming features like these are a pain in the butt. Needs C# to make pawns hit the thing, a job class driver of some sort. It's not worth the time for me, or risk owing someone more money or favours. Like I said, I already owe Albion my time for assisting with reinforcements, the tank coding and the mission board. As for Jecrell, I cannot afford his services all the time

Sorry compadre but these type of features are gonna have to sit it out
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 26, 2018, 01:47:15 PM
Infantry comming out? Pff, more hats.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 26, 2018, 02:59:12 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/yzpH3vj.png)
Rimmu-Nation Weapons

- EdB Prepare Carefully compatibility issue has been fixed (what a bloody miracle!)

(https://i.imgur.com/h8mR0yz.png)

As consequence, the category system seems less tidy, no use of sub-menus within sub-menus. My assumption was right. (The bug happens due to sub-menus within sub-menus) Even though it's less tidy, at least the bloody mod works just fine and the sacrifice wasn't too bad, people can still tidily sort out weapon stockpiles if they really care.

Quote from: Skynert on October 26, 2018, 01:47:15 PM
Infantry comming out? Pff, more hats.

If they're friendly Marines just trying to have a peaceful time living inside the Funvee then you're not very nice turning them into hats

_____________

Side note: I left this issue to EDB's steam page for bugs. Hope this helps him sort some bugs out.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on October 26, 2018, 09:40:17 PM
Mucho Gracias as always, CP. I'm back to planning my next colony again :)

Let's hope EdB updates Prepare Carefully to support nested categories.

EDIT: Incidentally, how do you feel about adding the Panzerfaust 3 (https://en.wikipedia.org/wiki/Panzerfaust_3)?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 27, 2018, 02:32:04 AM
Quote from: Chicken Plucker on January 06, 2018, 04:07:02 PM
Okay, okay I know I said I was gonna update DOOM first guys, but I got complaints about the armor not being "Symmetrical" for the UAC and it just put me off because now I have to make all the UAC frikkin armors again.

Instead of that, I am re-making Umbra Company and they have a new uniform
(https://i.imgur.com/BBRmRjY.png)
(https://i.imgur.com/HGbQati.png)

I also got voice lines from a voice actor, I will animate the origin story that I originally made as a gif, hopefully it comes out great

Okay, okay I know I said I was gonna update Rimmu-Nation first guys, but I got very tired of looking at the several amounts of rifle + melee I have to do and it just put me off because now I have to code all that crap after a long day of coding.

Instead of that, I am re-making Umbra Company again and they have a new uniform again.

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

Now it's 0730 hours and I am supposed to wake up in 0800 to deliver some papers for a job application. Guess I can't go today because I'm dying over here. I still have the voice lines from the voice actor, I suppose it's gonna be good getting to finally animate their origin story eh?

This current/final design went back to their roots. Their design is based on "Shadow Company" from Modern Warfare. Now I have the accurate helmet type, being the PT A-Bravo carbon helmet.

(https://i.imgur.com/bgsq3hc.png)(https://i.imgur.com/mNI0DOZ.png)(https://i.imgur.com/osKjUUG.png)

Side note: I have an ex-army armorer who is a weapons expert, knowledgable in calibers and boolets balancing Rimmu-Nation bullets as we speak. Projectile armor penetration and stopping power. Everything we have now is gonna change significantly, I was hoping he wouldn't get carried away with the realism, but I guarantee some weapons are gonna hurt more now. (I'm trying to prevent them from hurting too much.)

Kinda feels like De Ja Vu. I'm pleased with this new Umbra Company look, lookin' tacticool as frick. I am confident this will be their last and final rendition, perfect for 1.0 and their origin story on the big screen.

Quote from: sumghai on October 26, 2018, 09:40:17 PM
Mucho Gracias as always, CP. I'm back to planning my next colony again :)

Let's hope EdB updates Prepare Carefully to support nested categories.

EDIT: Incidentally, how do you feel about adding the Panzerfaust 3 (https://en.wikipedia.org/wiki/Panzerfaust_3)?

Haylo, happy to hear it improves your experience. As for another rocket launcher, as cool as the history is and look of that weapon I think I'm gonna take a pass for now and maybe keep it as a possibility when I finish. There's enough launchers, not all of them will be used by NPCs because they're just ridiculously overkill as it is and I made them more as a defensive measure for the player if they run into something big.

As you can see, my hands are full at the moment, and I try to minimize new features now (ironically)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on October 27, 2018, 05:01:15 AM
No worries, CP. You do you :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 27, 2018, 08:56:29 AM
Umbra Company Progress Report
(not in-game content, pawn is edited-in for simulation)
(https://i.imgur.com/yZuGecy.png)

So I decided to say goodbye to the outdated A17 "Spectre" uniform. I got too sentimental and lazy at B18 to sort it out, but now that we have new shrubbery and new textures, the sniper unit for Umbra Company is being re-done.

(https://i.imgur.com/ltVRJWM.png)
Goodbye ol' pal, we don't need yer frickin hairbands and ace of spades over here anymore. This is the big leagues now.

Outdated A17/B18 Spectre Helmet
(https://i.imgur.com/J21is74.png)(https://i.imgur.com/BhnLbmR.png)(https://i.imgur.com/2dnWFRU.png)

1.0 PT A-Bravo Helmet "Reaper"
(https://i.imgur.com/n6aIN8T.png)(https://i.imgur.com/o3ndHQb.png)(https://i.imgur.com/Sg3TXkC.png)

Outdated A17/B18 Umbra Ghillie Suit
(https://i.imgur.com/CPRLRu3.png)

1.0 Reaper Ghillie Suit
(https://i.imgur.com/nYdUMCO.png)

You notice the main difference is material here, I don't want a copy pasted vegetation for the ghillie suits now. I want them to differ in environment, so the Reaper ghillie suit is more earthy and perhaps could work more effectively in the desert as opposed to this old version, or even the Rimmu-Nation ghillie suit here:
(https://i.imgur.com/b7oG6U4.png)
(https://i.imgur.com/Ql9T9uV.png)

Weapon:
(https://i.imgur.com/qmboREC.png)

Going back to the ol' A17 roots of a camouflaged weapon unique to this unit. I got a class all about camouflage from the Army Air Corps trip a few weeks back as of this post. We were shown some "find the sniper" images, and what gave away one guy was his rifle sticking out.

(https://i.imgur.com/oqIUjr7.png)

Intervention - Reaper Version (if I told people this was another rifle they'd believe me, goodluck recognising the bloody thing)

(https://i.imgur.com/wcJ5JNH.png)

Will be designated to this lad over here, new name, new uniform and.. perhaps something else that will catch many of you off guard. The Reaper unit is mainly for assassination now, so their weapon is always gonna be an AMR (Anti-Materiel Rifle). This means you're gonna lose limbs and colonists if they get land a hit on your guys wearing industrial armors. This is what I was talking about, the pirates won't have .50 BMG or other kinds of AMR, but these hombres will.

I will designate the DMRs and other bolt action to the yet-to-be-remade Spec Ops units.

Will stand-by if I decide to share the info on how the Reapers will go on about assassinating your colonists. For now I'm very strained from full-speed ahead updates for rimmu-nation to the point of neglecting bloody health and job so I'm trying to take it slow by enjoying some art.

Rimmu-Nation 'feels' finished anyway, aside from some more assault rifles and melee, so I'm not too bummed about disappointing anybody.

Quote from: sumghai on October 27, 2018, 05:01:15 AM
No worries, CP. You do you :)

Here, I did me. I hope you are all spooked by the skeleton facepaint man in the woods with his woody suit.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 27, 2018, 10:10:10 AM
I think saying these things look absurdly good is needless.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on October 27, 2018, 12:20:57 PM
CP's version of "How not to be Seen".   :P
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: AwesomeMcAwesome on October 28, 2018, 11:04:10 AM
Enjoying the hell outta your weapon mod, and their descriptions

So I'm using the ProperShotgun mod and wondering if you're going to add a patch to integrate your weapon mod with it, since I like both, and it's weird seeing other shotty shoots pellets while yours only spew out one
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on October 28, 2018, 11:35:18 AM
Edit: Previously, I just had a douchy comment here telling AwesomeMcAwesome to do it theirself. I felt bad about that, so here's a patch. I haven't tested, let alone balanced it, but it should work. CP, I give you full permission to use this in your mod. AwesomeMcAwesome, you can load this by saving the code below as an XML file in a new "Patches" folder in the same folder as "About", "Defs", &c in the mod folder, then loading Rimmu-Nation Weapons after Proper Shotguns.


<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
  <success>Always</success>
  <operations>
    <li Class="PatchOperationTest">
      <xpath>*/ThingDef[defName = "RNBullet_12Gauge_Shotgun"]</xpath>
    </li>
<li Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[defName="RNBullet_12Gauge_Shotgun"]</xpath>
<value>
<li Class="ProperShotguns.ShotgunExtension">
<pelletCount>6</pelletCount>
</li>
</value>
</li>
<li Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[defName="RNBullet_23x75mmR_Shotgun"]</xpath>
<value>
<li Class="ProperShotguns.ShotgunExtension">
<pelletCount>8</pelletCount>
</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName = "RNBullet_12Gauge_Shotgun" or defName="RNBullet_23x75mmR_Shotgun"]/graphicData/texPath</xpath>
<value>
<texPath>Things/Projectile/Bullet_Small</texPath>
</value>
</li>
  </operations>
</Operation>
<Operation Class="PatchOperationSequence">
  <success>Always</success>
  <operations>
<li Class="PatchOperationTest">
  <xpath>*/ThingDef[defName = "RNGun_AA12S"]</xpath>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="RNGun_AA12S" or defName="RNGun_SawedOff" or defName="RNGun_KS23S" or defName="RNGun_KSGS" or defName="RNGun_Model1887LA" or defName="RNGun_Model1897S" or defName="RNGun_Mossberg500S" or defName="RNGun_Mossberg500TacticalS" or defName="RNGun_KS23S" or defName="RNGun_Remington870S" or defName="RNGun_Remington870MagnumS" or defName="RNGun_Remington870TacticalS" or defName="RNGun_Saiga12S" or defName="RNGun_SuperShorty" or defName="RNGun_SPAS12S" or defName="RNGun_Supernova" or defName="RNGun_USAS12S" or defName="RNGun_UTS15S" or defName="RNGun_M1014S" or defName="RNGun_UTS15S" or defName="RNGun_UTS15S" or defName="RNGun_UTS15S"]/verbs/li/verbClass</xpath>
<value>
<verbClass>ProperShotguns.Verb_ShootShotgun</verbClass>
</value>
</li>
  </operations>
</Operation>
</Patch>
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: AwesomeMcAwesome on October 28, 2018, 11:44:38 PM
Quote from: dninemfive on October 28, 2018, 11:35:18 AM
Edit: Previously, I just had a douchy comment here telling AwesomeMcAwesome to do it theirself. I felt bad about that, so here's a patch. I haven't tested, let alone balanced it, but it should work. CP, I give you full permission to use this in your mod. AwesomeMcAwesome, you can load this by saving the code below as an XML file in a new "Patches" folder in the same folder as "About", "Defs", &c in the mod folder, then loading Rimmu-Nation Weapons after Proper Shotguns.

Aw thanks man, you're a reason why the world isn't so bad
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 29, 2018, 02:26:22 AM
Download links for latest update is in front page of this post
(https://i.imgur.com/ylsBJS0.gif)
"Operator as fricc dude."

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

Rimmu-Nation Clothing

- Added PT A-Bravo helmet, two variants
- Added 5.11 TacTec body armor
- Added Tactical sling backpack
- Added black fleece combats
(NOTE: Please do not forget to re-enable them for stockpiles and outfit restrictions, new items are automatically disabled.)
- Made a few popular civilian clothing craftable I.E. Trench coat grey and brown, Division Jacket and etc.
- Changed some descriptions for clothing to be more interesting
- Changed fleece insulation to be closer to jackets

- Updated RNC version with all clothing craftable.

(https://i.imgur.com/cUwAYD6.png)

Red Horse Furniture

- New Survival Machine
- MREs, IFAK and Medic Bags are back
(NOTE: Please do not forget to re-enable them for stockpiles and food restrictions. New items are automatically disabled)
- VR Trainers now haulable
- Microelectronics now needed for console and PC research for balancing.
- New "Game development" job type for Black Hat Station
- Mission board now has the "Signal orbital trader arrive" (requires a comms console)
- Contractors now have a low chance of spawning with spacer weapons
- Increased Portal VR Trainer stat incrase slightly
- Increased construction skill requirements for VR Trainers
- Increased construction skill requirements for Black Hat Station
- Increased cost of Maxi Meals from Vending Machine
- Increased market value of Nuka Cola Quantum
- Corrected cost of bulk Nuka Cola

- Updated RHF version with no Blackhat and VR Trainers also.

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

Rimmu-Nation Weapons

- Added Remington 870 HRT for patching reasons.
- Tweaked grenade launchers. XM25 and MGL has more delay now.
- Tweaked 40mm grenade projectile. Explodes near instant for impact now but smaller blast radius.
- Made a separate patch for proper shotguns, thanks to dninemfive for making it.

(https://i.imgur.com/oBVQy3j.png)

Rimmu-Nation Proper Shotguns Patch

- This has a working Remington 870 patch after seeing dninemfive's original one. I reccommend to download this separate patch to keep up-to-date
- Also, you get this cool John Wick preview I just made

...

(https://i.imgur.com/P2ZIsVY.png)

Wups, the shotgun patch is now officially a part of the proper shotguns mod. Shame eh? Made the preview for the patch and all but at least its more convenient for you guys now!


________________________________________
A buh-bye note. (sorta)

Vacation is over. Spents most of my 12 days modding, I have only ran 5.5 miles and I have 4.5 more to go unless I want staff to make me need new arms and legs when they tear me apart. Please enjoy these updates I have sweated for, I thank you all for your support and voicing your opinions, it's been a wild ride.

It's gonna be back to slow progress from now on. My friend the weapons tech guy is still sorting out bullets, he's doing extensive ballistics research from calibers he doesn't even know and I'm surprised he's putting in the extra effort for this.

Take care all, stay tacticool.

Quote from: dninemfive on October 28, 2018, 11:35:18 AM
Edit: Previously, I just had a douchy comment here telling AwesomeMcAwesome to do it theirself. I felt bad about that, so here's a patch.

Not at all. I thought you were just trying to help, and that you did. If you felt like you did something wrong and you went out of your way to correct it being convicted, then that's wonderful.

This has helped me from spending any more time patching. Glad you got what you needed AwesomeMcAwesome, credited dninemfive here fully.

________________________________________

(https://i.imgur.com/Pw1Vuzl.png)
Rimmu-Nation Clothing

- Fixed this minor error (For RNC All Craftables version also). I was triggered.
- Also forgot to mention, 6B23-1 vest has been shaded.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 29, 2018, 07:01:43 AM
Why my tacticool mercs getting food poisoning from food from vending machines? Or my dogs.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: falconmwo on October 29, 2018, 08:20:57 AM
add ammunition for weapons need ammo
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 29, 2018, 08:31:08 AM
Quote from: Skynert on October 29, 2018, 07:01:43 AM
Why my tacticool mercs getting food poisoning from food from vending machines? Or my dogs.

That one is beyond my grasp sadly, Vending Machines are treated like cooking stations and cooking skill is used. That's all the technicalities behind it.

So your storage and the environment affects food poisoning, the fridges being in the same room doesn't help as opposed to a walk in freezer

If have to pay for C# again to sort it out, which I need to let go and stop doing

Quote from: falconmwo on October 29, 2018, 08:20:57 AM
add ammunition for weapons need ammo

Comrade that is not that easy. If you want ammo you want combat extended, it is a finished mod with its own weapons and ammo. It's complicated to even patch for combat extended, it's even worse making my own system with C#.

I'd have to pay a more talented coder billions, and frankly it won't even be a feature I want cause I like vanilla
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: falconmwo on October 29, 2018, 10:56:15 AM
can you recommend a mod for ammo?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 29, 2018, 11:15:41 AM
Quote from: falconmwo on October 29, 2018, 10:56:15 AM
can you recommend a mod for ammo?

Try "combat extended" by NoImageAvailable mate. There were other ammo mods but I believe to this day those are not updated
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: falconmwo on October 29, 2018, 11:36:41 AM
no for v1.0
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 29, 2018, 04:16:57 PM
Download links for latest update is in front page of this post

(https://i.imgur.com/Bg8PfA1.png)
Rimmu-Nation Clothing

- Tweaked helmet commonalities for NPCs
- Also updated the all craftables version with this balancing


(https://i.imgur.com/J4SEpey.png)
Red Horse Furniture

- QRF no longer drop in center to avoid cave-ins
- Patrols now always walk from the edge of the map.
- No VR Trainer and Black Hat version also updated

Vacation is supposed to be over, but whatever eh? Here's the latest fixed, cheers all.

I accidentally made NVG helmets and chicken hats common, so now that has been fixed along with the Red Phone thing where reinforcements can potentially kill you with cave-ins

Quote from: falconmwo on October 29, 2018, 11:36:41 AM
no for v1.0

Don't know any my friend, best wait for updates from the other authors. In the meantime, if you're interested in tacticool weapons with supressors and never ending barrage of ammunition then feel free to install the stable unfinished Rimmu-Nation Weapons version  8)


__________________________________________
EDIT:
(https://i.imgur.com/dioiToV.png)
Red Horse Furniture

- Fixed VR issue with interaction spots
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 31, 2018, 05:22:19 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/eTOJOI4.png)
Red Horse Furniture

- No more food poisoning from Vending Machines, eat away.
- No black hat and VR version also updated

(https://i.imgur.com/EaUv6R5.png)
Rimmu-Nation - Weapons

- Found a way to fix "&" issue in .xml, now the Smith & Wesson weapons and ammo names are properly labelled.


___________________________________
EDIT:

(https://i.imgur.com/PYULKry.png)
Chicken Mitchell Hairstyles

- Prevented THIS from possibly happening again.
Tribals are no longer tagged with bearded hairstyles to prevent this issue. Francis hairstyle was set to Male only, but had the tribal tag.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Nimrod on November 01, 2018, 11:44:24 AM
Hello!

First off: I really like your mod. The visuals are stunning. Most of your ideas are fantastic.

That said, there are some things I would like to comment (I use your steam workshop mods - all except the portable generator):

Some of the things you add unbalance the game quite drastically. This can of course be avoided by me as player, by not picking/using certain elements. Nevertheless I chose to comment here and maybe get some insights from you as creator.

The things that stand out most are these:
.) easy way to make thousands of silver in almost no time with more or less zero danger (tech jobs on desk)
.) Mission board - good idea but WAY WAY way ;) too cheap - 500 silver, you get what you want - instant colonist with full battle rattle, every mission you like, etc. for just 500 silver (could be free at this point)
.) Instant food for silver via machines - with the job at the desk, it also could just be free - no difference no investment from the player
.) medical add-ons (IV and stuff) - again awesome idea, perfect visuals but WAY overpowered. I mean check the stats when you get them all set up - again they cost next to nothing for the benefits
.) military chemfuel generator - highly unbalanced. cost/upkeep/output are in no relation. can be build way BEFORE geothermal and its output is higher. need one or two boomalopes to never think about power again

In my opinion every gain should be balanced in some way. Else its just a fancy "You win" button. (And we got the development console for free stuff :D )

Will you think about rebalancing things? Or maybe add Mod options, so that each player can decide for him/herself how much things should cost?

This should please be seen as constructive criticism, and can be ignored by anyone or everyone who does not agree ;)

The whole tacti-cool idea is awesome, thanks for your effort!

Edit: Also, where are the BOOTS and GLOVES (and goggles)? :D almost no modder adds those - pawns run around with bare feet and get their toes shot off. Tactical sandals anyone? (I could of course port my own stuff over from B17 but I am way too lazy and just want to play)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 01, 2018, 01:01:31 PM
Well its only a part of whole project, which will include similarly OP threats which will come to try and relieve you of all your unfairly gotten goods in form of uber-armored guys with overpowered weapons with overpowered mechanized support you won't ever have.

I see where you're coming from of course, black hat station does trivialize silver aquisition (it was trivial before as well with selling simple meals, but some "kind" uncle disabled that feature). And its not just that too, some weapons have unbelievably good stats. But my point is - it all will come together, once the whole project is out, with hostile and friendly factions. I assume fine tuning the balance will come after that. Meanwhile you can tune the amount of work and the amount of silver rewards of the station in xml files of the mod.

Adding mod options requires c# knowledge and CP can't commision coders for eternity. XML editing the values you want is really easy, you can change any bill at any station to balance it precisely how it feels right for you though.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on November 01, 2018, 03:14:33 PM
i agree with the clothing, it looks really cool but some of the offsets are really strong they invalidate some of fashionrimstas. I know theres a mod that came out recently that lets you customize the armor values, but not offset bonuses just yet under mod option. it might be in the cards.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Spikedude on November 02, 2018, 07:30:09 AM
I have an issue with the mod, where I've learned the appropriate tech for both the Heavy Weapons and Marksman bench but they don't show up in any of the building tabs. Am I missing something or are they bugged?

Thanks for the great work!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 02, 2018, 10:20:35 AM
Yep, you missed it, as did I. The new building use the new vnailla system, similar to "stuffed" buildings. If you click on CBQ workbench you ll get drop down list with other benches. I understand its done for decluttering the menu, but I don't approve of that change. Its not intuitive at all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 02, 2018, 06:45:27 PM
It's Friday, college all over for now. Next week coming, it's gonna be insane for me being a whole week of training for a new part time care worker job I applied for. The British Army withdrew my application cause of me taking too bloody long, I was stalling because of a skin condition I had to get sorted out. I spoke to my recruiter, gave me a second chance, at 14th of Nov I have 2 appointments which will finally seal my application for the Army that they re-opened for a last chance to sort crap out.

Of course I go to Ludeon, I see this wall of text after a hard day of PT that translates to me that I'm bloody awful at balancing (I am) so I'm hanging out even more. (hanging out, British slang for being bloody tired, like when you hang your arms over your head after a 3 mile run)

I will attempt to answer as best and orderly as I can. I had to take some time off yesterday and think of what to say since even though this is constructive criticism, I got all riled up on the inside especially with the lack of comfy sleep and all the admin that comes with MPCT. I didn't wanna say something stupid or rude, or both.

That and I just get over defensive anyway. With that, prepare for MY wall of text.

Edit: I appreciate Madman summarising most of what I'm about to say below, but here's the stuff coming from me. Please do not feel I am being hostile in any way, if I come off hostile just sound the hostility bell and let me know, I'll tone it down.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
.) easy way to make thousands of silver in almost no time with more or less zero danger (tech jobs on desk)

That is by design, though there's an issue with the real black hat jobs involving theft that makes you all the money. There was supposed to be this FIB faction that sends SWAT teams to you the more you used the last black hat jobs, but I do not have a C# master commander to take care of it.

Most of the issues and solutions you present involving C# is facing this big wall of having nobody that can help me. I have had two main persons I went to, Jecrell and Albion.

Jecrell
- I have nothing but respect for Jecrell for his quality of work and big brain, but I have to bloody pay him for every second of breathing when I start a commission. It started off small but the price accumulated.

For someone currently jobless, it's not sustainable or practical for me to put Rimworld modding over travel and food, if I was to work maybe I can afford him more, but then I'd probably end up getting into my employment more and concentrate there than being on my computer modding away.

Albion
- Albion is a friend of mine, he has done C# work for me for free. I have not repayed him yet the animated trailer I owe him because I'm busy. He has not been able to do anymore for me because he is busy. If I were to ask for him to sort out anything, it would be like cashing in on my credit card that I am yet to repay. It's been a problem as well when I get complaints to re-balance the red phone and mission board, which he sorted out.

I'll get into more of what Albion couldn't do for me with the other questions.

Behind the chicken, I am just the .xml and texture guy. I am lucky to have been helped by anybody at all, I am not the genius everyone probably assumed I was. I cannot fix every tiny issue, or please everybody.

Back to the main point, making a lot of silver in a short amount of time in the endgame is by design. Currently I'm at mid-game, I cannot bloody get the black hat station anymore because I don't even have a person with 12 construction. I also do not have silver to spam mission board and recruit contractors.

I don't believe it's as broken as it sounds, there are hurdles to get this, it's not as though I left it lying around like in the beta where people can build it anytime they please after microelectronics research. I even made the PC research station unavailable for the beginning now, so you have to take time waiting for 3k research if you start with basic vanilla resources and without much assistance from mods.

The idea was to have a way to earn silver and to be one step ahead of any vanilla faction. That's warfare for you, you have to be ahead of possible threats so of course you're going to be stronger by a lot against the pirates. It's not intended for just pirates, sadly I had more factions at B18 that went down the drain pipe when 1.0 came about. The real goal is to have Red Horse and Rimmu-Nation against stronger opponents like Umbra Company, War Mongrels and scaling up to DOOM Demons with the boss fight ideas.

Sadly time is running very very short for me. If I'm gonna have a career in the British Army or if I wanna do college and part time work, I have to sacrifice my hobby modding here. If I had to choose, I will have to put life first. That's not to say I disregard modding, this thing was my vacation. I spent my 12 day holiday just losing sleep to update Rimmu-Nation, Red Horse and the Chicken Mitchell hair mod.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
.) Mission board - good idea but WAY WAY way ;) too cheap - 500 silver, you get what you want - instant colonist with full battle rattle, every mission you like, etc. for just 500 silver (could be free at this point)

This is one of the problems with Albion, he told me that it would be complicated to make each and every mission have it's own cost. It was as good as having to do their own fancy C# class, with it's own cooldown and cost.

This time it's already taken him months to do this for me because he was doing it alongside his job. I wasn't gonna stall at the chance of a finished product even longer, or push a friend that's already doing me a favour to work harder for me for free. It was something I didn't mind for the sake of convenience.

If anybody hasn't noticed, the scale of convenience the player wants correlates to the inconvenience it causes to the modder's time and resources.

I have paid for my own mods that cost nothing, and I have never asked for money from anyone so nobody can ever tell me I haven't done my job that they paid me for. I have a better breathing room, even though I already feel choked with the daily requests of features and balancing to mod for no cost at all, asking for nothing from anybody unless it's help involving more modding.

As you can see this goes beyond game features, there's a whole story behind this issue. I'm happy that it's 500 silver for blanket cost than not being there at all. By no means it's free, I'm at mid-game and I can't bloody afford a mission until I graft for 500 silver, it's an exaggeration to say that.

Same as the other powerful Red Horse stuff, this mission board is for end-game when you are farming silver with the black hat stations. The battle-ready contractors are there to replenish your lost colonists. I know you will all hate me when I manage to finish the update for the pending factions, your colonists will easily die with the T-72s, sniper teams using AMRs, enemy orbital air bombardments. It's all a part of a bigger picture, and the battle ready replacements that might not even be good enough to fill the shoes of your fallen comrades will be a piece of the puzzle.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
.) Instant food for silver via machines - with the job at the desk, it also could just be free - no difference no investment from the player

I don't have the black hat stations yet in my current playthrough. The vending machine is like a luxury thing in my base right now, I can't bloody afford anything yet and I overcharge for things now compared to the cheaper stuff in B18. When I manage to get the black hat stations, I have to maintain stations with power, and workers, the cost of stations and etc. it doesn't feel free at all. The possible hoops I had to go through to even get a black hat station farm going on, it's another end-game thing. You make too much silver and become too big for your own boots, you're gonna get a spam of T-72s and Spetsnaz knocking down your door with their Rushbinov vodkas. (I miss those guys, I wish they were updated already).

It's another one of those things with Red Horse that is unfinished, it wasn't designed for a peaceful playthrough, or even a normal one that is intended to squash pirates. You'll find that too easy then because I even banned pirates from using AMRs and rocket launchers if you had Rimmu-Nation on.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
.) medical add-ons (IV and stuff) - again awesome idea, perfect visuals but WAY overpowered. I mean check the stats when you get them all set up - again they cost next to nothing for the benefits

I'll think about lowering those when I get the time. We'll see.

At the end of the day, someone will still probably come to me even if I cut the stats in half and tell me it's not good enough, then I get another headache and I have to break down the bloody requests with more words.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
.) military chemfuel generator - highly unbalanced. cost/upkeep/output are in no relation. can be build way BEFORE geothermal and its output is higher. need one or two boomalopes to never think about power again

I have a confession. I hate the a geothermal reactor. It sucks.

https://greenmountaingenerators.com/product/mep002a-5kw-military-diesel-generator/

Here's the generator in real life. It really is 5000W. The geothermal generator, if it existed in real life would be just a joke if it can only produce 3000W compared to this bloody industrial wonder. The 5000W thing isn't even the best thing available, there's some that go up to 10,000W.

I believe if you look at this real generator, the thing didn't cost as much steel and components as you think it would for the sake of balancing, so I based the design off this.

Part of why I made this mod is because I don't like the unnecessary way of balancing vanilla does, you can starve within 1 day, Geothermal generators only produce 3000W when real life generators just trump the actual power, your storyteller forces the deaths of raiders even if you go non-lethal, forces deaths of your colonists just to keep population short. I don't like it all, I exist because of it.

My design for my mods is for the player to have an easier time focusing on warfare in the endgame than putting all these obstacles in front of them to just have fun. As I said, there is no fun poking pirates with the Javelin, or the spectre air bombardment after effortlessly making money to buy them using tech support, I agree. It's like fighting ants with a flamethrower. It's cool to see the fire, but it's not a fair fight.

Thankfully that's not the intention, you were meant to fight bigger enemies with equal or stronger power that would exist to harass you before and up to the days leading up to you having this technology to buy crayons to feed your colonists.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
In my opinion every gain should be balanced in some way. Else its just a fancy "You win" button. (And we got the development console for free stuff :D )

As answered above, it's more of a "chance for you to win" button when the time comes. I might finish Umbra Company soon, I might not, but if I do it's just one example of a Red Horse faction which threatens the peace of the colony.

Project: Red Horse was meant to be played with the finished US Military, British Military, War Mongrels, Umbra Company and many more friends and foes that can turn on you for better or for worse depending on how you play the game.

The vending machines, black hat stations and other things mentioned above would be a massive help, but all this fancy tech won't stop friendlies falling on the ground, it will be inevitable. At least that's the intention.

Problem > Reaction > Solution

I ended up releasing "Solution" mods first, rather than the problems cause that's what they are, bloody problems. I have to sit for hours and days to update one mod, locking myself in a room for virtual likes and praises. I will end up leaving modding eventually, sadly, things are unravelling outdoors sooner than I hoped.

Quote from: Nimrod on November 01, 2018, 11:44:24 AM
Edit: Also, where are the BOOTS and GLOVES (and goggles)? :D almost no modder adds those - pawns run around with bare feet and get their toes shot off. Tactical sandals anyone? (I could of course port my own stuff over from B17 but I am way too lazy and just want to play)

I used to cover the whole body, boots and gloves. It can cause compatibility issues with other mods so I just left those body parts alone. It's also been known to cause issues with prosthetics back in B18 when EPOE was having issues with XeoNovaDan's glove and footwear mod. I'll stay away from it, I'm happy with vanilla style of not worrying about footwear/gloves because after all, it is more work for me that will lead me more off-track and take away more time from the main goal.

Thank you for the compliments as always, right before you suck the life out of my soul making me right write this essay. (You see?! I'm hanging out with these words and all this grammar) I thought I was done with dissertations after university, but no seriously, I appreciate you trying to voice opinion and suggestion, it's always welcome.

If I sounded unwelcoming, it's all just jokey. I do enjoy interacting with people who use my mods, I get reminded people can put up with my excuses and my content bwahaha

Quote from: Ruisuki on November 01, 2018, 03:14:33 PM
i agree with the clothing, it looks really cool but some of the offsets are really strong they invalidate some of fashionrimstas. I know theres a mod that came out recently that lets you customize the armor values, but not offset bonuses just yet under mod option. it might be in the cards.

They used to be bloody higher, what I put in now is nerfed. Aside from some seriously useful stat offsets like pain threshold, I couldn't even bloody feel some of them, like the construction speed stat or the added accuracy unless someone was already proficient on those skills. As with answers above, it's all fair game when the enemies come.

You have ghillie suit snipers with +something accuracy? Umbra Company does too, and they don't run out of them. You either torch all their camps, or befriend them. Whatever stronk gear Rimmu-Nation Clothing has now, the factions will have too, probably even better than yours. (I.E. War Mongrels have their hound units that use railguns, sporting black edgy power armors with added offsets.)

Quote from: Spikedude on November 02, 2018, 07:30:09 AM
I have an issue with the mod, where I've learned the appropriate tech for both the Heavy Weapons and Marksman bench but they don't show up in any of the building tabs. Am I missing something or are they bugged?

Thanks for the great work!

It's all in a drop down menu from the CQB bench, complaints of clutter made me do this.

Quote from: Madman666 on November 02, 2018, 10:20:35 AM
Yep, you missed it, as did I. The new building use the new vnailla system, similar to "stuffed" buildings. If you click on CBQ workbench you ll get drop down list with other benches. I understand its done for decluttering the menu, but I don't approve of that change. Its not intuitive at all.

Can't please everyone, I either have to put it there and people people miss it cause it's sorta hidden, or I don't and people tell me I'm messy.

If you want, I'll just remove it from being drop down before official release, currently this whole recent topic about OP made me work on Umbra Company textures. They may see an earlier release than the other factions, just for the sake of filling the hole and making sense of the whole issues of not having any real problems, a paradise of crayons and Russian MREs with no real threat.

(https://i.imgur.com/qWfG6JH.png)

Redone some old helmets, was torn between replacing the old spec ops headgear they had and the new one, so I kept both. These are the 6 current unit variations, I took down the old AR500 armor design, I'm going with the 5.11 body armor for their special forces, with their own fancy build on it.

It doesn't look so varied cause I only have hulk body types in the preview, but I hope it all looks uniform when it's out.

For the most part their weaponry will be the same, but I'll probably mug off the AT4 and make them rely less on rocket launchers to avoid friendly fire issues, I'll probably let em have grenade launchers though, and waiting on Recon the weapon tech guy to finish re-balancing all bullets, it'll be interesting to see how deadly or weaker some rounds will perform.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 03, 2018, 01:04:23 AM
About the the benches, CP - honestly you can leave it like that, but just be prepared to answer endless stream of questions about them not working. Even if you write it in BIG YELLOW LETTERS in mod description, that benches are all hidden behind one icon in the menu, some people just don't read. Dunno why, but they don't, asking questions instead... As for me - now that i did figure out where benches are - i don't care if they stay as is, its kinda convenient even.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 03, 2018, 02:13:44 AM
Download links for latest update is in front page of this post
(https://i.imgur.com/J6Owqkm.png)
Red Horse: Furniture

- No more ODing on Nuka Cola
- Medical equipment offsets reduced by at least half of the original offset for each stat
- VR station learning speed has been reduced, for arcade by 5 (no idea what that translates to out of code) and by 15 for the portal version.
- Missing joygivers for radios fixed
- Black hat and no VR version has also been fixed

(https://i.imgur.com/2fh6yx8.png)
Rimmu-Nation: Clothing

- Spelling error fixed for combat fleece description
- RNC all craftable version also fixed

Quote from: Madman666 on November 03, 2018, 01:04:23 AM
About the the benches, CP - honestly you can leave it like that, but just be prepared to answer endless stream of questions about them not working. Even if you write it in BIG YELLOW LETTERS in mod description, that benches are all hidden behind one icon in the menu, some people just don't read. Dunno why, but they don't, asking questions instead... As for me - now that i did figure out where benches are - i don't care if they stay as is, its kinda convenient even.

Might just end up making it easier for people to spot, I did get a second person asking me all about it on Steam. I'd rather just have it ready next update for the sake of me not having to answer everytime, cheers Madman
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Nimrod on November 03, 2018, 02:21:38 AM
Chicken Plucker, I thank you for taking the time and effort to answer my post in such detail.
I read every word of it. You obviously care a lot about your work and I really respect that.
You don't come over dismissive or hostile in any way! :) no worries!

That said, I understand your design choices better now and see your vision of the bigger picture.

Even though I have to say, I will very likely not use your endgame vision for my play-throughs. I like long games with building things up and world interaction - I don't care much for ultra strong enemies/raids that flatten my stuff and guys - and mechanics to instantly replenish losses. I use mods that give pawns more life (traits, psychology, etc) so my guys are not easily interchangeable for me :D

Once again, I enjoy most of your stuff IMMENSELY, the things I do not like, I will simply not use. Now and in the future - so please PLEASE use your energy to make your vision a reality. Use my feedback just as far as it builds onto that vision. Keeping things modular is of course a good design choice i.m.o., so people can subscribe to what they like (factions should always be a separate mod for example)

Seeing/hearing how people play with the things you made is the most valuable thing for a game designer. Just don't stress too much about it! xD

Good luck, have fun and godspeed!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on November 03, 2018, 02:33:42 AM
oh dope you are starting as a care worker, im probably gonna try to apply for something like that for a family member. IHHS
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 04, 2018, 12:15:50 AM
Progress report:

Finished all the Umbra Company headgear and onskins, got intimidated by the thought of doing the new 5.11 body armor for all body types + the ghillie suits, it should all be done after then but I went and did other things.

Old friend is returning, the BTR-70
(https://i.imgur.com/ocPE2DL.png)
3D model by: PAVEL PLATIL animation studios from Sketchfab

I am cutting out the MRAP for Umbra Company, thinking about whether or not to keep the Sheridan since the new 3D models may look inconsistent in style. Either way, the BTR-70 will behave differently and the weapon will not be the same as it was during B18, as inspiration from the bolter rifles in Rimhammer 40k, the rounds can explode within a 1x1 scale. That will be the new cannon behaviour for the BTR-70, in burst fire.

As for the other thing I went to do:
(https://i.imgur.com/gguT6te.png)

Was trying to avoid boredom, so behold, before I even finished other things I should be finishing up I restarted Task Force: STALKER, which I am renaming as "The Ghosts" to avoid confusion. They will still hold the subtitle in-game.

Hulk body type TacTec body armor with their faction patch (was too lazy to make a new armor type, this one looked pretty good anyway) and new A-TACS LE-X camo combats. Took a while to find one close to the CoD Ghosts camo pattern, I thought this camo seemed the closest. For comparison I left the old B18 version which I don't like anymore, was a bunch of rushed choices at the time anyway built around presets that already existed.

(https://i.imgur.com/FAQWRNB.png) (https://i.imgur.com/NdwfUBQ.png)
Asked permission "forestfey", author of the German Shepherd mod if I was allowed to use his textures, in the meantime I only have the south view for the tacticool doggies that The Ghosts will have. The dog will behave as a one-off creature like the megaspider and won't actually have a lifecycle. No worries, it'll still bark like a dog and get butchered like a dog with it's dog meat, assuming the poor doggo makes noble sacrifice of attacking the baddie BTR-70 above.

If I let it have puppies the bleedin' dog would end up being found in the wild with the tactical doggy armor from birth, and I don't wanna deal with that again from B18. As reference, here was the old test doggo that never made it:
(https://i.imgur.com/FHZwW7Y.png)(https://i.imgur.com/8aEy2ab.png)(https://i.imgur.com/mo83v9I.png)

For accuracy's sake I'm gonna use the German Shepherd instead of Huskies, and for those who didn't know these were the outdated A14 Husky textures Rhopunzel made.

Most of the newly made balaclavas for the ghosts with the exception of the new Keegan FAST helmet variant is unfinished, only front views are done. I've only tried to mix things up and not fall asleep with progress by jumping to new things now and then.

EDIT:

Just a final note, the balaclavas are unfinished as I said, some of them will be changed to have their helmet types since I don't want this friendly faction being useless getting their brains blown into spaghetti all the time. Seeing if I can remake the MICH 2000 helmets for some of them or not. Excited with the doggo developments and I hope the doggos don't get cut this time, they will be the first faction I'll make that use animals, and probably the only one at that.

Just like their famous selling point back around 2012-2013
"We've had dogs in Call of Duty before, but never like this. This is someone you care about, this is a squad member."

Squad member on your simple meal or hobo stew amirite ehhehehehhehe.. Please don't tell PETA.

Quote from: Nimrod on November 03, 2018, 02:21:38 AM
Good luck, have fun and godspeed!

Thank you for all of the nicey nice words, though I'd like to mention! There's a Red Horse Furniture version in the downloads with no VR trainers and no black hat stations. The recently nerfed medical equipment offsets under your advice is there as well, and the vending machines shouldn't feel so cheap without the black hat stations, as they did during B18 being more of a meme with Miller's Maxi Buns rather than an actual thing that aided the player.

Cheerio, I'm gonna pass out cause it's 4am-eeyo

Quote from: Ruisuki on November 03, 2018, 02:33:42 AM
oh dope you are starting as a care worker, im probably gonna try to apply for something like that for a family member. IHHS

I don't know what IHHS is, but yes I will try to see if I can pass the training. I have never done anything like it before so hopefully I don't cause harm to anybody. I'm gonna pass out as I said above, I am super sorry Ruisuki I was gonna ask you questions and have a conversation but the only conversation I'm gonna have right about now is the pillow on my face that may suffocate me

take care, I love you all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 04, 2018, 05:02:26 AM
Uuuuh! Some nice progress there! Soon tacticool enemies will once again run around our Rimworlds kindly trying to slaugther us to steal our stuff. Noice. Thanks for your work, CP, we love ya, man.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Nimrod on November 04, 2018, 06:06:07 AM
Hey, its me again! xD

Suggestion: (for the love of god) let the radio(s) either shuffle songs or turn off after one song!

(the radio and the songs are GREAT btw. just the one song perma loop makes everyone go crazy after a while...)

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 04, 2018, 06:44:24 AM
Quote from: Nimrod on November 04, 2018, 06:06:07 AM
Hey, its me again! xD

Suggestion: (for the love of god) let the radio(s) either shuffle songs or turn off after one song!

(the radio and the songs are GREAT btw. just the one song perma loop makes everyone go crazy after a while...)

I'm waiting for Jecrell about that, he tried to add a fix last week but it didn't work out so I omitted it from the changes since nothing has popped up.

The story behind it is, back in the days when he made the radio which is several months ago during B18, he forgot to add the shuffle feature that he had. Last month I've been bothering him on and on about it, hasn't acknowledged the thing like it's voldemort until I bribed him again. Frustratingly this one cost me when I feel it should've been done the first time, so here I am waiting for it again and I don't know how long it'll take but I hope it's soon.

I understand Jecrell though, I think it was unintentional on his part, busy all the time drowning in work. I hope I didn't make him sound like a sneaky peaky man over here, he was trying to sort out his door expansion the entire time plus probably other stuff outside of modding.

Quote from: Madman666 on November 04, 2018, 05:02:26 AM
Uuuuh! Some nice progress there! Soon tacticool enemies will once again run around our Rimworlds kindly trying to slaugther us to steal our stuff. Noice. Thanks for your work, CP, we love ya, man.

I am out of bucks but I had plans for the Reaper unit to show up without a raid incident letter, just a foreboding sound effect before their raid begins. It was gonna be like the star vampires from Call of Cthulhu.

But yeah, no money again. Still waiting for the shuffle. Umbra Company should have another feature too, where if you befriend them they would stop being hostile to friendly factions as well as an overall effect of your colony. It was going to be a resolution for their backstory that they resume to being the "good guys" trying to get back at all the wrong they've done. Unfortunately again, one of those things that need bucks.

________________________________
Download links for latest update is in front page of this post
(https://i.imgur.com/mfg5MJW.png)
Rimmu-Nation: Clothing

- Fixed north view issue with the M81 Interceptor Body Armor fat body type.
- RNC All craftables version updated with fix too.

Currently trying to finish up on both Ghost uniforms and UC uniforms, may come out at the same time.

(https://i.imgur.com/M2ZghEM.png)
Model by: World of Tanks: Blitz from Sketchfab


Instead of the M551 Sheridan, I have decided to give Umbra Company a new Main Battle Tank, the MBT-70. It was an experimental tank that US and German engineers kept having disagreements with in design (with the American engineers ruining everything, rip) and so it was never finished because the budget for the project over-inflated. Anyways, gave it a fancy spade logo, voila it belongs to Umbra Company now.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on November 04, 2018, 12:44:52 PM
The Ghosts are looking great now! I thought of an interesting little detail you could put in when you mentioned butchering their dogs: it'd be pretty funny if the "leather" you got back was Kevlar or whatever cloth their vests are made of. It'd be nice to have a unique (green) leather choice rather than the standard dog leather.

Everything else is looking great, too. I thought your textures were the pinnacle of quality back in B18 and you've improved even more since then.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 04, 2018, 08:35:22 PM
Progress report:
(https://i.imgur.com/WBY76C0.png)

Was trying to work on a new preview, thought the first one I did looked too cliche, crowdy and too bright.

(https://i.imgur.com/dZdHZc5.png)

This second one I like a lot better, based off a famous screenshot in the Call of Duty Ghosts trailer, where Keegan grabs some unlucky guard while his friends are off not paying attention thinking about what's for dinner.

There's more mystery to the faction with this preview, I thought it looks pretty freakin' cool even though only one ghost is shown and the rest of the units in the preview is Umbra Company. I think the crossover is suitable in this case.

(https://i.imgur.com/N2vMniZ.png)

Umbra Company textures are all done, Ghost textures are all done. Just need the coding. Here's the version you guys will see later with the title and all.

Tactical doggo is 100% done.
(https://i.imgur.com/TGPKT1J.png)(https://i.imgur.com/cc4iCXl.png)(https://i.imgur.com/g8VC9fD.png)

Good doggy.

Apparel:
(https://i.imgur.com/ELbc6by.png)(https://i.imgur.com/S9oPBT7.png)(https://i.imgur.com/43PZxrR.png)(https://i.imgur.com/WzTdht2.png)

(https://i.imgur.com/lQGu1W4.png)(https://i.imgur.com/ooOKqYG.png)

(https://i.imgur.com/X9NGYmw.png)(https://i.imgur.com/MJGKOJI.png)(https://i.imgur.com/sfDmDJo.png)

(https://i.imgur.com/KHOPUVF.png)(https://i.imgur.com/xIJx6YE.png)

Had to make a new MICH 2000 helmet just for this faction, it as overdue anyway since the original MICH I had in the old hard drive are all gone. I'd rather not pay about 500 quid for a repair, wallet is already hangin' out.

(https://i.imgur.com/McTKGBL.png)(https://i.imgur.com/S8SRu8S.png)(https://i.imgur.com/F6jkgCN.png)

Maybe it looks too close to FAST, it did use the same rail system but the back patch that I didn't bother to change might be the killer for it. I doubt anybody cares, they are all based off each other's generation anyway, all the way from PASGT so whatever.

Anyways, it's 1:30AM, lots of progress. I have to wake up for training tommorrow I hope I ain't bloody late. Next step is just to get Ghosts out as a faction, then Umbra Company, then Rimmu-Nation Weapon. I can have the factions out before 100% finishing weapons mod, the fact that not all items are craftable makes it so much easier for me to code these factions and link the two, I don't have to make the benches coded and buildable like during B18. It's less of a hassle.

Quote from: dninemfive on November 04, 2018, 12:44:52 PM
The Ghosts are looking great now! I thought of an interesting little detail you could put in when you mentioned butchering their dogs: it'd be pretty funny if the "leather" you got back was Kevlar or whatever cloth their vests are made of. It'd be nice to have a unique (green) leather choice rather than the standard dog leather.

Everything else is looking great, too. I thought your textures were the pinnacle of quality back in B18 and you've improved even more since then.

Thank you very much, I was motivated by this post to finish up, spent the whole day finishing both Umbra Company and Ghosts. Here we are now all done ready to code after my hopefully not-so-stressful week ahead.

As for that doggo suggestion, I found it kinda funny. Unfortunately we don't have kevlar or anything in vanilla, it's all cloth and steel. I think it'll be unecessary, just dogmeat. Maybe cloth? Unsure.

Excited to see it come out, hope you are too. Will come back for more progress tommorrow assuming the care worker training doesn't make me die.

Goodnight, love you all
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 06, 2018, 06:42:55 PM
Progress report:
(https://i.imgur.com/RpJ74fo.png)

I am rebuilding the faction coding I had from the ground up, a bunch of changes and unfamiliar stuff in 1.0 makes editing the outdated B18 code not worth it, because some things will be left broken or dodgy.

Nice to see this on the world map again, been a while since B18 was last updated. At the moment the thing is still an unfinished mess, testing phase with only two unit types working and everything else using placeholders.

(https://i.imgur.com/4V7XJ6I.png)

Good to see the cosmetics working fine now, ran into some issues initially, had to fix side views facing the wrong way and some minor tweaking with the shemagh for the side views.

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

Doggos are also looking fantastic in-game, they behave like normal German Shepherds from the mod by forestfey. I just got his PM, he's perfectly happy to give me permission, the only difference with his dog and mine is the fact that mine has body armor and obviously, more health. They're still both called "German Shepherd", the puppy texture has no armor, when it grows up it has the body armor and the player is perfectly able to acquire one by trading or prepare carefully and breeding.

(https://i.imgur.com/3VMTgfr.png)

Inventories looking fine too, things are working as intended. None of the equipment of the faction is craftable (apart from the medical equipment). This makes it easier for me not having to include benches and coding all that stuff, making wierd appearances to players without the base mods with only one or two weapons craftable.

What I will do is make their gear purchasable from the faction itself. Seeing as I made the ghosts all friendly-like, it shouldn't be hard to make some business trade deals.

(https://i.imgur.com/2dNA1ri.png)

(https://i.imgur.com/55enEXz.png)

Standard firefight testing, good to see they can hold off their own against a few elite mercenaries dawning power armor and using some combat enhancing drugs. To be fair, the pirates shouldn't have been standing in the open without cover.

What is this, amateur hour?

(https://i.imgur.com/4ZMJKNK.png)

Spawning with smokepops, standard.

(https://i.imgur.com/OGMNrW6.png)

Some pawns having trouble being non-combative. I hate how we can't pick the bloody backstories and Tynan has it all hidden away somewhere nigh impossible for the average modder to access, so whatever. I guess I'll have to force these fellas to have Raider backstories, and so there's gonna be a chance some of these friendly spec ops guys will be common thugs and freakin' serial killers in their backstory. /endofrant

Alright, so far in the test build they have only the MP5A3 SD and their unique Honey Badger, the unique weapon being un-added for Rimmu-Nation Weapons.

Still dealing with the boring training for my care work, where I get lectured by the teacher about his political views and uh.. let's just say he got carried away with the sexual harassment training part and he got into some graphic detail about the elderly that I cannot undo in my head. I miss my military college, I had to bloody skip crawling around in dirt and running for miles to listen to that.

Anyways, slow progress but progress nonetheless. Hope to see you all soon with a stable release.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on November 08, 2018, 12:14:39 PM
Looking good!
Here is a screenshot with several of your clothing items from rimmu nation visible.
Your artwork is simply on a top level together with Ods. A+
Can´t wait for all your other great stuff to be 1.0 available( especially us and brits)
€: more craftable items like tuques, gasmasks and stuff would be nice. With the right mods it is not cluttered at all.
Missed the woodland/multicam tuques for the winter.

[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on November 09, 2018, 07:10:44 AM
My UI dissappear when I try use spell from RimWorld of Magic and have full list of errors https://git.io/fpTWh I asked there and its not fault of this. But I see in this something about rimmunation. ;/
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 09, 2018, 05:30:27 PM
Quote from: Rocket_Raccoon on November 08, 2018, 12:14:39 PM
Looking good!
Here is a screenshot with several of your clothing items from rimmu nation visible.
Your artwork is simply on a top level together with Ods. A+
Can´t wait for all your other great stuff to be 1.0 available( especially us and brits)
€: more craftable items like tuques, gasmasks and stuff would be nice. With the right mods it is not cluttered at all.
Missed the woodland/multicam tuques for the winter.

Hey there, thanks for the screenshots! I rarely do see people playing with me mods.

Here's a backlog of issues need fixing that accumulated
Rimmu-Nation Clothing
- Move all shell textures by one column of pixels to the right due to a centering issue. The issue was a domino effect caused by funky textures within the extracted vanilla files.

Example (warning, contains drawn nudity)
(https://i.imgur.com/A0dZ9kI.gif)

Domino bloody effect. 1,000+ textures now require moving, so far I have only done onskins.

- Complaints about bloody tribals putting winter outfits on. Caused by the game forcing tribals to wear certain clothing with certain temperature stats, hardcoded by the devs and far from access to the average scrub modder such as yours trully.

Solution for now, similar to Spoonshortage's, she made tribal parkas and headgear that they spawn with 100% of the time, even when it isn't winter. I recommend her apparel mod if you're really bothered by this issue for the time being, while I try to find my time to do my own.

- Nerfing offsets, couple of complaints about offsets being too stronk for clothing. I'm gonna just fold and nerf the bloody stats before I get more because I am this close to binging on Haribos to deal with all the bloody complaints about the offsets, which I really like being the way they are at the moment.

Red Horse Furniture

- Shuffle feature. Waiting on Jecrell, bloody MIA mate
- Wall of Shame bug with thingclass, I have no idea, untested so far

Rimmu-Nation Weapons

- Bloody magic and sci-fi bullets don't work together. Waiting on Jecrell too since both mods rely on Jecstools or Jec's coding but he's MIA. Legends never die, they're just missing in action.

Bloody hair mod

- Missing hairs innit

Bloody faction mods

- All missing innit

Everything else mods

- Nope, still not here mate

Girlfriend

- Probably have a higher chance finishing all my mods and leaving the British Army still modding before such a person stops missing

Money

- Well, it does come every now and then every 4 weeks but it just disappears mate. Bloody Haribos.

Quote from: Skynert on November 09, 2018, 07:10:44 AM
My UI dissappear when I try use spell from RimWorld of Magic and have full list of errors https://git.io/fpTWh I asked there and its not fault of this. But I see in this something about rimmunation. ;/

It's both of our stuff, Rimworld of Magic uses Jecstools and my extension was made by Jecrell. I replicated the issue and tested magic even though I don't like the dark arts (because it's an abomination) and I passed the problem on to Jecrell.

Still waiting for my shuffle, honestly speaking without trying to be all negative here, I don't think this will be something Jecrell will fix anytime soon. I'm positive he sees my stuff when I send it, but he probably slips away and pretends he was never there like I do when I'm bloody busy. I'll patiently keep on waiting.

For the time being, I deem Rim of Magic incompatible with Rimmu-Nation Weapon and unfortunately, one of the two mods need to be disabled for your save. *sniff* goodbye guns.

___________


Finished me training. I'm tired. Ran home, guess what? See a bloody black area in the dark near a tree to cut corners, turns out it's not a patch of grass, it's a ditch. Get a sprain, owie.

Sprainie, mod problemos instead of moving on to new content. It's okay, the only easy day was yesterday.

Hope some progress is made this weekend, but I have to attend Memorial Service at Sunday and sort out other Military stuffy wuffy at next week so Her Majesty's Armed Forces can interview me for a job innit. Cheers.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 09, 2018, 08:21:29 PM
You do realise, you don't need to comply with every single whine-post claiming something s too powerful, mate? Modding should be fun, which involves leaving some things the way you feel is right. Even those uber-powerful 50cal snipers i told you about. You don't wanna change them? Well - don't do it then and just say you don't want to. Some people will understand. Some people will whine. Clever people will edit xml files. Life will go on.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on November 10, 2018, 04:46:06 AM
Quote from: Chicken Plucker on November 09, 2018, 05:30:27 PM
*sniff* goodbye guns.

Why? Goodbye magic I say. I prefer lost my colony with nuclear blast than lost guns from RimmunationTM

And I love QRF (They win battle against dwarfs bandits) There is no screensot becouse they too large :(
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 10, 2018, 07:08:44 AM
See, CP? Who needs magic, when we can be tacticool!!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 10, 2018, 11:14:44 AM
Download links for latest update is in front page of this post
(https://i.imgur.com/eVjT3D8.png)
Rimmu-Nation Clothing

- Nerfed Onskin bonus stat offsets HEAVILY (for accuracy and pain bonuses) and completely removed some unecessary offsets
- Jackets now have no accuracy or pain threshold bonuses added (except for the Ghillie suit, accuracy nerfed to 5%)
- Helmet stats untouched
- Ghillie suit hood accuracy nerfed to 5%
- Clothing bench now faces the right way
- Re-centered textures for apparel (bloody hell it took so long but this one sentence makes it seem so short)
- Rimmu-Nation Clothing All Craftable version also updated

Red Horse Furniture - No issues relating to the wall of shame was found, mustve been a mod conflict

Quote from: Madman666 on November 09, 2018, 08:21:29 PM
You do realise, you don't need to comply with every single whine-post claiming something s too powerful, mate? Modding should be fun, which involves leaving some things the way you feel is right. Even those uber-powerful 50cal snipers i told you about. You don't wanna change them? Well - don't do it then and just say you don't want to. Some people will understand. Some people will whine. Clever people will edit xml files. Life will go on.

No no, it's absolutely right. I checked the Onskins and jackets, most of them were adding up to 15-20% accuracy altogether which was unintended. I didn't nerf the helmets at all but I nerfed the accuracy and pain threshold added by onskins, completely removing some of those for jackets apart from the ghillie suit

Here's what I said on steam:
"Hello guys so the nerfing has taken place. I read the wiki page for how accuracy works and I disagree that 5% is much for helmets.

However, looking at the onskins and jackets, they also added 5% for many of the commonly used onskin, these also added pain threshold meaning even your average raiders won't get downed so easily and would probably die before they do so.

patch details are here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/1541536041

Altogethere we are talking up to 20% accuracy added with the right set, and 20% pain endurance. This wasn't good at all especially in the wrong hands. You are less likely to capture prisoners, you are more likely to get bloody shot in the head.

Combats has had their accuracy lowered to 1% and pain stats to 2%, ghillie suit set has been nerfed to only add up to 10% accuracy now (don't forget, future RH factions will use this) and jackets apart from the ghillie suit no longer add any pain stat or accuracies at all."

Quote from: Skynert on November 10, 2018, 04:46:06 AM
Quote from: Chicken Plucker on November 09, 2018, 05:30:27 PM
*sniff* goodbye guns.

Why? Goodbye magic I say. I prefer lost my colony with nuclear blast than lost guns from RimmunationTM

And I love QRF (They win battle against dwarfs bandits) There is no screensot becouse they too large :(

I use Imgur for screenshots, but it's no worries. I feel all teary eyed and happy you would choose tacticool weapons over magic, makes my sprain just about go away knowing you can administer freedum' without the need of dark arts.

Sorted out a few issues that needed sorting, massive progress in terms of bug crushing and balancing. Big day tommorrow for remembrance day, gonna get to march with the army, royal marines and navy assuming this bloody sprain goes away. Cheers
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 10, 2018, 07:41:16 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/pfMsfAO.png)

Rimmu-Nation Weapons

- MIL-SPEC series, M4A1, M4A1 SD and M16A4. All uncraftable, intended for the US Military with plain gunmetal coloring and with military specification attachments.
- M16A4 re-added, the M16 has more range than the M4A1, slightly longer cooldown by 0.05, more accuracy for long range and mid range but less accuracy short range and touch range.
- Rocket launchers, one-time use and multi-use better specified in their descriptions
- Craftable orbital weapon issue has been fixed, unfinished ones will now be storable rather than disappearing

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

I Need Nourishment! - Malnutrition Patch

- Mod added
- Makes it so that pawns starve at 7 days max, rather than the standard 3 days max.
- Was an intended mod setting for people to choose days, however it's missing (probably never bloody coming.)

Gotta wake up in a few hours to attend the remembrance day. At the time Jec made the malnutrition mod he offered to add a mod setting which I didn't say no to. It's not there.

I asked him to extend the days to 10 instead if he's not gonna add a mod setting, in the meantime there's two other mods I'm waiting for him to bloody sort out which is the shuffle and the projectile issues with the Auger and Magic mod. I'm slightly frustrated, but what else can I do?

Goodnight all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 11, 2018, 02:46:46 PM
I'm back, was a good day of marching in the town square. I have never marched before with ranks of real soldiers, and it was something else standing in silence at the 11th hour of the 11th day of the 11th month. It was emotional in there with the poppies in front of the memorial, standing to attention or at ease for all those who have passed away. One of the officers there said "We, give you our today for your tommorrow."

My sprain went away, prayers answered. Got to march up and down (shocking marching at that) and paid respects.

Anyways, been getting confusion here with Project Red Horse and I'm gonna finally address what the real goal is in summary so I don't have to re-explain myself.

QuoteWhat exactly do I want with Project Red Horse?

- Minimize micro-management
+ Silver acquisition
+ Food
+ Casualty treatment
+ Training skills
+ Power
+ Colonist recruitment
+ Carrying capacity

- Equipment Expansion
+ Weapons
+ Armor
+ Apparel

- Faction Expansion
+ Difficult enemies
+ Helpful allies
+ Reinforcements in emergencies

- Quest acquisition
+ Mission board

- The long term goal
+ Up to the player, will their own war ever end?

That's pretty much it. There was never an intention of just making everything realistic, or powerful. I haven't been able to put it into words for some time now but I have.

The goal isn't to fit vanilla standards either, not entirely. I don't want to depart too far from it, but I want Rimworld to feel like a strategy game, something like RTS games of old. Warcraft III, Red Alert 2.

There was minimal emphasis on food, micro-management of resources or recruitment, you just got them after building something and waiting for them to bear fruit.

Nobody here is forced to use all of Project Red Horse mods, there's many mods and features expanded on that many won't like or will not find fun. All they have to do is either modify the mod to their liking, or cut out the content and fit their preferences, after all, choosing mods is based on your preferences for your own fun.

I just don't have the time to constantly make versions or changes to fit many versions of preferences, honestly. It can be overwhelming. My priority will always be the vision, at the same time, people are 100% free to suggest. I listen, this stuff here isn't a wall to block people from ever suggesting. What I'm hitting on is when I end up having to make changes to compromise from the end-game of the project and this counts for absolutely time-consuming re-evaluations of what I wanna be done with already, something I have checked not just once, or twice or even 10 times. Rather, too many bloody times I could count before and after release.

With that, I can now just sort out some mod stuff and carry on with the work. Cheers all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 11, 2018, 11:33:10 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/1SvcmbG.png)

The Ghosts

- Newly added.

(https://i.imgur.com/hz2QZVZ.png)

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

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

Rimmu-Nation Weapons

- Added a few new MIL-SPEC DMRs that have been made since they are being used by the Ghosts.

I stayed up all night for this, it's 4:30AM now. Was it worth it? Maybe.

Tell you what, these guys are a brave bunch. They don't retreat and that's the only way they won a fight above, they lost several units to pirate gunners and heavy pirates that had rocket launchers. Last two you see kept fighting until the pirates retreated and they eventually won, it sounds exactly like their backstory in the actual game when the Ghosts kept fighting just next to the dead bodies of their friends. Pretty tacticool as frick.

They sell some non-craftable gear from Rimmu-Nation and of course, they're quite the helpful friends if they are your friends. Just before release I had mountains of errors, I used to make all of them spawn with smokepops and the dogs were so common that there were friendly raids with NOTHING BUT DOGGOS. It has been sorted, haven't had too much gameplay yet so I'll wanna hear from you lot.

My brain is too tired and dehydrated for this, time to sleep. See you all later.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 12, 2018, 12:02:19 AM
I ve seen correctly? They don't flee at all? God its only one thing i hate the most about new faction mods (Rimsenal Federation is like that). It jumps raid's difficulty easily by two if not more, as you and your beaten up, wounded colonists instead of a reprieve in a warm hospital bed, get to stay berserking under heavy fire, in darkness, in unending rain, mind shattering pain... and eating without a table. I might be exagerrating, but if you really want them not fleeing, think carefully about this, CP. You'll have to have their units have twice the combat power, so their raids will be little. Otherwise a fully armored faction with good quality devastating automatic firearms and also never ever running away will cause fuss on the forums :P
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 12, 2018, 04:16:01 AM
Quote from: Madman666 on November 12, 2018, 12:02:19 AM
I ve seen correctly? They don't flee at all?..

*cut*

What you bloody on about madman? Auto flee is when they retreat because they're losing in combat. It's been there since B18 for the old ghosts, for task force 141 and British army. Yes they bloody go home, this only covers fights when there's enemies.

Food problem, thats why they spawn with MREs too, because they eat, they have about 2.55 of nutrition in the inventory allowing about 2 days worth of supplies, they should go home by then if nothing is going on as early tests with QRFs or patrols would have shown.

The game introduced a self tend feature for friendlies (doesn't heal all the way all the time) and that's helpful. This feature was always switched the way it is for red horse.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 12, 2018, 04:19:58 AM
Well forgive me for being nervous when i see phrases like "They don't retreat" xD. I lost count of all dead colonists, cause bloody federates just never friggin flee. They stay in raiding mood until last one of them dies or gets downed. The definition of broken. Utterly epic, but broken :D

Also - at some point in b19 enemies were also allowed to self-tend! Which was quite nice, but also was exploited by players, because enemies that started tending were sitting ducks and people retreated to force pirates to start tending, then attacked again. Too bad there was no other way around that to let pirates tend, but also avoid exploits... :(
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 12, 2018, 04:22:43 AM
Quote from: Madman666 on November 12, 2018, 04:19:58 AM
Well forgive me for being nervous when i see phrases like "They don't retreat" xD. I lost count of all dead colonists, cause bloody federates just never friggin flee. They stay in raiding mood until last one of them dies or gets downed. The definition of broken. Utterly epic, but broken :D

The hostiles won't retreat if they have this feature because you are the enemy. They go home after sometime of idleness which won't happen if you're their reason for being non-idle. That thing may be just a new 1.0 tweak since B18 didn't have something like it during early tests for friendlies, they did stay till they starved to death, but this wasn't an auto flee issue cause it happened to outlanders if you forced friendly raids in the console

Umbra Company had this, they didn't retreat. War Mongrels though being more powerful with tech did flee and that's how they lost more battles than UC.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 12, 2018, 04:26:10 AM
So they really won't flee, until you kill them all. See? I was right to be bloody nervous :P
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 12, 2018, 04:29:04 AM
Quote from: Madman666 on November 12, 2018, 04:26:10 AM
So they really won't flee, until you kill them all. See? I was right to be bloody nervous :P

Like I said, that works for retreating in combat. Fleeing only applies if there's something to flee from.

If there's no action, people go home. I don't want a bunch of warriors with an epic backstory sissy out when poop hits the fan because it's just not true to their character. I might as well make the nanny paint brigade with air soft guns and when they see real bullets crackling they tuck tail and go home to tell mom that uncle fester is out there shooting again
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 12, 2018, 05:02:45 AM
You know i am worried about them not running from ME, when they will raid ME, right? Why would i care if they leave or not in non-combat situations?)

Humans fear death and suffering. And when they see their brethren slaughtered ruthlessly en masse right before their own eyes - epicness, bravery, loyalty, training - none of that matters before bestial survival instinct that tells you "RUN!". Only drugged to oblivion idiots can ignore it. Well and depressive suicidals too.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 12, 2018, 05:05:56 AM
Quote from: Madman666 on November 12, 2018, 05:02:45 AM
You know i am worried about them not running from ME, when they will raid ME, right? Why would i care if they leave or not in non-combat situations?)

Bloody hell madman I got like 3 hours of sleep and I'm super late for D&D Mondays now I gotta buy pizza for the boys. I'm hanging out okay? (Hanging out: British slang for tired, similar to hanging your hands over your head after a 5 mile run and you can't help but gasp)

See you later, take care
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 12, 2018, 05:16:21 AM
Sure, have fun and rest well, CP))
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 12, 2018, 06:31:45 PM
Quote from: Madman666 on November 12, 2018, 05:16:21 AM
Sure, have fun and rest well, CP))

D&D was pretty fun, ended up stealing someone's underwear and planting it on some wizard's bag (both players). I could've stolen their gold with that 24 sleight of hand roll and 15 stealth roll, but I don't need any.

Then we ran into some engraved odd-looking rusted sword that had "bad news" radiating all over it stuck on a rock. Before I could check the darned thing for possible traps, curses or whatever tricks the guy I stole underwear from (he was walking around all the time without pants cause it was night-time and he hasn't noticed what I've done) ended up pulling the bloody thing out of the stone and the thing started whispering to him to kill me and whatever. What do I do?

I bloody tempt him to swing at me of course, so I wrestle the sword against my friend with higher athletics check in an attempt to make the thing stop causing him to do strange things, but now I was holding the bloody sword! Game ends in a cliffhanger, I take the sword back to camp and my character won't put the thing down because he feels like he's dying when he does. "There's nothing wrong with this sword, it's a good sword. I'll just hold it here and take care of it."

Download links for latest update is in front page of this post
(https://i.imgur.com/Zy3LUfj.png)
The Ghosts

- Minor improvements to the faction base name generation

Chicken Mitchell Hairs

- Fixed back view of "Egoraptor" hair showing front view instead.

I'm tired and out of time to make more updates today, shuffle might come soon for red horse and that tribal fix for RN Clothing. Got to see Barkyy's stream, let me wear tacticool outfit for a character he renamed as me. We ended up getting wrecked in a raid of course, me surviving and getting kidnapped but it was worth it. Why, you'd ask? I don't know.

Cheers guys, see you all tommorrow, my instructor wants me to bloody make a Christmas video for him. That's more time taken out of modding.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on November 13, 2018, 05:12:20 AM
What are these fish icons on map?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on November 13, 2018, 08:19:37 AM
They are from jecrells call of cthulhu factions mod.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 13, 2018, 08:07:06 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/rAC7Gvf.png)
Red Horse Furniture

- No more wierd ingredients (I.E. Ingredients: Silver)
- Jecrell patched radio playing when uninstalled (shuffle feature coming soon!)
- Boosted VR trainers by 5 points since the no trainer version is available now anyway
- Fixed Nuka Cola Quantum recipe for 5 only producing 1
- No black hat and VR version also updated with same fixes above

(https://i.imgur.com/xuRAknP.png)
The Ghosts

- Fixed town trader spawning instead of a Ghosts supplier
- Added the rare M27 IAR, M27 IAR SD, HK416 DEVGRU and VSS Vintorez Maverick to the base and caravan traders, rare chance of being sold.
- Disabled German Shepherds for trader caravans, they replaced guards way too much due to their cheap combat ticket cost
- Changed backstory description
- Changed pawnkind names, not everyone is a bloody tier 1 operator now. I modified the backstory to fit the setting.
- "Mayday." spelling fixed, removed the full stop
- Edited a misspelled defname within the basename generator, tested to not break saves.

(https://i.imgur.com/29VYdD5.png)
The Replicator

Wasn't originally my mod, belonged to "Rustic Fox". During B18 I proposed we make our own version of the duplicator mod, he did most of the work coding and I did the artwork plus the idea. He's left the modding scene to join the military, seems all too familiar since I'm leaving soon when my career starts.

This was a mod intended to be a part of Red Horse during B18 but since it wasn't officially mine I couldn't add it.

At the time of this mod's creation there was no mission board, reinforcements, black hat or trainers. Now that those things are here, replication is way beyond justifying to be a part of Project Red Horse since you can't deny it's super freakin' powerful. Here's the 1.0 update to anyone interested, cheers.

Gonna go sleep, tired.

Quote from: Skynert on November 13, 2018, 05:12:20 AM
What are these fish icons on map?

Pardon my late reply, it's the fishing village faction from Call of Cthulhu factions mod, as Rocket Racoon said
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 14, 2018, 06:54:09 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/lcsSPJo.png)
Red Horse Furniture

- Autoplay and shuffle added by Jecrell for radios
- No Blackhat and VR version also updated

(https://i.imgur.com/acyRItZ.png)
The Ghosts

- Tried to reduce the commonality of the doggo pack, the doggo platoon, the dog squad by only including the dogs in their own raid kind. This makes the dogs more rare than they already were, but less common during low ticket friendly raids.
- Changed back to the old backstory
- Changed back to the old pawnkind names
- Ghosts faction bases are now less common
- Made spec ops units have higher combat ticket cost, meaning they are rarer now and less like an army
- Fixed an error caused when a trader from this faction is spawned
- Faction color changed slightly to a darker shade rather than flat white that most factions use

Rimmu-Nation: Clothing

- Just moved up the FAST PMC helmet slightly.
- All Craftables version also

___________________________

I'm tired, I'm tired. I'm gonna be on TV tommorrow, America vs England on the Wembley arena for a football match. MPCT and some servicemen are coming to raise the flag before kickoff just so America remembers what bloody country they're in, so they get demotivated and lose just like every year. That's what they get for calling football "soccer" and rugby "football"

Also I was asked to make a "balanced" version of the Replicator mod, but it's not supposed to be balanced. I don't even have to justify or defend the mod because it's undeniable that it's just there to make life too easy for the player. (bloody stopped using the thing after B18) I have no time to make another version of it, so I just left it at that. Cheers all, gotta take out some trash and fall asleep already.

___________________________
Download links for latest update is in front page of this post

EDIT: Follow up updates

(https://i.imgur.com/nS43O6Q.png)

There is no rest for the wicked.

(https://i.imgur.com/geFRONx.png)(https://i.imgur.com/43enQYP.png)(https://i.imgur.com/qHUH5pc.png)

Briefly made this. I wanted the Ghosts traders to have some custom headgear from all the bleedin' Ghost masks

(https://i.imgur.com/JQ8n2HX.png)
The Ghosts

- Traders now have hats
- New boonie hat with A-TACS LE-X camo added
- fixed misnaming for the elite units

(https://i.imgur.com/54VZ7hl.png)
RimmuNation - Clothing

- West brown trench coat texture problem fixed
- All craftables version fixed also

(https://i.imgur.com/MbUuKz8.png)
RimmuNation - Weapons

- Pirate had a TAC-50 during testing, they're not supposed to have TAC-50s.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Dropskiler on November 15, 2018, 06:06:02 AM
Ahhh...That looks GOOD. Quick question CP, does the start of your career mean that you will stop developing your mods?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 16, 2018, 08:51:05 AM
Quote from: Dropskiler on November 15, 2018, 06:06:02 AM
Ahhh...That looks GOOD. Quick question CP, does the start of your career mean that you will stop developing your mods?

Yes. Staff Peters just came for a visit today. Was an ex-staff member of the college, went to 5 tours in Iraq and Afghanistan. Was a para regiment SF guy that did work alongside SAS and SBS. Here he was talking about how demanding it will be to be a part of a battalion especially if you're doing infantry or in his case, SF.

I don't have time anymore for the escape from reality of Rimworld, I'll be knees deep in the real thing. I'm sorry as I wrote this, I have to go now, talk to you lot later
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: docalophagus on November 16, 2018, 10:33:30 AM
Quote from: Chicken Plucker on November 16, 2018, 08:51:05 AM
Quote from: Dropskiler on November 15, 2018, 06:06:02 AM
Ahhh...That looks GOOD. Quick question CP, does the start of your career mean that you will stop developing your mods?

Yes. Staff Peters just came for a visit today. Was an ex-staff member of the college, went to 5 tours in Iraq and Afghanistan. Was a para regiment SF guy that did work alongside SAS and SBS. Here he was talking about how demanding it will be to be a part of a battalion especially if you're doing infantry or in his case, SF.

I don't have time anymore for the escape from reality of Rimworld, I'll be knees deep in the real thing. I'm sorry as I wrote this, I have to go now, talk to you lot later

Enoy! I'm an 8 year US Army vet who was a combat medic with the airborne infantry. If you aren't modding your heart out, I'll be sad, but understand.  Go get some.

-Doc
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 17, 2018, 09:47:02 AM
Download links for latest update is in front page of this post
(https://i.imgur.com/r35bcfW.png)
The Ghosts

- Added an A-TACS LE-X parka for the Ghosts, since they didn't spawn with any and they would die of frostbite in cold conditions
- A-TACS LE-X parka is now purchasable from the Ghosts
- Shemagh now have better cold resistance
- Balaclavas now have better cold resistance
- Any helmet with balaclava now has the same cold resistance as Tuque
- Steam version released

(https://i.imgur.com/lsOAcoL.png)
Rimmu-Nation Clothing

- Fixed tribal issues for Rimmu-Nation Clothing, no new parka clothing just a new industrial tag for all
- All craftable version also fixed
- Shemagh now have better cold resistance
- Balaclavas now have better cold resistance
- Any helmet with balaclava now has the same cold resistance as Tuque

Quote from: docalophagus on November 16, 2018, 10:33:30 AM
Enoy! I'm an 8 year US Army vet who was a combat medic with the airborne infantry. If you aren't modding your heart out, I'll be sad, but understand.  Go get some.

-Doc

Hey! Thanks for the encouragement doc. I wanna do all that cool stuff one day, for now it's still just a dream that I can still possibly lose.

But yes, I was interrupted yesterday from a longer post, but I cannot spend time modding here if I'm trying my best to keep my job in the armed forces since it's no office work, it will be physically demanding and will require consistent discipline of waking everyday earlier than the early bird and having cold showers.

I felt like releasing The Ghosts for steam now since I feel it's finished, plus I wanted to celebrate something today cause it feels like a special day *cough*birthday*cough* today.

No more tribal issues with parkas, and the Ghosts now have their own winter uniforms.

EDIT:
Rimmu-Nation Clothing all craftables version
- Error, last update was not actually implemented. Now it is.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Nimrod on November 17, 2018, 11:35:16 AM
HAPPY BIRTHDAY MATE!  ;D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Exellion on November 17, 2018, 03:48:48 PM
Hello CP!
I really like your mods, but for 3 months I have not started playing on the new version until I can wait for your weapon mod!
Above, it seemed to me that you mentioned that you were freezing the development of mods!
You do not finish this mod?
Very worried about it!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 18, 2018, 06:23:02 PM
Quote from: Chicken Plucker on November 18, 2018, 06:19:07 PM
(https://i.imgur.com/q2XzHXN.gif) (https://www.youtube.com/watch?v=LdL5syrsV4o&feature=youtu.be)

Click the image for the full video (Youtube)

Shot-by-shot parody of the "Call of Duty: Ghosts" trailer by Infinity Ward, in Rimworld style.

Steam Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1567074403

Software used:
Premiere Pro CS6
Photoshop CS6
Audacity
After Effects CS6
Source Filmmaker

Pardon me for the silence, was busy eating donuts and ice cream getting all fat. Not only that I was working on a faction trailer! Here it is, I hope you guys like it.

Blame Madman, he not-so-subtly got me to do it.

Quote from: Nimrod on November 17, 2018, 11:35:16 AM
HAPPY BIRTHDAY MATE!  ;D

Thanks Nimrod!

Quote from: Exellion on November 17, 2018, 03:48:48 PM
Hello CP!
I really like your mods, but for 3 months I have not started playing on the new version until I can wait for your weapon mod!
Above, it seemed to me that you mentioned that you were freezing the development of mods!
You do not finish this mod?
Very worried about it!

Hi, this is only if I start working in the military or another demanding job. I can't finish my mods that way and I just have no choice.

Also if you want the weapons mod the front page has the unfinished version!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 19, 2018, 10:17:02 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/Z8vBrh4.png)
The Ghosts

- Made world icon have a thicker outline to fit vanilla

____________________________

(https://i.imgur.com/rGu9oE1.png)

So these guys are next.

(https://i.imgur.com/QE5HqfF.png)

Need to bloody sleep right now, so I'll make it short.

I made a parka and a special trader hat for Umbra Company. I didn't want to make their stuff plain black or plain desert, but I can't pick any camo that Rimmu-Nation Clothing uses since it might cause confusion and might stray from their outfit theme.

(https://i.imgur.com/8EZm0Jo.png)(https://i.imgur.com/2ug68aP.png)(https://i.imgur.com/gytYKPm.png)

So I went with A-TACS AU, it's an Arid camo, it goes with their tan colored body armors anyway so I think it's a solid. Not only this, it's also a camo and it's not as if practicality is thrown out the window by UC, unlike bloody Ghosts roaming around forests in A-TACS LE-X, the dark colored variant.

(https://i.imgur.com/633I90J.png)(https://i.imgur.com/qzYXXDi.png)(https://i.imgur.com/4STpwws.png)

Went with a baseball cap rather than the boonie, it's enough for me that they're also doing A-TACS, I didn't wanna make them look like they're too close alike.

Anyways, I owe my instructor a Christmas video, and Albion an animated Sparkling Worlds trailer. Bloody hate owing people things but it's not as though they haven't done anything for me. I have to get these things done, on top of worrying about my own updates.

Called the army today, they tell me I failed their online medical questionnaire. I was pushed back but, I was told it happens to many people and I simply just have to wait to appeal it, contact a doctor and confirm I'm fit enough to apply. Hope things work out, cheers all goodnight
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 21, 2018, 07:03:49 PM
Download links for latest update is in front page of this post

Rimmu-Nation Weapons
- Texture changed for the AA-12
- SCAR MK17 SSR minor polishing of texture
- Not much else
________________

Slow progress for the Umbra Company, I'm not supposed to be awake right now so I'm in my own time.

I went "screw it" and made their own line of weapons under the "Contractor" nickname, so for example their SCAR-H will be "SCAR-H Contractor" just so there's a chance I can make the original variant craftable for the Rimmu-Nation Weapons people. (excuse for more texture variants)

(https://i.imgur.com/scevqmS.png)(https://i.imgur.com/SysfSWE.png)(https://i.imgur.com/6SwErCo.png)

(https://i.imgur.com/dRxQXbb.png)(https://i.imgur.com/tH7MOEB.png)

(https://i.imgur.com/TJLNaoZ.png)(https://i.imgur.com/qfHoVsn.png)(https://i.imgur.com/6b66JAK.png)(https://i.imgur.com/6px7AOU.png)

(https://i.imgur.com/NVw5VA7.png)(https://i.imgur.com/5rbZOUH.png)

For LMGs and explosives, still the standard non-contractor stuff.

A17 original slideshow of their backstory
(https://i.imgur.com/MxhdrVc.gif)

Has some outdated textures, all that stuff that burns me eyes because I wish I did things better that some of you may not mind seeing. There has been minor changes from the original backstory, but I hope to anyone this gives them a better idea of how things are supposed to be

Here's their currently written backstory for 1.0:

(https://i.imgur.com/rGu9oE1.png)

QuoteOnce upon a time, three cryosleep soldiers from an ancient time crashland in the outer Rim. They start their own colony with blood sweat and tears as they went out their way to do what was right and were called "The Shepherds".
   
Their colony starts to grow, famously known to the inhabitants as do-gooders that help bring law and order to this forsaken place. Two of the original crashland survivors marry and they live happily ever after. All factions apart from pirates were at a truce with the presence of The Shepherds, rough outlanders put their weapons down for the first time and gave peace a chance. The story sadly doesn't end there.

One day Mrs. Leader is the first casualty during a Mechanoid attack on The Shepherds' main base, a charge lance shreds through her brain. Mr. Second in Command calls everybody for help, they either had nothing but excuses or in the rough outlanders' case, they took this as an opportunity to attack The Shepherds' settlements believing they wouldn't survive the Mechanoid onslaught with help of pirates wanting to take their own piece of the pie. It was a messy day of loss, confusion and lack of support from everybody.

Mr. Second in Command found it very difficult to forgive and forget. After rallying his remaining troops to smash the invasion, he buries his beloved wife among the many lost soldiers of The Shepherds that were let down by the people they protected alongside the ruins of their now abandoned main base.

Under new management, things changed. Umbra Company was born. For 12 months, caravans stop reaching their destinations, item stashes ransacked and guard outposts torched with no survivors. Blaming each other in confusion the outlander union split in two and returned to warring one another.

Meanwhile as their enemies weakened, Umbra Company outgrew their own name and changed from a company size of 80-150 to a regiment size of a strong 1000-2000 with plenty of their operators working in foreign worlds that are rich in conflict, rogue organizations and desparate nations offering funding for wetwork.

With a blank cheque from their sources, Umbra Company has their own line of Infantry Fighting Vehicles, Main Battle Tanks, body armor and fire arms from ancient blueprints that are provided to them at near bottomless supply.

Their boss hasn't forgotten about the past, in fact it is what his private military was made for, and the only thing left he lives for.

Too long and boring? Should be more mysterious and short? Spelling and grammar?

Let me know if anyone doesn't like anything about the backstory before it's all official, I'm gonna go sleep but I know there can be some improvements. I can't sit for an hour trying to sort it out right now, but I assume people who have dealt with their crap from A17-B18 know all about them already.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: tehchanman on November 22, 2018, 04:02:01 AM
rofl, the surplus machine is hilarious, very interesting concept, can basically insta smith any vanilla weapon (instant legendary vanilla weapons [mod enhanced]), plus SILVER FLAKS LOL, (input problem?)

ugh, sorry just thought about it, and its XND's mod conflicting with yours XD sorry cool idea tho hahah
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on November 22, 2018, 05:36:11 AM
chicken WE LOVE YOU
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 24, 2018, 04:25:04 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/J3oNJcq.png)

Umbra Company
- Faction Added

(https://i.imgur.com/Fl5XhWj.png)

(https://i.imgur.com/gnyH1kv.png)

(https://i.imgur.com/T7sbxtw.png)

(https://i.imgur.com/VD3slWo.png)

(https://i.imgur.com/glvB2l0.png)

Umbra Company is back bois and gals, they're as unfriendly as ever. They are heavier in faction base commonality than The Ghosts, but on the bright side if you manage to befriend them and unlock their trades, they sell more resources and are cheaper with their kit since they can afford to be more generous.

Vehicles/Tanks are temporarily disabled. I will explain below.
________________________________________
Latest Updates:
The Ghosts
- Parka commonality spawn tweaked
- Minor faction base name tweaking
- Mental break threshold stat for certain helmets return
- Faction base tweaked to be slightly more common

Rimmu-Nation: Clothing
- Mental break threshold stat for certain helmets return
- Social stat for Boonie hats and baseball caps added
- All Craftables version also updated

Rimmu-Nation: Weapons
- 5 new craftable assault rifles added
SCAR-H, ACR, CZ 805 BREN, FB Beryl, G36C
- RPG-7v2 explosion radius nerf (because Umbra Company bloody has it now)
- Missing AA12 new texture fixed

__________________________________

Quote from: tehchanman on November 22, 2018, 04:02:01 AM
rofl, the surplus machine is hilarious, very interesting concept, can basically insta smith any vanilla weapon (instant legendary vanilla weapons [mod enhanced]), plus SILVER FLAKS LOL, (input problem?)

ugh, sorry just thought about it, and its XND's mod conflicting with yours XD sorry cool idea tho hahah

Was a currency sink intended for Black Hat Stations, despite being just about insta-craft the vending machine insanely overcharges for body armor and vanilla gear that would usually cost you only a few hundred silver from traders. I charge thousands in those machines.

Quote from: Smexy_Vampire on November 22, 2018, 05:36:11 AM
chicken WE LOVE YOU


Love you too, though I don't know what made you say that.

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

Having problems with the Mechanical pawns, Spskatr hasn't update the "No Rogue Robots" mod so these APCs and Tanks end up spawning for psychic ships similar to the original A17 issue before it came along. I'm thinking of cutting them out entirely unless I manage to find a fairy that can grant me wishes to pay Jecrell to make a patch for that mod.

Anyways, this day was dedicated to headdache and pain updating Umbra Company. Tommorrow is for X-Mas video. Enjoy Umbra Company as it is for now, without vehicles and I'll see you all later.

Oh and one more thing!

(https://i.imgur.com/r6lrEmo.png)
Thank you to Urumi333 who has handed me the rights for his/her hair mods, I will update them eventually when I finish this X-Mas video

(https://i.imgur.com/g0k9Ku9.png)

Urumi only released a few of his/her hair mods to a Japanese art website (like deviantart, but more anime) outside of Ludeon and were un-updated since last year November. I'm happy to have been informed by hazael over PM to ask Urumi to take over the mods since Urumi was looking for someone to update them anyway.

One of the requests in the original descriptions were to not release them on steam, but the PM suggests that I can do so now and I will fully credit Urumi happily.

Lots of issues in real life springing up to weigh me down, and it's hard not to scream and swear at the air when everything including me bloody mouse keeps breaking. This is positive news at least!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 24, 2018, 04:31:20 PM
Cool news, CP. Raiders can now trample our colonies with tanks once again. Looking forward to that.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 24, 2018, 04:35:12 PM
Quote from: Madman666 on November 24, 2018, 04:31:20 PM
Cool news, CP. Raiders can now trample our colonies with tanks once again. Looking forward to that.

Waho Madman, you skimmed through my wall of text! The vehicles are temporarily disabled due to some missing and broken features that need to be updated by a third party.

In the meantime they're going to have to stay as they were in A17, without vehicles and purely infantry.

Shame too, I couldn't wait to hear the complaints about the APC being OP, it's significantly more of a threat now especially since each shell it fires explodes in a 1x1 block radius, just like real shells from larger cannons IRL
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 24, 2018, 04:37:25 PM
Not like skimmed, more like didn't understand half of it, being a tired retard who worked for past 24 hours and got home like couple hours ago, seen the screen, seen the title and gone to conclusions. Still fine update though. Hope to see vehicles back sometime :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 24, 2018, 05:46:48 PM
I wonder if it actually has any connection, but lately i am having a strange issue with Rimwolrd.MusicManager errors looking like this:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.MusicManagerPlay.StartNewSong () [0x00000] in <filename unknown>:0
  at RimWorld.MusicManagerPlay.MusicUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Play:Update()


Looks a lot like something got broken with game searching for a new music track to start. I am pretty sure i don't any mods that have anything to do with game music aside from radio in Red Horse pack. Could you ask Jec to maybe take a look at it, CP?

One more thing - I usually disable music in the game anyway, as i like listening to my own stuff, so i d really appreciate a Red Horse version without huge radio music pool. I wouldn't care really, but it is kinda huge, which i believe massively slows down loading, since it has to work through all those files. If you have the time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on November 24, 2018, 05:51:53 PM
umbra uploaded to steam ?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 24, 2018, 06:20:36 PM
Quote from: Madman666 on November 24, 2018, 05:46:48 PM
I wonder if it actually has any connection, but lately i am having a strange issue with Rimwolrd.MusicManager errors looking like this:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.MusicManagerPlay.StartNewSong () [0x00000] in <filename unknown>:0
  at RimWorld.MusicManagerPlay.MusicUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Play:Update()


Looks a lot like something got broken with game searching for a new music track to start. I am pretty sure i don't any mods that have anything to do with game music aside from radio in Red Horse pack. Could you ask Jec to maybe take a look at it, CP?

One more thing - I usually disable music in the game anyway, as i like listening to my own stuff, so i d really appreciate a Red Horse version without huge radio music pool. I wouldn't care really, but it is kinda huge, which i believe massively slows down loading, since it has to work through all those files. If you have the time.

Even though Project Red Horse adds music to the game, that's not what's causing problems. I have never ever run into the tacticool radio even during B18, or even Jecrell's radio mod causing issues with the vanilla music player and I'm sure he'd have it sorted out if it was his mod causing it, which in turn would also patch mine.

Second of all, I know you told me you have several mods on. The songs are about 50+ but the game doesn't in fact end up taking longer to load since the game is fast when it comes to finding files that are invisible, don't have much def coding with stats and aren't actually rendered in the physical world.

A faction mod, in extreme cases, something like Rimhammer 40K with several factions or in my case, 5 factions like in B18 with several world generation crap and etc. would be the examples that can cause lag.

The Ghosts and Umbra Company, or heck just one of those two factions alone cause more lag than Red Horse Furniture because it involves world generation when it comes to the bases. I don't want to make another version anyway since it's more hassle for me, if I didn't test or consider this before I would have not added 50 songs at all

Quote from: Smexy_Vampire on November 24, 2018, 05:51:53 PM
umbra uploaded to steam ?


No, if you checked steam you would know that I didn't upload it there especially since I wrote down that it's not finished. Missing features for the vehicles and etc.


_____________________________
Download links for latest update is in front page of this post

Umbra Company
- Description fixes, grammar is hangin' out today
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on November 24, 2018, 06:44:29 PM
Hmm. Ok. I guess i ll have to investigate further then. I indeed have a lot of mods, so i wouldn't be surprised if something else, thats not supposed to have anything to do with music could mess with MusicManager thing.

As for game loading faster\slower - its not like i blame Red Horse for making load times slower. Its just overall the more mods you have - the more time it takes to process all the files (something to do with it proccessing all the files on load and accessing them already from game memory, rather than searching for them in mod folders during play) - sound files included. So i am trying to optimize the amount of files RW has to process, by eliminating, ones i don't frequently make use of.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on November 24, 2018, 07:10:11 PM
my derp :P. any intrest in making tacticool armor for animals via animal gear :base mod ?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on November 25, 2018, 11:18:25 AM
The No Rogue Robots mod has a B19 version, and though I haven't tested it in-game the relevant code hasn't been modified in 1.0. Updating it should be a matter of changing the version number or at worst recompiling; I would recommend asking Spdskatr for permission to update yourself.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 25, 2018, 02:44:00 PM
Quote from: Madman666 on November 24, 2018, 06:44:29 PM
Hmm. Ok. I guess i ll have to investigate further then. I indeed have a lot of mods, so i wouldn't be surprised if something else, thats not supposed to have anything to do with music could mess with MusicManager thing.

As for game loading faster\slower - its not like i blame Red Horse for making load times slower. Its just overall the more mods you have - the more time it takes to process all the files (something to do with it proccessing all the files on load and accessing them already from game memory, rather than searching for them in mod folders during play) - sound files included. So i am trying to optimize the amount of files RW has to process, by eliminating, ones i don't frequently make use of.

I do sorta regret adding that much songs, but at the time I asked if people wanted more songs at the downside of more memory (megabytes, pretty much) only one person answered and he said something along the lines of "I don't care how big the memory is in megabytes, I want dank songs boi" and nobody else voted because like 4 people visit this thread (including me) :'(

Quote from: Smexy_Vampire on November 24, 2018, 07:10:11 PM
my derp :P. any intrest in making tacticool armor for animals via animal gear :base mod ?

Probably not, only the tacticool dog and even then it's just a German Shepherd with more health. I went around having to code the dog to wear apparel and all that stuff.

Easy way out if it gets the job done, I do hate asking for help since it builds up credit for me to repay or makes me more reliant on someone fixing something. If that person were to leave or just stop helping it's game over.

That on top bothering them for help and they go invisible mode pretending they're offline to get away from me, rip

Quote from: dninemfive on November 25, 2018, 11:18:25 AM
The No Rogue Robots mod has a B19 version, and though I haven't tested it in-game the relevant code hasn't been modified in 1.0. Updating it should be a matter of changing the version number or at worst recompiling; I would recommend asking Spdskatr for permission to update yourself.


I tested it, there were lots of errors about flesh types and yadda yadda. Probably translation stuff. I did message spdskatr and he's surprised it doesn't work for 1.0, I'll wait and hope he fixes it so all of you can get smashed by the new APC that I totally didn't get carried away with
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on November 25, 2018, 04:16:01 PM
Interesting that No Rogue Robots doesn't work on 1.0 since there didn't seem to be changes in the game code I looked at. Probably something to do with their patches, a lot of it went over my head to be honest.

By the way, are the final silver to time ratios for the Black Hat station the same as the ones you posted a while back? I'm working on a mod which adds a silver equivalent to the infinite chemreactor and I want to make sure its output doesn't make that station useless.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 25, 2018, 07:50:44 PM
Download links for latest update is in front page of this post
(https://i.imgur.com/ZcHXd3G.gif)

Rimmu-Nation Weapons

- SCAR-L added
- G36C and G36C-SD sounds fixed into their original SFX
- Railgun projectile speed raised, damage and armor penetration reduced
- Bullseye, Bullseye Mk II, BM003 Razor and Auger Mk II added
- BM001 Razor projectile color corrected, it's supposed to be red, while the upgraded version is blue.

BM001 Razor / Bullseye
(https://i.imgur.com/mEqda4A.png) / (https://i.imgur.com/1t7re22.png)
- Shoots red charges (originally supposed to be this way according to the video game)
- Same stats as before

Bullseye version is pretty much the same weapon, just the US version for those who have played the "Resistance" series

(https://i.imgur.com/LAH5VNe.png)

BM003 Razor / Bullseye Mk II
(https://i.imgur.com/N9KiXiT.png) / (https://i.imgur.com/Sj2SnEY.png)
- Freakin' upgraded baby
- Fires blue charges known as "Blue Death"
- Stronger damage, higher accuracy
- Higher crafting materials and skill required

The Bullseye series in the Resistance video games actually behaves like the Needler in Halo, where the charges follow the target, although it works even if theyre stepping sideways, just that the thing becomes less accurate behind cover. I went with their actual Mk II versions and buffed stats accordingly.

(https://i.imgur.com/Ae9w4J8.png)

Auger WS
(https://i.imgur.com/ypoWmgT.png)
- Same stats as before

(https://i.imgur.com/fve9iar.png)

Auger Mk II
(https://i.imgur.com/zJeVFrx.png)
- More fun, cooler, sweet, swoode. More freedum'
- Fires yellow transient radiation charge
- Stronger firepower, higher accuracy and more range
- Higher crafting materials and skill required

(https://i.imgur.com/WjYNxK6.png)

Playing with Rimhammer 40k and losing my people to some sci-fi based enemies with their spacer tech made me go back on the Resistance weaponry sets and take a good look if I could find more weapons. Besides the Fareye sniper rifle (that slows down freakin' time somehow) and other OP weaponry I can't possibly add without C# *cough*LAARKrocketsfollowingenemies*cough* I decided to just look at the upgraded versions of the existing weapons we have.

I'm happy Mark II versions actually exist. Paired with the current best armor I have for 1.0, which is the Hunter Reactive, I'm confident this end game gear should equip you players for freedum' based encounters with powerful enemies from other mods since I don't have the Ruski power armor bad boys with their railguns to harass you yet (that and some DOOM Demons).

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

(1.0 pls)

Red Horse Furniture
- Fixed job string naming error for game development job
it will say "developing game" rather than "security testing" now.
_________________

Quote from: dninemfive on November 25, 2018, 04:16:01 PM
Interesting that No Rogue Robots doesn't work on 1.0 since there didn't seem to be changes in the game code I looked at. Probably something to do with their patches, a lot of it went over my head to be honest.

By the way, are the final silver to time ratios for the Black Hat station the same as the ones you posted a while back? I'm working on a mod which adds a silver equivalent to the infinite chemreactor and I want to make sure its output doesn't make that station useless.

Same as before, yep. Feel free to make your mod behave however you want! You don't have to cater to whatever I have, unless of course it's exactly what you want


______________________

Mod Added:

(https://i.imgur.com/AvAtcCY.png)
(NOTE: NEEDS FACIAL STUFF ENABLED TO WORK)
Steam link with previews:
https://steamcommunity.com/sharedfiles/filedetails/?id=1574977528

Someone requested for this version, the download for this is along with the other Google drive stuff titled "CM Hairs - Facial Stuff Version", along with the other stuff. I'm gonna go sleep now.

Nothing today was done for the X-Mas video I promised staff, bloody anxious about it. Now I only have tommorrow, and he wants to see the progress by Tuesday. I'm nothing but worried sick disappointing expectations, looking like a liar and just failing this request. I hope I get it done tommorrow.

Honestly procrastinated by progressing here instead, rip. See you lads.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 01, 2018, 04:08:30 AM
New contractor outfit (Work in progress)

(https://i.imgur.com/mF0uq5U.png)

Contractor is the pawn that you hire for the "recruit a contractor" option in the mission board.
This was my planned outfit for them, rather than the vanilla duster set. There were some issues I had to think about, like "what if people wanted to use vanilla clothes only?" or "what if the equipment they come with spawns for NPCs?" I'll have to worry about these now, possibly not make a jacket or etc. for them. We will see.

This clothing will be outside of Rimmu-Nation Clothing and only shows up in the Red Horse Furniture, so I have to be careful making choices.

Instead of it saying:
QuoteA freelance contractor seeking work has arrived. He/She will stay in your colony to help out.

It will now be:
QuoteA contractor you ordered from ANVIL has arrived. He/She will stay in your colony to help out.

They are no longer freelance, they're clearly equipped the same way so they work for a Private Military Company out of the map/world.

There won't be any faction hidden called "ANVIL", I thought about that but it might cause some lag having another faction so I decided to leave it. If there would be, it'll probably be hidden at enough friendly points, assuming we can make them order friendly for the QRF for the red phone/military radio building. This probably won't happen so no promises, best to keep it simple.

Fun fact: ANVIL is a private military company from the Marvel Netflix Punisher series, they were seen in A-TACS uniforms.

Also, I just recycled the contractor TacTec body armor that Umbra Company is using, I thought it's not necessary to make a new body armor since this one is what non-government backed PMC factions use anyway for their stuff, thought it made sense.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 01, 2018, 02:16:41 PM
Quote
ANVIL Backstory (Red Horse Furniture)

(https://i.imgur.com/GI8XQoP.png)

ANVIL is a private military company that recruits orphans, desparate refugees and survivors providing them food and shelter along with valuable training to gain the skills needed for close protection and other staff member duties. Once an ANVIL recruit is ready for employment, they get sold off to colonies or organisations from across the globe!

ANVIL has promised these brave men and women better lives, and we promise to make yours also if you choose ANVIL.

Disclaimer: ANVIL is not responsible if the contractors do not get better lives due to new owners/employees being fully responsible for the contractor's well-being once the dotted line is signed.

We understand clients may be running covert operations, or secrets may be at risk of exposure *cough*illegal activities*cough* so the answer of ANVIL is plausible deniability. Our contractors are untraceable men and women due to their lack of identification.

Their lives began with ANVIL, and they will end with your sensitive intel intact!

(https://i.imgur.com/VqwGB0A.png)

Testimonies:
"Kyle: We were broke, we had nothing but 5,000 silver and whatever the heck else we crashed with! After some time comparing pros and cons of freelance contractors and ANVIL, the choice couldn't be any more clearer! Now I can be rebuffed by all the female ANVIL contractors!"

"Kryl: Some of the guys can't cook, Tomomi immediately started a social fight with Allie (that's why she's bleeding in the photo) but it's okay, we just hired more ANVIL contractors! They're just so helpful, now I don't need to run into the gunfire whenever there's a raid because I can just send one of those ANVIL contractors to take the heat off me!"

"5 Stars, good" - Royal Mail
"5/5 Do you guys not have phones?" - Billzard entertainment
"7/10 We don't plan to do anything about it" - Bothesda
"10/10 Sense of pride and accomplishment" - Electronic Arse

- Update will be uploaded soon. Freelance option is still available. -
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 01, 2018, 02:54:22 PM
Lol, nice updates as always, CP! I am still here watching in awe, waiting for more heavy armored dudes to ruin my city. Or die trying.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 01, 2018, 05:17:35 PM
Download links for latest update is in front page of this post

NOTE: PLEASE MAKE SURE TO ENABLE THE NEW OUTFITS IN YOUR STOCKPILE AND APPAREL SETTINGS OR ELSE THE ANVIL CONTRACTORS WILL STRIP NAKED!

(https://i.imgur.com/GI8XQoP.png)

Red Horse Furniture
- ANVIL Contractors added
- No blackhat and VR version updated also
- Kidnapped colonist mod, mission patch added if Mission Board is enabled with this mod

The Ghosts
- Fixed boonie hat not having the social and negotiation stat bonuses it's supposed to have

Quote from: Madman666 on December 01, 2018, 02:54:22 PM
Lol, nice updates as always, CP! I am still here watching in awe, waiting for more heavy armored dudes to ruin my city. Or die trying.

Thanks Madman. Still busy doing the XMAS video, Spud replied and said he's busy. He's planning to update his fix that can help me make the APCs and Tanks happen again, but it probably won't be anytime soon.

As for me and the idea of hiring Jecrell to patch it, I have 7 GBP in my bank account so I can't afford it. My work doesn't start yet, and I don't get paid for another 20 days.

I know there are some mysterious strangers there that might read this and offer donations, I appreciate it guys! I'm just fine financially, live with me mum making mom's spaghetti, I'm well fed and sheltered. It was just money for extra luxury things like well.. Mods.

EDIT:
Another update, rip
Minor goof up, shouldn't be a problem to those using Rimmu-Nation Clothing but Red Horse Furniture as a standalone doesn't have the graphicappareldetour.dll meaning the ANVIL gear would be colorable.

(https://i.imgur.com/VEnt0Sk.png)

I have re-updated Red Horse Furniture now and I apologise to those who have just installed stuff

EDIT... AGAIN

Hi guys it's chicken again, sorry to whoever downloaded twice already and me not testing enough before updating, rip. Saturday is my only time to update this weekend, I have to write a letter to the British Army yesterday and do that darn XMAS video. Rop.

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

- Fixed texture issue with hulk east view of A-TACS FG combats
- Made the ANVIL contractors not spawn with "simple" labelled guns such as revolvers

(NOTE: I'm flapping here, the update wasn't live upon posting this third edit. Please re-download just to make sure, if you saw this post before this NOTE was here. I'm sorry guys, pls.)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 06, 2018, 11:42:02 PM
Progress Report:

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

QuoteI paint my faa-ace black and green!
You won't see me I'm a Recon Marine!

I slip and slither into the night!
You won't see me till' I'm ready to fight!

(https://i.imgur.com/jMhkcB6.png)
MICH Helmet - FORECON configuration
(FORECON: Force Recon)

I looked everywhere as to what type of helmet this really was. I can be wrong that it's a MICH, but it probably is. I just know it has that big freakin' mount on the front, three straps and no side rails, seems to be a configuration of the MICH? To be fair, the helmet is customizable so it makes sense.

There's also a Crye precision AirFrame helmet that I'm gonna make for MARSOC, SAS, SEALs and Rangers but the MICH is for the Recon guys.

(https://i.imgur.com/W4JpbFg.png)
Crye Precision - CAGE Plate Carrier

This is a commonly used special operations plate, maybe not the CAGE but crye precision stuff in general. At the moment you can see from the current factions available that the place is plagued with 5.11 gear, in the case of PMCs maybe it makes sense that they'll stock up on some less expensive kit but it's all Crye Precision for the real deal baybee.

The Ghosts faction IS US Army canonically, but since I am not officially tying them with the US Army in this universe, aside from the MREs I just used the TacTec for them instead of Crye. Besides, I just wanted to recolor and make life easier for myself, but now it's all coming up Crye.

PS: Don't worry about the old B18 Armor, it's not being deleted. It's just that its a lighter configuration of the IBA (Interceptor Body Armor) and it's just not what Recon guys use. They're too freakin' tactical for that infantry GI Joe crap, they are walking with thousands of dollars of kit.

(https://i.imgur.com/qxqe6i3.png)
Crye Precision - Forest MARPAT UBACS

Breathable combat uniform, better in hot conditions than the other combat uniform (also known as BDU or ACU) since it's not thick as fricc.

This is actually the first 1.0 UBACs I have made, ever since B18 it has been challenging for me to make a newer and tacticool-er version of something since it's my plan to make things final hereafter. Also? Good to see MARPAT camo again.

That's all for now. It's a work in progress updating the textures of US Military Kit. No promises and a hint of spoilers, their 1.0 faction might come before the British this time since I'd rather update the US Military and release their faction than go through the bloody British SAS uniforms and their new Virtus kit + the old MK7 and Osprey stuff. New MTP camo version too since the old is actually multicam? Not too sure, looks too bloody small.

Basically?

Murica'
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: lakajadiwa on December 07, 2018, 11:02:06 PM
Damn that MARPAT looks sexy, can't wait to add it to the game!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 08, 2018, 12:29:17 AM
(https://i.imgur.com/vMlfK20.png)(https://i.imgur.com/1m7lWld.png)

Here was my small progress today. I haven't done the back view of the helmet, but I was re-making the LWH. I was hoping to get desert MARPAT done at least to have a faction mod out, even if its just the Marines for the sake of having something lately. I was then gonna update it all later.

Guys, things are getting harder for me here outside of the computer. I could not move an inch and do anything mod related, the stress is getting to me. I haven't submitted my DBS that I got 3 weeks ago to my supposed new job because I've put it off to keep my weekends for now. Then I fall behind on my college, being the least freakin' fit guy there. I am left behind in the 1.5 mile runs by people I used to beat, I can barely do 20 push ups on the beep and it's getting to me.

I can't do the old way of updating now, where I'd sit on my butt or lie down in bet all day without sleep to get the codes and textures out. Modding for Rimworld as a hobby is getting less and less sustainable and more and more inconvenient, at this rate I'll have to leave without finishing Red Horse or even updating the B18 stuff because I have to choose.

(https://i.imgur.com/YU8GI8i.png)

Also just did a playthrough and got whooped by normal freakin pirates, despite having a colony of mostly contractors. Whoever said the Black Hat station was broken isn't completely right, because they sure bring in the high raid tickets. If you are like me not paying attention and you ended up racking in about 50k silver, the raid size never goes down and you will lose more reliable and highly skilled people than you can keep hiring new ones trying to replace your old crew.

Let's just say my colony was torched, lost some of my best and ended up exiling a few people who went on to murder their allies, directly or not. Also had that one appointed leader that decided to leave the colony on their own when they were needed most, good riddance. Didn't even try to stop that colonist cause they're jack.

I'm gonna call it the "Curse of the Black Hat", because you can never spend all that silver without getting everyone on your case. Heck, even the friendly orion corp amateurs that was supposed to help us not only come late for QRF, they also used rocket launchers on my colonists during a CQB incident indoors with some mechanoids, job well done there. Had everyone too wounded to get payback from the people who launched the rockets.

Reminds me of bloody Pablo Escobar, when he couldn't spend all the money he had selling drugs so he had to bury some of them. He had so much attention from everybody. I appreciate that the game has that built in, but I don't appreciate the game going full effort murdering everyone in my colony no matter how unlikely their scenario is *cough*murderousrampagebecauseatewithoutatable*cough*, freaking storytellers.

Anyways, I'm gonna go to sleep. Hopefully tomorrow's sunshine is brighter than today's.

Quote from: lakajadiwa on December 07, 2018, 11:02:06 PM
Damn that MARPAT looks sexy, can't wait to add it to the game!

Thank you. Me neither. I wanted there to be patrols, specific body types (so no thin or fat) infantry units visiting colonies.

My idea for the military factions were to make them behave certain ways depending on who it is.

E.G US Armed Forces will enter your base for the first time with a platoon, dialogue box appears. If it was the Brits they'd have a more polite ton, they'd have helpful events such as sending Royal engineers to build solar panels or geothermal power for you, while the US is more direct, saying things like "Look it's simple, you follow our rules and we all get to hold hands and sing Kumbaya. If you don't? You're gonna get liberated.." (Won't include translations for the dialogue to make it more funny, cause the Americans will only speak English)

There'd be rules that the factions would want your follow, like fining drugs, yadda yadda. If I could afford all that if I ever come up with the cash for Jecrell it's all gonna be Gucci.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 08, 2018, 12:44:38 PM
Okay boys and gals, next plan is to make Rimmu-Nation Clothing and Weapons sell ALL their equipment via orbital trader. I'm gonna add an orbital trader for the two mods in order to make their gear available and for the company to actually exist.

Does anybody object to this? Lemme know, it's gonna come for the next update with some more rifles added. Slow but steady.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 09, 2018, 03:53:58 AM
No objections, really. I do think that combat trader pretty much covers this area, but if you wanna have it be a special "company" that trades all those delllllicious gear pieces - why not?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on December 09, 2018, 12:47:51 PM
I'm definitely in favor. A big problem with traders as they are imo is that with a bunch of mods they have too many items to easily comprehend - I end up buying less because it's a lot of work looking through every item and its stats to see one worth purchasing. Having a trader for each mod would really help.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 09, 2018, 05:05:16 PM
Download links for latest update is in front page of this post

NOTE: Don't forget to enable the new weapons added in RN: Weapons
(https://i.imgur.com/clGv431.png)

Rimmu-Nation Orbital Traders arrive!

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

Rimmu-Nation has now hired MILLIONS of orbital ship traders to resell their product! Dozens of companies, freelance merchants and traders given jobs by this amazing corporation, equipping their ships with orbital weapons for customers to defend their rights with. The only catch?

They have to spread freedom not worldwide, but all across the galaxy!
(Was my excuse for not being able to call the orbital trader "Rimmu-Nation" because it's coded in freakin' C# and I would have to make a custom incident for the darned thing.)

- Rimmu-Nation Clothing updated
- Rimmu-Nation Weapons updated


(https://i.imgur.com/FMC20jg.png)
Helmet texture tweaks

- Rimmu-Nation projectile balancing finalized, courtesy of Recon. New bullet stats are available.
(https://i.imgur.com/dssjB8J.png) (https://i.imgur.com/zsRGBoe.png) (https://i.imgur.com/xRuVqX9.png)
- K2C, MSBS-5.56 and XM8 added


- Faction: The Ghosts updated
- Faction: Umbra Company updated


(https://i.imgur.com/Spxe9zr.png)

Red Horse Furniture:
- Nuka Cola now has different effects for the drinker.
No more pain threshold buff, instead it improves blood circulation, restfall factor and etc.
- Medical buildings tweaked, distance for the equipment buffed and some stats also buffed by a small percentage.

Progress Report:

(https://i.imgur.com/bYnV3in.png)

US Marine pawn type concept
Interceptor body armor was slightly shaded and adjusted, but it remains the same. I believe it would be a waste to throw away in favour of the new design as seen here:

(https://i.imgur.com/GwEghVa.png)(https://i.imgur.com/qSgw1M4.png)(https://i.imgur.com/1k1ho4I.png)

They both look good, but the new design has it's own downsides, the B18 version being a more convincing tan fabric thing than if I picked a flat color. It would also take more time to design a new IBA, the old one doesn't look bad anyway.

Concept of faction behaviours:

The idea is to have the US Military faction behaving like a "bully" (if you are a possible threat, which you are) in which that their introduction is a dialogue screen where they're pretty bold and they flat out threaten you despite being an early ally that if you ever screw with them once you will become enemies.

The US Military will also confiscate mech healer serums and ressurector mech serums if detected in your base. I need to save up some cash money to hire Jecrell to do that cool coding stuff.

These are all characteristics that stem from stories my instructors told me of how the US Armed Forces behaved in the Afghanistan war, and upon watching "Restrepo" and "Only the Dead". I think that in a war scenario, US Soldiers are on the edge, pretty much and are untrusting of locals (why wouldn't you be in war?) so they will be highly untrusting towards you as the player, and when opportunities arrive, the powers that be will make sure you are kept in line if you grow too strong.

Basically, the US will offer the best possible protection and will start out as your ally. They will probably be non-hostile towards Umbra Company in a patch (though British and Canadians, when made, will be), as an indication that perhaps something shady is going on with three letter agencies involved.

They will also get more and more aggressive towards you the richer you get, as shown by them confiscating spacer tech stuff like healer mech serums and resurrector mech serums, your only objection would be to assault the soldiers confiscating the equipment which then leads on to war with all of the US Military branches.

In contrast the British Armed Forces are known to be heavily regulated with strict rules, such as treating enemy combatants with the best possible medical care, not firing on retreating units if they are not firing at you, not entering a place of worship or firing upon a place of worship. (Real life rules, probably won't be implemented in game cause that stuff is too complicated to add) That faction would be a lot more friendly, would send Royal Engineers to build solar panels for players randomly as an incident.

As a consequence though, the British have been known to let known terrorists go in warzones because they send them home to await a fair trial before going to prison. (To which the US knows and responds with a freakin' airstrike) Their overly-friendly nature towards the player can possibly cause a downfall if the player ever decides to be hostile. Freakin' Merica always thought you were no good though.

All of this is a concept so far.

Quote from: Madman666 on December 09, 2018, 03:53:58 AM
No objections, really. I do think that combat trader pretty much covers this area, but if you wanna have it be a special "company" that trades all those delllllicious gear pieces - why not?

Quote from: dninemfive on December 09, 2018, 12:47:51 PM
I'm definitely in favor. A big problem with traders as they are imo is that with a bunch of mods they have too many items to easily comprehend - I end up buying less because it's a lot of work looking through every item and its stats to see one worth purchasing. Having a trader for each mod would really help.

Thanks guys, it's updated now. Should have more money sink for the Black Hat Station now, I made sure the Rimmu-Nation military supplier included some body parts aside from body armors, textiles, food and meds. It was all military specific, and we all know we lose limbs here and there. The catch is, them not being a prosthetic trader, charge out the bloody window for body parts.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 10, 2018, 07:21:23 AM
Ok, orders to my people - you see a US guy - shoot on sight, harvest on downed, make hats on death. No one takes crap from me and lives to tell the tale, unless i sold that shit.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on December 10, 2018, 08:24:45 AM
Now RW is at 1.0 and stops breaking mods I'm back so don't worry CP, you now have 5 people instead of 4 obsessively checking your page for updates. Keep up the good work. I'd tell you that you're my favourite modder but I don't want it going to your head ;)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on December 10, 2018, 10:39:58 AM
keep up the good work i am waiting for your mods so i can try a mgs theam play though :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 10, 2018, 07:15:58 PM
Failed feature

*Cue "It's a Hard-Knock life" song*

So I was playing with the concept of drop pods wanting to solve yet another issue that hinders getting down to combat, and it was transport. I don't have C# help for a helicopter, I tried to make the drop pod work on it's own without breaking and being refuel-able on its own but I found it to be coded in C# and it was something I couldn't force. Albion would have helped me with this, but I haven't made the bloody animation I owe him so I'm on me own.

I thought just make a more effective drop pod, re-skin the thing and it's all sorted right?! Nope. Didn't happen sadly. All C#, still.

World Icon:
(https://i.imgur.com/JzN3qOe.png) (https://i.imgur.com/NZSfDAQ.png)
Icons seen when the stuff gets launched, one for the drop pod in single and for multiple launches.

(https://i.imgur.com/4OzBQ4D.png)
Pod station, can be hauled. Costs more components, allows more fuel storage which means longer range of pod launching.

(https://i.imgur.com/xVsyrrW.png)
3D Drop Pod Texture courtesy of 3DHaupt from sketchfab
Idle version, when drop pod is inactive

(https://i.imgur.com/rXaHfcW.png)
Flight version, when drop pod is in flight (It's the ODST drop pods from Halo)

(https://i.imgur.com/GUeexnC.png)
Had everything sorted boys, I was gonna push an update right now but it just couldn't work.

(https://i.imgur.com/FNmnPf4.png)

So here they are stationary, looks all neato burritor

(https://i.imgur.com/Z72vynO.png)

Problem shows on launch, it turns into a vanilla drop pod texture both for world and for flight. The only way I could hook my own textures was to rebuild my own drop pod thingClass in C# which I don't know how to do. Yes, I looked at the Helicopter/Cargo pod mod and the self launching reusable drop pod mod, they both used C# and had their own assemblies to make their stuff work.

(https://i.imgur.com/nrvlu6H.png)

Another minor crap I couldn't fix, I couldnt seem to modify the carrying capacity in .xml. I tried to add mass by increasing the pod's mass and it's carrying capacity stat but both didn't do anything to change in-game.

Nothing but frustration and disappointment here, it's sad that the simplest things are complicated to do.

Here's what I have to deal with when features are suggested, I do try them out and when I put full effort, walls are in place to keep me out (Tynan pls) so it is what it is. I'm leaving this here as a record that I tried.

Quote from: Madman666 on December 10, 2018, 07:21:23 AM
Ok, orders to my people - you see a US guy - shoot on sight, harvest on downed, make hats on death. No one takes crap from me and lives to tell the tale, unless i sold that shit.

It sounds like what I want to happen for some people. They don't play fair, and I wanted there to be random airstrikes before their attacks since it's part of the US Military playbook, as seen during Vietnam where airstrikes occur right before an assault.

Just the post above though, all this C# barrier? It's ticking me off and it's just causing some negativity, all of the things I want to happen, even the simplest crap can't be done so I make no promises.

Quote from: nylem on December 10, 2018, 08:24:45 AM
Now RW is at 1.0 and stops breaking mods I'm back so don't worry CP, you now have 5 people instead of 4 obsessively checking your page for updates. Keep up the good work. I'd tell you that you're my favourite modder but I don't want it going to your head ;)

It hasn't gotten in to my head because there are things around that hammer me and remind me that I'm not this legendary mod maker, there's just cool things that piece together like, for example when Albion did the reinforcements and I found those metal gear sound effects each time QRF came, it's just never tiring to hear cause it's so freakin' cool.

Then there's so much things I cannot do like the simple drop pod above, these kinds of cancelled and failed features in their mountains, or amazing concepts that only stay as ideas because they can't be done are just downers.

Also thank you for reminding me about that post from several weeks ago, it's funny since I think my recent posts regarding the US Military has awakened all the Russians (as seen in the poll statistics) which means there is no longer just 5, but the entire population of Russia and some US Patriots warring in this thread, that is good news because now we have some company

Quote from: Smexy_Vampire on December 10, 2018, 10:39:58 AM
keep up the good work i am waiting for your mods so i can try a mgs theam play though :D


Yeah you reminded me, MSF is in the backlog. Just takes time to make a brand new onskin outfit, they were gonna use an olive drab flight suits and SPIE harness. Then just make that grey, couple of new helmets and bam, XOF uniform.

Anyways, I'm gonna go sleep. College day tommorrow, 12AM and nothing but failure. I can't say I'm having a good day, this drop pod was gonna be a thing to cheer me up and even here it just crashes before it even got to fly.

Take care all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 11, 2018, 04:35:19 AM
Just be sure to add some kind of preventive measure for air-strikes, like SAM sites, that cancel it out. Cause i really don't want to have my expensive crap blown up and people killed, before i can even do anything about it. And just in case, no, keeping US happy with THAT kind of their rules doesn't count.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: The Viking Crusader on December 13, 2018, 10:34:40 PM
Semper Fi
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 15, 2018, 07:46:20 AM
I'm back, I did not expect the poll to be invaded by the Russian VDV but here we are!

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

Anyway this week's roadmap:
- Finish Sparkling Worlds trailer
- Finish Crye CAGE body armor and combat shirt template
- Finish Crye AirFrame helmet template
- Finish US Military Kit update and texture overhaul
- Finish Rimmu-Nation
- Attend Church
- Attend D&D session
- Don't get depressed, rip
- Don't lie down in bed all day

If all objectives are met this week, the US Military faction can be made but they're going to have to be skeleton-like with all the coding for fancy features missing.

Quote from: Madman666 on December 11, 2018, 04:35:19 AM
Just be sure to add some kind of preventive measure for air-strikes, like SAM sites, that cancel it out. Cause i really don't want to have my expensive crap blown up and people killed, before i can even do anything about it. And just in case, no, keeping US happy with THAT kind of their rules doesn't count.

Here's the idea and I want to stress this again, these features might not even make it if the drop pods can't be done.

There will be an incident letter that pops up:

(https://i.imgur.com/AJ8X4I1.png)

"Incoming Airstrike"
QuoteAn anonymous US personnel has offered to waiver an airstrike that will take place in your colony. Due to your hostility towards the U.S. there is a pending airstrike in your home.

This person is asking for 10,000 silver to be sent to them, or else they will allow your colony to be bombarded.

You have 2 days to decide.

If the player accepts and they had a beacon to send 10,000 silver everyone carries on about their day and some corrupt officer is now richer than he was yesterday, while some less important personnel that wanted to see their fallen friends avenged are upset that politics is stopping them from doing their job.

If the US does raid you, they will have to do it without air support because of this.

If the player rejects then in 2 days time there will be an air bombardment somewhere in your colony, it may or may not kill someone and straight after a raid will trigger, with some M1A2 abrams, Bradley IFVs, and soldiers loaded with Rip It energy drinks.

All of this is supposed to be C# coded. I'd rather code that than figure out how to make a proper SAM because I have to keep things as least complicated as possible if I want them to even exist.

Note to self: May make the price random generated, something like 10,000-50,000. I do want there to be an element of extreme consequence of tackling a world superpower here, it's not supposed to be a fair fight

Quote from: The Viking Crusader on December 13, 2018, 10:34:40 PM
Semper Fi

Hi Viking! welcome to the forums, glad to see you spent your first post on this thread. Welcome  8)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 15, 2018, 09:14:48 AM
Luls. This is one feature i will disable 100%. I like the game to have real bad events, for which you can come up with a clever and reliable (and costly) counter, that disables or at least dramatically decreases the threat of it. This is why i utterly hate endgame crap like psychic drones for fricken -40 mood you can't do anything about. I also hate stuff like doomsday\triple launchers, cause all you can do to avoid them is either bait the shot with some animal which feels cheesy or try to shoot the guy before he does, which is entirely RNG reliant (suddenly your 14 shooting snipers all go blind and miss for an hour). And when he does shoot - good luck replacing 3-5 dudes and bazillion turrets. For that same reason i mostly hate anything "superweapony", cause it just takes too much time to build and train in this game, but so little to get it all rekt.

So the way i see this, you will either have to be a wuss and give up everything the superpower commands you to (screw that), or you are to abuse the crap out of black hat station to always have those 10-50k(lol, good luck handling the wealth spike) silver to pay off not getting randomly bombed (nothing like throwing money at your problem), potentially losing your people, which then will force to abuse contractors to get new people (good luck getting decent skills\traits etc).

I really hope this didn't come off as offensive, as i really like your stuff, CP, but this is just totally not my cup of tea. The way this goes, i ll either disable it in xml, or will avoid installing factions with "police" behaviour type and\or sudden "get rekt" abilities before their raids. A tad much imo.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on December 15, 2018, 11:23:14 AM
Hey CP! I just wanted to let you know that SAM site code'd be pretty easy to do too, and it doesn't break the "America goody two shoes" theming you want. Basically, when an airstrike is triggered, you could iterate through the buildings you've constructed, and reduce or eliminate the damage based on the number of SAMs. If you wanted to be fancy, you could replace some of the incoming bombs with slag to represent planes being shot down.

By the way, you should be able to set pods' carrying capacity with the tag <massCapacity/> under "CompProperties_Transporter."
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 15, 2018, 12:36:29 PM
Guys, US Government is the type of government that spends more on their military budget than public healthcare. They would fund things of interest, if it relates to perhaps profiting or gaining more resources and that's even more so when immortality or restoring limbs with serums are what's at stake.

Sometimes soldiers are given orders they don't necessarily agree with but have to follow anyway. I'm not trying to paint a heroic America here by any means (*cough*that'sreservedfortheBritish*cough*) so anybody who thinks that is wrong. I'm trying to be accurate, the US soldiers do not run the show, it's someone in the driver seat calling the shots, if you get in the way you will not only have the powers that be against you, but the soldiers too when you go and kill their friends. They won't be fighting for Uncle Sam, they'll be fighting for their battle buddy you turned into a sofa.

"Expend men not steel" is still a motto, soldiers within the US don't like leaving men behind and when there is a known faction or individual that have taken lives of their American soldiers, they go all out especially if they have the full address of that group.

It's not a fair fight. Our colonies in Rimworld are guerrilla/militia at best with not enough territory or even a regiment of soldiers.

Anyway, all of that aside. Nothing is final yet. There's a ton of ways to avoid an airstrike, there's also living within mountains, perhaps an additional option during the incident letter to ask your ally Russia to make sure the airstrike is diverted with no cost. I could think about that SAM thing as an additional thing since falling drone parts could be freakin' cool with custom artwork, but this whole airstrike idea is already a blur.

I private message Jecrell to patch the auger issue with Rim Magic in Discord and he doesn't even acknowledge it. Also got a freakin' fridge and radio problem in Red Horse that Jecrell made for me with existing issues that I can't do anything about either, and the worst part is I can't be angry at him cause he's got his own problems to deal with, and the issues I listed above are nothing but minor for both of us.

Guys, I'm stretched, I got no help here. If I make something very simple with lack of options, it's because I'm very limited by helping hands. I still owe Albion his animation, and he's done more than enough for me so I'm not even gonna count on him for anything until I give him what I owe.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on December 16, 2018, 07:03:24 AM
Personally, I like the idea of the airstrike but to each their own, however, that's not why I commented. It bugs me when modders feel that they need to explain themselves to people. CP you don't owe us **** but you give your time and mods for free and myself and many others are grateful. If you genuinely want to explain yourself or explain why something is delayed or just rant that's cool don't but stress out over comments or anything else and feel like you have to justify it (I am not pointing the finger at anyone here just speaking in general). Stay sane CP.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 16, 2018, 06:23:00 PM
I entirely disagree with previous commentor's point about airstrikes (whats the fun of "suddenly screw you" type event? why even there are people that actually love butthurt? :P ), however i also agree completely with the second notion.

You don't really need to explain the everything behind a certain decision to us (that actually serves little purpose, as for example me knowing, why you want to add airstrikes, won't make me like it anyway), unless you really want to (ie for lore reasons?). And of course you re more than free to choose whatever direction\decision path you want for your mods, its how it should be, otherwise its no fun for the modder. Best thing about this game is its incredibly simple moddability, so people can potentially just disable part they are not fond of. Which creates a scenario, where everyone's happy: mod author done it how he likes, people who wanted that particular thing - have it, people who didn't - disabled it. Happy end.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 18, 2018, 12:27:12 AM
Progress Report:

(https://i.imgur.com/7y3Gs75.png)

Militaires Sans Frontières

You know what it is baybee, deflecting from the main progress of a mod to another one in order to keep things fresh, to surprise you boys and Ruskis, to keep my remaining sanity.

I decided to return to the MGS mod, finished all sneaking suit, MSF combat uniforms and their FPV (Fragmentation Protection Vest) along with a new hairstyle for Big Boss that will spawn especially for their commander units, and a headband with an eyepatch.

(https://i.imgur.com/8toWRf4.png)

Regular MSF units, I could have gone with a black FPV variant and an ALICE harness variant but I thought nah, more work. It looks good anyway so whatever.

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

Then there's the freakin' sneaking suit which I just HAD to do because it shows up in Ground Zeroes, Big Boss hairstyle and other MGS related hairstyles will spawn for the Stealth unit, they will use Non-Lethal weapons only. (Negotiating with some non-lethal mod makers to help me with that)

Anyways, the sneaking suit is an onskin outfit without an armor vest, it will also be able to withstand temperatures like the Parka and heat temperatures like the duster can because "nano-machines, son" (or just my excuse to make sure the stealth unit look stealthy without freakin' parkas) It will also have basic protection, maybe nearing flak vest stats? Haven't decided yet. It's an onskin only not intended for body armors, but people can put body armors over this anyway. MSF uses it on it's own to keep things simple and light.

Only thing needs to be done is sub-commander uniform AKA "played us like a damn fiddle" uniform worn by Kazuhira Miller and their winter uniform for soldiers, the Parkas. I don't know what to do for Parkas since the MSF has never been set in a winter environment.

(https://i.imgur.com/dp9cWX4.png)

Here are their weapon selection, as you may notice theyre usually old fashioned weapons during the cold war era, with the esception of two exclusive MGS weapons, the M2000-NL (Non-lethal sniper rifle from Phantom Pain) and the WU S Pistol, grade 9. These will be sported by the stealth units and the commander units, they will hopefully take out hostiles without killing them, assuming it's a stealth unit only raid.

(https://i.imgur.com/aRTW44z.png)

C-Rations! exclusive to the MSF, and some old fashioned looking first aid boxes. I might just cut out the First Aid Kit and just use the industrial medicine, the C-Rations are the main thing that's been in MGS games I want to be here.

This is not the Diamond Dogs and having the two co-exist without ruining lore is still possible, so there is no maxi-burgers, no Ocelot uniform or Miller's fancy X.O. uniform.

There were some MSF heavy unit uniforms like what most people used for the final boss fight in Peace Walker, but I didn't bother making it since it's not an often used outfit in cutscenes so I don't feel too bad about it not showing up. I just don't want to spend too much time trying to perfect this mod, I bloody like it as it is already since the MSF still feels like they haven't reached their final R&D researches yet, that they are still at the stage of developing their PMC.

Quote from: nylem on December 16, 2018, 07:03:24 AM
- Snip -

Stay sane CP.

Quote from: Madman666 on December 16, 2018, 06:23:00 PM
- Snip -

Happy end.

Here's the el good news to both sides. I've made up my mind and I have decided to keep it simple. There will be no policing behaviours and no airstrikes (sad as it is) I'll be happy enough with tanks existing again. I don't see Jecrell being able to do those things, and if he does when I get the funds, it may come with dozens of issues he may be unable to address. I'd rather we have a working mod with missing features than a mod with broken features that can't be fixed because nobody could.

Keep things simple.

Also I wasn't upset at all, I value opinions here before a judgement call, I do ramble on cause I can't get enough of listening to myself. Just kidding, I don't mind explaining design choices for people to understand why such and such are being done, I don't want misinterpretations that I just want US to be good guys that beat the crap out of you because I'm routing for them, it's just what they do. They use airstrikes on one sniper just cause that guy has killed like 10 people on his own.

Anyways! Though I've now just delayed US Military, the thing I said I was gonna do, I hope everyone is excited with the upcoming MSF faction from Metal Gear Solid instead.

They will have custom hairs, every male pawn in the soldier category will have a shaved head, stealth unit can have whatever hair they want while the females on the soldier category will have ponytails, just like strict military rules on hairstyles. Umbra Company and The Ghosts did not have this since they do whatever the fricc they want, which is why when MSF comes they're going to be the better faction (in my opinion) because hairstyles give you no tactical advantage whatsoever.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 18, 2018, 12:50:29 AM
Daarn, one more faction to fight and ally with. Noooice. Also - yeah, eventually having vehicles back would be most awesome.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 18, 2018, 11:01:35 AM
(https://i.imgur.com/ntq6kuc.png)


Gonna try and push for a Ludeon upload of the MSF faction tonight boys and gals, here is a preview I've done in parody of MGS:V Ground Zeroes cover art. I may release it on Steam when tanks return since MSF has tanks, or when I get confirmation from tranq dart modders that I can use their stuff for the stealth units.

I am fired up, I gotta go run outside now, been eating too much donuts.

Quote from: Madman666 on December 18, 2018, 12:50:29 AM
Daarn, one more faction to fight and ally with. Noooice. Also - yeah, eventually having vehicles back would be most awesome.

Yes! I will make the MSF 50 in relations at start, hopefully this will make it easy for them to be hire-able for the QRF option without being too friendly. MSF does not support any ideology or cause, they fight just because Big Boss has something nutty in his head and he wants perpetual war or whatever. Maybe that's why he's actually the bad guy of MGS this whole time.

A post by Hideo Kojima
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on December 18, 2018, 02:40:57 PM
allwasy waitng on the dimand dogs abd love mgs :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: xextremex on December 19, 2018, 03:54:40 AM
Just wanted to comment on how amazing your work is. Very impressive.
Players have every right to offer suggestions. You have every right to explain your decisions if you want. It's understood why you can be offended. But you also have every right to just do what you think is best. It's your call.

And it's a little overwhelming at first glance. Will you have further breakdowns of the different projects? Which features can be used individually?

Nice work
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 19, 2018, 07:15:27 PM
*Mike Oldfield - Nuclear plays*

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


Progress Report:
(https://i.imgur.com/YLN0GSL.png)

(https://i.imgur.com/0DVX5rq.png)

Guys I know I said something along the lines of "try to get the mod out by tonight" but it turns out that's a little harder than I thought.

So, here's some good news.

(https://i.imgur.com/UcxfSFM.png)(https://i.imgur.com/hXBhK8N.png)(https://i.imgur.com/DLw5Vet.png)

- Basic pawntype stuff are working
- Big Boss hairstyle and Miller hairstyle spawning for units done
- Female and male hairstyle system, specific to the MSF
- Miller outfit and Parkas are done, all uniforms finished

(https://i.imgur.com/CchVthn.png)(https://i.imgur.com/HglEdYS.png)

Maxi Cola returns, more addictive and has actual nanomachines that can slowly heal permanent wounds now. It is extremely effective for combat, however there are no real side effects for nanomachines in MGS so I don't really see a way of making this properly balanced.

Issues need to be addressed:
- AUG, FNC and FAL needs to be added for this mod and Rimmu-Nation Weapons
- Naming for bases
- Fix trader kinds
- Fix pawns spawning for bases
- Fix issue with MSF riflemen spawning only with AK47s at the moment (communists pls)
- Maxi Cola balancing

(https://i.imgur.com/8onNDEu.png)

I gotta love the parkas, Odstriman made the M65 modified hoodies for me for my birthday during Nov 17, it just happens to go with MSF's theme, I slapped on an ALICE harness and now it looks like a normal uniform they would wear even when it isn't winter. Pretty good.

(https://i.imgur.com/dT4EPam.png)

MSF on the map, finalized their logo to be colorable in orange.

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

Some soldiers having a little drink during a firefight, standard

(https://i.imgur.com/uRrNtl1.png)

Trader unit types having a little drink after a firefight, they wear the Sub-commander uniform AKA Miller's outfit from MGS or simply, the instructor uniform. Right now there's a bug somewhere that makes MSF units spawn with only AK47s and not the AR style rifles, along with traders spawning with no weapon.

*MGS PLOT SPOILER ALERT*


... You still here? okay.


(https://i.imgur.com/xE3zC0y.png)

I really like what happens here, they spawn with the headband, uniform and certain hairstyles. Sorry for the spoiler.

Basically I can't force characters and their outfits or looks to be a part of the faction, and I didn't want MSF to not-be-run by Big Boss. Only logical solution was to pull what Hideo Kojima pulled for Phantom Pain, where there are body doubles/phantoms running the faction while he's pretending to be dead.

/endofspoiler


Okay, now I'm gonna go and carry on. I hope it's all done by tommorrow, but with the tranq coding it's all gonna be complicated, it's taking longer. Cheers all.

Quote from: Smexy_Vampire on December 18, 2018, 02:40:57 PM
allwasy waitng on the dimand dogs abd love mgs :D

diamond dogs will have to be far in the future after MSF, I've put away a lot of things just to do this filler mod but yes I love MGS too! I hope I do the series justice

Quote from: xextremex on December 19, 2018, 03:54:40 AM
Just wanted to comment on how amazing your work is. Very impressive.
Players have every right to offer suggestions. You have every right to explain your decisions if you want. It's understood why you can be offended. But you also have every right to just do what you think is best. It's your call.

And it's a little overwhelming at first glance. Will you have further breakdowns of the different projects? Which features can be used individually?

Nice work

Thank you, though it's fine. I'm not offended or whatever by disagreements or opinions to features, the posts are here to discuss these things. Now I'm just gonna keep the features simple since it will also save me from paying and waiting for coders anyway, it's always good to hear both sides.

Anyway, thank you for the complements. I'll answer your question.

I don't see myself breaking down each project, like for example people wanting Ghosts faction or MSF, or Umbra Company- any faction in general to be split up, having their own mods, have their own CE Compatible versions. I can't do all that, I don't have the time to. I wish people who liked the work enough could make their own CE patches, or their own outfits only version because I can't always do it for them!

I'd rather keep maintenance to a minimum, or maybe split them up after I'm finished with Red Horse (who knows when that will be?)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: xextremex on December 19, 2018, 07:59:52 PM
Quote from: Chicken Plucker on December 19, 2018, 07:15:27 PM
Thank you, though it's fine. I'm not offended or whatever by disagreements or opinions to features, the posts are here to discuss these things. Now I'm just gonna keep the features simple since it will also save me from paying and waiting for coders anyway, it's always good to hear both sides.

Anyway, thank you for the complements. I'll answer your question.

I don't see myself breaking down each project, like for example people wanting Ghosts faction or MSF, or Umbra Company- any faction in general to be split up, having their own mods, have their own CE Compatible versions. I can't do all that, I don't have the time to. I wish people who liked the work enough could make their own CE patches, or their own outfits only version because I can't always do it for them!

I'd rather keep maintenance to a minimum, or maybe split them up after I'm finished with Red Horse (who knows when that will be?)

You're welcome.
One of the things that impresses me the most is how you manage to make every faction unique and are open to experimenting with various color schemes.

I don't know what CE means? I guess I meant: do you have dumbed-down breakdowns for each major part of the project?  Maybe I'm just getting confused because it's still split into sections. Is the idea to download everything together when it's all complete? I don't know what you've done in the past so I get lost. Which part includes:
"- Minimize micro-management
+ Silver acquisition
+ Food
+ Casualty treatment
+ Training skills
+ Power
+ Colonist recruitment
+ Carrying capacity"
? Maybe it's just because it's in progress but I'm finding it difficult to follow everything you have listed.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 19, 2018, 08:53:09 PM
Quote from: xextremex on December 19, 2018, 07:59:52 PM
Quote from: Chicken Plucker on December 19, 2018, 07:15:27 PM
Thank you, though it's fine. I'm not offended or whatever by disagreements or opinions to features, the posts are here to discuss these things. Now I'm just gonna keep the features simple since it will also save me from paying and waiting for coders anyway, it's always good to hear both sides.

Anyway, thank you for the complements. I'll answer your question.

I don't see myself breaking down each project, like for example people wanting Ghosts faction or MSF, or Umbra Company- any faction in general to be split up, having their own mods, have their own CE Compatible versions. I can't do all that, I don't have the time to. I wish people who liked the work enough could make their own CE patches, or their own outfits only version because I can't always do it for them!

I'd rather keep maintenance to a minimum, or maybe split them up after I'm finished with Red Horse (who knows when that will be?)

You're welcome.
One of the things that impresses me the most is how you manage to make every faction unique and are open to experimenting with various color schemes.

I don't know what CE means? I guess I meant: do you have dumbed-down breakdowns for each major part of the project?  Maybe I'm just getting confused because it's still split into sections. Is the idea to download everything together when it's all complete? I don't know what you've done in the past so I get lost. Which part includes:
"- Minimize micro-management
+ Silver acquisition
+ Food
+ Casualty treatment
+ Training skills
+ Power
+ Colonist recruitment
+ Carrying capacity"
? Maybe it's just because it's in progress but I'm finding it difficult to follow everything you have listed.

CE is Combat Extended, very popular mod that overhauls combat mechanics, it's a nightmare for people like me to make patches for it because it has it's own code separate from vanilla.

Anyways! I see what you mean, the idea is to have individual mods kinda like small expansion packs that tick those boxes.

For example, many of those things in the bullet points are covered by Red Horse Furniture, you can use computers to earn money and you can use vending machines to mass-produce medicine and food with those funds. Carrying capacity has been covered by backpacks in Rimmu-Nation Clothing, colonist recruitment by mission boards and contractor recruiting options, casualty treatment made so much more effective by hospital bed and medical equipments that Red Horse Furniture expanded on and etc.

It's all separate, not everyone likes everything in the collection but what I wanted to do as I listed those was summarize the complete intention of this project as a whole. Hope I answered your question here!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: The Viking Crusader on December 20, 2018, 12:34:01 AM
Love your mod, downloaded it a while back and cant play without it, SCAR-H's for everyone.

Any idea on when I can feed my glorious recruits crayons again?

Keep up the fantastic work.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: xextremex on December 20, 2018, 01:34:29 AM
Quote from: Chicken Plucker on December 19, 2018, 08:53:09 PM
CE is Combat Extended, very popular mod that overhauls combat mechanics, it's a nightmare for people like me to make patches for it because it has it's own code separate from vanilla.

Anyways! I see what you mean, the idea is to have individual mods kinda like small expansion packs that tick those boxes.

For example, many of those things in the bullet points are covered by Red Horse Furniture, you can use computers to earn money and you can use vending machines to mass-produce medicine and food with those funds. Carrying capacity has been covered by backpacks in Rimmu-Nation Clothing, colonist recruitment by mission boards and contractor recruiting options, casualty treatment made so much more effective by hospital bed and medical equipments that Red Horse Furniture expanded on and etc.

It's all separate, not everyone likes everything in the collection but what I wanted to do as I listed those was summarize the complete intention of this project as a whole. Hope I answered your question here!

Yes, thank you. That's very helpful. Again, great job.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on December 20, 2018, 01:57:57 AM
Once all the RN weapons are finalized, I'd be keen to help put together a CE patch for them, and submit it directly to the CE team so that CE can support RN weapons right out of the box.

By the way, CP, is there a way I can write a personal patch to prevent all other factions (other than my own colony) from spawning with RN weapons and apparel?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 20, 2018, 02:53:39 AM
Latest updates are available in the download links at the first post:

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

- Militaires Sans Frontieres added. Kept you waiting huh?

Summary of mods updated:
- Chicken Mitchell Hairs
- Rimmu-Nation: Weapons
- Rimmu-Nation: Clothing
- The Ghosts
- Umbra Company
- Red Horse Furniture


NOTE: For maximum compatibility I suggest you update all these mods to work properly with the latest faction mod added.

(https://i.imgur.com/LKnjaD9.png)

(https://i.imgur.com/iNg3Mn3.png)

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

(https://i.imgur.com/5B3K9vQ.png)

I just ran some proper tests with the Big Boss pawn type versus 4 Umbra Company scrubs. Let's just say after 2 tests it was unsuccessful and two Big Bosses got their heads blown off clean with P90s. Then I did a third trial, WU S Pistol, guy is bombarded with bullets and then..

HE FREAKIN' TAKES THEM ALL DOWN! He's pretty good.

Here I took screenshots and childishly turned it into an awful comic book-like thing for you all to witness, Non-Lethal weapon acts just like it does on MGS.

(https://i.imgur.com/Ojz7zyC.png)
Get rekt scrubs

Special thanks to Tikubonn for the anesthetics coding, I just ripped it from his mod and slapped it into mine. I asked for permission but got nothing, so I just took off and credited him anyway.  8)

The enemy pawns you use the WU S Pistol or M2000-NL on end up going down unconscious in a few shots, you're able to capture them and they barely have a scratch on them. It is a sure faster way to take them down too than trying to kill them, since the anesthetic can act faster than death or shock in most cases.

Anyway folks..

Quote from: xextremex on December 20, 2018, 01:34:29 AM
Yes, thank you. That's very helpful. Again, great job.
No problemo, cheers and thank you again. You're pretty good.  8)

Quote from: sumghai on December 20, 2018, 01:57:57 AM
Once all the RN weapons are finalized, I'd be keen to help put together a CE patch for them, and submit it directly to the CE team so that CE can support RN weapons right out of the box.

By the way, CP, is there a way I can write a personal patch to prevent all other factions (other than my own colony) from spawning with RN weapons and apparel?

Yess, I feel all special now! Though it's gonna be a ton of work alright. I made some weapons only as part of factions, not in Rimmu-Nation Weapons despite using the code, such as the contractor and mercenary set currently used by Umbra Company and MSF. I'll worry about it later! I am exhausted, it's 7AM and I got an appointment with a doctor in 5 hours which I haven't even slept for, rip me.

As for clothing and weapons, it's all in the weapon tag and apparel tags arent they? Just have to patch the tags into not having the vanilla tags for NPCs, however during winter they ignore whatever the heck you say because the game is hardcoded for NPCs to spawn with certain items that have certain insulation during winter.

I'm not actually the el guapo to ask about this since I haven't patched anything for my mods using xpath. I'm sorry guys I'm absolutely hanging, no sleep, nothing but MSF and testing, I am just about half flailing on the keyboard to come up with words to speak, I will go fall down now
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on December 20, 2018, 03:33:18 AM
mother bace will hold for now ;)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 20, 2018, 11:19:32 AM
Quote from: Smexy_Vampire on December 20, 2018, 03:33:18 AM
mother bace will hold for now ;)

Just look out for nuclear inspections

Quote from: The Viking Crusader on December 20, 2018, 12:34:01 AM
Love your mod, downloaded it a while back and cant play without it, SCAR-H's for everyone.

Any idea on when I can feed my glorious recruits crayons again?

Keep up the fantastic work.

Hey sorry there Viking I just remembered this post now!

Red Horse Furniture, in the Survival vending machine there is the full list of MREs produceable, at the moment I havent made them craftable/cookable since the US Military isn't home yet
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: lakajadiwa on December 20, 2018, 12:31:04 PM
Hey CP, I was just looking through RimmuNation Weapons, and I noticed that you have a couple Colt Canada weapons plus a few others that are unused such as the M1 Garand, I was wondering if you were planning on adding those in in the near future?

I'm sure many would welcome the sweet sound of an M1 Garand "Ping" in their colonies.

Anyways cheers and thanks for all the work that you do!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 20, 2018, 03:58:45 PM

(https://i.imgur.com/m8LsGIo.png)

Having a blast using the MSF mod, it takes me back to Phantom Pain because the game feels a lot less lethal with the WU S Pistol, capturing soldiers without killing them and all. I hand the prisoners I'm not interested in recruiting to MSF and they handle the rest, it feels so tacticool. Can't wait to advance the project even further.

Quote from: lakajadiwa on December 20, 2018, 12:31:04 PM
Hey CP, I was just looking through RimmuNation Weapons, and I noticed that you have a couple Colt Canada weapons plus a few others that are unused such as the M1 Garand, I was wondering if you were planning on adding those in in the near future?

I'm sure many would welcome the sweet sound of an M1 Garand "Ping" in their colonies.

Anyways cheers and thanks for all the work that you do!

Believe me I've tried to add a ping, sadly after each shot the weapon will end up making that noise due to vanilla's one sound effect per shot rule, no reloading sounds. This is why Rimmu-Nation is unfinished, those weapons are supposed to be added and they will be.

No worries!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on December 21, 2018, 11:18:22 PM
Quote from: Chicken Plucker on December 20, 2018, 03:58:45 PM

(https://i.imgur.com/m8LsGIo.png)

Having a blast using the MSF mod, it takes me back to Phantom Pain because the game feels a lot less lethal with the WU S Pistol, capturing soldiers without killing them and all. I hand the prisoners I'm not interested in recruiting to MSF and they handle the rest.

this sounds like you are about to invent the fultion device in rim world >:D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 22, 2018, 03:32:04 AM
Latest updates are available in the download links at the first post:

(https://i.imgur.com/fINxaKL.gif)

Updated the following mods:

- Militaires Sans Frontieres
- The Ghosts
- Red Horse Furniture
- Rimmu-Nation Weapons
- Rimmu-Nation Clothing

- Maxi-Cola incorrect cost on Maxi machine fixed
- Maxi-Cola description fixed

If you run into any errors, please cancel the other bill that has been removed from the code if you have any set for the vending machine.

- Blah blah blah price tweaks with orbital traders
- Blah blah blah texture fixes for Rimmu-Nation Weapons
- Blah blah blah fix this fix that

Gotta go church, haven't slept an hour. Exported a 15 second animation and it comes out awful in .gif form, rip.

Quote from: Smexy_Vampire on December 21, 2018, 11:18:22 PM

this sounds like you are about to invent the fultion device in rim world >:D

Instead of getting me excited this makes me sad. I just told Jecrell I have a lot of commissions I wanna do and I haven't gotten a word back. I'm guessing he could care less about all the money in the world right now to code for someone else, being Christmas season and all I bet he wants a break. Other news spud also hasn't updated his tank coding cause he's busy.

With that I have to keep everything simple or find another way to get core features. Cheers all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 22, 2018, 07:25:13 PM
Latest updates are available in the download links at the first post:

- Militaires Sans Frontieres

Sorry everyone, just did an emergency patch of the Militaires Sans Frontieres mod, the combats display texture was missing.

I made a new version with more details on it, more accurate to the MSF with more back pouches.

I was gone the whole day and only found out now! it's updated and fixed, cheers.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rsprated0202 on December 24, 2018, 07:08:04 AM
Hey there, just here to say how wonderful your mods is. Great work!!  :D

During the time I was playing, I was using the John Wick hair style and trying to fit in the role during my play-through. I come up with a few scrappy ideas in my mind and wanted to share but dunno if it is possible to code it out or even reasonable.

1. John Wick's Arsenal (Weapons that John Wick uses and a few furniture like the chest that he buried under his basement.)
2. The Continental Faction. (Which allows you to hire assassins and killers as a reinforcement or maybe recruit one of them)
3. Calling help form the Continental Faction e.g. Medical help, Corpse cleaner, Weapon trader. Instead of using silver, maybe gold? (Or maybe add a new currency like 10K silver for 1 Gold Coin which might be a new resource or item.)
4. A scenario of being one of Continental Faction with rules that pawns can't harm each other in the home zone. Ultimately building a Continental Hotel where assassins and killers around the Rim may rest in.(Hospitality mod might be needed, you may earn gold or gold coins if guests uses your services e.g. recreation, medic care, training facilities, food. While guests will be consider guilt or enemies if they started a fight or killing someone within your home zone.)
5. Faction Leader Assassination missions or maybe just a specific pawn assassination missions. (Your colonist may leave the map once the target is dead, instead of eliminating the whole camp.)

Sorry for the bad English, since it wasn't my first language. Please ignore me if the ideas above doesn't fit your style. :-X But still I really love your mods and looking forward for more updates. :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 24, 2018, 12:42:13 PM
All the ideas you gave are potentially possible, c# is a very flexible programming language. But CP doesn't have the coder to do it for him free of charge and comissions aren't exactly cheap. So for now we ll have to do with his glorious art. Later we might be able to use Mission Framework, made by Telefonmast to make simple missions, if CP doesn't mind the dependency that is.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 25, 2018, 10:47:37 PM
(https://i.imgur.com/7mxQj2j.gif)
CQC Training with MSF soldiers

Hello all pardon the silence and lack of updates. Past few days have been rough for me mentally, I miss college. The break from routine, waking up in the morning, parade, PT, being told when to eat and shower and getting beasted. I miss it all, because now I'm back to just doing what I want and being unable to control myself being all lazy and crap. I'd say it's been more draining for me being idle than having physical things to do.

I got another deferral from the British Army, they haven't read my doctor's letter properly and they say see ya later, you can't join cause of my skin condition that's not even active. I set up an appointment with a doctor but since its X-Mas it hasn't been sorted out and they want me to come set up another appointment at January to get this all over with.

With all this I've taken a break with modding, its been slow progress. Jecrell responded to me with my commission requests, he's pretty much just told me not to bother him till holidays are over. Ouch, but I understand.

I will reply to some posts.

Quote from: rsprated0202 on December 24, 2018, 07:08:04 AM
Hey there, just here to say how wonderful your mods is. Great work!!  :D

During the time I was playing, I was using the John Wick hair style and trying to fit in the role during my play-through. I come up with a few scrappy ideas in my mind and wanted to share but dunno if it is possible to code it out or even reasonable.

1. John Wick's Arsenal (Weapons that John Wick uses and a few furniture like the chest that he buried under his basement.)
2. The Continental Faction. (Which allows you to hire assassins and killers as a reinforcement or maybe recruit one of them)
3. Calling help form the Continental Faction e.g. Medical help, Corpse cleaner, Weapon trader. Instead of using silver, maybe gold? (Or maybe add a new currency like 10K silver for 1 Gold Coin which might be a new resource or item.)
4. A scenario of being one of Continental Faction with rules that pawns can't harm each other in the home zone. Ultimately building a Continental Hotel where assassins and killers around the Rim may rest in.(Hospitality mod might be needed, you may earn gold or gold coins if guests uses your services e.g. recreation, medic care, training facilities, food. While guests will be consider guilt or enemies if they started a fight or killing someone within your home zone.)
5. Faction Leader Assassination missions or maybe just a specific pawn assassination missions. (Your colonist may leave the map once the target is dead, instead of eliminating the whole camp.)

Sorry for the bad English, since it wasn't my first language. Please ignore me if the ideas above doesn't fit your style. :-X But still I really love your mods and looking forward for more updates. :D

It's a nice thought alright and sounds fun actually. Though Rimmu-Nation Weapons does have his weapons! The combat master glock, then there's the KSG and even the semi auto AR-15. Just not accurately what the film has or looks like obviously, and the missing H&K pistol from the first film.

C# heavily reliant, as it is now pawns that do spawn for even what I intend to be special forces come out too thin looking or too fat, sometimes with 0 shooting skill and the worst backstories or traits. It's all frustrating. I'd imagine the continental would also have only 1 base, being the continental, and sadly their pawns with no body armors and just fancy suits will probably get wiped out by one pirate with a power armor or a monkey with a machine gun, because we can't make the assassins good at shooting without bothering Jecrell or someone else with C# help. If I was gonna poke someone with only a limited amount of requests, I'd probably prioritise helicopters and tanks in order to cover a broader amount of mods.

I like the thought you have, I always appreciate suggestions since parts of it can still be taken, so thank you!

Quote from: Madman666 on December 24, 2018, 12:42:13 PM
All the ideas you gave are potentially possible, c# is a very flexible programming language. But CP doesn't have the coder to do it for him free of charge and comissions aren't exactly cheap. So for now we ll have to do with his glorious art. Later we might be able to use Mission Framework, made by Telefonmast to make simple missions, if CP doesn't mind the dependency that is.

I've seen it! I do mind dependencies since I try to keep it simple without needing like 3 mods to rely on, but maybe there could be an extension mod or something that has the dependancies. For now my priority is some animations and my main mods updated

This week's goal

- Add all rifles and melee to rimmu-nation
- Metal Gear Solid short film (longest trailer so far I am making)
- John Wick trailer for rimmu-nation

I don't see it being accomplished this week, along with balancing motivation to run miles but we will see won't we?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Nomsayinbrah on December 29, 2018, 01:36:14 PM
Hey,

I just stumbled across your mods, and I just read your above post. I'm sorry to hear it man, hope everything will work out for you!
I just wanted to say that your mods look amazing, and are full on my type - military and all.

Keep up the good work! Hopefully you'll still be able to enjoy the holidays with what's going on and all...

Thank you for your work!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 30, 2018, 10:58:46 PM
Latest updates are available in the download links at the first post:
(https://i.imgur.com/eXVhj3M.png)

(https://i.imgur.com/GHy3fJR.png)(https://i.imgur.com/5YKbbdN.png)(https://i.imgur.com/KZBt83e.png)

All AR style weapons finally bloody added. Just gotta finish Bullpups and the other rifles, the woody ones and then melee. Then the animations but let's pretend I don't need to make those

Updated:
Rimmu-Nation Weapons
Rimmu-Nation Clothing
Red Horse Furniture

(https://i.imgur.com/HglEdYS.png)
- Maxi-Cola tweaks, nerfed it's sell price due to being exploitable by 100 per unit.
- Go-Juice related bugs fixed for Nuka-Cola
- Rimmu-Nation Weapons has all AR style weapons including Colt Canada rifles added
- "Military Supplies" changed to "Military Supplier" for less grammar issues. Clothing that was overpriced also now costs normal price, i.e. the Hunter Reactive.

Rimmu-Nation Weapons has been released on Steam now in it's current state, I guaranteed it to be out before the end of the year finished or not so here it is in it's almost-finishy form. If you wish to see all previews here it is:
https://steamcommunity.com/sharedfiles/filedetails/?id=1608498683

Please note not all weapons are actually shown in preview, some added and un-added ones aren't listed yet.

(https://i.imgur.com/LE6cdgq.png)

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

(https://i.imgur.com/hfMaJ59.png)

Just a note, I may have found a possible workaround to make weapons craftable without having to force them to need benches for the faction mods. A little thing with recipedefs. If I have bloody time which I never seem to have due to me being an expert time waster, I may sort this out and make more popular weapons accessible and craftable for players.

Quote from: Nomsayinbrah on December 29, 2018, 01:36:14 PM
Hey,

I just stumbled across your mods, and I just read your above post. I'm sorry to hear it man, hope everything will work out for you!
I just wanted to say that your mods look amazing, and are full on my type - military and all.

Keep up the good work! Hopefully you'll still be able to enjoy the holidays with what's going on and all...

Thank you for your work!

Thank you muh friend its always nice to hear encouragement, take care. I'll go rest and make sure 2019 is phresh and all things are made new.

I want nothing but the same for everyone here, so I hope whatever else anyone regrets doing in bloody 2018 is left behind here after today and we move on to some greater, tacticooler things. Cheers all! Clucking out.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on December 31, 2018, 07:18:19 AM
Thanks for everything CP. Have a great new year and all the best.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 31, 2018, 08:01:52 AM
Happy New Years, CP! I hope you ll have much fun in coming year!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: 2.71828 on December 31, 2018, 11:41:47 AM
First, thank you for the update! I've been waiting to try this mod out since B18, but B18 didn't work for me at all somehow...

Second, are your weapons 'stuffed' in any way, i.e. can your weapons be built from different materials, or are their recipes fixed (so no PSG-1 made out of uranium, or something, only steel (?)). Because if they are, I might just have to skip this mod (at least for my current playthrough). I have a bunch of mods that add new materials, and I think my PC would kill itself it I tried to add another mod that adds something it would have to generate an unholy amount of new references for...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on December 31, 2018, 02:40:03 PM
No, CP's weapons are not stuffed. I don't think any gun mods are atm.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 31, 2018, 11:52:14 PM
(https://i.imgur.com/nTTdEAm.png)

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

FN FNC label changed to "FN FNC" since it said "FN FAL"

Updated mods:
- Militaires Sans Frontieres
- Rimmu-Nation Weapons


Sorry guys minor hiccup, the FN FNC has been named "FN FAL" in the label and two mods were affected, this has been fixed today. First updates of 2019?! Happy New Year again, rop.

Quote from: nylem on December 31, 2018, 07:18:19 AM
Thanks for everything CP. Have a great new year and all the best.

Quote from: Madman666 on December 31, 2018, 08:01:52 AM
Happy New Years, CP! I hope you ll have much fun in coming year!

Happy new year guys, thank you. I wish you all the best too and Madman, I don't wish for fun, instead I wish for some victory and I hope for all of you too!

Quote from: 2.71828 on December 31, 2018, 11:41:47 AM
First, thank you for the update! I've been waiting to try this mod out since B18, but B18 didn't work for me at all somehow...

Second, are your weapons 'stuffed' in any way, i.e. can your weapons be built from different materials, or are their recipes fixed (so no PSG-1 made out of uranium, or something, only steel (?)). Because if they are, I might just have to skip this mod (at least for my current playthrough). I have a bunch of mods that add new materials, and I think my PC would kill itself it I tried to add another mod that adds something it would have to generate an unholy amount of new references for...

Any weapon mod that has firearms do not use stuffed system since it gets all glitchy I believe, the melee weapons do however.

I haven't added melee weapons for Rimmu-Nation Weapons yet, but I can't imagine that causing problems for your loading time since the game pretty much just generates color and stats for the melee weapons or whatever the heck is stuffed. I got this from having a TON of new resources that affects my stuffed clothing for Rimmu-Nation clothing, it can't be that bad.

Quote from: dninemfive on December 31, 2018, 02:40:03 PM
No, CP's weapons are not stuffed. I don't think any gun mods are atm.

That's el correcto.

(https://i.imgur.com/m76wXxW.png)

Still working on the MSF trailer, it was gonna be like a 10 minute short film but I'm cutting out so much to get it done! It's better to have it not-as-expected and fully finished than the thing not to come out at all so I am winging it. To any Metal Gear fans it follows the opening of Peace Walker, and I'm hoping to end it with the way Peace Walker ends all in parody fashion.

See you all tommorrow (today, haven't slept yet, as always.)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: 2.71828 on January 01, 2019, 11:26:05 AM
Quote from: dninemfive on December 31, 2018, 02:40:03 PM
No, CP's weapons are not stuffed. I don't think any gun mods are atm.

Thanks for the info!

Quote from: Chicken Plucker on December 31, 2018, 11:52:14 PM
[...]
Quote from: 2.71828 on December 31, 2018, 11:41:47 AM
First, thank you for the update! I've been waiting to try this mod out since B18, but B18 didn't work for me at all somehow...

Second, are your weapons 'stuffed' in any way, i.e. can your weapons be built from different materials, or are their recipes fixed (so no PSG-1 made out of uranium, or something, only steel (?)). Because if they are, I might just have to skip this mod (at least for my current playthrough). I have a bunch of mods that add new materials, and I think my PC would kill itself it I tried to add another mod that adds something it would have to generate an unholy amount of new references for...

Any weapon mod that has firearms do not use stuffed system since it gets all glitchy I believe, the melee weapons do however.

I haven't added melee weapons for Rimmu-Nation Weapons yet, but I can't imagine that causing problems for your loading time since the game pretty much just generates color and stats for the melee weapons or whatever the heck is stuffed. I got this from having a TON of new resources that affects my stuffed clothing for Rimmu-Nation clothing, it can't be that bad.

[...]

See you all tommorrow (today, haven't slept yet, as always.)

Ah, good to know. I wasn't aware of that. I knew about the melee weapons, though.

Yeah, I guess I'll manage. It's just that my loading times are crap (~15–20 mins), and most of the time is spent 'resolving references' (or something), and I always thought that generating 'stuffed stuff' was a part of that. Since I use a lot of different mods that add new materials ('Expanded Woodworking' alone adds >10 different wood types, so most of the stuff that can be made out of wood now has >10 different versions, Rimefeller adds a ton of different plastics, etc.). That's why I thought that this could be the reason for my load times. I could get rid of some mods that add materials, of course, but whenever I add a mod and play with it for a bit, I kind of get attached to them...

Sleep tight.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 02, 2019, 11:03:48 PM
Pushed the MSF release on steam for 01/01/2019. Sadly didn't finish the animation yet, but at least it's out on a special day. With that, I would like to announce a new mod:

(https://i.imgur.com/hx2ZigM.png)
(Download link is in front page)

(https://i.imgur.com/zieHC9N.png) (https://www.youtube.com/watch?v=AIrf7dkzMZQ)
Youtube Demo

Sounds replaced:
Urgent Letter Good - MGS V codec sound effect
Urgent Letter Bad - MGS alert sound effect
Urgent Letter Bad Big - MGS Ground Zeroes "BWOOM" soundtrack
Death - MGS Continue screen gunshot

Known incompatabilities:
Any other mod that replaces incident sound effects may cause issues with this one

Credits to:
AtomicRavioli - Death sound effect patch coding
b o n e s - Metal Gear Alert, of which this mod was highly inspired by, except this time with some MGS V touches to it. (Wink wink, copyright strike pls b0s)
Hideo Kojima - Metal Gear Solid

Note: No sound effect from Metal Gear Alert was copied into this mod, this mod and Metal Gear Alert can feel distinguishable hence you can switch between the two to fit your preferences.

_________________________________

I am now going to might post the Metal Gear mods in the Finished section, hope you guys enjoy.

Me speak less words, me have bad day ouchie why 2019 feel like 2018 but different
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 06, 2019, 08:50:01 AM
Latest updates are available in the download links at the first post:
(https://i.imgur.com/HRQumh0.png)

QuoteNew update is live. Apologies to those affected, but I messed up the Mosin Nagant's name in the defname, I've fixed it now but this may result in errors during your next loading, and Mosin Nagants disappearing due to the recent update unless youre a Rimmu-Nation user.

Also! After a request I've made a scenario that allows players to actually be MSF, faction logos and starting pawns being from the faction itself.

Mods updated:
Faction - Militaires Sans Frontieres
Metal Gear Solid - Incident Sounds


Haven't slept, college is back in a few days and I have neglected myself a lot. Hope you're all doing better, apologies for the mess up here, and hope you guys enjoy!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: 2.71828 on January 06, 2019, 02:51:43 PM
Quote from: Chicken Plucker on January 06, 2019, 08:50:01 AM
[...]

Haven't slept, college is back in a few days and I have neglected myself a lot. Hope you're all doing better, apologies for the mess up here, and hope you guys enjoy!

Thanks for all your work!

You're not alone in that regard, I'm afraid. I also recently skipped sleeping, trying to reset my utterly broken sleeping schedule. It didn't work...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 06, 2019, 05:16:28 PM
Latest updates are available in the download links at the first post:
(https://i.imgur.com/Rexq8l3.png)

Mod updated:
- Faction: Militaires Sans Frontieres


(https://i.imgur.com/ZyuiOUW.png)
- Ammended the scenario, it shouldn't have 10 bedrolls
- No more scattered food in stacks of 1 when using prepare carefully
- Less resources are provided to slightly compensate for equipment provided
- Pawns no longer spawn with weapons, instead weapons are set to drop at start

(https://i.imgur.com/rZzoNqa.png)
Old

(https://i.imgur.com/Rexq8l3.png)
New

Changed MSF logo in the world icons to be higher quality

Quote from: 2.71828 on January 06, 2019, 02:51:43 PM
Quote from: Chicken Plucker on January 06, 2019, 08:50:01 AM
[...]

Haven't slept, college is back in a few days and I have neglected myself a lot. Hope you're all doing better, apologies for the mess up here, and hope you guys enjoy!

Thanks for all your work!

You're not alone in that regard, I'm afraid. I also recently skipped sleeping, trying to reset my utterly broken sleeping schedule. It didn't work...

Well, I hope for all of us it only gets better as time goes forward this year. Cheers man.

_________________________

Back to college this Tuesday, spent more time doing Metal Gear stuff than I had hoped and still no animation for me or for Albion. I have not had a very productive holiday, I'd say.

Oh well, here's to tommorrow. Take care all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: The Viking Crusader on January 09, 2019, 01:00:46 PM
Hey CP,
Im using the Red Horse version on Steam Workshop now.

I would like to report a bug maybe? The USMC MRE in the survival vending machine is 500 Silver while all the others are 50 silver. I know crayons provide the best nutrition of all options and is easily worth more silver than the rest. Also if this has been said before sorry im not a good person who reads everyone elses posts.

Again I can not stress enough how much joy your Mods have brought me.

EDIT: It apprears all items in the Survival machine require 1 extra 0 silver as advertised in the info i.e. Medic Bags require 125 silver but when billed ingredients are 1250 silver. Im fine with the higher cost of items as once you get a good enough researcher the black hat prints money so the cost is fine, can you fix the descriptions so they match?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 11, 2019, 12:47:25 AM
Quote from: The Viking Crusader on January 09, 2019, 01:00:46 PM
Hey CP,
Im using the Red Horse version on Steam Workshop now.

I would like to report a bug maybe? The USMC MRE in the survival vending machine is 500 Silver while all the others are 50 silver. I know crayons provide the best nutrition of all options and is easily worth more silver than the rest. Also if this has been said before sorry im not a good person who reads everyone elses posts.

Again I can not stress enough how much joy your Mods have brought me.

EDIT: It apprears all items in the Survival machine require 1 extra 0 silver as advertised in the info i.e. Medic Bags require 125 silver but when billed ingredients are 1250 silver. Im fine with the higher cost of items as once you get a good enough researcher the black hat prints money so the cost is fine, can you fix the descriptions so they match?

Hey Viking! I'll sort out the USMC one cause it's a joke. I changed the mood buff last minute after someone's request, as for the price thing that's what vanilla does and I have no way of directly editing the cost in the description. The only description I can mess with is for the recipe, not for resources like silver being x10

________

Boys and gals I have good news. No pictures but I've been saving money! Which means.. At the 21st I'm gonna ask my boi, the man the myth the legend for..

*drum roll*

"Project Vanguard"

I'm just giving it a cheesy name so it sounds cooler, but it's predicable tanks and helicopters that aren't reliant on the mechanoid race.

No more waiting for spdskatr's mechanoid patch. We'll see where it goes.

Hope you're all as excited as me! A Rimworld where your pawns don't do the lifting for long journeys, your old pal Bradley IFV does it for you
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on January 11, 2019, 03:52:14 AM
I am reeeally curious how exactly it will work without making vehicles function as a faction "tamed" false-mechanoids. Its great news CP. If the guy does it, I am willing to help pay part of the comission, just PM me with a full cost.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 13, 2019, 01:21:00 AM
Download links are in the first page of this post

(https://i.imgur.com/qx66hAz.png)
(Download link also available upon clicking the image) (https://drive.google.com/open?id=1qNa3mg-q1OVItVd0Ym5I60a3drm00O0n)

Beta version of CQC Takedown, a non-lethal solution for your pawns if you have 8 melee minimum, now people have use for brawlers! They can just drop bodies on the screen without killing them or have to spend bloody hours watching a cat fight.

Here's the deal though, mod isn't very balanced since you knock out other pawns with pretty much metal gear style CQC. Who freakin' cares anyway? Balance went out the window when you entered this thread.

Also the mod is pending an update from Jecrell to have the CQC Takedown cause bruises, at the moment it only causes knock-outs.

Also, right now I'm talking about helicopters with Jecrell. Stand by for any developments, don't want to get anybody excited until there's a beta version working.

(https://i.imgur.com/GpNsq7c.png)
(Sample texture, not actually going to be used)

Here's the list of rules I dumped on Jecrell, hope it's not too intimidating for him:
Quote
- Helicopters are building objects like drop pods
- Helicopters must not disappear out of the map like drop pods do even if pawns aren't there
- Helicopters must not disappear upon touching a green zone during attacks on faction bases if stationary
- Helicopters can leave using the green zone during attacks if on hover mode

- Refuelable with chemfuel, high capacity preferrably customizable so I can have different types
- Customizable mass capacities for travelling and carrying extra stuff
- Customizable to have turrets
- Custom sounds on take off, landing and flying helicopter sounds
- Slower speed upon take off and flight than drop pods
- Pawns inside helicopter can shoot, like a bunker

- Medical tending automatically happens inside helicopter in case someone is loaded inside wounded, similar to caravans
- Right clicking pawns show "carry to helicopter" if a helicopter is present
- Helicopter has to have a pilot to take off, minimum research of 8

- Animation rocks back and forth and not still like drop pods during flight (optional)
- Alternate sprite when Helicopter is flying or stationary
- Stationary mode fades out any helicopter sound effects

- Helicopters crash in the case of taking off during the start of a solar flares or too much damage sustained on take-off
- Crashes cause pawns to be downed, customizable chance for death
- Everything within a crashed helicopter is released, like a cargo pod releasing items, however the helicopter isn't destroyed, just new texture swapped
- Alternate texture when helicopter is destroyed, like a ship chunk that can be disassembled
- Solar flares disable helicopters

- Helicopters turns into caravans when landing in world map
- If player settles on the helicopter spot, it has to be on stationary mode
- If merged with a caravan and mass over-exceeds what the helicopter can carry, the caravan cannot move at helicopter speeds, they will now be a normal caravan.
- Any ambush events will have the helicopter on hover mode
- Helicopter can be taken when forming caravans, they go to hover mode rather than flying off
- Helicopter mass is high so normal pawns can't just carry it off if out of fuel
- Helicopter has an option to be abandoned if out of fuel on world map
- Helicopter re-fuelling on world map: when a pawn carrying chemfuel merges with it's caravan, it will be consumed by the helicopter automatically

Still awaiting response from him, hopefully it's going to be green lit. Helicopters will be arriving shortly at their LZs, my dudes.

"You spin me right round baby right round"

Quote from: Madman666 on January 11, 2019, 03:52:14 AM
I am reeeally curious how exactly it will work without making vehicles function as a faction "tamed" false-mechanoids. Its great news CP. If the guy does it, I am willing to help pay part of the comission, just PM me with a full cost.

Think it will behave as a new pawn altogether, like a new race. As for pay don't worry about it, it is my project so I have to el-payo to the man-o. The full cost will be to send me evidence of you smashing the like button upon the release of mod


___________________________

That's all folks, it's a waiting game. Gonna head out for D&D, cheers.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on January 13, 2019, 01:57:34 AM
The CQC mod looks very interesting! Is it just colonists that have the non-lethal takedown skills, or would other factions (neutral/hostile/pirate) also have it?

On the subject of the vehicles framework with the working title of Project Vanguard, would this framework support ground vehicles beyond tanks? I'd be keen on jeeps that can carry pawns on caravaning/scouting trips.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 14, 2019, 01:50:59 PM
CQC Mod has been updated, reduced the volume of the takedown SFX.

NOTE: CQC Takedown has been found to be incompatible with: Star Wars - The Force

EDITED: Chicken mad when wrote post so here less words and less mad post

Hi, I am sad and mad. Helicopter and tanks no happen, very sad very bad. Bugs, no finish commission, best laid plans of mice and men, no reply, ouch my feelings.

Quote from: sumghai on January 13, 2019, 01:57:34 AM
The CQC mod looks very interesting! Is it just colonists that have the non-lethal takedown skills, or would other factions (neutral/hostile/pirate) also have it?

On the subject of the vehicles framework with the working title of Project Vanguard, would this framework support ground vehicles beyond tanks? I'd be keen on jeeps that can carry pawns on caravaning/scouting trips.

They were gonna rely on Jecrell's vehicles framework. [REDACTED 500 word essay]

As for your CQC questions, NPCs cannot use them, just your colonists with manual use.

____________

Me speak less words now have to go, enjoy goodbye have good day
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on January 14, 2019, 04:08:08 PM
Good thing that only colonists can CQC :)

Sad to hear about the vehicles, though.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on January 15, 2019, 12:49:26 AM
Noooooo!!!!! MY no muffalo run!!! Rip...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on January 16, 2019, 07:52:43 AM
Sorry to hear about your tanks and helicopters CP, I really am. I missed your apparently angry post. I assume it just wasn't possible with the limitations of the Rimworld engine?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on January 16, 2019, 11:40:41 PM
Vehicles are possible in the engine; there've been working mods for them in previous versions. Jecrell just probably refused to work on them as he often has, and the JecsTools framework for them is horribly outdated afaik.

By the way, CP, can you list all the DLL-requiring features you want to add to your mods? I have some free time now and can work on the smaller ones (I'm already prototyping a fix for the parka issue, for example).
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: xtitanx on January 17, 2019, 11:44:01 AM
Hey CP,
I'm sure you are getting a lot of posts on this so sorry if I'm piling on. Do you have an ETA on phase 2? I really need my USMC back.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on January 17, 2019, 01:20:43 PM
Bummer to hear about the bad news regarding vehicles :/
Did he just not answered to you? Your contacting tries appear a bit- one-sided. Maybe he is just overly filled with projects, certain mods of him are rather unfinished/a while long not updated/bug fixed...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Valter Jr on January 17, 2019, 04:48:39 PM
I saw tomahawk from the Assassins Creed in the mod folder Rimmu-Nation - Weapons and thought it would be super cool to add other iconic items like the super soldier's serum that was run on Captain America or even your own shield.  :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 17, 2019, 06:11:14 PM
Hello again folks. I am going to drop a message before I sleep here so you're not kept in the dark.

Instead of writing a 1,000 word detailed explanation of what I think is going on I went to Jecrell and un-bottled my concerns and frustrations that I'm constantly getting complaints of mod incompatibilities and his responses are often times nothing.

What's going on is he has just moved back to the US from South Korea and is struggling to find a sustainable job, everyday he's been going to job interviews and it sucks that the best thing he can get despite his talents and qualifications is an entry level job.

After a reply to that it just made all of the issues and incompatibility worries go away. I'm happy I haven't said anymore about the matter, even though I'm near exploding in the comments of steam workshop.

Life always comes first, and whatever issues here with modding just does not matter to me compared to what he needs to get through to survive and I'm 100% certain all of you agree (unless some of you here REALLY likes tanks, which I doubt you do)

If any of you here would like to support Jecrell to pay off bills please feel free to go to his patreon. I apologise for not linking it myself but I'm on me bloody phone and I'm hangin' out (British slang for tired) from left knee injury and generally being unfit for PT (rip)

There's the details. I'll answer some unrelated questions
Quote from: Valter Jr on January 17, 2019, 04:48:39 PM
I saw tomahawk from the Assassins Creed in the mod folder Rimmu-Nation - Weapons and thought it would be super cool to add other iconic items like the super soldier's serum that was run on Captain America or even your own shield.  :D

Captain Merica's shield would need C#, so might the super soldier serum as well unfortunately which we have limited access to but super soldier serums in general that isn't specific to any lore is interesting for this project alright, if possible I could make it a permanent thing cause by a drug without having to rely on C#, or an implant. We'll have to see later, it's not top priority though.

Quote from: xtitanx on January 17, 2019, 11:44:01 AM
Hey CP,
I'm sure you are getting a lot of posts on this so sorry if I'm piling on. Do you have an ETA on phase 2? I really need my USMC back.

No ETAs, sorry. Been wrapped up in many things to deal with and there's 0 progress or deadlines on modding aside from patches for the ones that have been released now and then.

It is however, supposed to be the next mod to come out. I need the new UBACs textures done and those new ceremonial uniforms done, lots of work needed for new texture templates. Ones they're done however, it's all fast and easy.

Quote from: dninemfive on January 16, 2019, 11:40:41 PM
Vehicles are possible in the engine; there've been working mods for them in previous versions. Jecrell just probably refused to work on them as he often has, and the JecsTools framework for them is horribly outdated afaik.

By the way, CP, can you list all the DLL-requiring features you want to add to your mods? I have some free time now and can work on the smaller ones (I'm already prototyping a fix for the parka issue, for example).

I'll get back to you on this dninem, I'm so sleepy right now and I'm struggling to think of what I bloody need for mods. Thank you though, but I can't keep my hopes up since I know you're also busy!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on January 17, 2019, 06:57:39 PM
That's fair enough CP. I'm glad you shared some light on the matter and as you say life does come first. I wish Jecrell luck and you a speedy recovery ;D. It'll all come out in the wash as they say.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 19, 2019, 04:49:25 PM
CQC Mod has been updated, fixed incompatibility issues.

(https://i.imgur.com/Y5pUEWV.png)

- incompatibilities with The Force and Rimworld of Magic fixed by Jecrell
- non-gendered pawns when knocked out make no grunting noises now

Cheers all, this is just a quick post. I am mentally drained this week, Jecrell went ahead and fixed this issue with the CQC mod after we spoke and I am grateful for it. Will go to sleep now, lots of problems accross the other bloody mods I don't want to fix but have to, also found out I have lost the UBACs I was working on so that has to be started over again.

Cheers all and thank you nylem
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on January 21, 2019, 08:13:08 PM
CP, just a heads-up that Combat Extended has been updated for RimWorld 1.0, which includes some compatibility patches I wrote for my turret mod. Once my personal life settles down, I'd like to reiterate my offer to write similar patches for Rimmu-Nation Weapons and Apparel.

Have the RN Weapons names all been finalized? No upcoming additions/changes/removals?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on January 23, 2019, 03:41:16 PM
Is Umbra Company on Steam?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: danielyan on January 29, 2019, 12:31:53 AM
Will you make this compatible with Combat Extended?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on January 30, 2019, 09:01:16 AM
danielyan, I don't know about Chicken Plucker's own plans, but I've already started writing CE patches for RN Weapons, with the intention of actually submitting said patches to the main CE mod itself so that Chicken Plucker doesn't have to worry about anything - so far I've done the Canadian Colt and Steyr AUG bullpup rifles (11% of total ranged weapons)

On that note, CP, I see that you haven't set up crafting benches/recipes for assault rifles, and you haven't defined the melee weapons and missile turrets, either. What's your roadmap looking like for these? (I'm asking because ideally I'd like to get patches for melee weapons out too, but I can't patch weapons that aren't even defined in XML in the first place ;) )
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on February 13, 2019, 05:57:15 PM
Current Progress with CE patch: 44%

All the assault rifles, pistols and revolvers are done, currently working on patching sniper rifles and DMRs. Biggest issue I'm having so far is the dozens of variants and hard-to-find specifications for proper CE balance calculations, meaning I have to guess or extrapolate some specs.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 14, 2019, 06:34:54 AM
Hello comrades, no updates or minor fixes in my hands even for the latest about.xml issues so my apologies. I just want to break the silence, I am in college as I write this message.

I work Saturday and Sundays now and my only free day is Monday. It's been daunting for me to deal with personal, work and hobby at the same time so RimWorld took a backseat and I have done no updates or even replies for questions and requests at steam.

Jecrell has given me a patch for the auger and it's incompatibility issues with magic mods (from rimmunation) and I received a message of a CE patch from someone in discord, along with Sumgai here. Auger patch is yet to be implemented, the two CE patches, I'm not sure how they will pan out since both will work differently, but Sumgai if you wanna cancel yours I'll understand, if not what I'll do is pick which works best and implement that, any new weapons added will be done by me since I'll look at how you lads done the code. After that RN weapons should be complete 100% if I get melee and the other weapons added in

I want to apologise to Sumgai since he's been hard at work making a patch for my mod while I'm being super quiet. Been stressing out, part of me feels like I've disappointed some of the people who use my mods cause I can't keep this hobby up.

I've got work this weekend, I have plans for minor patches next week and maybe major ones for Rimmunation to add those darn melee weapons and the other kit missing.

Turrets are temporarily unavailable or any other mod that's pending an overhaul cause I've got to bloody sort things out with everything first.

I'll make another post later, for now I've got to get back in the class. Worst case scenario is the project comes to a sudden halt with whatever we currently have due to reality knocking down my door.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on February 14, 2019, 04:44:10 PM
Good to hear from you again, CP. I definitely understand how real life can be a PITA, so feel free to take a step back from RimWorld modding whenever it starts feeling like a chore rather than a hobby.

With regards to my ongoing progress with the CE patch, that was just minor grousing - I do feel a sense of accomplishment each time I finish patching an entire category of weapons, so I definitely plan on completing the compatibility project.

As for the logistics of the CE patching itself, my plan (as always) is to directly submit the compatibility patches to the CE team (just as I did for my fork of CoalCat's turret pack), so that RN Weapons will eventually work out-of-the-box with CE without requiring any third-party configuration/mod. If you (CP) make any changes to the original RN Weapons mod, us CE folk can always update our patches for inclusion in the next CE hotfix without you having to worry about anything.

Could you please put me in touch with the person on Discord also interested in CE patching? Perhaps said person and I could consolidate our efforts.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: RaptorX on February 14, 2019, 05:31:29 PM
Hey sumghai, im the guy he was talking about, I've got basically all the weapons patched, including the factions. They need a balancing pass though, and the energy weapons are using standard CE ammo rather than the fansy shoot through walls stuff. Let me know, if you want what i have so a CE patch can be pushed sooner rather than later. Oh, and i think we would benefit from some custom rocket ammo textures... if you know anyone that could help with those.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on February 14, 2019, 06:04:05 PM
Hey RaptorX - great talking to you on Discord! I'll get our shared dev environment set up in a sec :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: HB20 on February 15, 2019, 05:35:34 PM
Hello Red Horse, hear what happened with Rimmu-Nation B19 I'm waiting for a new update of that version since I'm not willing to abandon it I already have too much progress in B19 and I have a bunker and most of my colonists have Russian armors because I they seem the best also tmb place other mods to put military realism (Rimatomics / Rimfeller ... etc)
I like the mod but I do not want to leave all my progress of the B19 as I do now :-/?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 17, 2019, 08:43:52 PM
Quote from: HB20 on February 15, 2019, 05:35:34 PM
Hello Red Horse, hear what happened with Rimmu-Nation B19 I'm waiting for a new update of that version since I'm not willing to abandon it I already have too much progress in B19 and I have a bunker and most of my colonists have Russian armors because I they seem the best also tmb place other mods to put military realism (Rimatomics / Rimfeller ... etc)
I like the mod but I do not want to leave all my progress of the B19 as I do now :-/?

Try moving onto the 1.0 update, it shouldn't break compatibility though I can't speak for all of the mods in your list. None of the Rimmu-Nation B19 stuff has been changed in terms of defnames (at least as far as I can remember) so I don't see it going terribly wrong, you'll have to see for yourself by updating and loading the save there.

Hopefully the save won't break and the worst you get is a few errors and missing items that are easily replaced by crafting new ones.

I'll also suggest removing all crafting recipe for modded equipment before updating, in case the crafting recipe/bill was removed so the game won't throw tantrums.

If you do wanna do this, I say have a separate folder for the B19 version with all it's mods or duplicate the saves to avoid anything overwritten if things go wrong, never hurts to make sure but from my experience, as long as you dont overwrite an old save with the new version, reloading it in the older one won't break anything even if the new version can't read it provided that you have all the mods it requires on the old version


_______________________________
Progress Report:

Been fixing the about.xml stuff for all mods, updates will be released sometime next week. Been also working on a few refreshing minor additional content for mods

(https://i.imgur.com/gUcxLW0.png)(https://i.imgur.com/bZOA2wu.png)(https://i.imgur.com/BDFTL1H.png)
(Resident Evil) Ada Wong's Hairstyle

(https://i.imgur.com/8bPm6bm.png)(https://i.imgur.com/4hRKA9W.png)(https://i.imgur.com/CPSxnfr.png)

What's an Ada Wong hairstyle without her red dress and stockings of course, currently trying to figure out how to non-dressify this for the other body types.

(https://i.imgur.com/Z1q68Bc.png)

(Test preview of Ada's pawn)

Then there's Leon's hairstyle

(https://i.imgur.com/IyuCfXK.png)(https://i.imgur.com/ypvsbIp.png)(https://i.imgur.com/BDFTL1H.png)
(Resident Evil) Leon S. Kennedy Hairstyle

(https://i.imgur.com/tRVJWo4.png)(https://i.imgur.com/dul94ZM.png)(https://i.imgur.com/lJZseLp.png)
(Uncharted) Chloe Frazer's hairstyle

(https://i.imgur.com/BLWcdh2.png)(https://i.imgur.com/p77d9r1.png)(https://i.imgur.com/yktSyqJ.png)
(Overwatch) Tracer's hairstyle cheers luv, updates are here

Okay anyway, if hairstyles bore you here's the plan for next week

- Finish Rimmu-Nation, add all other assault rifle types and melee weapons (add-in faction weapons also to avoid issues with CE patches) and make more weapons craftable using recipe.xml method
- Rimmu-Nation Clothing update, add-in all armor clothing and make them craftable using the recipe.xml method to avoid compatibility issues across mods, fixing gas mask issues and requests for craftable faction gear
- Add few new hairstyles, facial stuff patch
- Make some progress on US Military Kit

Cheers all, see you when I see you with the pending updates
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 28, 2019, 05:52:15 AM
Hello all. Been busy (as always) procrastinating so my apologies. Something came up yesterday!

My army deferral/rejection due to a skin condition has been appealed. I called my recruiter yesterday and I am heading for an army brief/interview at London Victoria Rochester Row as I write this.

I'm wearing a fancy cheap Primark suit (if only I can make outfits in real life too) and I got myself a haircut after all this time looking like an Asian caveman. I can see army training if things go well getting in the way of Project Red Horse since training will be the hardest thing I'll ever have to do in my life as of now, I felt as though I've been growing all this time along with the mods and those who I pass by including the RimWorld community and so I don't want to give up or abandon the project. Progress will however, be very slow.

I have some un-uploaded updates for the following mods
- portable power (Nerfed and main version)
- Chicken Mitchell hairs
- t45b armor
- Rimmu-Nation Clothing and Weapons
- All faction mods
- Ref horse furniture

What I have done besides waste my time crying myself to sleep at night and praying for peace is make a few new hairstyles and fix the about.xml errors for these mods. The weapons have a few bull pups added, I still have to apply the .dll fix Jecrell made. I have not made the craftables fixes yet, I'll probably worry about that later since it's the most tedious one, then I gotta bloody update the US military kit.

The US Military Kit will have several cut content.
Some cut content are due to me feeling they're unnecessary or because I already added them to Rimmu-Nation Clothing. Then there's the clothing I'm not including due to time constraint that may or may not return later. These include:

- Dress blues
- Dress Greens
- Armored apecs parka
- Officer cap
- Vietnam war jacket (has variant made for the MSF now, will be craftables later in RN:C)
- Olive fatigues (RN:C)
- Desert BDU (Gulf War) (Maybe cut entirely or added to RN:C)
- a few helmet variants such as snow camo helmet variant
- whatever else later

I have decided to keep things simple, also the factions should follow with the kit update. The USMC will be sporting Forest MARPAT, army uses OCP camo and the Navy will be using AOR1 (or 2, don't bloody know yet but I want them distinguishable since their camo is close to MARPAT)

I may skip the tanks folks, spud has never updated his "no rogue mechanoids" patch, Jecrell hasn't done his vehicles mod update and I don't see it being compatible with faction use for some time if he does get it working. On top of that I'll have to pay him so there may be no tanks for the military factions from here on, just infantry. Hope that doesn't break immersion for any of you.

Be seeing you all, for now I'm gonna worry about the interview. Hopefully they don't do it with FN Minimi pointed at us during questions
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 01, 2019, 06:12:44 PM
All mods have been updated and download links are in the front page.
OH YOU THOUGHT..
I was all blue today, thought about procrastinating about but who the heck wants to do that?

(https://i.imgur.com/FQd3uMl.png)

- Changes for every mod are mostly for the about.xml to avoid yellow error pop-ups regarding new version tagging
- Several new hairstyles for Chicken Mitchell hairstyles mod
- Lowered volume of CQC takedown sounds
- Lowered volume of VR machines
- Added few new bullpup rifles for Rimmu-Nation Weapons
- Added Jecrell's .dll patch for for Rimmu-Nation Weapons

What I haven't done is finish everything I planned on finishing, unfortunately not all issues have been addressed, not all weapons added and yadda yadda. Got work tommorrow, gonna leave my progress for US Military Kit below and go to sleep. Ta-ta all.
____________________________________

US Military Kit progress
It's happening, I am working on the faction. It's gonna be less grand than I thought it would be due to tanks being temporarily out of the game, but oh well.

I have decided to cut UCP out temporarily as well to speed up progress, I will be happy as long as the bloody mod comes out and all modern uniforms are usable.

Here's some before and after.

USMC MARPAT - B18 Version (Before)
(https://i.imgur.com/u5eU9yl.png)(https://i.imgur.com/8yipIIy.png)(https://i.imgur.com/YaPB6xC.png)
(https://i.imgur.com/Wt1PTaf.png)(https://i.imgur.com/e2goXUF.png)(https://i.imgur.com/uz0xSt2.png)

USMC MARPAT - 1.0 Version (After)
(https://i.imgur.com/jF5CvUP.png)(https://i.imgur.com/cFQEqN1.png)(https://i.imgur.com/h1tsZ9M.png)
(https://i.imgur.com/naTncWZ.png)(https://i.imgur.com/b2wdEPc.png)(https://i.imgur.com/flmtHtX.png)

US Army OCP - B18 Version (Before)
(https://i.imgur.com/VpGzQhY.png)(https://i.imgur.com/sz8yRyR.png)(https://i.imgur.com/7fR3GI4.png)
(https://i.imgur.com/lvZj21W.png)(https://i.imgur.com/z335vF4.png)(https://i.imgur.com/FDjsoCM.png)

US Army OCP - 1.0 Version (After)
(https://i.imgur.com/rMNykpj.png)(https://i.imgur.com/nE6TRN1.png)(https://i.imgur.com/DiFQemt.png)
(https://i.imgur.com/56n1grD.png)(https://i.imgur.com/VxGu2BF.png)(https://i.imgur.com/Kfn9SCC.png)

Will be using old Interceptor Body Armor textures since they look good anyway, will add shading. This speeds up the process for armor making, however there is still the elephant in the room, the Spec Ops gear that needs overhauling. I have to do a crye body armor and helmet, along with the new combat uniform as seen here:
(https://i.imgur.com/vciA2JH.png)(https://i.imgur.com/8DQ6YvU.png)(https://i.imgur.com/iB7y08g.png)
(https://i.imgur.com/iDw6OE2.png)(https://i.imgur.com/brIO5E5.png)(https://i.imgur.com/3JNG7VQ.png)

Still all I got for now, the hulk views for these. As you may notice the fancy UBACS/Crye style combat shirts have flag patches on the arm while the old fashioned BDU/Combats don't. This is by design to generalise normal infantry units more, along with people who just want to use the infantry uniforms without being associated with the U.S. (this applies for British army uniform too, later Canada and maybe Russia if we're lucky) but for the special forces, I wanted the patch for extra details.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 02, 2019, 01:55:24 AM
Yay for updates!

- CE patching for the existing RN Weapons including the three new bullpups is pretty much done; RaptorX is currently doing a final balance pass on all the ranged weapons

- I'm about to start working on CE patches for RN Clothing; official CE policy is that unlike weapons, apparel CE stats get eyeballed, so it looks like I have an interesting task ahead of me

- One of the new bullpups (RNGun_FAMASAR) has the incorrect item graphic; it should be Things/Item/Equipment/Rifles/Bullpup/FAMAS instead of Things/Item/Equipment/Rifles/Bullpup/F2000

- An older issue; RNGun_SCARLAR appears to be defined twice in RangedIndustrial_R_Others.xml

- Updated uniforms are looking slick!

- I'm thinking of making custom versions of some of your apparel (FAST helmet, UBACS/Crye combat shirts and vests) for my own personal use, by changing some of the base colors/accessories; would you be able to share the source PSDs for me to make my own modifications?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 02, 2019, 04:51:41 PM
Quote from: sumghai on March 02, 2019, 01:55:24 AM
- Updated uniforms are looking slick!

- I'm thinking of making custom versions of some of your apparel (FAST helmet, UBACS/Crye combat shirts and vests) for my own personal use, by changing some of the base colors/accessories; would you be able to share the source PSDs for me to make my own modifications?

Hey sumgai! Thank you for your hard work. I'm sorry I've been unresponsive to your PM. I just patched the FAMAS issue now, as for the SCAR I'll worry about it tommorrow. I gotta drop dead now cause I have only had an hour of sleep due to me releasing Umbra Company on Steam yesterday at 4AM, then I woke up to work at 5:30AM so that was nice.

https://drive.google.com/open?id=1_HWYU2XRk_HaHeTpkIR3hixMR0tqs7ct

Here's a small package of my uniforms, go wild.

In summary, after you mess around and get the BDUs or combats fixed, you move them all individually to the shadows .psd of their respective body type, I have automatically made them get shaded as long as you pasted the BDU under the sub-folder layer that has the preset shading effects. That's enough explaining out of this brain, it's engine is running out

Edit: Oh wait more explaining, the UBACs and Crye equipment are not finished so they're not included in the package. Sorry. I embarrassingly only have them finished for one Hulk body type so I have to hand those over only after they're done.

I will say more tommorrow, I really need to sleep before I crash for work tommorrow. Cheers all.

__________________________________

Gonna leave behind the fancy Umbra Company description I made for steam and the link for it there. I have decided to cut out the tanks because it will oversimplify everything and the code remains broken anyway. I'm not gonna wait for a miracle.

__________________________________
https://steamcommunity.com/sharedfiles/filedetails/?id=1670420891

(https://i.imgur.com/J3oNJcq.png)

Umbra Company is a different breed. No more smokeleaf high Pirates.

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

A private military company started by crashlanded survivors who thrived and inspired many to fend for themselves.

Originally named "The Shepherds" right until the death of their colony leader. Her partner, taking over as the new commander then re-branded the faction into what it is today and it has since become one of the most feared and dangerous mercenary groups out in the Rim, trading away the original ideals for profit and any excuse for violence.

Due to their use of tactics and organisation, outlanders, pirates and tribals couldn't stand a chance against this new enemy that once knocked gently on their doors with support. Background of the original leaders were ex-military, so this suggests their soldiers are trained with high standards.

(https://i.imgur.com/79ecKox.gif)

Umbra Company is known to distrust all those around them, a strict "shoot first and ask questions never" policy. Be sure to be on the lookout if you plan on crossing paths with them, goodluck.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 02, 2019, 05:04:43 PM
Much appreciated, CP - I've download your source files as they are right now, and will check in again once the UBACS/Crye stuff is completed :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 03, 2019, 08:03:44 PM
Hey CP - I just noticed that in your source file(s), the RN500 vest layers for the Fat and Hulk body styles are missing.

Are they in a different PSD file?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 04, 2019, 04:09:02 PM
Quote from: sumghai on March 03, 2019, 08:03:44 PM
Hey CP - I just noticed that in your source file(s), the RN500 vest layers for the Fat and Hulk body styles are missing.

Are they in a different PSD file?

Hey sumgai, about the old textures? Last year I had this hard drive issue that actually wiped out my old stuff. I had only a few remnants of my old textures. Among the lost souls were the AR500/RN500 stuff and the old MICH helmet that the SAS and Task Force 141 used. Unfortunately I only have the new ones to give.

________

Just a note guys, sorry but no updates today. Been busy running round with work related crap, then Tuesdays-Fridays back to military college. I hope I get to join the army soon and have a salary, I can just be in the bloody base after I pass training and mod all day on downtime (assuming we're not in some fancy country doing some crazy exercises)

Have to go through a few last hoops, eye test and my full medical record sent to them. When they receive that stuff I get to go through assessment center/selection where I have to pass a series of tests. When that's done, it's the real deal, boot camp.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 04, 2019, 07:00:09 PM
Quote from: Chicken Plucker on March 04, 2019, 04:09:02 PMHey sumgai, about the old textures? Last year I had this hard drive issue that actually wiped out my old stuff. I had only a few remnants of my old textures. Among the lost souls were the AR500/RN500 stuff and the old MICH helmet that the SAS and Task Force 141 used.

Ouch! Data loss is always a bummer.

After a couple of near-misses myself, I now backup all my personal and RimWorld files to two identical external hard drives, plus a Google Drive cloud backup.

Quote from: Chicken Plucker on March 04, 2019, 04:09:02 PMUnfortunately I only have the new ones to give.

So does this mean that we won't be seeing new official variants of the AR500/RN500 stuff in your other faction mods?

As for my personal-use project, I only needed to cater for Thin/Male/Female body types in my custom scenario. However, I might try to recreate the missing vests for Hulk and Fat (although they would most likely not have the same fidelity as the files you lost)

Best wishes for your enrollment/enlistment, by the way.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 11, 2019, 01:15:40 PM
Latest patch download links are in the front page
(https://i.imgur.com/2Ya3Pvs.png)
(image courtesy of my boi Ods)

Umbra Company
- Airstrikes spawn chance are now only 50% for bosses
- Edited faction description

________________________
(https://i.imgur.com/bYnV3in.png)

(https://i.imgur.com/BFbU6Vb.png)

Here's my latest progress, US Army guys looking good! Did shading for the armors, they are almost done. Just bloody need to finish them. When the Army is done + the IBAs done being shaded I'll sort the bloody crye gear out and finally, special forces will be ready.

So here's the roadmap for the US Military Kit:
- Finish armor shadings
- Finish Crye Body armor
- Finish Crye UBACs uniform
- Finish Crye Helmet
- Create faction mod or release US Military Kit
- Finish

I could be doing more progress guys but I'm so dang busy, after weapnos are included for the US Military it should come full circle with Rimmu-Nation Weapons since most of the fidgeting around with coding are because of these guys, Red Horse was always built around the US Military since it was one of the earliest mods I've done so with that out of the way everything should be a breeze since they would be the biggest faction I've done so far with most of their kit connecting to Rimmu-Nation
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 11, 2019, 04:13:28 PM
Boy, the updated US Marines and Army apparel are looking real slick!

By the way, while working on my personal armor variants, I managed to (almost accurately) recreate the lost Fat and Hulk variants of the RN500 armor in Photoshop, using the same layer and FX setup as you did for the Thin/Male/Female ones. Do you need a copy of my PSD file with the recreations?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 12, 2019, 02:41:41 PM
Quote from: sumghai on March 11, 2019, 04:13:28 PM
Boy, the updated US Marines and Army apparel are looking real slick!

By the way, while working on my personal armor variants, I managed to (almost accurately) recreate the lost Fat and Hulk variants of the RN500 armor in Photoshop, using the same layer and FX setup as you did for the Thin/Male/Female ones. Do you need a copy of my PSD file with the recreations?

Thanks! I'm surprised you took the time to bring the ol' RN500 back to life, I'd be right happy to take them!


______________
Progress Report

(https://i.imgur.com/gXrEvox.png)
Finishing up a base for UBACs for all body types, then off to the body armor and helmet, this gear will be utilized by SEALs, MARSOC, Force Recon, Airborne Rangers and other kinds of special forces for the US
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on March 12, 2019, 04:04:54 PM
Keep up the great work CP as always.  Now if my drawing abilities up, I could get some stuff completed.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 12, 2019, 07:29:21 PM
Quote from: Chicken Plucker on March 12, 2019, 02:41:41 PMThanks! I'm surprised you took the time to bring the ol' RN500 back to life, I'd be right happy to take them!

Here you go!

https://drive.google.com/open?id=1wyXsPducSOpsLZS1GAu1T1OqyRSNKAh6

Quote from: Chicken Plucker on March 12, 2019, 02:41:41 PMFinishing up a base for UBACs for all body types, then off to the body armor and helmet, this gear will be utilized by SEALs, MARSOC, Force Recon, Airborne Rangers and other kinds of special forces for the US

The new UBACs are looking really great, especially the better-defined collars and the colored torso area that now wraps right around to the back (as opposed to the separate front and back panels in the older version)

Once you get a breather, may I (pretty please) also have a copy of the UBACs templates? :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 16, 2019, 05:03:17 AM
Quote from: sumghai on March 12, 2019, 07:29:21 PM
The new UBACs are looking really great, especially the better-defined collars and the colored torso area that now wraps right around to the back (as opposed to the separate front and back panels in the older version)

Once you get a breather, may I (pretty please) also have a copy of the UBACs templates? :)

Definetely! I'm sorry I've been low on talking lately guys. Back to college and things are as busy as usual. I finished all the UBACs body types and now I just need to do the crate body armor and helmet, I'll upload them altogether here soon, unless you guys want the UBACs now and I'll post it when I get home

Quote from: hauvega on March 12, 2019, 04:04:54 PM
Keep up the great work CP as always.  Now if my drawing abilities up, I could get some stuff completed.

Thanks havuega! Missed you around these parts. Don't worry about not getting to do your mods, I have a feeling all of us are having that lately!

As long as we're all fine on the other end of the non-moddy important business then that's good
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on March 16, 2019, 05:41:15 AM
CP,
Cpt.Ohu just released this, i think this could be useful for your Project too.
https://ludeon.com/forums/index.php?topic=48258.0
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 16, 2019, 04:00:44 PM
Quote from: Chicken Plucker on March 16, 2019, 05:03:17 AM

Definetely! I'm sorry I've been low on talking lately guys. Back to college and things are as busy as usual. I finished all the UBACs body types and now I just need to do the crate body armor and helmet, I'll upload them altogether here soon, unless you guys want the UBACs now and I'll post it when I get home

No rush, CP :)

By the way, RaptorX and I are just about done with the CE patches - RaptorX just needs to fix up the anesthetic bullets from MSF, plus some minor rebalancing of some remaining RN Weapons.

Also, I figured out a neat trick to write one set of CE patches that would automatically work for both the standard and All Craftable versions of RN Clothing, so that any future stat tweaks will automatically apply to both versions without the need for duplicate patch files.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on March 23, 2019, 09:03:18 PM
Hey CP! Just wanted to say that I'm available to work on any assembly code Jecrell doesn't do. Plus, I can do any tedious XML stuff (especially FactionDefs) you don't have time for. Keep up the great work!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 24, 2019, 03:44:38 AM
CE patching for Project Red Horse update, 24 March 2019

- RN Clothing: 100% done (not all items need to be patched)
- RN Weapons: ranged weapons 100% done, ballistic knife done, no patches for melee (since the actual weapons don't exist yet)
- RH Furniture: 100% done
- MSF, The Ghosts, Umbra Company: 0%, restarting from scratch*

*RaptorX and I discovered that weapons, apparel and other gear for those factions are duplicates of RN Weapons and RN Clothing, and so need to be patched independently in case a player only has those faction mods installed. Also, we found that all anesthetic/tranq weapons are fundamentally incompatible with CE - pawns attempting to fire non-lethal weapons end up freezing and spamming debug log errors, because CE expects pawns to fire CE weapons with CE ammo/projectiles
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Covo22 on March 26, 2019, 09:42:35 AM
Quote from: sumghai on March 24, 2019, 03:44:38 AM
CE patching for Project Red Horse update, 24 March 2019

- RN Clothing: 100% done (not all items need to be patched)
- RN Weapons: ranged weapons 100% done, ballistic knife done, no patches for melee (since the actual weapons don't exist yet)
- RH Furniture: 100% done
- MSF, The Ghosts, Umbra Company: 0%, restarting from scratch*

*RaptorX and I discovered that weapons, apparel and other gear for those factions are duplicates of RN Weapons and RN Clothing, and so need to be patched independently in case a player only has those faction mods installed. Also, we found that all anesthetic/tranq weapons are fundamentally incompatible with CE - pawns attempting to fire non-lethal weapons end up freezing and spamming debug log errors, because CE expects pawns to fire CE weapons with CE ammo/projectiles


Thanks for the hard work, I'm looking for this all the time and make one for myself but it's too much to do for me, I'm waiting for the next notice
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 27, 2019, 05:11:57 PM
Quote from: Canute on March 16, 2019, 05:41:15 AM
CP,
Cpt.Ohu just released this, i think this could be useful for your Project too.
https://ludeon.com/forums/index.php?topic=48258.0

Hello Canute, I've seen this. Unfortunately this means I have to redo the camos and manually do the camouflage for every type I make, I.E. MTP and MARPAT, I have to bloody draw each streak myself for everybody type. Not willing to do that. I appreciate the suggestion! I'll keep things simple on my side.

My main issue is not being able to include tanks, that's the one that's been bugging me so much.

Quote from: dninemfive on March 23, 2019, 09:03:18 PM
Hey CP! Just wanted to say that I'm available to work on any assembly code Jecrell doesn't do. Plus, I can do any tedious XML stuff (especially FactionDefs) you don't have time for. Keep up the great work!

Hey there dninem, good to see you again. In your own time, whenever you're free and I don't expect you to make promises or finish anything at all, I would still be happy for that FIB event to take place during black hat station money making. I'll then finish the SWAT gear for this one thing

Quote from: sumghai on March 24, 2019, 03:44:38 AM
CE patching for Project Red Horse update, 24 March 2019

- RN Clothing: 100% done (not all items need to be patched)
- RN Weapons: ranged weapons 100% done, ballistic knife done, no patches for melee (since the actual weapons don't exist yet)
- RH Furniture: 100% done
- MSF, The Ghosts, Umbra Company: 0%, restarting from scratch*

*RaptorX and I discovered that weapons, apparel and other gear for those factions are duplicates of RN Weapons and RN Clothing, and so need to be patched independently in case a player only has those faction mods installed. Also, we found that all anesthetic/tranq weapons are fundamentally incompatible with CE - pawns attempting to fire non-lethal weapons end up freezing and spamming debug log errors, because CE expects pawns to fire CE weapons with CE ammo/projectiles


Sorry to hear about your setbacks sumgai, all unpredictable on my side. I feel so bad you guys have been working on this and I've just been away everyday. I just do not have the same time I had on projects for RimWorld anymore, I'm hoping when I finish Phase 1 training I'll be able to have time for RimWorld again while being trained as an EMT during Phase 2 (when I bloody get in first)

Thank you for your commitment to this. It's actually been motivating me to make progresses for the other mods that have been nothing but heavy weight on whatever time I have left after college and work takes a huge chunk of them

Quote from: Covo22 on March 26, 2019, 09:42:35 AM
Thanks for the hard work, I'm looking for this all the time and make one for myself but it's too much to do for me, I'm waiting for the next notice

Hello Covo! I've read your PM, as you can see Sumgai and Raptor almost have everything sorted, they're really waiting on me. If you want you could get in touch with them, otherwise you don't have to make a CE patch for my stuff. Thank you very much for the offer.

________________________________
Progress report:

(https://i.imgur.com/RRFXHp7.png)

(https://i.imgur.com/dBtAH1H.png)

Just this small amount of work guys, crye body armor for the fat and male done, need it for female and thin type. I think this is my last dance in terms of making armor, I say that then "Virtus" pops up in my head and I get a headdache. Requests, requests and requests but all I have is work, work, work. Working in RimWorld has not been benefiting me as much as job or college, honestly. I just couldn't invest a lot of time in this anymore, I'm not quitting yet but I think the more I go down the rabbit hole of pursuing a military career the more time will be gone from my hands.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 01, 2019, 06:43:10 AM
I'm back brethren. Crye body armors are done, just doing the Crye Airframe helmet and then I'm done. Just do other camo types for the uniforms and then bam, release day.

(https://i.imgur.com/mxcWnV0.png)
Crye Airframe
(https://i.imgur.com/gW1iJw2.png)
FAST

So the Airframe is like the FAST helmet, but it's not the FAST helmet. That's pretty much my summary. The one above is just an unfinished version for now, thankfully the other helmets I've done provide accessories easily so the helmet won't take too long to make.


(https://i.imgur.com/RRFXHp7.png)
Chicken's Combat Gear Package 2019
https://drive.google.com/open?id=1_HWYU2XRk_HaHeTpkIR3hixMR0tqs7ct
(Says 2018 but the file within is updated, promise no backsies)

As promised to Sumgai here's the updated .rar file with the uniform and the body armor, sorry I took long..

Kept you waiting huh?

*wheeze* alright folks, I'll be here all night


__________________

Oh look I'm back again even though I just announced I was.

Crye Airframe helmet is done.
(https://i.imgur.com/N7UbSFJ.png)(https://i.imgur.com/XNhZSDd.png)(https://i.imgur.com/b8zaHiB.png)

The download has been re-updated to include the helmet. Folks?

It's coming home.

______________________

Would like to clarify that the files released today are only art files intended to those who want them for their own mods. (Just please don't directly copy my stuff cause obviously they're reserved, but feel free to modify things for your own custom gear)

Here's our current roster of pawn types as of today (obviously some reposted images)

(https://i.imgur.com/r8hLEwL.png)
(https://i.imgur.com/KBWLRmb.png)

(https://i.imgur.com/DYewJlK.png)
(https://i.imgur.com/YqPxwIZ.png)

Last but not least, Army Rangers, new helmet, new UBACs baby. Up next are the Green Berets and the NAVY SEALs, otherwise we have US Airforce included too due to them switching to OCP, I only have to make their fancy FAST style helmets. Have to research into those.

Cheers all, I'm estimating 2 weeks or less.

PS: The Photoshop files for the clothing has been updated again to include the proper Infantry BDUs I failed to include before, also I included the new MICH helmet I made for rangers with the UCP goggle cover. I thought it was a nice nostalgic touch since UCP isn't in use anymore.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 02, 2019, 02:12:53 PM
(https://i.imgur.com/Sxegkbo.png)

MARSOC gear was done today. Just need Green Berets, NAVY SEALs and maybe the AFSOC if I care enough about those hotel warriors

(just kidding airforce, love you guys)

Lost my wallet in a train today. That sucks. At least MARSOC looks freakin' cool. Decided to keep the "Deal with it" shades since it was consistently in use since the A17 version of MARSOC guys. Plus it was on the US Military video, so.

It's comin' home, it's comin'
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on April 02, 2019, 05:00:56 PM
Always great work CP.  Damn good work. 2 hooves up.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 03, 2019, 02:45:36 PM
(https://i.imgur.com/peNtsJp.png)

AFSOC today but it ain't done. Doing an OCP camo variant of the Crye CAGE body armor, nothing fancy just changing the color of a few straps and the plate carrier. Won't even bother with the pouches to reduce work. The Green Berets may use the OCP version of the Crye CAGE.

AFSOC is using FAST helmet, couldn't find enough good photos of anything else.Their uniforms were switched to OCP just last year (2018) which makes things easier for me cause I didn't have to make their bloody blue tiger camo. Helmets aren't really too fancy and highly decorated besides the NVG, as seen in most photos I ran into.

No B18 version for Airforce so preview model is alone.

_______________
Quote from: hauvega on April 02, 2019, 05:00:56 PM
Always great work CP.  Damn good work. 2 hooves up.

Awh thanks hauvega, you get 4 chicken wings up from me  8)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: kaptain_kavern on April 03, 2019, 04:25:44 PM
Aye Sargent Chicken  8)

That's a nice mod you have here :-)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on April 03, 2019, 04:30:02 PM
Looking very nice!
Only thing i liked more in b18 version is the color of marpat woodland, it looks for my taste a bit too green now but there is always someting :p
On a sidenote, i manually edited some values of your rimmu-nation mod and although it saves the changes it still does not take them over ingame.
Do I have to make a manual copy and use that after editing?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: von_schtirlitz on April 03, 2019, 05:50:46 PM
Quote from: sumghai on March 24, 2019, 03:44:38 AM
CE patching for Project Red Horse update, 24 March 2019

- RN Clothing: 100% done (not all items need to be patched)
- RN Weapons: ranged weapons 100% done, ballistic knife done, no patches for melee (since the actual weapons don't exist yet)
- RH Furniture: 100% done
- MSF, The Ghosts, Umbra Company: 0%, restarting from scratch*

*RaptorX and I discovered that weapons, apparel and other gear for those factions are duplicates of RN Weapons and RN Clothing, and so need to be patched independently in case a player only has those faction mods installed. Also, we found that all anesthetic/tranq weapons are fundamentally incompatible with CE - pawns attempting to fire non-lethal weapons end up freezing and spamming debug log errors, because CE expects pawns to fire CE weapons with CE ammo/projectiles

Good stuff, Been watching progress on this for a while! CE already claims to support Rimmunation, did you guys push the patch for normal weapons yet? They don't seem to work yet in CE right now for some reason; the ammunition types exist, but the weapons don't seem to take any ammo.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on April 03, 2019, 06:42:56 PM
Many thanks for sharing the UBAC templates, CP. Looking forward to remixing some variants for personal use soon.

CE patching for Project Red Horse update, 4 April 2019

Things have gotten a bit more complicated with CE compatibility right now:
- The official GitHub repo that NoImageAvailable manages isn't really accepting any more compatibility patches or pull requests, other than critical bug fixes. NiA's interests and attention has shifted toward his own non-RW projects.
- The Steam version of CE managed by N7Huntsman is not quite the same as the official CE release by NiA, as it (sometimes) does include new compatibility patches that NiA has not accepted
- N7Huntsman has asked RaptorX and I to refactor our patches, because he determined they were inefficient and negatively impacting load times
- N7Huntsman has also suggested that the compatibility patches instead be packaged with the original RN mods themselves, so that users are not dependent on CE's slower update cycles
- N7Huntsman does agree that new ammo (rockets and missiles) added by RN should be centralized in the official CE; no word on whether NiA will accept even this ammo-only PR

As for what's happening on our end:
- I am currently refactoring the existing RN Weapons, RN Clothing and RH Furniture patches; this is a relatively fast process
- RaptorX is working on making the non-lethal MSF weapons CE-compatible
- MSF, The Ghosts, Umbra Company patches are going to be tricky, as many items and defNames are duplicates of those from RN Weapons; N7Huntsman has suggested a slightly more complicated patching strategy where faction weapons/apparel will defer to RN Weapons patches if the bigger weapons mod is installed, and otherwise patches itself if not
- My reassurance to Chicken Plucker is simple: Don't panic, we'll let you know when we're ready to give you our patches
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 04, 2019, 02:13:06 AM
Quote from: kaptain_kavern on April 03, 2019, 04:25:44 PM
Aye Sargent Chicken  8)

That's a nice mod you have here :-)

Thanks Kap, probably only gonna make it to corporal so I'm not sergeant for now  8)

Quote from: Rocket_Raccoon on April 03, 2019, 04:30:02 PM
Looking very nice!
Only thing i liked more in b18 version is the color of marpat woodland, it looks for my taste a bit too green now but there is always someting :p
On a sidenote, i manually edited some values of your rimmu-nation mod and although it saves the changes it still does not take them over ingame.
Do I have to make a manual copy and use that after editing?

Hey Rocket! Well, I know what you mean with the forest Marpat, I think it's cause it's zoomed in more. Redoing it meant more work so I was gonna leave it for now

As for coding, everytime you make changes in a mod's code you have to close and re-open the game to see changes, the mod isn't read-only so it should let you change stuff

Quote from: sumghai on April 03, 2019, 06:42:56 PM
*snip*

- My reassurance to Chicken Plucker is simple: Don't panic, we'll let you know when we're ready to give you our patches

Well, the extra weapons that weren't included in Rimmu-Nation, I could put that in the weapons mod to avoid pain for you guys

As for the patch, instead of going to NIA, I could include the patch for Rimmu-Nation itself. Will this make things way easier for you guys? Lemme know
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on April 04, 2019, 02:23:55 AM
Quote from: Chicken Plucker on April 04, 2019, 02:13:06 AMAs for the patch, instead of going to NIA, I could include the patch for Rimmu-Nation itself. Will this make things way easier for you guys? Lemme know

Yeah, including the patches into the RN mods themselves would be ideal - if you add/change weapons or apparel, RaptorX and I will be able to patch them on short notice.

I've just finished optimizing and testing the updated patches for RN Weapons*, RN Clothing and RH Furniture - no problems I'm aware of. I'm going to have a crack the the faction mods soon.

*NiA will still need to accept a PR for the new rocket and missile ammo definitions; on the other hand, N7Huntsman might be quicker to add the new ammo to his own fork of CE on Steam Workshop
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on April 04, 2019, 12:45:06 PM
Worked fine, game just needed a full restart. Giggled a bit while reading your notes regarding backpack modifications :D

In the attached picture you can see the wonderfull mixture of a viking wearing your dpm fatigues with my own russian army ushanka  ;D


[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 04, 2019, 04:23:19 PM
(https://i.imgur.com/ajo3cFF.png)
Made a preview image, think I'm ready to start coding.

AFSOC, Green Berets and SEALs still not done but I got so hyped I wanted to start coding already. Still deciding if the faction will be under one faction or separate.

E.G.

If factions aren't separate:
Pawn names will be - [Soldier] of [The U.S. Military] or [Marine] of [The U.S. Military]

If factions are separate
Pawn names will be - [Soldier] of [The U.S. Army] or [Marine] of [The U.S. Marine Corps]

If "U.S. Military" is unified as all branches
Pros
- Easier to co-ordinate joint raids or operations and caravans
- Less trouble with alliance coding if they are attacked as a nation/alliance
- Less impact on game start-up and overall memory performance due to only one faction being booted

Cons
- Branches aren't separate with their own logos, not as accurate or realistic
- Branches aren't named separately, pawntype naming is less cooler
- Marines may steal the U.S. Army gear because they get more budget
- Navy may start harassing all the other servicemen

Any opinions on this? lemme know guys

Also pitched these for faction rules:
- Body type restrictions for factions, I.e male, female and hulk only body types for pawntypes spawn
- faction alliance and enemy system: factions are patched to be allies with certain faction mods when enabled, when you anger them as the player the alliance turn hostile against you and vice versa when they become friendly.
- faction enemy system (connected to one above) some factions that are neutral to the player may randomly wage war against each other without being hostile to player unless provoked

Offered that commission to Jecrell, hasn't replied yet. (may never will rip)

There's no more tanks or vehicles so I want at least realism in terms of unit spawns or alliances. NATO would exist if the British are released, along with Ghosts being a part of the US Military. I'd patch accordingly IF the features even get greenlit
______________________

Quote from: Rocket_Raccoon on April 04, 2019, 12:45:06 PM
Worked fine, game just needed a full restart. Giggled a bit while reading your notes regarding backpack modifications :D

In the attached picture you can see the wonderfull mixture of a viking wearing your dpm fatigues with my own russian army ushanka  ;D


He-ey! looks good. I always like to see screenshots of people with muh tacticool mods. Happy you got it working.

Those notes were for madman because he wanted to buff the backpack carrying capacity, but it's also for anyone who dares to destroy the balance of things in this universe (not like I balance anything anyway so fair one)

Quote from: sumghai on April 04, 2019, 02:23:55 AM

Yeah, including the patches into the RN mods themselves would be ideal - if you add/change weapons or apparel, RaptorX and I will be able to patch them on short notice.

I've just finished optimizing and testing the updated patches for RN Weapons*, RN Clothing and RH Furniture - no problems I'm aware of. I'm going to have a crack the the faction mods soon.

*NiA will still need to accept a PR for the new rocket and missile ammo definitions; on the other hand, N7Huntsman might be quicker to add the new ammo to his own fork of CE on Steam Workshop

That's good news

As for the new ammo types, I'd take that in if it didn't break vanilla. Can't we make a standalone patch enabled on top of this to solve that? It would include the ammo and everything

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on April 04, 2019, 07:00:38 PM
I'd make them one faction, especially if you want them to have the same opinion of the player's faction. The faction screen gets cluttered very easily, and I don't think there's much value giving each branch its own base.

As for the special faction rules, I've been blocking out a mod which gives you more power over PawnKinds, faction relationships, and the like. It's still in early stages but you won't necessarily need a Jecrell commission to do what you want.

I'm making a lot of progress on the Black Hat raids, by the way. I should be able to finish it quickly, I just need to find a block of time to do it in.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 05, 2019, 10:17:50 AM
What's this?! A forum thread overwhelmingly underpopulated by American-made armored fighting vehicles?

My briefcase full of Abrams ought to take care of that!

M1A2 Abrams
(https://i.imgur.com/TxNXqMb.png)
(https://i.imgur.com/ndCKbp8.png)
(https://i.imgur.com/i7MaDJ8.png)

Oi oi, I just had a talk with Jdalt40 about updating No Rogue Mechanoids since spud abandoned it. He may help me with that!

Then Jec also gave a greenlight on the mod factionsy stuff, so that may be a go as well.

Good news all around for the mods so far. Tanks are comin' home in the old B18 style, cannot promise craftable tanks unfortunately, but I bloody missed the big chunks of metal anyway!

Quote from: dninemfive on April 04, 2019, 07:00:38 PM
I'd make them one faction, especially if you want them to have the same opinion of the player's faction. The faction screen gets cluttered very easily, and I don't think there's much value giving each branch its own base.

As for the special faction rules, I've been blocking out a mod which gives you more power over PawnKinds, faction relationships, and the like. It's still in early stages but you won't necessarily need a Jecrell commission to do what you want.

I'm making a lot of progress on the Black Hat raids, by the way. I should be able to finish it quickly, I just need to find a block of time to do it in.

Thank you dninem! I didn't know you decided to carry on working with them, everything is coming together nicely, hope a release comes by soon!


_______________________________

M2 Bradley

(https://i.imgur.com/krrQg5x.png)
(https://i.imgur.com/vgqSuYz.png)
(https://i.imgur.com/lnLslJh.png)

_______________________________

HMMWV
(https://i.imgur.com/dDXWWc7.png)
(https://i.imgur.com/VTQ1ihi.png)
(https://i.imgur.com/IGOhOTQ.png)

_______________________________

BAE Caiman
(https://i.imgur.com/R0ImpR6.png)
(https://i.imgur.com/SZLRCUE.png)
(https://i.imgur.com/HYPPQjJ.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 05, 2019, 07:35:33 PM
(https://i.imgur.com/u1bjLj2.png)

New preview made

Decided to have the Marine Corps use Forest MARPAT instead of Desert as a standard due to Rimworld's environments usually being forest-like. I have no control over their ability to change camos unfortunately.

The faction uniform add-on mod Canute recommended is not compatible with my current textures, using that would make me do an overhaul and handcraft each camo along with making maps for the outfits.

Anyways good news. Jec has been hired for the commission.

Quote"Contractors Hired"
(https://i.imgur.com/rGu9oE1.png)

"With the arrival of armed forces, governments have scattered to purchase contracts from Private Military Companies to aid them in combat. These paramilitary groups are now allied with their employers and will stay neutral to those not involved in their conflict."

So here's the idea. When the US Military mod is enabled, they will purchase Umbra Company and place them under contract. Umbra Company is now allies with the US Government and will be neutral to you and other factions unless provoked.

Upon being provoked, if the PMC becomes hostile to you, their ally will also go down in relations and you as a colony will have a very bad time.

I plan on working on the British Military next and Task Force 141 also.

These factions will form an alliance when the US Mod is enabled:
- US Military (NATO)
- British Military (NATO)
- Task Force 141
- The Ghosts
- Umbra Company


MSF will stay neutral, as they are in-game with no real ideologies. When and if other factions arrive.. *cough* Russia *cough* they will buy War Mongrels and will form an alliance with countries such as China (if the faction is made).

This alliance system will exist in-game for these factions and will be joint in hostility towards whatever messes with them.

That's all I'm willing to share for now in terms of plans folks, you can imagine that when all of this is ready.. It's gonna be mayhem.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 06, 2019, 06:11:36 PM
(https://i.imgur.com/BSR7U7y.png)

Special Forces done, went far and wide for photos. Not a lot of Green Beret photos. Judging by the nature of their job I'm not surprised.

(https://i.imgur.com/GmHLnf4.png)(https://i.imgur.com/KJuLPpw.png)(https://i.imgur.com/3c7SYFo.png)

Found this "snake skin" camo style of FAST helmets, saw most of the time in pictures they had no NVGs on so I went "awh what the hell, Green Berets don't need NVGs."

(https://i.imgur.com/znisEDx.png)(https://i.imgur.com/bsYOjXd.png)(https://i.imgur.com/cYnTBwo.png)

Crye CAGE body armors with OCPs are done, did end up coloring the pouches since leaving them the exact same color as the tan variant felt too lazy.

All that's left is the Navy SEALs.

I'm also planning on Delta Force, they will be a part of the CIA as a hidden faction. The idea is if the player manages to wipe out the US faction and any of it's allies, the player will receive raids from an unseen faction that sends Delta Force units on their colony. Planning on dressing them up all black like for sneaky beakiness.

See you folks, got work tommorrow, happy with the massive amounts of progress today.

Tank coding has been updated 100% thanks to Albion and Jdalt40 for sorting that out. When Jec comes with his alliance system and fitness standard system for the faction, it's all gonna come home and feel nice and realistic (to an extent)

Right, off to bed. Hopefully I'm not late tommorrow
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 07, 2019, 07:07:01 PM
(https://i.imgur.com/UBCFcoP.png)
Got back from work, super weary. Spoke to Ods about S.A.D. and just threw together some stuff from other mods i.e. MSF's combats and made it black, along with the Crye Airframe getting some repaint.

He likes it very much, but I don't bloody know if it's worth the unit/uniform. These guys will be the ones knocking on your door for the black hat station raids.

No warrants ladies and gents, just suppressed weapons.

Please give me some opinion on the SAD if you guys think it looks good, I'm still unsure if it should be a real thing so as of now the uniform isn't even finished. Gonna sleep now, see you all tommorrow!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 08, 2019, 04:55:01 PM
Setback in progress. Redoing some uniforms that bothered me.

First is forest MARPAT. 1.0 US Military will be the definitive and hopefully last version ever for this mod so I want everything to be perfect. The MARPAT does look awfully non-MARPAT like because it's too zoomed in. In fact it looks awfully close to my original MARPAT when the Marine Corps Kit was first released (think the original files are long lost by now) so I went to redo it.

Before
(https://i.imgur.com/SGpgvMq.png)(https://i.imgur.com/z0o1BHz.png)(https://i.imgur.com/I7tyrES.png)

(https://i.imgur.com/WbRRyg7.png)(https://i.imgur.com/i3ZtWyv.png)(https://i.imgur.com/LzSVlZD.png)

After
(https://i.imgur.com/Lz2Pv0E.png)(https://i.imgur.com/IWm2p99.png)(https://i.imgur.com/kEOgEOB.png)

(https://i.imgur.com/UsNuS1I.png)(https://i.imgur.com/Ks4wgdI.png)(https://i.imgur.com/3MlIVLD.png)

Miles better I assume you'd all agree? Anyway this will take a bit of time. There's also the US Army which needs flag patch added to their uniform, Marines don't need this since they are seen without flag patches on their BDUs on photos. If you're a Marine and you know how this works please speak up so I don't make mistakes

Anyways!

Did some testing:
(https://i.imgur.com/eadNXTx.png)

Tested a look for CAF as I did with SAD yesterday. CAF (Canadian Armed Forces) will become a faction allied with US and UK. The uniform above will not be used but if anyone wanted to see it, that's the rough look.

Body armor will be changed to look closer to the old PASGT body armor, which the FPV looks more like. Helmet isn't MICH, it's CG364 but is often times mistaken for MICH 2000 due to it's very similar shape. Less work for me eh? Should be quick to make the faction when America sets foot in Rimworld to spread freedom and tobacco chew spits all over the place.

What prompted me to redo the uniforms is the AOR2 upon getting started with the seals, the AOR2 looked close to MARPAT and the current v1 Forest MARPATs just didn't look good enough for me.

College tommorrow, back to busy. See you guys then with more updates.

_____________________________

12:41AM. It's late and I may regret this tommorrow, but I finished all the Forest MARPAT redo.

Also made this in excitement to dninemfive's Black Hat Station feature (if it comes)

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

Cheers all, goodnight!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on April 09, 2019, 02:18:06 AM
If it's the SAD doing the raiding, I'll cut the flavor event (namely investigators showing up before a raid for low-level offenses) from when it was supposed to be the FIB doing it. That means I'll almost certainly be done this week; I have a pretty much working prototype right now but it needs to be finished and properly tested.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 09, 2019, 03:10:50 AM
Quote from: dninemfive on April 09, 2019, 02:18:06 AM
If it's the SAD doing the raiding, I'll cut the flavor event (namely investigators showing up before a raid for low-level offenses) from when it was supposed to be the FIB doing it. That means I'll almost certainly be done this week; I have a pretty much working prototype right now but it needs to be finished and properly tested.

Oh my I just thought about the FBI. Sorry for not clearing this up to simplify the feature! There's no more complicated arrest stuff

Is it possible to make this faction non-hostile with the other factions in-map besides pirates and etc? So they'll behave like civil outlanders to everyone but the player upon using black hat.

Then there's also a custom sound effect for the raid letter, gonna make it go *THOK THOK THOK* "FBI OPEN UP"

Thank you dnem, hope I'm not asking for too much since you're already offering your time for free, please lemme know if that's workable
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on April 09, 2019, 05:07:05 AM
New Marpat looks fantastic, also the cadpat camo!
Great progress you are making, very excited for it :3
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 09, 2019, 06:24:09 PM
(https://i.imgur.com/ieqy8J7.png)

Here it is folks. The long awaited Navy SEALs update.

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

We're switching to AOR2 and AOR1 will be unavailable for the time being to save time. The reason being AOR1 and Desert MARPAT are exclusively Desert and ARID type of Maps which Rimworld doesn't really have a lot of as much as it does Woodland, Swamps and Jungle.


(https://i.imgur.com/VxoQ9MK.png)(https://i.imgur.com/0fh49d4.png)(https://i.imgur.com/GH3au0L.png)

Hard to see from all the attachments and crap on top of this FAST helmet, but it's a modified version. The normal FAST has better cover on the upper head but this one is a PJ FAST helmet which I read about the SEALs using, some kind of super lightweight version with a more open space for the ear part and more holes on top (like bicycles or BUMP helmets) so that the SEAL won't feel too overheated because it's spent too much time out of the water away from all the fish.

Anyways, all I did was delete parts of the original FAST texture, which in real life is all they pretty much do. Reduce the parts of the FAST to make it lighter than it already is.

(https://i.imgur.com/pHAz6kt.png)(https://i.imgur.com/zTEv4zT.png)(https://i.imgur.com/hLx3CSS.png)

Instead of leaving it to the normal Tan Crye CAGE I made an AOR2 version which looks so freakin' cool. I don't regret the decision. The extra time is worth it.

(https://i.imgur.com/B7ZB21b.png)(https://i.imgur.com/HrcxTdR.png)(https://i.imgur.com/RI2WDoJ.png)
(https://i.imgur.com/UsNuS1I.png)(https://i.imgur.com/Ks4wgdI.png)(https://i.imgur.com/3MlIVLD.png)

Just a comparison of AOR2 with it's very similar lookin' brother that teachers had to warn about sniffing glue, Woodland MARPAT. Thought they looked awfully too close but upon closer inspection they could be distinguishable. I guess it's a matter of seeing the people wearing them from far away while they're shooting at you.

Navy SEALs aren't 100% done.
- Uniforms are finished for all body types
- Helmets are finished
- Body armors are unfinished

That's about it for today's progress. Tommorrow is Wednesday which means getting trashed. I'll see you all then, take care!

Quote from: Rocket_Raccoon on April 09, 2019, 05:07:05 AM
New Marpat looks fantastic, also the cadpat camo!
Great progress you are making, very excited for it :3

Thanks Rocket! Me too, can't wait to release the faction mod. Even if Jec isn't finished I'm planning on a BETA version.

What I'm waiting for from Jecrell:
- Restricted body types to simulate military fitness standards
- Alliance system with other factions in the map
- And a secret.. More info on that in the future

Goodnight all, tired from today. Made time for textures and it was worth it
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on April 09, 2019, 11:11:08 PM
QuoteIs it possible to make this faction non-hostile with the other factions in-map besides pirates and etc? So they'll behave like civil outlanders to everyone but the player upon using black hat.

Yeah, I'm making them a "hidden" faction, like the Mechanoids. I feel like that represents the CIA really well, since it doesn't make sense for them to trade with people or for you to just call them up on the comms.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 10, 2019, 01:21:38 AM
Quote from: dninemfive on April 09, 2019, 11:11:08 PM
QuoteIs it possible to make this faction non-hostile with the other factions in-map besides pirates and etc? So they'll behave like civil outlanders to everyone but the player upon using black hat.

Yeah, I'm making them a "hidden" faction, like the Mechanoids. I feel like that represents the CIA really well, since it doesn't make sense for them to trade with people or for you to just call them up on the comms.

I get that and they're still supposed to be hidden, my issue is that the US Military will be called using the reinforcements system of Red Horse Furniture, then they're gonna shoot down their own guys.

I wanted it to be a player-only problem since they weren't gonna fight anyone else
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on April 10, 2019, 07:57:30 PM
I'll have to see what Jecrell does with the whole alliance system, but I'm fairly sure I can prevent them from attacking US forces if they end up on the same map. His implementation should even support hidden factions being allied with normal ones; vanilla code doesn't seem to prevent hidden factions from having a relationship with normal ones, it only prevents their relationship from changing.

edit: Currently, my code is set to make the SAD hostile when they send a raid but are non-hostile (rather than cancelling the raid, which would be a bit OP), so I might need to specifically handle the case where you're friendly with the US alliance but they're called in, depending on whether the alliance system cares about one faction being hostile to the player and another one being friendly. The base game supports two factions being friendly to each other but having different relations with the player afaik.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 11, 2019, 07:08:55 AM
Quote from: dninemfive on April 10, 2019, 07:57:30 PM
The base game supports two factions being friendly to each other but having different relations with the player afaik.

Fair one, that's right. I cancelled the complicated extra stuff with Jec since you mentioned they become hostile when the raid starts.

Jec has been quiet, either he's busy or he's sick of my crap cause I keep suggestin new features (like what I've done with dinem) so we'll see what's up.

Things are kept simple right now, I prefer having good communication like this cause sometimes people have better and more simple methods, haven't got a word from Jec yet so I'm just gonna wait. I'm guessing he's got a few issues outside of modding so I won't bother him too much.

Faction still waiting the AOR2 crye, got a busy week ahead but well push on and I'm gonna try get a beta faction mod out by next week Tuesday for the US Military

______________________________


AOR2 crye is done. That's 3 hours less of sleep for me but one thing off the list done. Cheers all, signing out for today.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 13, 2019, 04:54:59 AM
(http://i.imgur.com/RrjXF4r.jpg)

Made a brand spankin' new preview featuring the Army bois and the Bradley IFV. Mod is in the coding phase with 0% coding done.

What's finished?
- Important clothing textures
- Vehicle textures
- Faction symbol texture
- No rogue mechanoids .dll
- Deathspawning .dll
- Weapon coding and textures (thanks to Rimmu-Nation)

What isn't finished?
- Alliance system
- Alloance benefits system
- Body restriction system
- War system
- .xml coding
- Animated trailer
- Ceremonial and other apparel textures unmade
- Allies such as the British

Long list mein friends. I'm at work right now up to Monday so I can't expect to get much done. My head is banging due to how early I gotta wake up.

Edit: final note. I decided not to add flag patches for the BDUs. It's a weird thing I haven't done since B18, I do have them for crye but I wanted the patches empty in case people just wanted to make their own faction and not being associated with US. I'm planning on doing the same for Brits.

As long as the flag is in their armor or helmet I'm fine. Hope it bothers nobody.

I'll see you all soon for some explosions and freakin' freedum.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on April 13, 2019, 10:05:07 AM
Good idea with not adding flag patches to uniforms. In b18 I used your marpat uniform as a stand in uniform for my finnish colony.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 13, 2019, 11:00:31 AM
Hey there, CP, glad to hear you re working on Red Horse again! I didn't post for quite a while, but i am still here, lurking in the darkness, watching project unfold. I am really happy vehicles will make a comeback. This is awesome.

Also... CP? Can you consider expanding Rimmu-Nation Clothing with some gloves and boots? Its kind of weird to rely on Medieval Times mod for finger\hand\feet protection when you re running around in hunter-reactive power armor.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on April 15, 2019, 01:24:11 AM
Hey CP! Just wanted to give an update on the black hat raids mechanic.

I have the assembly code done, and it should™ work, but I don't have time to test it tonight. I have a bit of an interesting week so I can't promise that it'll be releasable too soon, but next week is spring break so I better finish it then. I pretty much just need to make sure the mod actually works, finish up a bit of XML frameworks, and document the features the mod exposes so you can use them.


edit: I finally finished it! The mod I set up is linked below.

Incidentally, are you planning on using your old DnD table texture from Retro Joy? If not, can I use it in Additional Joy Objects? I think it'd be a great fit there.

How it works

Pawns are assigned a "hacking detection chance" stat based in short on their intellectual and social stats. Each time a bill is completed which includes a particular mod extension (explained below), there is a chance based on this stat and the recipe's internal modifier to send a SAD raid. These will come between 3-5 days after this is triggered, and no more SAD raids can be scheduled while one is queued. Non-SAD raids can be, though. The raid itself is fairly normal, but has a custom letter and has fixed entry techniques - they will always appear on the edge of the map by drop pod or walking in, in one or more groups, and use either smart immediate attack or sapper AI.

How to get it working in Red Horse Furniture

1. Drop the DLLs in the included mod's Assemblies folder into yours

2. Copy the FactionDefs, Misc, and Stats folders into Red Horse Furniture's Defs folder

3. Copy my modified recipes over your "CPJob_InfoTheft" and "CPJob_FundTheft" recipes (or only the contents of the modExtensions tag)

You'll also want to customize the faction itself, its pawngroupmakers, and add custom PawnKinds. You know how to do this already; my only suggestion is to make sure the SAD has a sapper PawnKind. The important tags within the faction are <permanentEnemy/> and <hidden/>, which must  both be set to true; the former might cause issues with regard to their relations with other factions (like the US military), so follow Jec's advice if he says to disable it for the alliance mod.

The ModExtension

This mod works by detecting a ModExtension included in RecipeDefs. As a general pattern, this is what you should put:


<modExtensions>
<li Class="BlackHatRaids.BHRModExtension">
<detectionChanceFactor>1.0</detectionChanceFactor>
</li>
</modExtensions>


The only variable is detectionChanceFactor, which is simply multiplied against the bill worker's detection chance to get the final value. You might consider turning it down for all recipes if raids turn out to be too common in the long run.

Caveats and Balance Notes

- I recommend tweaking the hacking detection stat; right now, it seems to hover around 40%, which means the player tends to get raids every 3-5 days. Depending on their defenses and playstyle, this might be broken or OP.

- Just as a general note, you might want to increase the work costs of all the recipes by around 50%, which would help alleviate the previous issue.

[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 17, 2019, 11:49:12 AM
(https://i.imgur.com/8m9D6cB.png)

(https://i.imgur.com/Mekv6Hq.png)

So as a refresher I thought of releasing a Task Force 141 update before US Military Arrives. The faction is significantly smaller and requires none of the major C# coding, therefore it would be nice to see it out and about.

Here are some previews made, I lost all the old MICH helmets and Armor templates but thankfully we have newer and improved MICH variants along with the Crye CAGE being highly customizable. I tried to stick to the old outfit as close as I can. For now, I have to redo all the body armor and some of the headgear.

News on Jecrell's fancy C# stuff for Red Horse:

What he has mentioned is that alliances will be able to randomly contract PMC factions i.e.
- War Mongrels
- Umbra Company
- MSF

Factions like these are some of the examples, that can be bought by contract. Alliances will then have them for a few months, perhaps 6 months minimum? And then the PMC can then be bought off by the other side to join them. It will be customizable, therefore factions like Task Force 141 and The Ghosts will stay in the US Alliance permanently being a non-PMC faction and actually being splinter groups of Special Operations.

Quote from: dninemfive on April 15, 2019, 01:24:11 AM

edit: I finally finished it! The mod I set up is linked below.

Thank you so much dninem! I'll get to implementing it soon, just have my hands full at the moment but I am so thankful for your hard work in including this!

Rest assured, SAD will show up in Red Horse Furniture soon. Gonna need to message Sumgai to make the update available for CE since the latest one may make the furniture mod useless now for CE users due to me adding weapons in for the SAD to use.

Sounds exciting!

More talk about such and such soon..

Quote from: Rocket_Raccoon on April 13, 2019, 10:05:07 AM
Good idea with not adding flag patches to uniforms. In b18 I used your marpat uniform as a stand in uniform for my finnish colony.

Thank you Rocket, this is exactly why I don't add the patches. I prioritise customisation over 100% accuracy any day with these mods

Quote from: Madman666 on April 13, 2019, 11:00:31 AM
Hey there, CP, glad to hear you re working on Red Horse again! I didn't post for quite a while, but i am still here, lurking in the darkness, watching project unfold. I am really happy vehicles will make a comeback. This is awesome.

Also... CP? Can you consider expanding Rimmu-Nation Clothing with some gloves and boots? Its kind of weird to rely on Medieval Times mod for finger\hand\feet protection when you re running around in hunter-reactive power armor.

Hey Madman, pardon me for missing your post on the original edit. I am happy you are still sneaking and peeking around

About gloves and boots, it has been suggested before and I remember it well. I thought about avoiding that area due to vanilla not exploring it carefully, but I was torn with seeing Medieval mod adding it in.

I chose in the end not to include them due to issues. I have seen NPCs spawn with no clothing on besides boots and gloves due to their pawnkind budget going on those things rather than proper clothes, and it's bothered me that a mod would affect enemy or friendly faction spawns with those things. If I had to make that gear I would have to go all the way and make civilian versions too? For factions to use.

It's just a stir pot of difficulty for me at the moment with extra kit like that, which is why backpacks have been off-limits for factions too due to some coding related issues that appear due to the game not really being updated or designed around extra accessories like that. It's kinda annoying that there's an option to add them but the system isn't 100% tailored to it. Lots of goofy bugs appear that I'd rather avoid
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 18, 2019, 11:16:39 PM
Latest update download links are in the front page

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

(https://i.imgur.com/Jk2VBFU.png)

Task Force 141 Returns.

What's new?
- New Faction Mod: Task Force 141
- Back and re-instated complete with Crye CAGE body armor and MICH Helmets. Fleece jackets also now come in three different variants, grey, black and olive which come randomised for 141 pawnkinds.

- Rimmu-Nation Weapons
- G36C HRT added
- AK47 Tactical, Intervention, M14 EBR no longer craftable
- Weapon tags for AK47 Tactical and M14 EBR changed
- New recipe system soon..

Red Horse Furniture
- Fixed Military Generators, requires higher building skill stats and requires more components
- Arcade machine volume lowered

(https://i.imgur.com/tvrAe27.png)

(https://i.imgur.com/u2f10Ol.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 22, 2019, 08:19:58 AM
(https://i.imgur.com/zZJEdEF.png)

So the boys in S.A.D. received a scrapping in terms of looks. I've removed the flag patches and made their own version of the CAGE, along with a new PJ FAST helmet that is also unmarked with no flag patches. Upon further research and decreased laziness, SAD Operators do not put on flag patches during Ops in the case of being officially identified with the US Government.

They're also gonna receive their own custom set of AR-15 style rifles, everything in their kit list will be unique and not-included in the US Military mod (sadly) due to some conflicting issues me and RaptorX talked about. If this uniform and equipment list was duplicated and included in US Military Kit and Rimmu-Nation, it'll be a bit tricky for Sumgai and Raptor to patch it into-CE. My goal is to make Red Horse Furniture compatible with existing CE user saves since this new update has to be done stealthily and minimizing save breakages.

(https://i.imgur.com/HyT2wOW.png)

In other news, Task Force 141 has a trailer being made in progress. It's what I've been so busy about. I haven't done any phys during my one week leave and have just been off in terms of motivation and state of mind so everything has gone downhill. I apologise for delays.

I'll see you all soon with something new, cheers
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Domschka on April 22, 2019, 10:33:16 AM
At first: Great work, really. I love your mods.
Question: Anything new from Wasteland Republic?
Because its like a fallout submod and i like Fallout.
Soooo?
Greetings from Germany.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on April 22, 2019, 12:45:57 PM
I'm also interested in them and the Last Man Mercs - those factions had a lot of interesting flavor. If you still have those files and they're not too much work to finish up, I'd be willing to do the XML stuff just to get them out there.

By the way, are you planning on updating Retro Joy? If not, I'd like to incorporate the Dungeons and Randies table into Additional Joy Objects if that's fine with you. If you are updating it, I'll upload the mask I'm using for my personal updated copy.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 22, 2019, 05:42:12 PM
Latest update download links are in the front page

(https://i.imgur.com/sYpxSRu.png)
Task Force 141
- Task Force 141 preview fixed, AC-130 changed into a Sea Knight Helicopter for accuracy
- AKM texture linked to AKM coding to prevent errors for non-Rimmu-Nation users

The Ghosts Faction Mod:
- Clothing codes tweak
- Weapon code tweak
(Bloody forgot what I did but it was important)


___________________________

(https://i.imgur.com/srqQqAM.gif) (https://www.youtube.com/watch?v=HAhiqwhg5c8)

Video link: https://www.youtube.com/watch?v=HAhiqwhg5c8

Trailer finally finished, released the mod in Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=1720751798

Anyways..

Quote from: Domschka on April 22, 2019, 10:33:16 AM
At first: Great work, really. I love your mods.
Question: Anything new from Wasteland Republic?
Because its like a fallout submod and i like Fallout.
Soooo?
Greetings from Germany.

Hello, no news. I was in progress for a RimWorld series and making the faction, unfortunately 1.0 dropped and lead into a cascade of what this thread is now, an update of mods that already existed. On the bright side standards were raised in terms of textures and coding neatness.

Rimmu-Nation Weapons saw a more in-depth balancing system and research put into it among many other changes for the better, so sadly the mods like Wasteland Republic and LMM had to take a backseat.

Still got plans to be made, I plan on doing a new uniform since the old once shown in concept is either lost or needs something better

Quote from: dninemfive on April 22, 2019, 12:45:57 PM
I'm also interested in them and the Last Man Mercs - those factions had a lot of interesting flavor. If you still have those files and they're not too much work to finish up, I'd be willing to do the XML stuff just to get them out there.

By the way, are you planning on updating Retro Joy? If not, I'd like to incorporate the Dungeons and Randies table into Additional Joy Objects if that's fine with you. If you are updating it, I'll upload the mask I'm using for my personal updated copy.

Funny thing, Last Man Mercs were based on a highly toxic clan I used to be in for GTA V. Anyways, they were supposed to be just concept, I may just scrap them or re-brand them and their name to make place for "Last Man Battalion" from the Division which is what the name of the Merc group was based on.

As for Retro Joy I do have plans to update but sadly I have had no time, I've always wanted to update it. For that reason I couldn't hand over the texture for your other mod sadly, since I intend on keeping it for Retro Joy, but what I can do is give you Retro Joy to take over and for you to update if that sounds good to you

You could take over the rights for the mod, my only request is you keep the cool previews if you upload the 1.0 version on steam, and you may change some textures as you see fit or code them as you see fit (i.e. removing poker cards from D&R table)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on April 22, 2019, 06:02:00 PM
Hey CP, just an update on the CE patches.

Most of them technically work, and can be packaged inside each of the RN mods themselves. However, I believe RaptorX wants you to have a chat with us first via Discord regarding some long-term logistics and distribution issues.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2019, 05:15:09 AM
Latest update download links are in the front page

(https://i.imgur.com/aKlw81E.png)
The Ghosts Faction Mod:
- Fixed massive error caused by pawnkind changes (that's what I bloody forgot I did)

Gamesaves should be fixed now if they were broken.

Also sumghai and me are discussing CE matters in his discord, also taking over the world which may require a small fee of £10 I can't afford
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on April 23, 2019, 06:08:58 AM
Okay CP, here are the Combat Extended patches for your main Rimmu-Nation mods. These files are for you (CP) to bundle & include directly inside each of your mods, as the patches will automatically determine whether or not CE is installed before patching:

CE Patches for Red Horse Furniture (https://drive.google.com/file/d/1EUqoeF-Ep76Ao9liIFNCYK9VkmK3y_nB/view?usp=sharing)

CE Patches for Rimmu-Nation Weapons (https://drive.google.com/file/d/1HNgjCI3daSx3VTws56mzlxa89PR32B5p/view?usp=sharing)

CE Patches for Rimmu-Nation Clothing (https://drive.google.com/file/d/1l6vozspUwAmACJgSZLLXQrmzdhl17unF/view?usp=sharing)

In order for the RN Weapons CE patch to work properly, ALL CE USERS must additionally manually merge the contents of this zip file with their existing Combat Extended installation:

CE Ammo for Rimmu-Nation Weapons (https://drive.google.com/file/d/1FuFQbrm9Gk9819GPReY3cC8MnVpkmMYm/view?usp=sharing)
EDIT 13 May 2019 - ammo patch no longer necessary, as CE 1.0.1.4 now includes the rocket/missile ammo used by RN Weapons

RaptorX is currently working on finalising MSF, UC and Ghosts patches.

Admittedly, this isn't the most convenient (or even load time efficient) patching method for all you CE users, but RaptorX and I will figure out something better one day.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2019, 01:40:38 PM
Latest update download links are in the front page
(https://i.imgur.com/LsyDUfx.png)

(https://i.imgur.com/x5mItRl.png)

Rimmu-Nation Clothing
(Rimmu-Nation Clothing) RNC: All Craftable

- Added new clothing
- Removed handgun holsters from being craftable due to possible issues with upcoming update with Elite Crew.
If you get errors just remove the holsters from your RN Bench crafting bill

NOTE: As of this post I'm having minor delays in uploading the update in Google Drive, please wait within 2 minutes of this post
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 23, 2019, 02:06:50 PM
Moar and moar tacticool stuff! Niiiice. So remind me whats left? How many factions in total you re still going to add, CP?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2019, 03:34:32 PM
Latest update download links are in the front page

Rimmu-Nation Weapons:
- G36C HRT error fixed

The Ghosts:
- Duplicate mod folder within mod folder deleted, Ghostception

____________________________________

Quote from: Madman666 on April 23, 2019, 02:06:50 PM
Moar and moar tacticool stuff! Niiiice. So remind me whats left? How many factions in total you re still going to add, CP?

There's always a long list of factions that could be made but so little time

Planned Factions: (Currently on top priority, some aren't listed here)
- The Elite Crew
- War Mongrels
- The US Military
- The British Military
- DOOM Factions

Planned in concept:
- Wasteland Republic
- X.O.F. (MGS V)
- Cordis Die (Mercenary group from Black Ops II)
- Canadian Armed Forces
- Medusa Corps
- Last Man Mercs (Maybe)

Faction that Ods will make in collaboration with Red Horse:
- Russian Military
- Chinese Military (Maybe)

So far I'm having anxiety attacks about me missing college today and my instructor will kill me tommorrow. That's what's on my mind today lads.

See you all if I live to tell the tale tommorrow, cheers
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 24, 2019, 02:34:24 AM
Dayum. You sure plan in scale, CP. I sure hope every faction you ve planned will make it xD. That will surely make every raid be unique as hell. Which is amazing.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on April 24, 2019, 05:36:34 AM
QuoteThat will surely make every raid be unique as hell.
Do you realy think ?
Then he need to create different AI think nodes too, so each faction attack different ! :-)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 24, 2019, 05:57:10 AM
Quote from: Canute on April 24, 2019, 05:36:34 AM
QuoteThat will surely make every raid be unique as hell.
Do you realy think ?
Then he need to create different AI think nodes too, so each faction attack different ! :-)

Yep, despite the obvious lack of AI behaviour diversity, with CP's complete modset, What The Hack with mechs and Simple SideArms-DualWield-Run&Gun-GiddyUP combo, every raid usually looks, handles and fights differently, just due to sheer diversity of gear\mounts\armor etc.

AI behaviour sadly requires some serious c# work, so i think at best we can expect stuff like factions using mercs and police-like behaviour CP was talking about at some point.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 24, 2019, 06:07:36 PM
Latest update download links are in the front page


Rimmu-Nation Clothing
(Rimmu-Nation Clothing) RNC: All Craftable

(https://i.imgur.com/5HfprOz.png)(https://i.imgur.com/Sd31GZM.png)

- ALICE webbing accidentally overwriting MOLLE webbings fixed, both are now usable.


______________________________________________________
(https://i.imgur.com/317EmQA.png)

Last Man Mercs are gonna be a sure thing now.

Their uniform is based on my college uniform (rip) but I've obviously taken liberties. They sport a custom-made red polo shirt with their faction logo on the left breast. They then wear M81 combat trousers with this standard polo uniform for their contractors.

The body armor was made by Ods, I was too lazy to make another one and was sick and tired of re-using the IBA.

Anyways.. Their backstory.

(https://i.imgur.com/5CIqWiP.png)
QuoteThey started off as a small crew hired by criminal organizations for assassinations, security and heists against rival groups or the government themselves. The things they stole ranged from large amounts of cash from bank vaults to government black project schematics. They were meant to be expendable but they outlived their employers when they grew too much in power.

The Last Man Mercs were born, launched as a legitimate PMC business and the founding members' dark history erased from records with a few well placed bribes.

Recruitment began when criminal connections were used to find thrill-seekers and desperate individuals, now the reputation of the LMM alone is enough to attract flocks of the naive and blood thirsty. Comprising mostly of bounty hunters, ex-military and other guns for hire, they take any contract, no matter how messy it is or how unethical it is as long as it pays well.

The leader, dangerously charismatic, inspires his followers to see the world in his own nihilistic way, a "Let us eat and drink for tommorrow, we die" attitude. The earnings of the faction are often times spent on drugs, prostitutes, private homes, fast cars or new toys meant for their line of work. This is their idea of "freedom"; being able to go around killing whoever they want, doing whatever they want and be paid for it.

When not on a job, they're out looking to pick a fight with anybody, weak or strong? They call it "Target practice" all the same. With new recruits joining everyday for the promise of the world, the lives of their mercenaries lost on a daily basis is as cheap as the lives they take.

The motto of the group is: "semper liberi" which translates to "always free".

EDIT: Sorry I messed up the updates and have only uploaded them about 5 minutes AFTER the post. D'oh. My apologies to the early birds.

Anyways, the Last Man Mercs. Opinions? They're meant to be urbworld type of fellas who have massively grown into a large private army, bigger than Umbra Company but not better in terms of standards in training and possibly equipment. Maybe I didn't give away enough info or gave away too much info on the backstory, I don't know. I wanted a sense of unknown in terms of their origin but a general idea of what the whole crew is like.

I'm planning on a spec ops/elite mercenary unit for the LMM, lightweight kit like 5.11 TacTec and FAST helmets, will have to worry about it later. All of the main stuff isn't even finished yet, just hacked up something for a preview.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 24, 2019, 11:52:16 PM
I foresee some juicy tacticool battles ahead, CP. Amazing work as always. One more participant for the meat grinder. Looking tacticool as frickk while at it too..
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on April 25, 2019, 01:57:18 AM
more meat for the canable foxs army i got but i love the new gears and hireable dudes
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 27, 2019, 08:06:05 AM
Hello fellas, just clocking in to leave a notice about what's happening for Red Horse while I'm here at work for the weekend and Monday (it's everyday bro)

Last Man Mercs
- Last Man Mercs on skin textures are done
- Armors need to be done but they're easy peasy, would take like 10 seconds
- Maybe I'll make an elite unit, which will cause production to take longer, the elite boys will use blue jeans or possibly keep the same onskin, FAST helmets and masks.
- need to figure out what their jackets will look like.

US Military
- All uniform textures besides ceremonial are done.
- needs a lot of time coding
- waiting for alliance and war system coding from Jec. Haven't heard a word

Now all that aside I've been asked to help with an SCP project by my bro Ods. He's having trouble with schedule and yours truly has made several factions before, so it'll be a lot of help if I went to do that. Red Horse is temporarily gonna take a seat till I get SCP factions done.

That's all for today folks
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 28, 2019, 06:53:25 PM
(https://i.imgur.com/XcY0mab.png)

QuoteAnonymous Comms Console email (sent to all faction leaders)
Hello, who I am is not important. I have an urgent warning to all of you.

There is a parasite that has grown during your petty squabbles over territory and resources. This group comes from none other than the "DF1-08" planet. Ever heard of that place?

To those uneducated in these matters, DF1-08 is a world that looks very similar to the Urbworld, concrete buildings, industrial medicine, firearms that use gunpowder etc. It has been quarantined due to an outbreak from a serum known as "Nerotonin type 3" which is their world's failed version of a Healer Mech Serum. The Nerotonin type 3 caused the mass population to become mutated and highly violent towards anything that wasn't infected.

It's here on your doorstep now. An organization within DF1-08 developed a means to traverse across worlds using technology they put together after years of development within their dying world. This group is VOID.

VOID wants to replicate the Nerotonin type-3 virus in planets that have a similar ecosystem to DF1-08, which means the planet you live in as well.

Have a think about your next moves.

____________________________

Tired from work. Falling asleep.

Another faction is coming in after I finish the current set, they're called VOID. They have a special place in my heart from the game "Dead Frontier" which I used to play back when I was younger. They were there from the start of the game, being one of the first clans and even got the Admin to make them custom armor that he'd never done for anyone else (armor was never produced or re-produced for anyone else after either)

The clan is long gone now along with the custom items they had long disappeared with the people who held them, every end-game person in Dead Frontier was a minigun wielding, power armor wearing, drug boost using maniac that killed swarms of zombies on a day-to-day basis. I think they'd make interesting powerful enemies in RimWorld.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 29, 2019, 03:44:41 AM
Mommy told you not to abuse mech serums too much? Now look at you, all purple and angry with means of space travel! Nice, a new enemy faction to butcher for parts! Awesome.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on April 29, 2019, 10:37:45 AM
Quote from: Madman666 on April 29, 2019, 03:44:41 AM
Mommy told you not to abuse mech serums too much? Now look at you, all purple and angry with means of space travel! Nice, a new enemy faction to butcher for parts! Awesome.

mom told you not to be mean to lil sis so please let me keep my legs
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 30, 2019, 04:28:18 PM
Made a preview cover for the Last Man Mercs.
(https://i.imgur.com/D2o4sFg.png)
Current About Description:
QuoteThe go-to PMC for anonymous benefactors and corporations that wish to stock up more skeletons in their closet.
   
Lead by ex-military turned mercenaries who performed high-profile assassinations, heists and acts of terrorism. After gaining power they founded the Last Man Mercs, a PMC unofficially associated with drug trafficking, kidnapping, prostitution, mass-killings and the list goes on. Due to their powerful customers across the Urbworld, they carry on to do what they do best to this day.

Last night I made their parkas:
(https://i.imgur.com/8UyLc3u.png)(https://i.imgur.com/Qv3VHpw.png)(https://i.imgur.com/fcxy17K.png)

They're using the M81 camo for parkas, but since the M81 wasn't gonna be exclusive to them, or me not wanting the M81 to be associated with just one faction/bad guy, I added the LMM red band in one of the shoulder sides, just like how FARC does it and other militias/paramilitaries when I saw them over in the Netflix series "Narcos"

(https://i.imgur.com/QEtdN72.png)(https://i.imgur.com/HUbf89d.png)(https://i.imgur.com/xNnCsAu.png)

Last Man Mercs have an elite unit, usually comprised of senior members. They get the more modernised gear. The usual grunts LMM will have use the CAR-15 and ADK-45, new addition of weapons which will be just clones of the M4A1 and AKM (as far as Rimmu-Nation coding is concerned) with minor differences in stat and appearance.

(https://i.imgur.com/lYenRbl.png)(https://i.imgur.com/sgYcMgW.png)(https://i.imgur.com/sgrD9hT.png)

Made a generic black TacTec not associated with factions, the only black TacTec we had were from the Ghosts and I wanted a neutral one without a faction patch that can be applied to both players and whatever other faction would need them.
__________________
Latest update download links are in the front page

(https://i.imgur.com/RR49hPw.png)
The Ghosts - A Dog Said.. Patch

- Added, you will find this in the Google Drive "Cross-Mod patches" folder

__________________
Quote from: Madman666 on April 29, 2019, 03:44:41 AM
Mommy told you not to abuse mech serums too much? Now look at you, all purple and angry with means of space travel! Nice, a new enemy faction to butcher for parts! Awesome.

Need to clarify this in the lore, but VOID aren't mutants or infected, they just dress funny with their custom power armors. They're also replicating the Nerotonin type-3 to create weaponized monsters they can use to take over worlds.

Quote from: Smexy_Vampire on April 29, 2019, 10:37:45 AM
mom told you not to be mean to lil sis so please let me keep my legs

You can keep your legs if you can outrun a VOID member with their speed boosts on later
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on April 30, 2019, 05:12:19 PM
Speed boosts? Yuck! My cyborgs will outrun you VOIDs. Can VOID outrun my cyborgs though hehe...

Muffaloes must DIE!!!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 01, 2019, 05:20:05 PM
(https://i.imgur.com/VzLm23p.png)

Re-visiting an old friend.

(https://i.imgur.com/p7yzhds.png)

New world logo, more simplified in design than before, similar to the A17 original world logo without keeping it too close.
___________________
The uniform dilemna

(https://i.imgur.com/2fW065W.png)(https://i.imgur.com/PnCBkzj.png)

Gotten one complaint about this helmet from a person who has been vocal about not liking my mods, I can't say I wasn't hurt in knowing someone out there is lacking tactical gear, braving the Rim without velcro and MOLLE equipment. Think of all those orphaned tactical pouches man, what a messed up world

Anyways the complaint was the face mask was curved, which was a fair complaint. This helmet is outdated anyway, was done in 2018 during B18 release. War Mongrels have been on-hold due to me making a silly decision, these helmets ended up being craftable in Rimmu-Nation.

That's okay, because War Mongrels and the Altyn variant helmets are getting a makeover.

(https://i.imgur.com/90db9qe.png)(Only have this view so far, sry mate. Been doing lots of unfinished work and not actually finishing anything)

So far I only got front view. Been messing around just doing concept art trying to keep myself from not getting bored out of death waiting for this or that when it comes to my mods.

With Ods' help they have a new armor, the 6b43 vest.

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

This is what the Spetsnaz unit of the War Mongrels PMC may look like. As opposed to before when they used 6b23 vests and the old texture helmets (note: the Altyn textures will be changed for rimmu-nation too.)

I have to make new onskins for them, I may scrap the GORKA-4 for the War Mongrels Spetsnaz and give them something else due to juggling with them being craftable in Rimmu-Nation, or I might just mug everyone off and make the GORKA-4 uncraftable for the time being to make life easier for me.

___________________

Apologies to all waiting for releases and updates, all I have are just concept art after concept art due to the weekday grind. It's college and work and I don't get a break. My few hours are only enough time to keep me sane, which I spend on doing art and thinking about crap in an attempt to formulate a plan before execution for these factions.

Hopefully doing things this way, when all the concept is done the release will be a breeze

___________________
Quote from: Madman666 on April 30, 2019, 05:12:19 PM
Speed boosts? Yuck! My cyborgs will outrun you VOIDs. Can VOID outrun my cyborgs though hehe...

Muffaloes must DIE!!!

Maybe, you've never seen a speed boost yet! In Dead Frontier (the origin of VOID) a player who used a speed boost could cover a large spawn of land within a short time thanks to that drug. The downside was the drug is expensive.

But I suppose that VOID won't be considering cyborgs, we'll have to see. I know for sure the .50 BMG minigun will get a lot of complaints since it may have a high chance to kill colonists with each burst
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 01, 2019, 08:04:56 PM
50 cal minigun? With projectiles that do what was it 70 dmg? Hah, brace for whinestorm impact, mate! xD. Can't get any more bs than that. .50 BMG rifles eat mechs with 100% armor for breakfast.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on May 05, 2019, 06:20:11 PM
Nice! The new factions are looking good, just make sure not to overwork yourself. I really like the current Altyn texture, the one you show here is good too but looks more uniquely War Mongrels. It'd be nice to have both versions available.

Also, I'd be one of those people whining about OPness but I'll just nerf those miniguns locally.

edit: Here are the files for setting a custom sound for the black hat raid incident. Tynan really loves exposing variables and then hardcoding them anyway.

Just drop the files in the zip folder into the mod; the file structure's already set up. The only hardcoded variable names are the LetterDef and the IncidentDef, you can rename anything else you want. The sound is obviously a placeholder, so replace it with the .ogg you have in mind.

[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 07, 2019, 06:12:51 PM
Hello all just posting an update.

Nothing but words, no art no coding progress. Been utterly bogged down, all weekend and even Bank Holiday Monday I was at work. A combined sleep of 9 hours during weekends, trying to find time for RimWorld but there isn't any.

I haven't progressed with Ods' SCP mod either and it's just been a crapshow.

(https://i.imgur.com/QBnfs0Q.png)
(Did have time to make a meme though)

Plan is to buy a second laptop. A refurbished or cheap enough laptop that can run RimWorld, use Notepad++ with and the Adobe Master Collection suite so I can also do textures. During work I have so much spare time, but not enough to go home and relax, the spare time in-between could be hours of just mobile gaming and I've had enough.

Second laptop and power pack/bank for the laptop. Hoping I don't get robbed in London by some young roadman with his mum's kitchen knife, but it's a great solution to get Project Red Horse going (in theory, for now).

Quote from: Madman666 on May 01, 2019, 08:04:56 PM
50 cal minigun? With projectiles that do what was it 70 dmg? Hah, brace for whinestorm impact, mate! xD. Can't get any more bs than that. .50 BMG rifles eat mechs with 100% armor for breakfast.

Quote from: dninemfive on May 05, 2019, 06:20:11 PM
Nice! The new factions are looking good, just make sure not to overwork yourself. I really like the current Altyn texture, the one you show here is good too but looks more uniquely War Mongrels. It'd be nice to have both versions available.

Also, I'd be one of those people whining about OPness but I'll just nerf those miniguns locally.

edit: Here are the files for setting a custom sound for the black hat raid incident. Tynan really loves exposing variables and then hardcoding them anyway.

Just drop the files in the zip folder into the mod; the file structure's already set up. The only hardcoded variable names are the LetterDef and the IncidentDef, you can rename anything else you want. The sound is obviously a placeholder, so replace it with the .ogg you have in mind.

(https://i.imgur.com/dqFio35.png)

Hey guys just to address you two. The GAU-19 has to make it since it was a big feature in Dead Frontier. I'll make it incredibly inaccurate due to not being supposed to be wieldable by man. I'll probably add huge movespeed offsets along with low accuracy, though the movespeed offset will be near ignored due to VOID's speed boost + power armor combo, the GAU-19 would also only spawn for VOID bosses. It will also act like centipede heavy weapons that destroy on drop so players couldn't use them.

(https://i.imgur.com/dmat8SA.png)
(VOID Member, wearing the VOID Reactive which is a middle-layer power armor that is more slim design than the average power armor. This allows wearers to have jackets and coats to wear if they wish, since it's nice to wear trench coats and look edgy during a zombie apocalypse.)

Rather than airstrikes like Umbra Company, the boss would then have this super deadly weapon you wanna stay away from. I want there to be danger fighting these guys, they are meant to be spacer level

As for the sound coding, dninem, thank you so much! I'm so exhausted today but I have to thank you for all your work. I need to do this laptop thing and move US Military forward before this Red Horse Furniture update, then consult sumgai and RaptorX to make patches before release for existing CE users. Lots of trouble I've been having in-between due to lack of time, but this solution I've concocted may solve it all, after payday and after the bloody stuff arrives (most likely next weekend after this one)

For now folks goodnight. I AM DYING. Lack of sleep, breaks, human affection and I'm not even a recruit in the army yet, I'm just in college doing part time on the side for crying out loud. Freakin hospital and their lack of fast responses to the army regarding my medical record is keeping my application from moving forward, I'd have more free time in the bloody Army mate
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on May 08, 2019, 04:03:41 AM
Wooo. Great work.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 08, 2019, 06:49:25 AM
With high capacity burst weapons, hit chance is greatly increased just due to amount of projectiles being fired. Not to mention that with high spread, the chance of hitting someone that was just close is really high. Honestly i ve suffered more hits from a centipede miniguns and blasters, than from enemy firing precision weaponry. And you still wanna make a minigun that will fire 70 dmg BMG rounds, that ll just demolish defences and oneshot anything it hits through 100% armor. No matter how inaccurate you ll make it, it will remain broken with that kind of insane damage output.

And to top it off players won't get their greedy paws over it, because reasons. As one of hardcore fans of your mods its my duty to report, sir, that i kinda want to see it in the game, because it will be broken... and also kinda don't for the same reason. Jeez, at least let us have this toy, if you wanna make it smash the balance so much xD
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on May 08, 2019, 10:16:07 PM
Yeah, I think them dropping the miniguns would actually reduce the danger of their high damage. The only way I've survived Ods' WH40K mod is by taking his OP weapons from raiders.

By the way, I updated Retro Joy. It's attached.

[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 10, 2019, 06:06:01 PM
Got work again this weekend, very tired. Sorry all but I've been unable to reply or make proper progress.

(https://i.imgur.com/Ko7FkdD.png)

So I'm getting you guys don't like the thought of the GAU-19, but I'm here in my garage with the T-55. You wanna know what's more important than my T-55?

K n o w l e d g e. (end of dead meme)
(https://i.imgur.com/HLQaIiu.png)

Guys it's always been a feature for Red Horse to have "broken" stuff. RimWorld wasn't made in mind with a proper combat system, introduce a tank, airstrikes and HMGs to a little survival game where your standard weapons are assault rifles that use 5.56 and of course your very fragile pawns will die. War ain't freakin fair mate. The village people have their sharp sticks and stones while the man out there have big metal monsters that shoot lots of fast little metal things that make the villagers' swords feel like safety scissors.

In this case, the players are those villagers. We can't have over 10 faction bases, tanks, hundreds of colonists like the AI factions. Our side were always the underdog. HMGs from VOID would be just as unfair as tanks from the War Mongrels or LMM and airstrikes from Umbra Company, so on and so forth.

Back in Phase 1 we just had weapons, clothing and furniture for Red Horse as a whole and the comments were ones that expressed concern as to why the collection made the game feel too "easy", and my excuse was that the whole package of "Red Horse" doesn't make the game feel too easy when played as a whole. Here's the whole package guys, your colonists would be the equivalent of rebel fighters in the modern day fighting armies with vehicles that outnumber you.

If the game didn't get shelved at 1.0 and it was optimised to the point where we were allowed 10+ bases, about 100+ colonists without having to micro-manage them all (silly AI brains get them killed every incident) and vehicle use added in, then it wouldn't be like this for the player since Red Horse was made with all of that anticipated.

That's not what happened, instead we get what we have now and with the limited budget and coding behind Red Horse, it's just about the same. None of this was designed with the intention to screw over and just wipe players at all, that's not my agenda. I just want players to be on the other end of end-game gear when they see factions similar to their level when they reach industrial or spacer (with mods such as EPOE or Androids on), but there's that side effect caused by the enemy factions being more in number. It's all unfair, but that's the whole lesson of war.

Note: The plan to buy two laptops is abandoned. I can't afford it.

I gotta go sleep right now guys, I'm hangin' out and it's 11PM. I got 5 hours to sleep. See you all.

EDIT: Thanks dninem for the retro joy update, will sort it out when I get time like the other stuff
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 12, 2019, 08:16:07 AM
Chickenvengers: End Game plan

Currently at work, away from a computer since I don't wanna get robbed or kicked out an establishment plugging in my laptop (it's care-work but client to client to their house)

I want to summarise my plans so I can make sense of the overwhelming amount of what needs to be done

What's finished:
Last Man Mercs textures
US Military Textures
Russian Military Textures

What needs to be done:
Last Man Mercs coding
Elite Crew coding

US Military Kit coding
US Military Factions coding

Red Horse: S.A.D. Update
Retro Joy update

- War Mongrels Texture
- War Mongrels Coding

- Russian Military Faction
- Rimmu-Nation Clothing finalised crafting overhaul
- Rimmu-Nation Weapons finalised coding and additional weapons

News on Jec
"Almost done."

What's next after?
- Ghost Recon faction
- Medusa Corps faction
- VOID faction
- British Military Kit
- British Military Faction
- Get a girlfriend, maybe (goodluck coding that)
- DOOM mods

I just want to summarise the current phase 3 game plan. Time to get something out this month, I expect 3 new mods out before May ends. Chicken out
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 12, 2019, 08:49:45 AM
While certain aspects or Red Horse indeed do feel OP as heck, nothing is completely broken quite as BMG rounds, which you just can avoid entirely by just not crafting rifles that use those, cause enemies luckily don't have those monstrous kill toys on them. When vehicles were around, they didn't feel that OP, because mechanoids kick arse no less than tanks and APCs. Guys with dangerous crap like airstrikes and rocket launchers are fragile. Most of them just die off on traps anyway or get sniped in the face with 100500 lead rich presents. Heavily armored freak with a minigun that can oneshot through excellent quality power armor IS another deal entirely. Its your call, CP, but i will definitely alter it to be manageable and also make it droppable, because this is not the case of unfair, this is more severe. Just to clarify, this will not affect my love for your mods in the slightest. Madman out.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: iFailatRimworld on May 12, 2019, 02:20:42 PM
I'm sorry to ask this but when will a Combat Extended patch for the Rimmu-Nation Weapons be available or is it up to someone to make the patch for themselves..?  Btw great work on your mod, absolutely fantastic textures and coding...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on May 13, 2019, 12:54:12 AM
Quote from: iFailatRimworld on May 12, 2019, 02:20:42 PM
I'm sorry to ask this but when will a Combat Extended patch for the Rimmu-Nation Weapons be available or is it up to someone to make the patch for themselves..?  Btw great work on your mod, absolutely fantastic textures and coding...
RaptorX and I have been working on the CE patches for RN Weapons, RN Clothing and Red Horse Furniture. CP has received the patches, and will figure out the best way to distribute them.

In the meantime, you can download the patches here, and manually merge them inside each of their respective mods:

CE Patches for Red Horse Furniture (https://drive.google.com/file/d/1EUqoeF-Ep76Ao9liIFNCYK9VkmK3y_nB/view?usp=sharing)

CE Patches for Rimmu-Nation Weapons (https://drive.google.com/file/d/1HNgjCI3daSx3VTws56mzlxa89PR32B5p/view?usp=sharing)

CE Patches for Rimmu-Nation Clothing (https://drive.google.com/file/d/1l6vozspUwAmACJgSZLLXQrmzdhl17unF/view?usp=sharing)

CE Patches for (RH) The Ghosts (https://drive.google.com/file/d/1PmWtjGQZhFFS7y_rnh9MyzyU0qIUXl-Q/view?usp=sharing)

CE Patches for (RH) Umbra Company (https://drive.google.com/file/d/1iICTS-iSJV9ovFibidWOrEvcAHZ8MuIe/view?usp=sharing)
(Note: CP, please create a unique backpack for these guys, so that they can carry their gear and ammo in CE)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 13, 2019, 06:16:25 PM
Finishing up the Last Man Mercs coding, it's a lot of work and very little time. Had some PT homework on the side.

Lots of things getting in the way of my progress in anything. If I choose to focus and get stuff done in RimWorld, my physical abilities fall for my military career, when I focus on work and college, RimWorld plummets and Red Horse doesn't get done. One of these days I'll have to choose between the two and it sucks but here we are.

Anyways, here's some previews for Last Man Mercs I prepared before release:
(https://i.imgur.com/4vv98Jq.png)

low level grunts that use pistols or CQB weapons, "normal" will be their quality of equipment unlike all the factions released so far. All factions have been in high quality due to their "spec opsy-ness". The quality of gear also reflected on their armorers and how long they've been around, Last Man Mercs is only standard in the urbworld, but deep down their usual pawns are just like pirate mercenaries, just that they wear uniform and are more organized.

(https://i.imgur.com/VuCw2Mm.png)(https://i.imgur.com/Rih9tr0.png)

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

Standard mercenaries, usually rifles, DMRs or Bolt actions used by these.

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

The helmet on this fella has a halfmask which was featured in Rimmu-Nation that also added some ballistic protection on the face along with gasmask protection from toxic fallouts.

These are the machine gunners or the guys running around with explosives.

(https://i.imgur.com/ujd8SGa.png)

And finally, the elite mercenaries or "special forces" of the faction. This is where their gear quality goes up, similar to spec ops units of umbra company since they're supposed to be experienced members of the LMMC.

(https://i.imgur.com/2oL43Ni.png)

Weapon selection, I tried my best to avoid using weapons between the other factions, such as "AK47 Mercenary" and other Umbra Company contractor skinned weapons since I want some uniqueness for these fellas. I also wanted a whole criminal feel so why not throw in an Uzi and some weapons from GTA V?

Chinese made DMRs, some Russian Rifles and last but not least.. M107 for the spec ops.

(https://i.imgur.com/PJGYL5L.png)

Showing off the T-55. Have not decided on the stats of the canon, but it's gonna hurt and probably more so than B18 versions of the tanks. You do not want your pawns to be where the shell explodes. (Even if you don't like them)

Quote from: Madman666 on May 12, 2019, 08:49:45 AM
While certain aspects or Red Horse indeed do feel OP as heck, nothing is completely broken quite as BMG rounds, which you just can avoid entirely by just not crafting rifles that use those, cause enemies luckily don't have those monstrous kill toys on them. When vehicles were around, they didn't feel that OP, because mechanoids kick arse no less than tanks and APCs. Guys with dangerous crap like airstrikes and rocket launchers are fragile. Most of them just die off on traps anyway or get sniped in the face with 100500 lead rich presents. Heavily armored freak with a minigun that can oneshot through excellent quality power armor IS another deal entirely. Its your call, CP, but i will definitely alter it to be manageable and also make it droppable, because this is not the case of unfair, this is more severe. Just to clarify, this will not affect my love for your mods in the slightest. Madman out.

Oi oi, the power armor actually has weaker stats in terms of protection compared to Mechanoid Centipede protection. I used the Centipede as base for the armor stats for vehicles, just nerfed it a lot. Despite the nerfed stats they were still highly resistant to bullets and explosions at the time, compared to body armor.

It's 1.0 now and I haven't explored things yet. Body Armor has a small chance of 100% catching a bullet, I can only guess these tanks can now deflect completely if you're trying to shoot it with not-so penetrative rounds. The T-55 is definetely more dangerous than a purple boy with a GAU-19.

I've decided to add a long firing delay for the GAU-19, much like the airstrikes it will have a warning sound of the minigun barrels spinning before firing, it will also have slower .50 BMG rounds compared to the AMRs that fire them. I think that's more than fair innit? It's like an airstrike now, there'll be plenty of chances to get out the way, but unlike the airstrike your colony can't be burned to the ground.

Also enemies do use AMRs, not the .50 BMG types yet but Umbra Company uses the M2000 Intervention which fires the .408 CheyTac. I quote Recon (ex-army armorer who did all the Rimmu-Nation stats) who said something along the lines of "Holy Fricc, it's pretty much a mini .50 BMG" (just with more swearing) it's bullet, if you guys haven't noticed from the Reapers, almost always penetrates your body armor or tears off a limb.

Good thing those guys aren't so good at shooting eh? I still understand the concern about the GAU-19. Funny enough people called for that weapon to be scrapped in Dead Frontier as well, it was an absolutely OP weapon that was made for the purpose of being Pay 2 Win. No hardcore player that did the arena (PvP) went in there and won without it. It's what makes VOID, VOID. I wanna stick to the original material, similar to other factions so far.

Last Man Mercs are using the "T-55" since players in GTA V (where the faction was based from in concept) used the Rhino tank, however the Rhino is obviously more advanced and I didn't want to be 100% getting into GTA V since it doesn't 100% fit into RimWorld. I'm probably boring everyone with the wall of text now so I'm gonna stop right here and sleep before I die in College tommorrow, it's 11PM already and I don't know where time went

Quote from: iFailatRimworld on May 12, 2019, 02:20:42 PM
I'm sorry to ask this but when will a Combat Extended patch for the Rimmu-Nation Weapons be available or is it up to someone to make the patch for themselves..?  Btw great work on your mod, absolutely fantastic textures and coding...
Quote from: sumghai on May 13, 2019, 12:54:12 AM
Quote from: iFailatRimworld on May 12, 2019, 02:20:42 PM
I'm sorry to ask this but when will a Combat Extended patch for the Rimmu-Nation Weapons be available or is it up to someone to make the patch for themselves..?  Btw great work on your mod, absolutely fantastic textures and coding...
RaptorX and I have been working on the CE patches for RN Weapons, RN Clothing and Red Horse Furniture. CP has received the patches, and will figure out the best way to distribute them.

In the meantime, you can download the patches here, and manually merge them inside each of their respective mods:

CE Patches for Red Horse Furniture (https://drive.google.com/file/d/1EUqoeF-Ep76Ao9liIFNCYK9VkmK3y_nB/view?usp=sharing)

CE Patches for Rimmu-Nation Weapons (https://drive.google.com/file/d/1HNgjCI3daSx3VTws56mzlxa89PR32B5p/view?usp=sharing)

CE Patches for Rimmu-Nation Clothing (https://drive.google.com/file/d/1l6vozspUwAmACJgSZLLXQrmzdhl17unF/view?usp=sharing)

CE Patches for (RH) The Ghosts (https://drive.google.com/file/d/1PmWtjGQZhFFS7y_rnh9MyzyU0qIUXl-Q/view?usp=sharing)

Thank you Sumgai, yes I am still trying to figure it out, especially hard since a ton of things are tangled up on my end due to some new things I haven't had time to do. Just LMMC release along has about 1 or 2 new weapons, and the SAD update another 2. It's just been slightly chaotic. Been avoiding creating new bullets to avoid having to go to NIA again, even if it means avoiding certain weapons that do need new bullets.

Anyway I've written enough (too much) I need to sleep right now before it's 12AM and I end up only having 5 hours of sleep again. Goodnight all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on May 13, 2019, 09:36:58 PM
No worries, CP. Oh, here's another one:

CE Patches for (RH) Umbra Company (https://drive.google.com/file/d/1iICTS-iSJV9ovFibidWOrEvcAHZ8MuIe/view?usp=sharing)
(Note: CP, please create a unique backpack for these guys, so that they can carry their gear and ammo in CE)

I'll let RaptorX tackle the CE patches for MSF (since he has a better idea on how to deal with packaging custom CE ammo for the non-lethal weapons). I'll work on CE patches for TF141 instead.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 14, 2019, 05:28:03 AM
Fine, be that way... we adore you for being you after all. Still, i d appreciate GAU-19 at least being droppable then. I mean you can wield and craft rocket launchers that do 500 dmg in Red Horse (nothing more satisfying as landing a solid hit on a raider crowd of couple hundred with that thing). Whats wrong with giving one more OP toy for the player to abuse the hell out of.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 15, 2019, 03:17:04 AM
Updates and download links are available in the front page
(https://i.imgur.com/0pXoJPH.png)

I'm out of time this morning, going to Tower Hill for some visity-toury stuff.

Here's an early access for the Last Man Mercs with most of what's intended to work, working.

New Faction:
- The Last Man Mercs
Early access version, currently the T-55 balancing hasn't been finalized. There's also an issue with the DeathSpawningComp which stops LMM pawns from exiting the dead T-55 after death.

Updated:
- Task Force 141
Fixed Machine gunners spawning with nothing
Fixed Task Force 141 operators spawning with random jackets

The Ghosts
- "Spec Ops" label changed to "Special Forces"

Umbra Company
- "Spec Ops" label changed to "Special Forces"

Rimmu-Nation - Weapons
- Removed AK-103 from being craftable for compatability with LMM. Will be craftable again later with other weapons in an upcoming update

Metal Gear Solid - CQC Takedown
- Sound effects changed for both male and female to be gender neutral to prevent robots and animals from grunting like people

Quote from: Madman666 on May 14, 2019, 05:28:03 AM
Fine, be that way... we adore you for being you after all. Still, i d appreciate GAU-19 at least being droppable then. I mean you can wield and craft rocket launchers that do 500 dmg in Red Horse (nothing more satisfying as landing a solid hit on a raider crowd of couple hundred with that thing). Whats wrong with giving one more OP toy for the player to abuse the hell out of.

Hey there, just forgot to mention, yes I am making it droppable now. Pardon me, I am in a rush this time so I can't get into detail, but it would be nice for the "What The Hack" users to attach it to a stolen mechanoid from these factions

Quote from: sumghai on May 13, 2019, 09:36:58 PM
No worries, CP. Oh, here's another one:

CE Patches for (RH) Umbra Company (https://drive.google.com/file/d/1iICTS-iSJV9ovFibidWOrEvcAHZ8MuIe/view?usp=sharing)
(Note: CP, please create a unique backpack for these guys, so that they can carry their gear and ammo in CE)

I'll let RaptorX tackle the CE patches for MSF (since he has a better idea on how to deal with packaging custom CE ammo for the non-lethal weapons). I'll work on CE patches for TF141 instead.

Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now

Sorry, running late for the train. Have to go right this second, cheers all please leave a feedback for the T-55 if you encounter it, or the Last Man Mercs overall
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 15, 2019, 10:47:18 AM
Yeah "What the Hack" will allow for weapon change for mechs in the future. Roolo has it in his roadmap. Also, if your tanks and vehicles will have a mechanoid base, it will allow you to hack tanks too xD. Which will be darn interesting to play with.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 15, 2019, 11:36:23 AM
Quote from: Madman666 on May 15, 2019, 10:47:18 AM
Yeah "What the Hack" will allow for weapon change for mechs in the future. Roolo has it in his roadmap. Also, if your tanks and vehicles will have a mechanoid base, it will allow you to hack tanks too xD. Which will be darn interesting to play with.

T-55 had it's own race till I realised that if it used Mechanoid base people could hack it for cross-mod compatability, so the T-55 as it stands right now is definetely hackable.

Don't know how weapons will work for you lot though, the 100 mm canon is using a transparent texture due to the nature of the tank's texture, and it destroys on drop. It's not meant for pawn-use apart from the tank holding it

(https://i.imgur.com/AlhEy14.png)

Elite Crew in the works for an update.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 15, 2019, 12:15:15 PM
Most mech weapons also destroy on drop, yet What The Hack somehow keeps track of them and restores them along with the mech, when its hacked from downed state. I assume same would transpire with the cannon. When there will be a way to change weapons for mechs, that ll be another story entirely... Seeing a tank shooting bullets out of its cannon will be funny. xD
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 15, 2019, 04:55:25 PM
NOTE: YOU MUST REPLACE ANY EXISTING UMBRA COMPANY MOD FOLDER WITH THE NEW UPDATE TO GET THE TANK CODING WORKING PROPERLY

Sorry for yelling.

Updates and download links are available in the front page

(https://i.imgur.com/iXvPE6I.png)
Umbra Company
- Removed DeathComp.dll within folders to fix compatability with upcoming faction mod "Last Man Mercs" which utilizes tanks.

(https://i.imgur.com/SLBGiK7.png)
Last Man Mercs
- T-55 blunt and sharp protection has been reduced
- T-55 health has been reduced
- T-55 now spawns LMMC soldiers upon death
- T-55 move speed reduced

Realistically, the T-55 was very slow compared to modern tanks or even the Centipede mechanoid in-game. It also had the lack of protection modern-day MBTs have. Let's exclude the trophy systems, there's lack of proper side skirt armor protecting the treads, the treads of the T-55 are exposed. Well placed shots from high-powered rounds could disassemble the tank treads and cause the tank to be immobile.

With all this, I've made the T-55 less harder to kill. I may buff the 100 mm cannon before I finalise the mod for Steam release, increasing damage and range.
________________________________________________

Progress Report - The Elite Crew

Two bad guys coming to Steam Workshop soon, everyone's been so comfortable with about 3 good guys full of friendly special forces from games we know, it's about time we have more unfriendly faces besides ol' Umbra Company getting scraps on their own.

Some previews made for Elite Crew. Made a variety of M65 jackets, one new green uniform from CS:Source and one "Boss" outfit variant that includes a tactical vest based on another CS:Source model. Other than that their uniforms are randomized, different apparels since they're not exactly organized in terms of uniform.

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

QuoteDescription:
The Elite Crew, sometimes referred to as the "1337 Krew" or "Leet Krew", is a Terrorist faction, Middle-Eastern fundamentalists based on world domination and other evil deeds.

(https://i.imgur.com/Bt4KGyp.png)
Typical elite crew terrorist unit, randomised outfit colors
(https://i.imgur.com/gNdl0vF.png)(https://i.imgur.com/Xj5iTJF.png)(https://i.imgur.com/PlZvpZH.png)(https://i.imgur.com/SbJHTLB.png)

(https://i.imgur.com/gO7Nz0e.png)(https://i.imgur.com/OH83sGF.png)(https://i.imgur.com/eZbltzE.png)(https://i.imgur.com/8uhay95.png)

(https://i.imgur.com/PfCWVAf.png)
Cold weather M65 jackets with ALICE harnesses, comes in three colors

(https://i.imgur.com/MYR36R7.png)(https://i.imgur.com/ahUf9RG.png)(https://i.imgur.com/KCdevGI.png)

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

(https://i.imgur.com/eMrahpp.png)
Special elite units (Like the Gold Nova guys, rest of the faction is silver. hihi csgo joke Rip.)

(https://i.imgur.com/iGLPMg6.png)
Shemagh from Rimmu-Nation Clothing with Aviator glasses, similar to the old CS:Source model but less accurate in terms of looks.

(https://i.imgur.com/CHkmQ1c.png)
(https://i.imgur.com/nSbCJSw.png)
Concept shemagh that only covers the face, not the whole head. Will show hairstyle. May not make it in final version. It was to commemorate the "Dad" terrorist model, the one that looks like a total dad with the beard and stuff.

Anyways, let's talk weaponry.
(https://i.imgur.com/M7KYY1o.png)

So I'm trying to strictly go for CS:GO weapon selection unlike the use of dragunov and AK-74U from the B18 version. I've also handpicked Terrorist sided weapons from the game, and narrowed it down to the most commonly chosen weapons.

(https://i.imgur.com/fOhFIMo.png)(https://i.imgur.com/2DWpcPl.png)

This means I have to finally get off my butt and make the melee weapons! Not only this, I have to make yet another two weapons uncraftable:

- G3SG1
- C4


You may notice their weapon selection is very small, but the catch is- since most of their units are not wearing body armor, their weapons will be high-powered. The likes of for example, the P90, AK47 (their only assault rifle option) and last but not least the AW50. The AW50 should be on it's own, but for the sake of making sure their snipers aren't only spawning with a .50 BMG bolt action, there's the L96A1 to weigh out the pawntype options to 50/50.

The Elite Crew is highly skilled, their weapons are powerful but they are just mere men made of flesh.

Note to self:
I have to get that recipedefs sorted ASAP before more weapons become uncraftable to stop people from being left with just a toothpick to craft for Rimmu-Nation Weapons.

___________________
Question:

(https://i.imgur.com/Kaxpj2e.png)
(https://i.imgur.com/UR1ZPez.png)

Umbra Company was originally meant to have BTR-70 and an MBT-70. Should they be added in?

This will mean that Umbra Company will become more powerful than they already are, which was always the intention. Due to lack of updates on the mechanoid .dll, these mechanoid pawntypes were never added in on time.

What are your opinions? Leave them as they are, or make Umbra Company as terrifying as they were during B18?

Quote from: Madman666 on May 15, 2019, 12:15:15 PM
Most mech weapons also destroy on drop, yet What The Hack somehow keeps track of them and restores them along with the mech, when its hacked from downed state. I assume same would transpire with the cannon. When there will be a way to change weapons for mechs, that ll be another story entirely... Seeing a tank shooting bullets out of its cannon will be funny. xD

Well, it would show the weapon being held by the mechanoid. For example, an AK-47 (if you had no other weapon to give your mechanoid), you will see a tank holding it like this..

(https://i.imgur.com/Tjxf6mh.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 15, 2019, 08:06:48 PM
Lol, that would be hilarious. A tank holding a gun, lmao. And with Roolo's Dual wield mod, it could be even more tacticool by... holding TWO! AK-47. This is priceless, i must have this.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on May 16, 2019, 01:19:05 PM
QuoteUmbra Company was originally meant to have BTR-70 and an MBT-70. Should they be added in?

I would vote no. Personally, I'm against most factions (with the exception of established, state-based militaries like the US) having tanks, since it doesn't make sense that armored vehicles would be common on rimworlds. The BTR-70 would be OK, though if you want to give Umbra Company armored support the UGR from MW3 (or another small ground-based drone) would be a more appropriate choice IMO.

By the way, do you still want airstrikes when the US Army attacks? I should be able to whip something like that up if you want.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on May 16, 2019, 05:05:19 PM
Quote from: Chicken Plucker on May 15, 2019, 03:17:04 AM
Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 16, 2019, 09:21:20 PM
(https://i.imgur.com/qIQr14Y.png)

New Elite Crew preview

(https://i.imgur.com/iBIE4tP.png)(https://i.imgur.com/H62Kc0I.png)

Worked on outfits for the two famous "Dads" in CSGO. People call them "Dad" because out of all the terrorists in-game, these guys aren't even wearing masks, they just have really nice beards. Dads lookin' out for their family, working full time jobs as terrorists cause McDonalds rejected their job applications.
(surprisingly they prefer someone with a few years experience over the grill)

Will make these hairstyles spawn for their pawns.

Waiting on Jecrell's codes:
- Faction body restriction
- Faction gender restriction

With this two combinations, military factions can have fitness standards AND gender restrictions when it matters. It is my intention to make Elite Crew only spawn males, along with the Russian Military that don't have female infantry soldiers.

(https://i.imgur.com/RTQuRLW.png)(https://i.imgur.com/3HPHXcu.png)(https://i.imgur.com/EYPR4oY.png)(https://i.imgur.com/piiv0Mj.png)
Uniform has been re-colored to more accurately match the Elite Crew from CS:GO. I may keep the old highly colorful versions for Rimmu-Nation.

Speaking of gender restricted factions..

(https://i.imgur.com/qRlng10.png)

MEDUSA

MEDUSA is a private army from a distant world that consist of female soldiers. Nomads without a nation, they go world-hopping looking for land or a means of gaining the necessary resources to finally find their own place to call home, where they can set the rules. Men are treated as second class citizens by this faction, save from those who decide to hire the services of the group or those tagged as "VIP" under contract. Typically those who do not fit those categories are kept as slaves or executed if deemed as "useless".

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

MEDUSA utilise the infamous "Go-Juice" drug, standard-issue for their ground infantry.

(https://i.imgur.com/nLvWX1b.png)
Concept pawntype

They are hostile. Highly untrusting of outsiders, women who aren't a part of their sisterhood are considered weaklings, typically those who are seen socialising with free men (non-enslaved) as if they were equals.

The leader of this group is an AWOL vat-grown soldier that is highly traumatised by the surgical operations done to her body during her time in the vat. Scientists burned through her memory were men, and with the lack of developed mind on the vat-grown's part, a dangerous ideology was born.

After setting free some female slaves she found in some Urbworld her pod crashed in, MEDUSA was formed. Having child-like naivety, the vat-grown soldier does not realise her own strength. Flocks of abused and orphaned young women, brought in by a promise, unable to fight for themselves were later forced to take Go-Juice frequently which resulted to many deaths by overdose. How the drugs were acquired were through organised robberies of government shipment.

Despite the many lost lives of sisters through trial and error, MEDUSA has grown stronger than ever sporting their own reactive armors and developing better combat techniques from experience and being able to traverse through worlds with their ships.

EDIT: Sorry I'm very sleepy, spent like 2 million years checking grammar
________________________________
Quote from: Madman666 on May 15, 2019, 08:06:48 PM
Lol, that would be hilarious. A tank holding a gun, lmao. And with Roolo's Dual wield mod, it could be even more tacticool by... holding TWO! AK-47. This is priceless, i must have this.

And if you cannot afford two AK-47s, craft two short bows for your tank as a temporary solution for ranged warfare

Quote from: dninemfive on May 16, 2019, 01:19:05 PM
QuoteUmbra Company was originally meant to have BTR-70 and an MBT-70. Should they be added in?

I would vote no. Personally, I'm against most factions (with the exception of established, state-based militaries like the US) having tanks, since it doesn't make sense that armored vehicles would be common on rimworlds. The BTR-70 would be OK, though if you want to give Umbra Company armored support the UGR from MW3 (or another small ground-based drone) would be a more appropriate choice IMO.

By the way, do you still want airstrikes when the US Army attacks? I should be able to whip something like that up if you want.

Without getting too much into lore of Red Horse

They have the MBT-70 for the same reasons our colonies can have solar power, heating systems, charge rifles and etc. It's research and development. Umbra Company isn't supposed to be attached to our earth, they're self-sustaining. The founding leader IS earth so he knows what tacticool gear to give UC soldiers, but they manufacture these themselves as player colonists craft their own gear.

This was supposed to be a segway to players being able to craft their own tanks but we all know that stuff got cancelled. There would have been a way for players to research MBT models through eras, advancing from Sherman WWII tanks to modern-day M1A1 Abrams. MBT-70 is just another one on the list, where the blueprints are made available through the use of a Multi-Analyzer and a Hi-Tech research bench

Also about the US Army airstrikes, I MAY include it in a rare raid event, but I probably won't since it's super unfair for players. I'm thinking don't waste your time unless you want the feature in there yourself, I won't hold it against you at all if you won't bother. They will have Alliances backing them up anyway (contract buying system for these PMCs etc.) when it's all up

Quote from: sumghai on May 16, 2019, 05:05:19 PM
Quote from: Chicken Plucker on May 15, 2019, 03:17:04 AM
Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.

Oh I see, thank you!

I don't plan on giving any other factions backpack though, even though you have patched it for CE it sadly remains unpatched for vanilla

Guys sorry I'm outta time again, falling asleep here. 2AM, been busting out textures and stuff. See you all later.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on May 17, 2019, 05:17:11 AM
Finally, a worthy opponent. Our battle will be legendary :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: LiteEmUp on May 17, 2019, 05:24:10 AM
so question: are these tanks something you can ride on or they behave like a "living" organism??
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rawrfisher on May 17, 2019, 08:23:27 AM
They are mechanoids.  You can ride them if you use what the hack and the giddyup mods.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 17, 2019, 06:31:21 PM
NOTE: All new updates for the following mods must be installed to ensure 100% compatibility with the new faction mod

Updates and download links are available in the front page

(https://i.imgur.com/bNQgyua.png)
(Currently all updates here are early access and have not been uploaded in Steam.)

(https://i.imgur.com/b7gHWRs.png)

- Elite Crew Added

(https://i.imgur.com/uOlIwTA.png)
Last Man Mercs
- New tank crew pawntype
- New CVC helmet for tank crew
- Reduced faction base population in map generation
- Categories fix for LMMC combat uniform
- Albion has fixed possible issues with "What The Hack?!" by disallowing tank crewmen from spawning if tank belongs to player faction.

(https://i.imgur.com/X4Z3VW9.png)

Rimmu-Nation Clothing
- Appareltag tweak for handgun holsters, compatibility fix for Elite Crew

Rimmu-Nation Weapons
- Several Elite Crew weapons made uncraftable for compatibility, including ALL grenades. Will be added back in an upcoming Rimmu-Nation weapons update, a major update that sees melee being added and a new recipe system for many weapons.

Task Force 141
- Removed backpack related .dll since it was unused and may cause mod conflicts

Umbra Company
- Removed backpack related .dll since it was unused and may cause mod conflicts

EDIT: sorry I forgot
Chicken Mitchell Hairstyles
- Elite Crew hairstyles added

Quote from: LiteEmUp on May 17, 2019, 05:24:10 AM
so question: are these tanks something you can ride on or they behave like a "living" organism??

They are unusable for players without the assistance of mods as rawrfisher has said, it is just a bunch of mechanoids that give the illusion of being used since they drop units upon death.

Quote from: Skynert on May 17, 2019, 05:17:11 AM
Finally, a worthy opponent. Our battle will be legendary :D

Which faction are you referring to?

Guys I've gotta cut right now and sleep. It's about 12AM and I got work in 5 hours. I did what I could to bring the Elite Crew back, took the entire day of me just being in bed and being an utter mess. I tried so hard and got so far.


Anyways, no time to type a wall of text, cheers all and enjoy the new factions! Currently they're not finalised yet, I've got to fix Rimmu-Nation Weapons before a Steam release since too many weapons have been taken off the crafting bench and that new recipe system is way overdue.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on May 18, 2019, 01:49:06 AM
As a player, I'm probably going to hold off on updating my own copy of RN Weapons until the melee update, as it is important for my colony/outpost to retain the ability to manufacture grenades and maintain its inventory.

Quote from: Chicken Plucker on May 16, 2019, 09:21:20 PM
Quote from: sumghai on May 16, 2019, 05:05:19 PM
Quote from: Chicken Plucker on May 15, 2019, 03:17:04 AM
Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.

Oh I see, thank you!

I don't plan on giving any other factions backpack though, even though you have patched it for CE it sadly remains unpatched for vanilla
AFAIK, backpacks aren't really needed in vanilla, so I wrote the patch to only patch the backpacks for CE and equip faction pawns with backpacks if CE is running.

The reason for the whole backpack rigmarole is because CE handles pawn gear/item capacity differently to vanilla:

  • In vanilla, RN faction pawns can carry up to 35 kg of gear/items, including armor, weapons and RN MREs, Nuka-Colas etc.
  • Combat Extended imposes an extra CarryBulk (i.e. volume") capacity limit to pawns, so a pawn cannot carrying extra items that exceed either the bulk or mass limit, whichever comes first.
  • Combat Extended also generally tries to make sure all pawns with weapons are equipped with the appropriate ammo, which again adds more mass and bulk.
  • In the context of RN factions, what usually happens is that every time a RN faction pawn gets spawned, they get loaded all with all sorts of armor, MREs, Nuka-Colas, medkits, which often exceed the default CarryBulk limit; this means they have no capacity to carry any weapon, or if they do carry weapons, they don't have ammo to go with it.
  • The RN factions that include backpacks are patched so that the RN faction pawns wear those backpacks, raising their CarryBulk and mass limits, and thus giving them more room again to carry weapons and ammo.
  • Consequently, without the backpack patches I already included, your hostile RN faction pawns will arrive on the map without being able to fight immediately, or possibly even make a beeline for your colony's ammo stores and get shot up by your colonists on the way - a hilariously bad gameplay scenario.

If you don't want to bother with making backpacks for use with CE, that's fine - I can just patch your faction pawns to use CE's own backpacks, although they don't look as nice as yours.

I won't raise this issue again, but I thought I'd just provide the full context behind it.




Aside - here's a quick little showcase of a outpost I built using CE, RN, LWM Deep Storage and RimNGE - NERV Odawara:

(https://i.imgur.com/g4BxoT9h.jpg) (https://i.imgur.com/g4BxoT9.jpg)
(Full size (https://i.imgur.com/g4BxoT9.jpg))

(Entire map for scale (https://i.imgur.com/gitAXg3.jpg))
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Austupaio on May 19, 2019, 06:11:57 AM
Just started using this mod for the first time about a week ago and you've done a crazy amount of updating even in that time span, nice work. The whole mod project is a little difficult to decipher, it took me a while to decide which folders I wanted to download off Google Drive, but the content is great and fills the niche between the old west Rimworld and the jump to sci-fi very well.

I like the criminal organizations you're adding now, though I'm cautious to add them to my save game with all your other content (will it all play nice or require a new game?), I think it's a good contrast as MSF, TF141 and Umbra Company do blend together a bit. Especially since in my current game, I used the MSF start scenario and immediately allied with 141 and Umbra.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on May 19, 2019, 02:50:34 PM
Generally factions can be freely added to but not removed from saves, though you will need Faction Discovery (https://steamcommunity.com/sharedfiles/filedetails/?id=751841890) for them to actually show up.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ink. on May 20, 2019, 02:31:18 AM
Hey CP, quick question because I've found what appears to be a bug but I can't be certain if it what produces it comes from one of your mods or CE itself. Anyway, the question being: does Rimmu-nation Clothing and/or weapons introduce a ballistic shield or is that a CE thing?

Because if it is, I'm not sure if you know or not but I've discovered recently that when you give your colonists a bionic arm (whether it be vanilla or EPOE), they no longer can wear ballistic shields as it says they're missing a required body part. I'm not sure if ballistic shields come from you or CE, so I figure I'd mention here before CE.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rawrfisher on May 20, 2019, 03:31:36 AM
I'm fairly certain Ballistic shield would be a CE thing.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on May 20, 2019, 07:43:33 AM
Thanks for your great mods. Medusa looks really interesting. Any ETA?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ink. on May 21, 2019, 07:44:08 PM
Quote from: rawrfisher on May 20, 2019, 03:31:36 AM
I'm fairly certain Ballistic shield would be a CE thing.

Makes sense to me. I'll post there.

By the way, CP, Last Man Mercs + Zombieland mod is some quality 'badass raider organized militant group' immersion. Plus I love the Glock in the mod, once it's CE compatible it'll be my go to for sure.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: MrBriggs18 on May 25, 2019, 04:18:44 AM
Quick question - is there any equipment, suited for winter environments, in plans someday?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rawrfisher on May 25, 2019, 09:31:11 AM
How about extreme environments in general
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Austupaio on May 25, 2019, 07:53:06 PM
On the note of equipment, since I've started playing with this I've reached the point where I'm fully producing all of my own equipment and I've come to the conclusion that Combat Uniforms, Combat Jackets and PASGT helmets are the best general outfit excluding power armor or crazy stuff like that.

The Global Work Speed and Global Learning bonuses are far stronger than the bonuses offered by other outfits and helmets - now for the Combat Uniforms and Jackets I guess it's fine that those are the best, although they're maybe too much better as I see no reason to wear the others, but with the PASGT helmet, the Global Learning Rate on that makes it a far more attractive option than any of the more modern MICH or FAST helmets. Just putting that out there in case it wasn't fully intentional.

Either way, been enjoying the mod a lot, good luck balancing this and your career and orders, I understand the complications of that myself.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rsprated0202 on May 26, 2019, 07:34:16 AM
Hi there :) I replied a few months or last year before, and again, thanks for making these great mods. I'm really looking forward with any future updates that comes from you. I really appreciate that you've added more fun throughout my game experience in Rimworld.

To share an awkward scene from me, I manually installed all Ur mods recently and didn't quite read through your update notes, and funny thing is that I realize some of the weapons aren't craft-able from the bench which in before was craft-able, so I delete all the mods and configs, and reordered my mods lists which took quite a lot of time and nothing helped and was pretty pissed when I thought that it is one of the mods that is incompatible until I read your update notes. Hahaha

I want to provide a theme from a movie called Kingsman and I wonder if you're interested in tuxedo agents like them or the western cowboys like the Statesman. It is just an idea sharing, because I don't really know how to code or to draw the arts of it, and furthermore, there's not much of weapons that is specifically mentioned, but only a few equipment that have special designs from common accessories. (BTW, John Wick: Parabellum kickass, I'm really grateful that I'm able to recreate the character in Rimworld with your mods)

Again, thanks for making such great mods and wish you great luck with all your doings.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 29, 2019, 07:41:06 AM
Hello everyone. I apologise for the delay in replies on my end. I have bad news to announce.

I was going to reply to everyone at Sunday, post two new updates. There was going to be some funny artwork regarding some Marines doing tactical cleaning done with US Military Kit uniforms since I was going to announce that I was about to code these outfits.

What happened then just derailed everything, my computer fell down (through my own fault being a clumsy lad) and my hard drive took a nasty hit. Laptop now won't start since it can't detect the HDD, I also get sounds off the hard drive meaning it's dead.

Everything I have on project red horse is in there, all mod progresses and any hope of me giving you notice of when such and such may be released.

My replies to everyone was based on what was going to be done that day but since the HDD died everything is gone unless my data is recovered. (No word on it yet, hired some cheap crew. Here's to hoping they don't toast my HDD)

As of now I got nothing guys, I'll reply to each one of you if I recover the hard drive regarding each inquiry, otherwise it's a waiting game to know if I just lost it all.

All the US military stuff and etc has no backup anywhere, I didn't plan on this to happen even though this is the second time it has happened.

I'm very sorry all, till next time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on May 29, 2019, 09:05:47 AM
QuoteWhat happened then just derailed everything, my computer fell down (through my own fault being a clumsy lad) and my hard drive took a nasty hit. Laptop now won't start since it can't detect the HDD, I also get sounds off the hard drive meaning it's dead.
Ouch that hurt.
And you shouldn't buy HDD's anymore for mobile PC, special since SSD's got pretty cheap.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on May 30, 2019, 04:57:15 AM
Using cloud services to store work-related data, including art drafts and other stuff is commonly used practice now. I only wish, i could give that advice earlier. Losing progress on any kind of project is really painful, my condolences, i hope you ll be able to recover it.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on May 31, 2019, 05:46:01 AM
Sorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml. in it, then I got the world generating with apprael utility problems, can't wear XXX with XXX problem and faction null relation error. My world map just have nearly no faction base, but weapon and ammo system works properly in my first test.
This is my first time to ask for solution here, if I miss anything needed to solve the problems plz tell me, thanks for your help.
(btw:there may be some wrong grammar, sorry for my bad english
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: iFailatRimworld on June 01, 2019, 02:09:04 PM
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AM
Sorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml. in it, then I got the world generating with apprael utility problems, can't wear XXX with XXX problem and faction null relation error. My world map just have nearly no faction base, but weapon and ammo system works properly in my first test.
This is my first time to ask for solution here, if I miss anything needed to solve the problems plz tell me, thanks for your help.
(btw:there may be some wrong grammar, sorry for my bad english

yea, ghosts CE patch is literally broken at the meantime, that's what causes the game's faction generator to break.

also the one-shot disposable launchers (LAW, MATADOR, SMAW, etc.) are broken too, they spew out errors as you make pawns equip them, and they can't even fire the launchers, if you try to manually fire it your HUD disappears unless you hover over a pawn or any targetable object
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on June 02, 2019, 08:35:09 PM
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AMSorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml.
You're using them the wrong way. The current version of the patches are supposed to go inside each of the original mods' folder (i.e. Mods\(RH) The Ghosts (1.0)\Patches).

In the long term, I am working RaptorX and AthenaSulisMinerva on forking CE to better support all RN mods, as well as more mods in general than the original CE:

https://github.com/AthenaSulisMinerva/CombatExtended
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on June 03, 2019, 03:45:59 AM
Quote from: sumghai on June 02, 2019, 08:35:09 PM
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AMSorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml.
You're using them the wrong way. The current version of the patches are supposed to go inside each of the original mods' folder (i.e. Mods\(RH) The Ghosts (1.0)\Patches).

In the long term, I am working RaptorX and AthenaSulisMinerva on forking CE to better support all RN mods, as well as more mods in general than the original CE:

https://github.com/AthenaSulisMinerva/CombatExtended
Thanks for your reply, but same errors still occured after I install them in the way you said. Maybe there's some other mods conflict with those patches.
However, the patches from the github link you post work fine thorugh some little tests. Thank you for making these awesome mods work with CE!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dark309 on June 05, 2019, 05:43:37 AM
Quote from: Retry_02Hide on June 03, 2019, 03:45:59 AM
Quote from: sumghai on June 02, 2019, 08:35:09 PM
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AMSorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml.
You're using them the wrong way. The current version of the patches are supposed to go inside each of the original mods' folder (i.e. Mods\(RH) The Ghosts (1.0)\Patches).

In the long term, I am working RaptorX and AthenaSulisMinerva on forking CE to better support all RN mods, as well as more mods in general than the original CE:

https://github.com/AthenaSulisMinerva/CombatExtended
Thanks for your reply, but same errors still occured after I install them in the way you said. Maybe there's some other mods conflict with those patches.
However, the patches from the github link you post work fine thorugh some little tests. Thank you for making these awesome mods work with CE!

hi modder sorry for interrupt something else,i am using fork version ce,the ghost and other faction runs great and not seens got red or yellow log for now,but i found recipe about ammo seens got some wroong when started,and you cant creaft ammo about those (all about grenade and rocket ammo type)
sorry for some reason i make my log read only so there are not any byte in that so i can just captuer screen anc copy some on started log and paste at here:

(https://i.imgur.com/K1LoR42.png)

and this is log for image https://pastebin.com/9AhVND2J (https://pastebin.com/9AhVND2J)

And another thing i'm not sure that is my mod list conflict or something else

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

because i use 3~4 turret mod, i think that maybe use origin reserch def for MultibarrelWeapons or what? ,for this img's log  https://pastebin.com/JJgt4aHe (https://pastebin.com/JJgt4aHe)

@sumghai  are these issue can be fix at easy and just cost little time?

Personally i feel first issue is a bit affect game play experience ,that just can't creaft some ammo is annoying

sorry for my bad grammar and sentence because english isn't my first language.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on June 06, 2019, 10:41:21 AM
dark309, make sure you completely replace the original CE with the forked version, as the fork contains the extra ammo crafting definitions you're apparently missing.

As for the turret mods, those have nothing to do with the patches for Rimmu-Nation mods. Check that it's not those mods causing problems themselves - you may have to figure that out by manually disabling/enabling each mod one at a time, in a process of elimination.

FYI - I've just relocated to an Asian country with strict internet censorship, so I may be a bit slow to respond to questions here.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dark309 on June 06, 2019, 02:01:01 PM
Quote from: sumghai on June 06, 2019, 10:41:21 AM
dark309, make sure you completely replace the original CE with the forked version, as the fork contains the extra ammo crafting definitions you're apparently missing.

As for the turret mods, those have nothing to do with the patches for Rimmu-Nation mods. Check that it's not those mods causing problems themselves - you may have to figure that out by manually disabling/enabling each mod one at a time, in a process of elimination.

FYI - I've just relocated to an Asian country with strict internet censorship, so I may be a bit slow to respond to questions here.

@sumghai :
Thx for the info,i will confirm it again for the fork version, i just copy and past to old version locate ,maybe i forget to choose cover the old files, i will test it for a more clear modlist to check for it (cuz i also have some table mod for space using QoL)
for the turret issue, i am thinking i'll just del the research required def for a quick test,maybe it can let my log have less red info
thx for the info again, have a good trip :D !
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 08, 2019, 08:07:09 AM
Hello all. Just posting an announcement regarding the current halt in Red Horse modding.

So a few weeks back I get the news that the cheap data recovery dudes told me they can't handle the damage. They then referred me to Curry's PC World which charges around 500GBP to get all my data back from this physical damage I've caused, along with the price of having to buy a new HDD that is required to get all 2TB worth of data back.

All the work I've done is pretty much at ransom, morale is low for me with modding and I'm inches from calling it quits and just flip the table and never return. Application with the Army is also slow so all I'm doing here is waiting and waiting just like all of you, except I'm not waiting for mod updates, I'm waiting for life to get a bloody move on from where it is now.

I've been tempted to open up fundraising but I don't know what I'm gonna say. "Hey all, please pay for my duck up, only 500 quid innit, go on lets have it then!" But as you can see, I'm not anticipating much support for it and I don't feel right about it either since I'm going back on me bloody word about doing this modding for a hobby.

I'm assuming I have to wait 4-6 weeks worth of pay checks to get this repaired. I'm thinking I need a new hardware update anyway but since I'm gonna get shifted put my home when the Army takes me in, I think that's not worth it.

As for what's in that hard drive? Here it is:
- Saved animations for Red Horse trailers including the MSF trailer and John Wick animated trailer files
- Tons of preview templates
- Hundreds of artwork templates I didn't make available to public due to them being exclusive to mods
- US Military Kit update (this one is what's worth 500GBP to me since I don't have the time to redo them anymore, along with replicating the quality the textures have come out as)
- Elite Crew and LMM updates
- Other important-ish art crap such as sound libraries, voice over for trailers from VOs and chicken pictures

Sorry that this post is all about lifey stuff and not mod updates. I'll throw in some long awaited replies to some questions.

Quote from: Austupaio on May 19, 2019, 06:11:57 AM
Just started using this mod for the first time about a week ago and you've done a crazy amount of updating even in that time span, nice work. The whole mod project is a little difficult to decipher, it took me a while to decide which folders I wanted to download off Google Drive, but the content is great and fills the niche between the old west Rimworld and the jump to sci-fi very well.

I like the criminal organizations you're adding now, though I'm cautious to add them to my save game with all your other content (will it all play nice or require a new game?), I think it's a good contrast as MSF, TF141 and Umbra Company do blend together a bit. Especially since in my current game, I used the MSF start scenario and immediately allied with 141 and Umbra.

Hello, thank you! This was always my idea, to make several factions with different backgrounds for players to pick and choose with. Unfortunately with the recent setbacks Im just down about modding in general at the moment.

Quote from: Ink. on May 20, 2019, 02:31:18 AM
Hey CP, quick question because I've found what appears to be a bug but I can't be certain if it what produces it comes from one of your mods or CE itself. Anyway, the question being: does Rimmu-nation Clothing and/or weapons introduce a ballistic shield or is that a CE thing?

Because if it is, I'm not sure if you know or not but I've discovered recently that when you give your colonists a bionic arm (whether it be vanilla or EPOE), they no longer can wear ballistic shields as it says they're missing a required body part. I'm not sure if ballistic shields come from you or CE, so I figure I'd mention here before CE.

Hello! As rawrfisher said in much more timely fashion, that's a CE feature. I wanted to put in ballistic shields before but due to the long list of possible issues like this, I've put it away to focus on other features I wanted made

Quote from: exegert on May 20, 2019, 07:43:33 AM
Thanks for your great mods. Medusa looks really interesting. Any ETA?

MEDUSA was just a concept, I was gonna tell you that the ETA was a long time from then but due to the recent setbacks it's even further away now, to possibly never happening.


Quote from: recruit46 on May 25, 2019, 04:18:44 AM
Quick question - is there any equipment, suited for winter environments, in plans someday?
Quote from: rawrfisher on May 25, 2019, 09:31:11 AM
How about extreme environments in general

Not blatantly snow camo. I have a problem in where I cannot control what NPCs wear during winter even if I don't rage my outfits for them, and I don't want the NPCs rucking up in forests wearing all white

So right now, parkas and smocks are for winter. They have parka stats, they just don't have the camo that fits the environment if it's snowy.

I was in progress of making Elite Crew Dusters before the computer died, but even then in Rimmu-Nation clothing the trench coats have the same duster stats for desert conditions

Quote from: rsprated0202 on May 26, 2019, 07:34:16 AM
Hi there :) I replied a few months or last year before, and again, thanks for making these great mods. I'm really looking forward with any future updates that comes from you. I really appreciate that you've added more fun throughout my game experience in Rimworld.

To share an awkward scene from me, I manually installed all Ur mods recently and didn't quite read through your update notes, and funny thing is that I realize some of the weapons aren't craft-able from the bench which in before was craft-able, so I delete all the mods and configs, and reordered my mods lists which took quite a lot of time and nothing helped and was pretty pissed when I thought that it is one of the mods that is incompatible until I read your update notes. Hahaha

I want to provide a theme from a movie called Kingsman and I wonder if you're interested in tuxedo agents like them or the western cowboys like the Statesman. It is just an idea sharing, because I don't really know how to code or to draw the arts of it, and furthermore, there's not much of weapons that is specifically mentioned, but only a few equipment that have special designs from common accessories. (BTW, John Wick: Parabellum kickass, I'm really grateful that I'm able to recreate the character in Rimworld with your mods)

Again, thanks for making such great mods and wish you great luck with all your doings.

Hello, thank you! Apologies for my long delay in replies. I was going to make generic suits for any spy or agent like use but as you can see from recent events, everything is on hold until I get a small loan of a million dollars.

I didn't plan on a faction, though there has been two suggestions regarding a "professional" themed enemy that wore suits. Maybe I'll do that someday based on the CSGO professionals or payday 2 robbers with my own twist to it if I ever get the HDD fixed and find the time to get things done.

___________________

I wanna thank Canute and Madman for their support all this time, I'd say it's been like what? A whole year or two now of Project Red Horse and seeing their handsome faces around.

Also and especially Sumgai and RaptorX for the CE support, bug reports I don't know the bloody solution to. I will return someday with hopefully good news. For now the project is on hold until the HDD files are recovered containing the US military kit.

As fate will have it, Jec finished his commission last week for the WWIII mod.

I kept it as a quiet surprise but basically, I had the US faction textures ready, Ods had the Russian Federation uniforms all covered and finished + all the faction's weapons were done in Rimmu-Nation.

Jec had C# coding where if the player had US and Russian faction mods enabled, the two would randomly declare war after certain amount of time.

US and Russia would also randomly hire a Red Horse PMC faction which would then be a part of their respective alliance.

US would have been naturally allied with:
The Ghosts
Task Force 141
The British Armed Forces

And the other PMC crews such as Umbra Company, War Mongrels and MSF neutral. They would then switch sides overtime.

It was gonna be a BIG surprise project and it was gonna be heckling sweet, but the best laid plans of mice and men often goes awry when Chicken Plucker drops his flippin' laptop.

I'll see you all, take care.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on June 08, 2019, 08:49:52 AM
CP,
Project Red Horse is your baby, and i think this baby realy was grow very fat.
Not even about the whole size, i think it even ate alot of your (free) time too.

Maybe you should take these incident to pause for awhile to do something else. Play some other games or use your old harddisk as targetdummy at the shooting range or even use the plate itself as throwing disk (from my own expierence they are excellent ones!!).
Rimworld don't run away so fast, sure you Red Horse fan's will maybe disappointed, but maybe you got better inspirations and energy to made it even better (and maybe jecrell improved jecstools about vehicles).
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on June 08, 2019, 09:38:17 AM
That sure  is a lot of text  ;D
Well, sad to hear the possibility of you taking a break(albeit not for the first time that is), but life goes before mods/games  :)
As a side question, russian military kit is basically ready/all finished by ods?
So still hope for that to be released soon(well, atleast sooner than the stuff on your crashed hdd that is)
Greetings
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on June 09, 2019, 03:29:34 AM
Heyo CP, I want to reiterate that I'm especially grateful for all the work you've put into your mods, and that it's been a continued pleasure working with you making CE compatibility patches for them.

I know how it feels to not only lose access to your only working personal computer, but also (nearly) lose all of the data on it - since a close call over eight years ago, I now religiously back up all my data to three different locations - two identical external hard drives and a US$1.99 (~£1.60) monthly subscription to an expanded 100GB Google Drive online backup. It was a very costly investment as I was also a student at the time, but data recovery is much more expensive with no 100% guarantee of success.

Anyway, take your time to save up as much money as you need for the data recovery, see if you can get a loan from friends or family, and most importantly - look after yourself.

Should you eventually feel completely discouraged from RimWorld mod development, I'm sure many of us users would be happy to work together to take over development and maintenance of your mods - just tell us to jump and we'll ask "How high, sir?"


QuoteASIDE: Combat Extended Fasttrack project

As previously mentioned, I am working RaptorX and AthenaSulisMinerva on forking Combat Extended to better support all Rimmu-Nation mods, as well as more mods in general.

The rationale behind this is that NoImageAvailable will only be doing occassional bugfix releases of the original CE mod, since he is now focusing on his own non-RimWorld game projects. This also means he is not accepting pull requests to add compatibility for other mods, unlike in the past.

Therefore, we are calling our fork the Combat Extended: Fastttrack Edition, with the intention of more frequent updates to support more new third-party weapons and apparel mods. We will keep our underlying codebase updated with the original CE GitHub repository, as that is allowed by CE's original licence, but we will also add/maintain new ammo and projectiles as needed.

Users wanting to run Rimmu-Nation mods with CE right now should completely delete their existing CE mod, and replace it with the Athena fork:

https://github.com/AthenaSulisMinerva/CombatExtended/archive/master.zip

In the future, we will update the release description and version number to better distinguish it from the original CE. More details to follow.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on June 10, 2019, 11:14:11 AM
Really sorry to hear about your woes CP. I was really looking forward to the Medusa's. It's understandable how this has made you feel so down with modding and everything in general. Take a break, look forward and focus on the Army for now. Have a good un.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on June 17, 2019, 11:41:40 PM
CP, I think it is ok to open a donation site to let the people who want to give you support have a way to help you. Some modder or artist do that as well. They mostly share their works because that's their hobby, but some little supports would surely become motivation to keep them making great stuffs. Not to mention that your awesome mods greatly change players' experience of rimworld.
Also, big thumbs up to those people like sumghai make these awesome mods work with CE, thanks to all your efforts.
(I want Umbra with vehicles and the M1of US, so eager to start a modern warfare in rimworld that I can have tank fight!!)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on June 18, 2019, 07:17:46 AM
Quick update:

The WIP version of Combat Extended FastTrack Edition now supports ALL* Rimmu-Nation and Red Horse Faction mods!

  • [RH] Faction: Elite Crew
  • [RH] Faction: Last Man Mercs (tanks also do CE damage!)
  • [RH] Faction: Militaires Sans Frontieres (now with working CE implementation of tranquilizer ammo! a bit OP though)
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts
  • [RH] Faction: Umbra Company
  • Red Horse Furniture
  • Rimmu-Nation - Clothing
  • Rimmu-Nation - Weapons

Athena is still putting the finishing touches before an official release, but if you want to run a CE game right now, delete your existing copy of the original CE mod and install the FastTrack version instead from here:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack

*The ones that add weapons, apparel and factions, that is

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: JT on June 27, 2019, 09:39:23 AM
A lot of the stuff in FastTrack could be accomplished entirely by XML patch and pushed to CE master or kept as an addon mod, rather than having to edit CE master files. =)

For instance, adding the RH MSF TranqNonLethal AmmoCategoryDef to AmmoCategories_Advanced.xml could be done with a patch like (not tested, literally just written from my memory of the patch format):

<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>(Combat Extended's mod name from About.xml)</li>
</mods>
<match Class="PatchOperationFindMod">
<mods>
<li>(Project Red Horse MSF's mod name from About.xml</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationTest"> <!-- Find file that contains Charged ammo (AmmoCategories_Advanced.xml) -->
<xpath>Defs/CombatExtended.AmmoCategoryDef[defName="Charged"]</xpath>
</li>
<li Class="PatchOperationAdd"> <!-- Adds the new AmmoCategory def to the same file, under the root Defs node -->
<xpath>Defs</xpath>
<value>
<CombatExtended.AmmoCategoryDef>
<defName>TranqNonLethal</defName>
<label>tranquilizer</label>
<description>Special round designed for non-lethal engagements of targets. Filled with fast-acting sedatives and tipped with a hypodermic needle.</description>
</CombatExtended.AmmoCategoryDef>
</value>
</li>
</operations>
</match>
</match>
</Operation>
</Patch>
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on June 28, 2019, 07:25:09 AM
Quote from: JT on June 27, 2019, 09:39:23 AM
A lot of the stuff in FastTrack could be accomplished entirely by XML patch and pushed to CE master
For reasons Chicken Plucker, Athena, RaptorX and I are aware of, the CE team specifically no longer accepts pull requests for anything related to Rimmu-Nation.

Quote from: JT on June 27, 2019, 09:39:23 AMor kept as an addon mod,
My observation has been that many newbie users struggle to properly use standalone patch mods, despite repeated attempts by modders to explain the correct instructions to them.

Therefore, I've instead opted to poka-yoke (https://en.wikipedia.org/wiki/Poka-yoke) the process such that newbie users only need to install CE:FastTrack and their RN mod of choice, without having to worry about missing third-party dependencies or mod load orders.

Quote from: JT on June 27, 2019, 09:39:23 AMrather than having to edit CE master files.

Edits to master files are rare. More often, new ammo, projectiles and textures are added as new, separate files to the appropriate locations in the CE:FastTrack folder structure.

Quote from: JT on June 27, 2019, 09:39:23 AM=)

>:(

Quote from: JT on June 27, 2019, 09:39:23 AMFor instance, adding the RH MSF TranqNonLethal AmmoCategoryDef to AmmoCategories_Advanced.xml could be done with a patch like (not tested, literally just written from my memory of the patch format)

Not only is your suggested patch inefficient in terms of patch complexity and load time, it is also fundamentally incorrect in the context of the MSF mod.

The Wu Silent Pistol and M2000-NL from MGSV were derived from conventional gunpowder small arms of real-world calibers, not exotic sci-fi energy weapons. Therefore, it makes no sense that you're patching the tranquilizer dart behaviour on to charged ammo.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on July 02, 2019, 10:29:30 AM
Quote from: sumghai on June 18, 2019, 07:17:46 AM
Quick update:

The WIP version of Combat Extended FastTrack Edition now supports ALL* Rimmu-Nation and Red Horse Faction mods!

  • [RH] Faction: Elite Crew
  • [RH] Faction: Last Man Mercs (tanks also do CE damage!)
  • [RH] Faction: Militaires Sans Frontieres (now with working CE implementation of tranquilizer ammo! a bit OP though)
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts
  • [RH] Faction: Umbra Company
  • Red Horse Furniture
  • Rimmu-Nation - Clothing
  • Rimmu-Nation - Weapons

Athena is still putting the finishing touches before an official release, but if you want to run a CE game right now, delete your existing copy of the original CE mod and install the FastTrack version instead from here:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack

*The ones that add weapons, apparel and factions, that is
Hello sumghai, I have a problem with the balance issue of T-55 LMMC in your CE patch.
I know that in the original release from CP have reduced some resistance of T-55, but when I tried it with CE, it feels a little bit...too weak? Even 5.56mm NATO FMJ can easily penetrate them, two magazines from MG(FMJ as well) would be an instant kill, no need to use 50. BMG or AT launchers at all. Also, maybe it needs more hp, no need to like centipes have tons of hp to receive lots of launchers and mortar shells, at least make it can sustain a little longer under heavy fire?

Compared to the strong as hell centipes, it is quite a shame that T-55 is such an easy target for everyone(I think even scyther is more 'tanky' than this tank). I originally want to build a tank army for myself, but since a colonist with power armor could tank more dmg than they do...well...

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on July 03, 2019, 06:42:06 AM
Quote from: Retry_02Hide on July 02, 2019, 10:29:30 AMHello sumghai, I have a problem with the balance issue of T-55 LMMC in your CE patch.
I know that in the original release from CP have reduced some resistance of T-55, but when I tried it with CE, it feels a little bit...too weak? Even 5.56mm NATO FMJ can easily penetrate them, two magazines from MG(FMJ as well) would be an instant kill, no need to use 50. BMG or AT launchers at all. Also, maybe it needs more hp, no need to like centipes have tons of hp to receive lots of launchers and mortar shells, at least make it can sustain a little longer under heavy fire?

Compared to the strong as hell centipes, it is quite a shame that T-55 is such an easy target for everyone(I think even scyther is more 'tanky' than this tank). I originally want to build a tank army for myself, but since a colonist with power armor could tank more dmg than they do...well...
Yeah, I'm aware of the issue, and I'm looking into it.

Just to clarify, I did not deliberately nerf the T-55s. nor is a fix as easy as cranking up the hit points. This is because CP implemented the tanks as mechanoid-like creatures, and Combat Extended models shotgun penetration and organ damage for creatures as a function of flesh density, among other things - right now, the T-55s essentially are very large sponges. I'll have to play around with various parameters to make them more resilient to small arms, as originally intended.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on July 04, 2019, 10:39:02 AM
Okay Retry_02Hide, I've just pushed an update to the CE:FastTrack repo.

I basically implemented a hacky workaround to the damageMultipliers for the LMM faction T-55 tanks, which now makes them nearly impervious to all small arms fire, but still vulnerable to grenade or rocket launchers.

Please let me know how it goes.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on July 05, 2019, 06:12:43 AM
Quote from: sumghai on July 04, 2019, 10:39:02 AM
Okay Retry_02Hide, I've just pushed an update to the CE:FastTrack repo.

I basically implemented a hacky workaround to the damageMultipliers for the LMM faction T-55 tanks, which now makes them nearly impervious to all small arms fire, but still vulnerable to grenade or rocket launchers.

Please let me know how it goes.
Ok, just finished some tests...I think I can say it is the most powerful creature in rimworld now , something beyond a tank (maybe not stonger than polaris bloc mechanoids, idk).

So it basically immune to gun shots now, because their dmg value is set to 0 against t-55. .50 ap-i can do very little dmg to it, maybe it would take 5 days to let a pawn to kill t-55 with that, and the .50 sabot is useless now because it's dmg type is define as gun shot.

Use some launchers to atk it too, but it looks like only HE ammunitions can do some dmg (just like before, fair.enough but not too much). I used Carl Gustaf with HEAT and M72 LAW to test how AT launchers work (damn these things is so hard to hit, u would need to find proper range or they will always miss), HE can do more dmg than HEAT even it is not a direct hit (the dmg of heat is quite low as well, just a little more than .50 ap-i, hard to notice the difference on health bar).

I didn't test gun enplacements yet, but the result might be the same cause the dmg is decided by ammo types. If only using soldiers to fight it, grenade launchers would be a better choice than AT lauchers since HEAT do less dmg than HE.

In the end, I rate it 5 centipes cause it is invincible now :).

Side question: will the place u hit change the dmg value?

Edit: test 90mm pak gun as well, also try some other launchers.
        90mm heat can do a little more dmg than AT launchers, and its HE can ONE SHOT, yes ONE SHOT t-55, no exaggeration.
        As for launchers, MATADOR can do lots of dmg to t-55, I'm not sure why, maybe dmg type 'missle' is define as a stronger HE? AT4 is the one who do its job well, take 4 shots to kill a t-55, just like a normal AT launchers does (it's dmg type is called AT4 grenade, maybe that's the reason). And I also test Carl Gustaf again, the HEAT shell really do much less dmg than HE, I am sure that every shots are direct hits.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on July 05, 2019, 07:05:59 AM
I think the issue is that because the actual hitbox is the size of a 1x1 cell, you have to aim at exactly that cell to get any damage from grenade launchers.

If there are no further complaints, I'll consider the patching for the LMM T-55 to be complete.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on July 05, 2019, 07:18:14 AM
Quote from: sumghai on July 05, 2019, 07:05:59 AM
I think the issue is that because the actual hitbox is the size of a 1x1 cell, you have to aim at exactly that cell to get any damage from grenade launchers.

If there are no further complaints, I'll consider the patching for the LMM T-55 to be complete.
But direct hits from HEAT do much less dmg than HE is quite weird, this would make its only purpose totally be replaced by HE.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on July 05, 2019, 07:30:42 AM
Quote from: Retry_02Hide on July 05, 2019, 07:18:14 AM
Quote from: sumghai on July 05, 2019, 07:05:59 AM
I think the issue is that because the actual hitbox is the size of a 1x1 cell, you have to aim at exactly that cell to get any damage from grenade launchers.

If there are no further complaints, I'll consider the patching for the LMM T-55 to be complete.
But direct hits from HEAT do much less dmg than HE is quite weird, this would make its only purpose totally be replaced by HE.
The problem is that it's a Catch-22 situation.

HEAT ammo is defined in the original CE mod as a Bullet damage type. Specifically for the T-55 tank, I lowered the damage multiplier for Bullets so that small arms fire won't inflict damage on the tank armor, while ensuring that rockets and grenades remain viable.

If I increased Bullet damage to make HEAT rounds better than Frag/HE rounds, then we go back to the original problem of tanks being shot to pieces by rifles and pistols, which you didn't want in the first place.

You can't have your cake and eat it too, Retry_02Hide.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on July 05, 2019, 08:28:44 AM
Quote from: sumghai on July 05, 2019, 07:30:42 AM
Quote from: Retry_02Hide on July 05, 2019, 07:18:14 AM
Quote from: sumghai on July 05, 2019, 07:05:59 AM
I think the issue is that because the actual hitbox is the size of a 1x1 cell, you have to aim at exactly that cell to get any damage from grenade launchers.

If there are no further complaints, I'll consider the patching for the LMM T-55 to be complete.
But direct hits from HEAT do much less dmg than HE is quite weird, this would make its only purpose totally be replaced by HE.
The problem is that it's a Catch-22 situation.

HEAT ammo is defined in the original CE mod as a Bullet damage type. Specifically for the T-55 tank, I lowered the damage multiplier for Bullets so that small arms fire won't inflict damage on the tank armor, while ensuring that rockets and grenades remain viable.

If I increased Bullet damage to make HEAT rounds better than Frag/HE rounds, then we go back to the original problem of tanks being shot to pieces by rifles and pistols, which you didn't want in the first place.

You can't have your cake and eat it too, Retry_02Hide.
So what cause this is that HEAT is define as bullet in CE? I think it may be a new dmg type made for them, quite a pity actually.
Thank you for your fast reply and adjustments, at least now t-55 still can be killed by HE shots and immune small fire arms at the same time, good enough to me.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on July 05, 2019, 08:47:52 AM
Quote from: Retry_02Hide on July 05, 2019, 08:28:44 AMSo what cause this is that HEAT is define as bullet in CE?
NoImageAvailable (the author of the original CE mod) defined it that way in the projectile definitions for many of the HEAT warheads, and I'm keeping it that way to ensure consistent behaviour with the original CE mod.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on July 10, 2019, 05:25:09 PM
@sumghai I'm a bit late, but can't you add a ModExtension defining the percentage damage reduction when attacking a tank?

i.e. in the hook, try to get the mod extension, if it has it factor damage by the percentage, and if it doesn't set damage to 0.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on July 10, 2019, 10:13:55 PM
Quote from: dninemfive on July 10, 2019, 05:25:09 PM
@sumghai I'm a bit late, but can't you add a ModExtension defining the percentage damage reduction when attacking a tank?

i.e. in the hook, try to get the mod extension, if it has it factor damage by the percentage, and if it doesn't set damage to 0.
Try the latest version of CE:FT, the problem of the dmg taken by tank is fixed. Should work more like fighting a centipe now.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on July 11, 2019, 06:29:40 AM
@dninemfive, as @Retry_02Hide noted, the LMM T-55 behaviour for CE:FT has now been properly fixed.




To all Project Red Horse / Rimmu-Nation fans who were waiting for CE compatibility

Athena, RaptorX and I have finally published the first release of Combat Extended: FastTrack Edition, a standalone version of CE that comes prebundled with optimized patches for all Red Horse and RN mods (as well as many more mods than what the original CE project supports):

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/releases

RaptorX will be making a Steam release in the future, but in the meantime, you can get the stable release now on GitHub.

To prevent confusion with the original CE mod, we currently don't plan to have a forums thread announcing this mod.

Chicken Plucker, I understand that you're still feeling quite traumatized with the loss of your laptop hard drive. I want to let you know that we fans are here for you, which is why some of us have gone through the trouble of forking CE to support your excellent mods. If you could please mention in the description section of all of your mods that CE users should use CE:FT instead, that would be greatly appreciated.

@everyone else too, spread the word that RN mod users should use CE:FT instead of CE.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on July 28, 2019, 05:55:23 PM
Hello everyone. This isn't a comeback post yet.

I would like to update everyone on how I am doing and the future of Project: Red Horse. I have an assessment centre date at Oct 01 at Pirbright, I am confident that I will pass by with flying colors with the help of MPCT.

I have quit my job as a care worker just now, and I did not get to save any money on the Hard Drive repair. I don't have any excuses besides being bad with handling money, I have tried to run away from problems and some sadness by buying stupid things like mobile game skins that cost way too much. Honestly all, the HDD should be fixed by now if it wasn't for me doing these things. I have sabotaged myself and this project and I apologise to you if you were waiting.

I still have the dead hard drive worth £500 to me, has all of the 3 projects on it, which is Elite Crew, Last Man Mercs and the US Military update. It also has all my current art stuff which I wish I shared online to everyone, so at least it was easier to recover.

I have been thinking about opening fundraisers, but besides expecting it not to do well, what I have done with my own money is enough of a reason to stay far from it and not screw anyone over. I would like to thank the CE Fast Track crew, every mod subscriber and all those I've worked with in the Rimworld Community, I'll be gone for a while.

I am expecting to get in the Army, and after the initial 14 weeks of training, I assume things will get less busy and I can get back to modding. I am expecting to get a start date sometime in 2020, but there is no source of income to fix the hard drive right now.

Take care all, see you later.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on July 29, 2019, 11:49:22 AM
Glad to see you're still alive, CP! Can't wait for your return.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 12, 2019, 08:25:48 AM
Logged in to Steam after a long time of being out of action

(https://i.imgur.com/w4IxB4l.png)

Just purchased a clean and empty new hard drive, the broken one with our mod updates are still on the side awaiting the budget to be fixed. In the meantime, I think it's high time Rimmu-Nation was finished and updated with all weapons craftable.

Also planning to finish updates for Elite Crew and Last Man Mercs.

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

Elite Crew was going to have more variety in faction shell clothing, those textures were lost but it's too late to cry about it.

Let's have it, Round 2.

(https://i.imgur.com/6BimWSe.png)

Currently installing all the software I had, then we're gonna get some stuff done this coming 2 weeks
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 13, 2019, 09:43:25 AM
Warming up the ol' art skills, took whatever files I could salvage and remade a new folder.

I used to call it "Modding Motherbase" but now it's simply dubbed "Arthouse". None of you guys are supposed to see all this though, I'm just typing filler stuff.

Anyways!

(https://i.imgur.com/Yf4c4Cm.png)

Gonna try and release a few new outfits for Rimmu-Nation Clothing as per usual, as a ceremony for the return of the Chickens. This lady above is from one of my favourite Command and Conquer games "Red Alert 2" and kudos to whoever remembers her name without using Google.

(https://i.imgur.com/1ByEiOd.png)
(https://i.imgur.com/O9f3gxo.png)

Making her hairstyle and outfit. After this I get on with the boring freakin Rimmu-Nation coding. I forgot how boring it was to sit through hundreds of weapons and read about them on wikipedia, then code their crafting stuff. The fun stuff is testing them and shooting them.

Red Alert 2 and Yuri's Revenge kept me company while I was off exile without Steam and RimWorld, I thought a little homage to the series wouldn't hurt and would be welcome to the Red Horse collection.

Be back later with more news.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 13, 2019, 09:32:37 PM
(https://i.imgur.com/y4b1qVY.png)
(reference image)
(https://i.imgur.com/L6D64YO.png)

Got something done today after all, Kari Wuhrer's character "Tanya" from Red Alert 2 was an awesome femme fatale from a video game. I remembered growing up with the Command and Conquer series, with the recent hiatus it's all I got to play without Steam so I thought I'd do a throwback just by including this new update in the upcoming new Rimmu-Nation Clothing set.

I mean freakin' Tanya was an OP unit, they went through the effort of making every other infantry units useless around her (unless you had a British Sniper or a Virus far away). She was like the game's main face besides Yuri who was some bald guy with a lack of sense of privacy cause he would read your mind and stuff.

That said, Rimmu-Nation Clothing has plans for the following new gear:
- BUMP Helmet
- FLYYE Body Armor

So it turns out the SEALs actually use FLYYE plate carriers, they're specially manufactured to be in government patented camo such as the AOR1, something unavailable to the public. Many files have been lost, rather than wait I've been convinced by Odstriman to rebuild the US Military Kit and use whatever's available. We'll try to get er done lads.

Road Map of August:
- Rimmu-Nation Clothing update
+ Fix craftables coding
+ New BUMP and FLYYE templates
+ Tanya outfit finish
+ Stone Cold Steve Austin T-Shirt set (And that's the bottom line, cause Stone Cold said so)

- Rimmu-Nation Weapons update
+ Introduce melee weapons
+ Craftables coding fix

- Red Horse Furniture
+ SAD textures need to be re-done
+ Make MREs cookable

- Chicken Mitchell Hairstyles
+ Tanya Hairstyles
+ Update Steam Version to have the CSGO Hairstyles
+ Faith Connors hairstyle? requested on steam

- Elite Crew and Last Man Mercs
+ Fix Tank's text error in description
+ Fix CVC helmet name to be generic
+ Elite Crew shells? (Decide if only one shell type is enough so mod can be finished)

- Militaires Sans Frontieres
+ Fix that darn Maxi Burger price error

- New Faction mod planned
+ Ghost Recon and scenario included

(https://i.imgur.com/3Ic6PZW.png)
(Changed the Desert Eagles to M1911 for accuracy)

I don't expect to get everything done but at least two things off this list is a great start this August.

More soon..
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 14, 2019, 09:39:03 PM
I bloody wish we'd get a new page already, I wanna get a new fresh start on this thread!

We've got an up and coming standalone accessories mod for Rimmu-Nation. I met with Madman in Discord and had a chat, I remembered old requests regarding footwear and gloves. I thought "what the heck" since we got into the topic of the 'Medieval Times' mod using footwear and handwear. It's a standalone for the very reason of being fully optional.

Ladies and Germans, I present:
(https://i.imgur.com/VoyDs9m.png)

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

(https://i.imgur.com/0ZQJynF.png)

Mod is not yet coded. I just wanted a little side project to please some requests but the preview images and art got me freakin' pumped into giving them a try.

Haven't decided on stats yet, but the intention is to make them add a really small amount of stat while providing some warmth and protection on the hands and feet.

(https://i.imgur.com/94MkJdC.png)(https://i.imgur.com/ZZqM15D.png)(https://i.imgur.com/6HvZg1P.png)(https://i.imgur.com/ffobOgy.png)

(https://i.imgur.com/lSib57p.png)(https://i.imgur.com/IDJnTc3.png)(https://i.imgur.com/HhakcIV.png)

Finished ONE outfit today, Tanya's outfit finally. Got so bored. The female variant has the most detail similar to Ada Wong's outfit while the male variants look "Good enough".

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

This is what's next on the list. The FLYYE Swift Plate Carrier, it's a fresh new start for me to do a new line of body armors. I'm partly relieved the US Military hasn't been out since I'd have been wrong in making the special forces use Crye CAGE, turns out they use FLYYE so the American soldiers can look fly.

More updates when I get more stuff done, cheers.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 15, 2019, 03:54:47 AM
Nice, Im glad that you are back :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 15, 2019, 04:09:27 AM
(https://i.imgur.com/liq68TV.png)

(https://i.imgur.com/7wWlwvW.png)

(https://i.imgur.com/803iM23.png)
Bringing back the legendary Maxi-Meals, they will be with the MSF Faction in their upcoming update along with a few new stuff and returning friends like the Maxi-Coffee.

(https://i.imgur.com/oUhFcWY.png)(https://i.imgur.com/kjKDGXN.png)(https://i.imgur.com/7htfFKQ.png)

Had to modify the stack textures, no freakin' wonder maxi-burgers and cola would be single despite having the stack of over 10.

(https://i.imgur.com/1cjtk6x.png)(https://i.imgur.com/Ju1mu3k.png)(https://i.imgur.com/Nq71gkE.png)

Introducing Calorie Mates:
(https://i.imgur.com/KzDcjgQ.png)(https://i.imgur.com/aFDNNR3.png)(https://i.imgur.com/OHhx0ng.png)

Requested by one user, it was a survival packaged food from Metal Gear Solid III that was a real ration used during the Vietnam war era.

Got plans of fixing the burger error thing regarding the price for MSF caravans, also had an idea to make Maxi uniform outfits, but I scrapped that since it was unnecessary work.

Quote from: Skynert on August 15, 2019, 03:54:47 AM
Nice, Im glad that you are back :)

Hello Skynert good to see you again! I'm happy to be back too, although I wish I was back with files intact. Better than nothing I suppose
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on August 15, 2019, 10:26:59 AM
Gloves n' Boots? Damn, that means I can get a full set of tacticool accessories in Rimworld now. Look forward to your new stuffs, CP.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on August 15, 2019, 11:01:49 PM
The legend is back! (https://www.youtube.com/watch?v=51t2_o_H_Rw)

Coincidentally (I thought of the clip separately from this, but thought I'd bring it up), I was thinking of making a faction mod based on the John Wick universe. It's really C# heavy and I won't bore you with the details, but I wanted to ask if I could adapt some of the textures from your clothing mod. You wouldn't even have to do anything, but I do want your permission before I start.

edit: I just tested the B19 version of No Rogue Robots (https://steamcommunity.com/sharedfiles/filedetails/?id=913478659) using Raiderpedes alongside it, and it seems to work fine. Tell me if it doesn't work in your future testing.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 15, 2019, 11:39:33 PM


(https://i.imgur.com/uQ6Vy1J.png)
(https://i.imgur.com/ALVbr4t.png)

(https://i.imgur.com/H0FrFFs.png)

Tested some gear Ladies and Germans, we've got the ball rolling on Rimmu-Nation: Gloves N' Boots.




This is what it would look like being fully kitted with gloves, boots and tactical socks:

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

(https://i.imgur.com/WhV6KZ2.png)

(https://i.imgur.com/2DZ2Ui2.png)

Got all the code working thanks to Medieval Times, need to credit the author of that mod on release cause I couldn't have done it without them. Currently only coded in 6 pieces of gear, been doing other things today.


Want early access? Here you go.

(https://i.imgur.com/VoyDs9m.png)
BETA ACCESS DOWNLOAD (https://drive.google.com/open?id=1W0duAPkDD6vgsy5ctfdEaJp2yLuptKH2)
(only includes the 6 pieces of gear you see above the images)

Added two new gloves to the list:
(https://i.imgur.com/9PPDISS.png)(https://i.imgur.com/9AYwjQh.png)

Re-skinned the Oakley Pilot gloves:
(https://i.imgur.com/47IdtBH.png)

Here's the textures for the workbenches, a 1x1 mini tailor bench:
(https://i.imgur.com/oRM9Tcr.png)(https://i.imgur.com/VWViFJV.png)(https://i.imgur.com/2hDqDCV.png)

(https://i.imgur.com/b9AdLao.png)

This is the entire footwear selection, 13 including the socks which doesn't really count since it goes with any of the shoes.

Overall it's 12 gloves and 12 boots. I tried to differ from Medieval Edition's stats as best I can, especially in terms of protection. More changes later.

_______________________________________________________

In other news, I've decided "Screw waiting for a hard drive repair." and have begun redoing some lost US Military assets.

(https://i.imgur.com/Kjr8RFt.png)(https://i.imgur.com/IiIq04t.png)(https://i.imgur.com/VStmZ2s.png)
(https://i.imgur.com/O4DUr1o.png)(https://i.imgur.com/FzFL7MP.png)(https://i.imgur.com/trHOtKh.png)
(https://i.imgur.com/P2RENrY.png)(https://i.imgur.com/BotRkbZ.png)(https://i.imgur.com/a6mtyRW.png)

Also the FLYYE Swift for the HULK body has been done, it's only a matter of time till you see these on your colonists.

(https://i.imgur.com/4jfabIx.png)(https://i.imgur.com/A6esK8h.png)(https://i.imgur.com/t8ChrJ2.png)

Course they may come like this with accessories:

(https://i.imgur.com/iIDv0MN.png)(https://i.imgur.com/KTwooV6.png)(https://i.imgur.com/t8ChrJ2.png)

That's it for today.

Quote from: dninemfive on August 15, 2019, 11:01:49 PM
The legend is back! (https://www.youtube.com/watch?v=51t2_o_H_Rw)

Coincidentally (I thought of the clip separately from this, but thought I'd bring it up), I was thinking of making a faction mod based on the John Wick universe. It's really C# heavy and I won't bore you with the details, but I wanted to ask if I could adapt some of the textures from your clothing mod. You wouldn't even have to do anything, but I do want your permission before I start.

edit: I just tested the B19 version of No Rogue Robots (https://steamcommunity.com/sharedfiles/filedetails/?id=913478659) using Raiderpedes alongside it, and it seems to work fine. Tell me if it doesn't work in your future testing.

The B19 was the one JDalt40 recompiled for me for 1.0, sadly there's no visible console errors after his recompible but upon testing the tanks that the LMMC faction owns spawn for psychic ships, it's only main barrier from Steam Workshop release.

Gotta go sleep Dnine, speak to you later!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on August 16, 2019, 12:10:01 AM
Is the public version of LMMC the one that's not working? If not, can you send me the broken one so I can test it?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on August 16, 2019, 02:24:03 AM
Glove's and shoe's ok but SOCKS ??
What's next tactical underwear ? No armor but give you a mood boni for feeling ready for combat ?
With integrated lectern (if you use dub's hygiene mod) for longer combat duration ?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 17, 2019, 02:29:56 AM

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

DOWNLOAD LINK (https://drive.google.com/open?id=1W0duAPkDD6vgsy5ctfdEaJp2yLuptKH2)

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

(https://i.imgur.com/RjTU6xh.png)

________________________________________________

*Ding!* *Ding!* *Ding!*

The Official Comeback Updates:
(https://i.imgur.com/1ByEiOd.png)(https://i.imgur.com/Sa5qJzQ.png)(https://i.imgur.com/u2xgei2.png)
- Chicken Mitchell Hairstyles
+ Elite Crew hairstyles added
+ Tanya hairstyle added

- Rimmu-Nation: Clothing / "RNC All Craftable"
(https://i.imgur.com/94MkJdC.png)(https://i.imgur.com/ZZqM15D.png)(https://i.imgur.com/ffobOgy.png)
+ Tanya outfit added
+ Gloves N' Boots compatability added

- Rimmu-Nation: Gloves N' Boots

(https://i.imgur.com/8L8knK8.png)(https://i.imgur.com/5jMvKq5.png)

+ Added new mod

Features:

- Mod adds 15 new gloves, 15 new footwear and 1 tactical sock.
- Footwear and gloves have 3 different tiers that affect their protection rating and stat offset ratings.
- All equipment in this mod is craftable within the RN Mini Tailor bench.
- Only socks, generic trainers and combat boots are coded to spawn with vanilla NPCs. They are not coded to have any of the brand items or gloves.
- This mod is compatible with any faction mod provided they use the "IndustrialAdvanced" tag for clothing.
- Red Horse Faction pawns will spawn with gear in this mod and are coded to have different tastes in uniform.
- Rimmu-Nation Clothing allows items from this mod to become purchasable from Rimmu-Nation Orbital Traders if both mods are enabled.
- Mod is game-save compatible, however please remember to enable the new apparels in your stockpiles and uniform settings.
- Air Jordans are stupid expensive for no reason, just like real life.

Notes:
- Colonists with prosthetic parts that cover the hands and feet may be unable to wear gloves or shoes depending on what the prosthetic part covers.

- Tribals are not tagged to equip the items, however they may automatically wear warm clothing during winter or low temperature settings since vanilla has been hardcoded to do this, tribals will ignore tag coding.

- Made the mod standalone since I am aware not everybody likes gloves and boots, rather than merge it with Rimmu-Nation Clothing

(https://i.imgur.com/YuXiSP5.gif)

Goodnight all, been a busy day. I've been having lack of sleep again, sleeping in the morning and working at night. It isn't healthy.

Posted the animated trailer here:
https://www.youtube.com/watch?v=TbXNL0UA85Q

Cheers all, hope the small updates get the ball rolling to bigger ones.

Quote from: Canute on August 16, 2019, 02:24:03 AM
Glove's and shoe's ok but SOCKS ??
What's next tactical underwear ? No armor but give you a mood boni for feeling ready for combat ?
With integrated lectern (if you use dub's hygiene mod) for longer combat duration ?


Can't do underwears I'm afraid, the only reason socks exist is due to them being onskin, and shoes are middle layer. Our apparels start at onskin if it covers the lower body, so unfortunately everyone has to go commando.

Happy to see you in the thread again Canute!

Quote from: dninemfive on August 16, 2019, 12:10:01 AM
Is the public version of LMMC the one that's not working? If not, can you send me the broken one so I can test it?

Hey dnine, I messaged you yesterday about this, I am once again going to drop unconscious in bed. Hope you find progress in this, but if you don't then there's no worries at all since I may have to open up options.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 17, 2019, 03:46:51 AM
I have question, how many factions are on Steam for 1.0? I have Task Force 141, Umbra Company, MSF, Ghost's.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on August 17, 2019, 05:00:45 PM
Welcome back.
Quickly tried out gloves&boots, liked it so far.
Do you plan on adding cold weather boots/gloves? That would be pretty cool.
Like Valenki and mittens
Also, will all  rimmu nation weapons be craftable in the future?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on August 17, 2019, 09:15:12 PM
Good to see you back CP, despite the significant setback with the hard drive.

Quote from: Chicken Plucker on August 13, 2019, 09:32:37 PMKari Wuhrer's character "Tanya" from Red Alert 2 was an awesome femme fatale from a video game.

I definitely prefer Wuhrer's portrayal of Tanya in RA2 to Jenny McCarthy from RA3.

Quote from: Chicken Plucker on August 17, 2019, 02:29:56 AM- Rimmu-Nation: Clothing / "RNC All Craftable"
+ Tanya outfit added
+ Gloves N' Boots compatability added

- Rimmu-Nation: Gloves N' Boots
+ Added new mod

Neat! Since these clothing items conform fairly closely to the body, no CE bulk or armor patches are required.




Speaking of Combat Extended, could please add the following text to the description section of all of your mods on Steam and the forums? (you may tweak the formatting as needed)

Quote from: sumghai
Combat Extended compatibility
CE players should use Combat Extended: FastTrack Edition, as it natively includes patches for all Rimmu-Nation / Project Red Horse mods, and is updated more frequently.

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 18, 2019, 01:50:44 AM
Hello all, sleeping in late again.

Updates are available to be downloaded at the front page
(https://i.imgur.com/6TkS22n.png)
Rimmu-Nation: Gloves N' Boots
*Display icons will be smaller to better fit vanilla when the items are on the floor.

*Protection ratings have been slightly buffed while the amount of time it takes to craft the gear have been at least doubled. Footwear protection rating depending on armor have been increased by:

Sneakers 10%
Hiking boots 10%
Combat Boots 15%

________________________________________________________

Image below explains what I've been up to today with not a lot of spoilers unless you've been in rimworld-art on Discord.

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


With that teaser out of the way, I will urgently reply to you guys before I pass out

Quote from: Skynert on August 17, 2019, 03:46:51 AM
I have question, how many factions are on Steam for 1.0? I have Task Force 141, Umbra Company, MSF, Ghost's.

I believe you have them all, those are currently the only ones out on 1.0 RW Steam my friend

Quote from: Rocket_Raccoon on August 17, 2019, 05:00:45 PM
Welcome back.
Quickly tried out gloves&boots, liked it so far.
Do you plan on adding cold weather boots/gloves? That would be pretty cool.
Like Valenki and mittens
Also, will all  rimmu nation weapons be craftable in the future?

Hello, sorry I don't plan on any winter gear though I made sure the tier 3 gloves (hard knuckle ones) have the highest insulation on top of being the most protective ones. I may change my mind when I get more work out of the way.

And no not all Rimmu-Nation weapons will be craftable in the future, multiple variants and some I'd prefer to be rare for users so there's a sense of excitement in getting rare weapons now and then. Maybe an all craftables version will exist but that's a lot of time to fix and I'm already struggling with sorting out the main mod rop

Quote from: sumghai on August 17, 2019, 09:15:12 PM
Good to see you back CP, despite the significant setback with the hard drive.

Quote from: Chicken Plucker on August 13, 2019, 09:32:37 PMKari Wuhrer's character "Tanya" from Red Alert 2 was an awesome femme fatale from a video game.

I definitely prefer Wuhrer's portrayal of Tanya in RA2 to Jenny McCarthy from RA3.

Quote from: Chicken Plucker on August 17, 2019, 02:29:56 AM- Rimmu-Nation: Clothing / "RNC All Craftable"
+ Tanya outfit added
+ Gloves N' Boots compatability added

- Rimmu-Nation: Gloves N' Boots
+ Added new mod

Neat! Since these clothing items conform fairly closely to the body, no CE bulk or armor patches are required.




Speaking of Combat Extended, could please add the following text to the description section of all of your mods on Steam and the forums? (you may tweak the formatting as needed)

Quote from: sumghai
Combat Extended compatibility
CE players should use Combat Extended: FastTrack Edition, as it natively includes patches for all Rimmu-Nation / Project Red Horse mods, and is updated more frequently.

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack


Hey Sumgai! Updating DOOM you know, hope you don't mind having to patch more gear..

*cough*UACPistolinfiniteammo*Cough*

And yes, I will do as soon as I get things done tommorrow. The latest mod release will shake things up across all mods.

I'm happy to know you've got great taste in RTS games, and that I've saved you trouble from having to make another clothing patch  8) 8)


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

brb gonna sleep for several hours before I drop the news on what's happening with the latest DOOM update.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 18, 2019, 07:50:34 AM
Okay I'm awake, here's the DOOM progress..

(https://i.imgur.com/TWfS0ek.png)

(https://i.imgur.com/p1DwGBs.png)

(https://i.imgur.com/kJ0ZwHX.png)

(cancelled and unfinished beta version during B18)

(https://i.imgur.com/iQnmMir.png)
Done ALL textures for the new Praetor Suit and it's currently fully coded. Just waiting on weapons.


(https://i.imgur.com/8rMSb7C.png)(https://i.imgur.com/PFYcPUy.png)(https://i.imgur.com/mSPanEQ.png)
(https://i.imgur.com/a8USmLG.png)(https://i.imgur.com/4utT7WZ.png)(https://i.imgur.com/CjpC0No.png)

Done some IMP pawntype art, guys not trying to hype here but... Might end up making these creatures a part of the mod later  8) 8)

(https://i.imgur.com/RZOxXYZ.png)(https://i.imgur.com/qXTVNoK.png)

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

Haven't forgotten about the old Cyberdemon unfinished textures I've done. Need to either redo that or just finish the back view.

(https://i.imgur.com/sQOCqWY.png) (https://i.imgur.com/ER8OCFU.png) (https://i.imgur.com/e29zUXC.png)

Here's the UAC Fabrication Bench where all the DOOM related gear will be craftable.

(https://i.imgur.com/vwW6dlz.png)
I'll be back with a release TODAY, or your money back fam, just chill there yeah.


(https://i.imgur.com/Mj2BV1g.png) (https://drive.google.com/open?id=1xrwme_X_xZ4Ctv18jioeABdVPNxPnLRM)please do not click me, I am totally not an easter egg
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on August 18, 2019, 08:12:49 AM
Great work CP.  Now some more weapons to add to the list.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Tocato on August 18, 2019, 08:20:25 PM
are the rimmunation and RNC files the same with the exception of the latter allowing crafting? trying not to get redundant files
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 19, 2019, 09:46:10 AM
(https://i.imgur.com/zfHj55Q.png)
BETA version of DOOM 1.0 here. (https://drive.google.com/open?id=1xrwme_X_xZ4Ctv18jioeABdVPNxPnLRM)

Hey guys, sorry been facing some delays.

(https://i.imgur.com/gx3VddQ.png)

Been prepping DOOM's trailer for the workshop, the weapons haven't been coded with the exception of the UAC EMG sidearm. I plan on releasing the following side-by-side with this mod on Workshop and here:

- The DOOM Kit (Classic Version)
- Retro Joy - dninemfive's patch
- Detailed Body Textures (Classic Version)

Here's some sneaky peaky on what's in there:

(https://i.imgur.com/3hhz7Mp.gif)


Also, Pinky's in da house
(https://i.imgur.com/syeZq7f.png)
(https://i.imgur.com/cqTzdzj.png)
(need back view)
___________________________
Quote from: hauvega on August 18, 2019, 08:12:49 AM
Great work CP.  Now some more weapons to add to the list.

Good to see you again hauvega! How've you been?

Quote from: Tocato on August 18, 2019, 08:20:25 PM
are the rimmunation and RNC files the same with the exception of the latter allowing crafting? trying not to get redundant files

Yes they are, there shouldn't be any issues transitioning to RNC All Craftables, but if you're moving back to the normal version make sure you remove the crafting bills of your stations to make sure you don't get errors


_________________________________

Shoot forgot to mention!

- Updated the following mods:

Rimmu-Nation: Gloves N' Boots
- Fixed issue where tech was available at tribal start

DOOM 1.0
- UAC EMG Sidearm added (forgot to add as of this post's initial release)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on August 20, 2019, 07:39:10 AM
Yay, another mod that I need to make compatible for CE:FT! I'll have a look once I have time :)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 21, 2019, 05:16:58 AM
Chicken can I suggest something? If you lost all your old work about US Army and rest maybe make other faction? I dont know, French army? (They should surrender right after they attacked) Or some friendly GROM spec forces. And one thing, Umbra Company is positevly (?) OP. Glad they dont have tanks.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on August 22, 2019, 02:37:25 PM
No new work, us armed forces and british forces are still missing and that greatly.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 23, 2019, 07:59:51 PM
Hello all. I have to reinstall windows. Pardon the delays in release but it's finally all out, we've got a release of about 4 new mods.

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

(https://i.imgur.com/y7skd0o.png)

THIS is a work in progress. This is why I have to reinstall windows. I have some issues with .NET 3.5 and it seems when you screw up with that your only option is to reinstall. I hope I don't lose all my files again, but I'll be backing them up before I do that.

________________________________________________

I may start a project red horse mod thread in "Finished" soon since we have enough functional mods to warrant it. Good news is dninemfive fixed the tank problems for LMMC and my next plan is to push onwards and do as much factions I can in the following few days before next week.

________________________________________________

Mods added to Google Drive: (LINK IS IN FRONT PAGE)
(https://i.imgur.com/Kqx3dwp.png)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1843130386

(http://i.imgur.com/0fWXEqA.png)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1843130069&tscn=1566604251

(https://i.imgur.com/B2K4Mb0.png)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1842664347

(https://i.imgur.com/m5Rt4rS.png)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1842663639

Obviously the Red Horse unfinished thread is getting too big to house all these mods. I need to have a platform sometime and get these all out in finished and properly linked together!

Massive massive thanks to dninemfive for patching the tanks up, and Retro Joy. He has been nothing but helpful and he's the reason I have images of helicopters available, need to get it done however.

_________________________________________

Updated mods:
- Rimmu-Nation Gloves N' Boots
+ added power armor gloves and boots, fixed some issues on being available at tribal start

I'm in a bit of a rush so there's not much previews shown. I recommend visiting the steam links below the mods for more previews

(https://i.imgur.com/fJ6SYpe.gif)

DOOM Trailer: https://www.youtube.com/watch?v=qODBhdOV5HQ&t=


Quote from: sumghai on August 20, 2019, 07:39:10 AM
Yay, another mod that I need to make compatible for CE:FT! I'll have a look once I have time :)

I've got massive amounts of work need to be done accross ALL factions before I move forward and release Elite Crew and LMMC on Steam this week, will add your CE:FT in their descriptions then, but I'll only do it for the mods that Fast Track has patched, please provide me a list?

Quote from: Skynert on August 21, 2019, 05:16:58 AM
Chicken can I suggest something? If you lost all your old work about US Army and rest maybe make other faction? I dont know, French army? (They should surrender right after they attacked) Or some friendly GROM spec forces. And one thing, Umbra Company is positevly (?) OP. Glad they dont have tanks.

(https://i.imgur.com/Nu8qSuS.png)(https://i.imgur.com/J2ggjOA.png)(https://i.imgur.com/3d1MilI.png)
(https://i.imgur.com/2Mpffqb.png)(https://i.imgur.com/XxPkoDP.png)(https://i.imgur.com/MJ3C5iA.png)
(https://i.imgur.com/YvRAs80.png)(https://i.imgur.com/ZQeS5hU.png)(https://i.imgur.com/s3MHL9c.png)

Here I've tried to get started on the Polish Armed Forces, their textures were available since they use PASGT armor and helmet, though I may have some trouble with GROM and may add them later. I may release them alongside US and British. No promises it'll be top priority though

Quote from: Rocket_Raccoon on August 22, 2019, 02:37:25 PM
No new work, us armed forces and british forces are still missing and that greatly.

My friend it's not easy doing this lemme tell you, I am burned out. The reason I really came back during these 2 weeks is because my college was temporarily shut down and I had nothing to do but be sad in my room, so I decided to drop by and have another tango with Project Red Horse.

I am a mess right now. I have done no exercises and I am supposed to have a fitness assessment for my job in the army at October 1, I sleep early and wake up late. I enjoy modding, I really do. I wish I got paid to do this but I do not and yet I am putting several hours of my time day in and day out for this while my room is still a mess because I place the more important things in my life under these mods.

I'm sorry the mods aren't out yet, but rest assured with some patience you will see them again. Cheers and take care



_____________

- DOOM Kit - Classic (1.0)
Updated and added back classic security helmet
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on August 24, 2019, 11:11:39 AM
Great to see you back CP but take it easy and don't burn yourself out. Stick to the basics and everything in moderation as they say👍

All the best.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 24, 2019, 12:15:42 PM
Quote
Here I've tried to get started on the Polish Armed Forces, their textures were available since they use PASGT armor and helmet, though I may have some trouble with GROM and may add them later. I may release them alongside US and British. No promises it'll be top priority though

Nice. And one more thing, my colonists love retro joy.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on August 24, 2019, 07:59:16 PM
Quote from: sumghai on August 20, 2019, 07:39:10 AM
Yay, another mod that I need to make compatible for CE:FT! I'll have a look once I have time :)
Quote from: Chicken Plucker on August 23, 2019, 07:59:51 PMI've got massive amounts of work need to be done accross ALL factions before I move forward and release Elite Crew and LMMC on Steam this week, will add your CE:FT in their descriptions then, but I'll only do it for the mods that Fast Track has patched, please provide me a list?

Here we go!

  • [RH] Faction: Elite Crew
  • [RH] Faction: Last Man Mercs
  • [RH] Faction: Militaires Sans Frontieres
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts
  • [RH] Faction: Umbra Company
  • Red Horse Furniture
  • Rimmu-Nation - Clothing (standard and all-craftable editions)
  • Rimmu-Nation - Weapons
  • T-45b Power Armor

FYI, the full list of mods that CE:FT supports (including non-RH mods):
https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/blob/master/README.md
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 25, 2019, 06:49:35 PM
Ladies and Gentlemen.. Prepare to get your Jimmies rustled.

After 42 hours of struggling in C# and lots of begging God to help me fix this mod (no joke there)

I present to you..

(https://i.imgur.com/88eJ0CD.png)

DOWNLOAD (https://drive.google.com/open?id=17InENpHQSAlFN9xTFIKxhrRWK6Ol8Xjz)

"GOO RUUUN, GET TO DA CHOPPA!"

(https://i.imgur.com/ZmENOdX.gif)

Adds three helicopters in the game:
- MH-6 Little Bird
- UH-60 Black Hawk
- CH-47 Chinook

So what does the mod do exactly?
- The helicopters are basically re-fuellable drop pods with higher weight capacity and health, along with added sound effects. They cannot actually hover over the map, provide fire support (they're unarmed helicopters) and they cannot change directions during the middle of the journey.

If you have suggestions or perhaps a future update comes to RimWorld that may break this mod, I cannot promise being able to further develop the mod since it took enough blood sweat and tears to adapt AKreedz' code mostly by myself to deliver the finished product. I'm hoping you will experience a highly bug-free casualty evacuation action packed RimWorld.

___________________________________

Features:
- 3 Helicopter options, ranging from light and cheap to durable and resource costly build.
- Able to load wounded inside the helicopters
- Heck eat and sleep inside your helicopter
- Re-usable in world-map provided you do not abandon the helicopter
- Take your friends and your pet Muffalo to the arctic! Just don't forget to bring extra fuel.
- Helicopter takeoff and landing sound effects

(https://i.imgur.com/FwAyLRC.png)
- If you wish to heal wounded inside the helicopters you have to be landed in the world-map (outside of a colony), with a capable doctor able to tend to the casualty inside your helicopter
___________________________________

Don't forget to check out the original Cargo Transport Mod by AKreedz:
https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776
___________________________________

MOD CONFLICTS:

- None known yet.

==================================

Note: If you can not find the helicopter during travel, check your caravan inventory.

==================================
WARNING:
Do not land on the very edge of the map, the helicopter will despawn due to lack of space.
==================================

Credits:
AKreedz - The original author and the legend who delivered helicopters to RimWorld.
dninemfive - C# advice and troubleshooting
Mehni - C# advice and troubleshooting
Sketchfab community for providing Helicopter models
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 26, 2019, 03:36:46 PM
Wow. I did not know that I need this
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 26, 2019, 10:31:09 PM
Helicopter mod updated, download links in the front page.

(https://i.imgur.com/mw2jDUl.png)

(https://i.imgur.com/w6VIgge.gif)

- New flight effects, special thanks to Madman for doing the art
- UH-1 Huey added

Guys I'll make this quick, there's been a change of plans. I'm gonna do a B-line and update the US Military and British Military before moving forward patching up the other factions and finally adding Sumgai's description in order for me to implement their alliance system.

I also wish to do all of this before updating Rimmu-Nation so I don't get bored to death. I'm running out of time, literally cause it's 3:30AM as of this post and I gotta wake up in 2 hours (haven't slept yet) cause college is back. Cheers all, see you gents on the other side of the rice fields with that new Huey.

(https://i.imgur.com/aTCrI5A.png) (https://i.imgur.com/d0kHTfu.png)

Progress report:
British soldiers with Virtus body armor and helmet, one of which carrying L85A3. (WIP)

________________________________

Quote from: Skynert on August 26, 2019, 03:36:46 PM
Wow. I did not know that I need this

Everybody needs a chopper in their lives  8)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on August 26, 2019, 11:04:22 PM
Rite. Everyone needs a chopper. And a chopper




[attachment deleted due to age]
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on August 27, 2019, 04:21:44 AM
Nice, you made a different grafic for the moving animation so the rotor's are moving :-)

But isn't these vehicles the same like from Cargo Pod transporter (with the same problems at the edge of the maps) ? :-)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on August 27, 2019, 04:33:20 AM
Chicken, you misunderstood me there. I was stating the same like nylem. Taking it easy and not starting so much that you can only possible fail to finnish and thus be dragged down by it . Refering to even more countries(while I´d very much like to see french and canadian armed forces, the more the better)
British soldier looking sharp!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 27, 2019, 05:20:45 AM
UH-1 Huey, I need some napalm.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on August 27, 2019, 10:50:38 AM
Hey CP, I saw someone on the steam mentioned attack helicopter. Just want to let you know the mod MiningCo. Spaceship has a close air support feature, it may be a good example if you need to make something like that.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 28, 2019, 03:40:03 PM
Hey guys was meant to do updates today but I darn near fainted during PT since we're back at college. Was the last man in casualty carry and I was just out of it. I really did drop in performance. Besides that there's been a trend of me misunderstanding people and ranting due to stress, so I have to apologise to Rocket_Raccoon.

Progress on mods will be slowed significantly and may have to be put away for weekends (until I get work where it may cease entirely again)

Planned additional aircraft:
(https://i.imgur.com/0edLw9R.png)
(https://i.imgur.com/jVirjuU.png)
(https://i.imgur.com/taVCT1Y.png)

And one easter egg "aircraft" in the mod people may discover using dev mode, but may have trouble unlocking legitimately. Gonna get to bed now guys!

Quote from: Madman666 on August 26, 2019, 11:04:22 PM
Rite. Everyone needs a chopper. And a chopper

Need a chopper bicycle too

Quote from: Canute on August 27, 2019, 04:21:44 AM
Nice, you made a different grafic for the moving animation so the rotor's are moving :-)

But isn't these vehicles the same like from Cargo Pod transporter (with the same problems at the edge of the maps) ? :-)

Yes, which is why I placed the same warning on Steam and over here. There's not much I can do to fix it sadly.

Quote from: Rocket_Raccoon on August 27, 2019, 04:33:20 AM
Chicken, you misunderstood me there. I was stating the same like nylem. Taking it easy and not starting so much that you can only possible fail to finnish and thus be dragged down by it . Refering to even more countries(while I´d very much like to see french and canadian armed forces, the more the better)
British soldier looking sharp!

Thank you Rocket and I must apologise for misunderstanding you! Take care

Quote from: Skynert on August 27, 2019, 05:20:45 AM
UH-1 Huey, I need some napalm.

Maybe one day.. Maybe.

Quote from: Retry_02Hide on August 27, 2019, 10:50:38 AM
Hey CP, I saw someone on the steam mentioned attack helicopter. Just want to let you know the mod MiningCo. Spaceship has a close air support feature, it may be a good example if you need to make something like that.

Always wanted to look into it, but it was just a dream back then. I'll look into it when I get the time since I do wanna get my very own version, cheers!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on August 28, 2019, 04:06:55 PM
Awesome stuff, CP! Can't wait.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sidfu on August 29, 2019, 06:21:19 AM
sometimes i wish he would do a set of facial stuff eyes,moths and beards to go with everything
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on August 29, 2019, 06:14:30 PM
Chicken is one of the best modders on this site. Im still reeling over the backpacks he added. They are a game changer, and something very few people (if any?) have created.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 30, 2019, 03:09:18 PM
How research helicopters? Nevermind, found
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 30, 2019, 06:26:59 PM
(https://i.imgur.com/TloD9qB.png)(https://i.imgur.com/r5DVel9.png)(https://i.imgur.com/F76m5Xi.png)
VIRTUS combat helmet
A much lighter helmet than the MK7, also more resistant to ballistics (at least they tell you that). Helps the Squaddie survive dropping on the floor every Monday when they have to train after the weekend boozing and getting smashed, the helmet will absorb the full force of the ground after falling on the obstacle course.

This version features the "Wolf Spider" goggles.

(https://i.imgur.com/xNfzLip.png)(https://i.imgur.com/Ul0RB8y.png)(https://i.imgur.com/VGDhcJL.png)
VIRTUS Scalable Tactical Vest (STV)
Replacement for the Osprey body armor. It's easier to take off than the Osprey, and was designed to be lighter. (But seriously, it's not lighter if you're speed marching with it)


(https://i.imgur.com/wXdD0FH.png)
Bergen
Do not call this a backpack. It's a Bergen. You can fit just about anything in this thing except for the ego of a Royal Marine PTI with big muscles and a fake tan who thinks they're a hit with the ladies.

(https://i.imgur.com/I0Of9kG.png)
PLCE webbing
Similar to the US system's ALICE webbing, but this time it's British and differently named since the MOD wanted to save money and would rather make their own.

(https://i.imgur.com/Z6fDf0J.png)
Army Infantry
Description:
The typical squaddie, always thirsty (literally and mentally) and so goes on boozing every weekend and blows off the 1.5k GBP earnings before it even made it to their bank account.


(https://i.imgur.com/6qnGDfn.png)
Parachute Regiment
Description: England's elite paratroopers, always telling everybody they're the best and that the Royal Marines are "hangin' out" (meaning they are tired and implies they are unfit). Most men who join the parachute regiment can't actually swim so they prefer jumping out of air planes.

Will wear the Bergen assuming I get factions to work with wearing backpacks.


(https://i.imgur.com/W5eRrvo.png)
Royal Marines Commando
Description: They have one of the highest standards of training, requiring 32 weeks before finishing phase 1 training. The SAS and other UKSF branches trust Royal Marine snipers over Army snipers (sorry paras) since Royal Marines standards are that high and often times a Royal Marine has no trouble transitioning from being a Marine to special forces if they wanted.

All that just because they didn't pass their GCSE exams at school but they had the muscles to pass the PRMC. They are highly trained in swimming, therefore they can consume the most alcohol during the weekends over the other branches without drowning.


(https://i.imgur.com/DTK5DAq.png)(https://i.imgur.com/bf0mdtN.png)

Army soldier holding the L85A2 next to Marine holding the L85A3.

Marines would have thick amounts of camo cream while the squaddies dying of thirst can't afford to get their skin anymore dry. Compared to Marines, a typical army squaddie is more prone to injury after 10 push ups (only applies to millennial squaddies)

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

Machinegunner holding the FN MAG (known as the GPMG by the British Armed Forces)
Quartermaster doesn't want the paperwork when the squaddies get back so he kindly asks for the squaddies to unload all the ammo on nothing before the MOD cuts budgets again this year, then the poor squaddies would have to borrow bullets from their American friends.

(https://i.imgur.com/4Rs4021.png)(https://i.imgur.com/MSgp0AC.png)
Combats
Known by the Americans as "BDU" or "ACU" but the British would say "That's because they don't speak proper English over there."

The classic '95' version and the UBAC (Under Body Armor Clothing) version. UBAC was made to help squaddies hopefully reduce their thirst in desert or other hot environments since all that kit can get very hot, and the MOD does not want squaddies with heatstroke since they need the squaddies to fight their wars properly. (AKA let the Americans do all the work to minimize casualties while the squaddies make fun of the Americans and their funny Yank accents)

That's all for now folks.


___________________________

Quote from: sidfu on August 29, 2019, 06:21:19 AM
sometimes i wish he would do a set of facial stuff eyes,moths and beards to go with everything

Old story, I was actually gonna collab with the author once since he came forward to me with some superhero mod idea, though he wanted me to do just about all the work while offering me just about nothing in return (not even coding support with any Red Horse mods) and so I just backed out of the thing since I felt it wasn't a fair deal.

Quote from: Ruisuki on August 29, 2019, 06:14:30 PM
Chicken is one of the best modders on this site. Im still reeling over the backpacks he added. They are a game changer, and something very few people (if any?) have created.

Thank you! I keep forgetting about the milestones like that, but I must say it won't be possible without Jecrell, he was the one who set up the code and took it from Jecstools. I guess he just hasn't made his own backpacks, but his code existed for them to function.

Thanks to your comment I decided to do the Armed Forces' backpacks (and Bergen, don't call that a backpack)

Quote from: Skynert on August 30, 2019, 03:09:18 PM
How research helicopters? Nevermind, found

Glad you have my friend  8)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 31, 2019, 11:50:45 PM
Download links are available in front page through Google Drive

(https://i.imgur.com/KRSaFME.gif)

Mods updated list:
Rimmu-Nation: Weapons
Umbra Company
Elite Crew
Last Man Mercs
Task Force 141
The Ghosts
Militaires Sans Frontieres
(All faction mods for Red Horse)

- Projectile issue with 7.62 and other armor penetration not having the stats they were intended to have has been fixed.
- Fixed burger errors for MSF
- New cola and burger stack textures for MSF faction.
- Fixed tank issues with LMMC spawning for Mechanoids

(https://i.imgur.com/m6MIBtp.png)

Get to the Chopper!
- 3 new aircraft added.
- about.xml added to include features list and warnings

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

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

(https://i.imgur.com/qq4hPg3.png)

____________________

(https://i.imgur.com/cjYyNy6.png)
'Oi Suzy'
Progress report on British Armed Forces:

(https://i.imgur.com/jAjYdht.png)
Ghillie suit sniper set finished for snipers.

(https://i.imgur.com/j48aWHM.png)
Challenger II textures ready

(https://i.imgur.com/3oQTpXW.png)
Warrior IFV textures ready

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Hjkma on September 01, 2019, 12:28:41 AM
As new vehicles appear, how about to switch to forked version JecsTools "[O21] Vehicle Framework"? It has a number of fixes and allows free control over vehicles, including shooting. You can see examples of using the framework on mod "Yes, Vehicles, Finally". https://ludeon.com/forums/index.php?topic=48126.0
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 01, 2019, 05:45:40 AM
Hmmmmmmmm,
when i saw the last promo video of CH-53 i got the idea, of a Big, REAL BIG Saucer/Battleship/Whateveryoucallit.
The CH-53 land on a turret and destroyed it. What if you made a big ship 100x100 and land it at the middle, you could destroy the whole base at once.
Sure you would have alot of ship repair's afterwars, but that would be the ultimate invader tool.
And beware if some droppod raid come with such a thing at your base.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 01, 2019, 11:28:36 AM
British army soldiers looking awesome!
Maybe they could also sport a pcs smock for that long range ops and for winter? :p
I once heard smocks are a thing in the british armed forces...  ;D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 01, 2019, 06:38:45 PM
Updated "Get to the Chopper" for translation and some building tweaks for V-22 Osprey.

_____________________________________

Progress report on British Armed Forces:

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

'UKSF' (United Kingdom Special Forces)
Consisting of the SAS, SBS, SRR, SFSG and RSR, the most elite units of the British Armed Forces.

UKSF FAST helmet variants
(https://i.imgur.com/zeca0nu.png)(https://i.imgur.com/GlJLNQG.png)(https://i.imgur.com/nycUnZV.png)

(https://i.imgur.com/PjK45F3.png)(https://i.imgur.com/I73pvAk.png)(https://i.imgur.com/L7JAq4w.png)

CRYE Jumpable Plate Carrier
(https://i.imgur.com/XVgLYBC.png)(https://i.imgur.com/ZdMyqiS.png)(https://i.imgur.com/EwwOcBb.png)

Correctly labelling the "UKSF" pawntypes this time around, rather than just the Special Air Service since I've come to learn there are a few regiments besides the SAS that are part of the UKSF.

I've also decided to reskin the so-far unfinished 'FLYYE Swift' which is also known as FLYYE JPC to it's very similarly looking competing plate carrier, Crye JPC in OCP camo. I've decided to leave it at OCP rather than spend more time making MTP and Multicam variants since the camo looks close to each other anyway, and the UKSF is known to wear whatever the hell they want, working closely with Americans it's no surprise if some equipment are American-made equipment.

_______________________________________

(https://i.imgur.com/qRlng10.png)

(https://i.imgur.com/So6q6zy.png)
'Siren'
Ranks consist of only female soldiers, they are given their own version of 'Go-Juice', a less concentrated and addictive brand produced by MEDUSA.

They use industrial grade gear, FAST helmet covered in shrubbery to capture the appearance of the mythological creature Medusa's serpent filled hair. They wear a highly advanced ballistic mask, appearing as uncanny to enemies from afar with a gaze that sends fear in the hearts of those caught in it.


(https://i.imgur.com/w28PNmo.png)(https://i.imgur.com/I5MycSr.png)(https://i.imgur.com/eWp4sWe.png)
Thermal cloak
Desert DPM camo, a MEDUSA produced thermal cloak that is highly effective for winter conditions.

(https://i.imgur.com/Fz6aIQs.png)
'Champion'
Oftentimes physically enhanced and some of the best soldiers that MEDUSA has to offer.

(https://i.imgur.com/WPdJhIz.png)(https://i.imgur.com/lenC13w.png)
MEDUSA Bow
Fires charge beams long range.

(https://i.imgur.com/Rgp4mFI.png)(https://i.imgur.com/16PrRRd.png)
MEDUSA Repeater
Fires plasma charges in burst.

MEDUSA Reactive utilising the mapping for color customisation
(https://i.imgur.com/lS1zonQ.png)(https://i.imgur.com/6NyJVFd.png)
(https://i.imgur.com/6ukrPX0.png)(https://i.imgur.com/00sGhBt.png)

Allows different coloration of the armor:

(https://i.imgur.com/NQI5Vz2.gif)
(Pardon the low quality, exports like that in PS)

Thinking of violet or close spectrums for their special units.

If you guys have better suggestions for unit names let me hear them please cause I can't really think of cool ones for female-only units that won't sound too cliche or out of their theme

_____________________________________

Quote from: Hjkma on September 01, 2019, 12:28:41 AM
As new vehicles appear, how about to switch to forked version JecsTools "[O21] Vehicle Framework"? It has a number of fixes and allows free control over vehicles, including shooting. You can see examples of using the framework on mod "Yes, Vehicles, Finally". https://ludeon.com/forums/index.php?topic=48126.0

I'll give it a maybe. I do not like mod dependencies or possibly upsetting the framework author because I keep asking them questions about coding, it ends up causing drama and all kinds of french fries.

I'd rather have a simple working tank, a reskinned mechanoid than possibly get into problems with another modder

Quote from: Canute on September 01, 2019, 05:45:40 AM
Hmmmmmmmm,
when i saw the last promo video of CH-53 i got the idea, of a Big, REAL BIG Saucer/Battleship/Whateveryoucallit.
The CH-53 land on a turret and destroyed it. What if you made a big ship 100x100 and land it at the middle, you could destroy the whole base at once.
Sure you would have alot of ship repair's afterwars, but that would be the ultimate invader tool.
And beware if some droppod raid come with such a thing at your base.


Unfortunately Canute, there's been some voiced concerns about the mod using fictional aircraft, and so it's avoided when possible to add anything too unrealistic. with the exception of retro time machines of course

The choppers weren't intended for offensive use since they don't have the attack features, in fact the chopper crushing the turret was unintended but was pretty cool anyway. Having a really huge aircraft just to crush things, I don't know, I don't think I like the thought of that being a part of my mod.

Quote from: Rocket_Raccoon on September 01, 2019, 11:28:36 AM
British army soldiers looking awesome!
Maybe they could also sport a pcs smock for that long range ops and for winter? :p
I once heard smocks are a thing in the british armed forces...  ;D

Yes Smocks were going to be their parka, the most challenging part of the mod since it's a brand new onskin I have no template for


Goodnight all, gonna be busy this week. Very tired.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on September 01, 2019, 07:32:15 PM
madusa will rule the rim >:D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 02, 2019, 07:53:38 AM
Just a quick update before I go to college

Get to the Chopper!
- Made MH-6 and Aerospatiale Gazelle haulable and adjusted their weight mass

Rimmu-Nation Weapons:
- Made grenades craftable again

I need to patch Elite Crew and possibly remove the grenades from their use since it seems too late for me to make this possible in Steam due to games crashing

_________________________

Quote from: Smexy_Vampire on September 01, 2019, 07:32:15 PM
madusa will rule the rim >:D


Still trying to finalize their designs but the code for faction restriction with gender and body types work, so I'm excited to do them
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on September 02, 2019, 06:03:11 PM
Yes! The Medusas are here! Thanks CP! There's the Russian Night Witches? Night Witch(es) unit? I'm terrible at names but I was just listening to Sabaton lol.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 02, 2019, 08:21:57 PM
Updated:
Get to the Chopper!
- Japanese translation update by Proxyer
______________________________________

(https://i.imgur.com/3kCM8mu.png)

British Military Kit textures all done, just need to code the outfits now. I have decided to exclude the 'SAS Black Kit' equipment into it's own mod and also I may add other equipment such as the outdated MK7 and Osprey stuff, along with berets into the mod later.

Basic stuff was done for the faction release.

______________________________________

Quote from: nylem on September 02, 2019, 06:03:11 PM
Yes! The Medusas are here! Thanks CP! There's the Russian Night Witches? Night Witch(es) unit? I'm terrible at names but I was just listening to Sabaton lol.

That's not so bad, something witches since they were common for Greek mythology anyway. Cheers, I need to go sleep before I collapse since I have to wake up in a few hours.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 04, 2019, 01:22:50 PM
(https://i.imgur.com/95xOBtG.png)
Tested the coding for the kit so far, looking very good in-game. Got thrashed by Royal Marines irl today so I'm out of energy. I will ask you folks some questions on your preference regarding craftable clothing for your factions.

Red Horse Bench
(https://i.imgur.com/HoeAgED.png)

Right, plan is to change all Red Horse Faction clothing and uniform into a "Red Horse" category since they're not trully a part of Rimmu-Nation. Then I will make a separate standalone mod that will make all faction gear craftable, though they will have to be loaded above the faction mods.

I tried to do the recipe solution for craft-able clothing but it hasn't worked out well. Maybe I should just make all faction mod clothing craftable in vanilla benches? What do you guys think?

What will be more convenient, just make all faction clothing craftable using vanilla benches in their own "Red Horse" tab rather than another bench and another mod? Will make life easier for me and everyone but there's this odd separation with Rimmu-Nation Clothing.


Just showing off the Pcs Parka. PLCE webbing version and non-PLCE version
(https://i.imgur.com/RiRMbtS.png)(https://i.imgur.com/hTLn5LM.png)(https://i.imgur.com/fkgg7kL.png)

(https://i.imgur.com/UahQHjS.png)(https://i.imgur.com/X7fmboK.png)(https://i.imgur.com/IZmxw5J.png)

Edited it's display to have a darker hole unlike above.

Just left this post as a question to people above, cheers
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 05, 2019, 07:44:17 AM
Awesome news! And nice bench you got there, CP.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on September 07, 2019, 02:43:40 AM
Im for compartmentalizing into multiple benches if need be. Vanilla apparel expanded alone adds a lot of clothing so separating them would be best i think. The red horse are the army uniforms from various nations, ghillies etc right? rimmu nation the one with the backpacks and I would assume, combat boots things of that nature?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 07, 2019, 04:26:52 AM
I´m also for separate benches.
What errors did you get?
Also, do you plan on making the various army uniforms available separate from factions mod?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on September 07, 2019, 05:27:05 AM
Is Rimmunation still not compatible with Rim  of Magic?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 07, 2019, 02:46:51 PM
Updated: Get to the Chopper! - Aircraft mod
(Download links in the front page)

(https://i.imgur.com/C0mUgP6.png)

(https://i.imgur.com/Ez0r90U.gif)

Arrival of aeroplanes, C-130 Hercules and the Phenom 300, which is a slick private jet.

(https://i.imgur.com/tg1WUDC.gif)

DeLorean flying car has been unlocked and taken off as an easter egg, now it is researchable

(https://i.imgur.com/KoXEI8R.png)

(https://i.imgur.com/29cI7NN.png)

(https://i.imgur.com/cVhKy4f.png)
(https://i.imgur.com/BWTIm6y.png)

- Stat changes for fuel and mass for most helicopters
- All aircraft made haulable with minified def changes
- All aircraft has chance of exploding upon destruction now
- 2 new aeroplanes and research tabs
- Travelled back in time

(https://i.imgur.com/sTPHVrf.png)
- New world expanding icons


- Massive deletion of in-folder content such as source and .psd files to greatly reduce mod's disk space requirements and possibly loading time.

Got a festival I gotta attend tommorrow all, enjoy
_______________________________________________________

Quote from: Skynert on September 07, 2019, 05:27:05 AM
Is Rimmunation still not compatible with Rim  of Magic?

I believe it works fine now, the Auger was patched by Jecrell last time I've checked so I removed the incompatibility notice in the description

Quote from: Rocket_Raccoon on September 07, 2019, 04:26:52 AM
I´m also for separate benches.
What errors did you get?
Also, do you plan on making the various army uniforms available separate from factions mod?

Thank you for this suggestion, and it's complicated, I was trying to do something complex but it just didn't work out well since there was no option to allow what textile you would use for clothes. Same for helmets.

Quote from: Ruisuki on September 07, 2019, 02:43:40 AM
Im for compartmentalizing into multiple benches if need be. Vanilla apparel expanded alone adds a lot of clothing so separating them would be best i think. The red horse are the army uniforms from various nations, ghillies etc right? rimmu nation the one with the backpacks and I would assume, combat boots things of that nature?

Yes, though the red horse military uniforms will have their own rucksacks and gear, just no combat boots or gloves since that will stay in Rimmu-Nation's standalone mod as an optional thing

And thanks for the vote guys, been waiting for it. Multiple benches are okay, makes my life a lot easier meaning updates come sooner!

Gonna take a break guys. Been exhausted sorting out this update.


C-130 ROARIN' DOWN THE STRIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIP!

Special thanks to Madman, for again helping make the aircraft look great with his propeller effects! Edited him in the description on Steam, pardon for doing it late Madman
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 07, 2019, 02:59:00 PM
Ugh, the helicopters fit perfectly with that animation, but planes ain't sad to say, CP.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 07, 2019, 03:06:52 PM
Quote from: Madman666 on September 07, 2019, 02:59:00 PM
Ugh, the helicopters fit perfectly with that animation, but planes ain't sad to say, CP.

As a C-130 lover, I am very hurt.

I understood this was gonna be a challenge, which is why I added other rotation parts and more textures, giving the simulation that the aircraft would move during landing. Couldn't do much with it than leave it in one spot sadly.

If you also saw it takeoff, unlike the helicopter it shows the north view, and on landing it shows both south and side view, side only on touchdown

The Private Jet and C-130 were my only planned aeroplanes, I didn't really think we need more of them. Probably the last stuff that will be added into this mod is the Russian Mi helicopters, but after that we're all done.

__________________

Updated: Get to the Chopper! - Aircraft mod (again)

(Download links in the front page)

- Japanese translation by Proxyer added for new stuff
- DeLorean textures improved for north and south

(https://i.imgur.com/8sMK8Wq.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 07, 2019, 09:20:24 PM
Not your fault, bro, the art s nice, the idea is amazing its just as usual - coding limitations. So don't be hurt.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 08, 2019, 03:37:32 AM
Quote from: Madman666 on September 07, 2019, 09:20:24 PM
Not your fault, bro, the art s nice, the idea is amazing its just as usual - coding limitations. So don't be hurt.

Too late, an hurt.

Hey folks, here to do a combo breaker. I was going to upload the new British Military Kit preview on mobile but it seems Imgur has shut down the mobile phone use, which is a bit annoying but.

Have to go a festival today, may get to miss college Monday if I attend this. See you all soon, cheers
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 09, 2019, 06:16:43 AM
(https://i.imgur.com/q6VfXfe.png)

DOWNLOAD (Beta version) (https://drive.google.com/open?id=1ZSxyGDUqe0ivcoLpFJKBOOipN-aR5nZa)

This is the beta release for British Military Kit, meaning a few of the content intended to be added, has not been added yet.

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

(https://i.imgur.com/L5Fw8Jp.png)

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

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

Updated mods:
(Download links in front page)


Rimmu-Nation: Weapons
- Added L85A2
(WARNING: Will break CE Fast Track compatibility, leave it un-updated until everything is sorted if you are a CE user. I will also leave Steam Version un-updated.)

DOOM 1.0
DOOM Kit (Classic)

- Category fixes
- Red Horse category and crafting system implemented (Needed for British Military Kit compatibility)

______________

Quick Edit:
- Immediately changed L85A2's craftability to non-craftable since this may cause issues for the faction. I will be sure to make it craftable with the other weapons intended to be made craftable once all is in order for a Rimmu-Nation Weapons major update
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on September 09, 2019, 07:55:40 AM
Quote from: Chicken Plucker on September 09, 2019, 06:16:43 AMRimmu-Nation: Weapons
- Added L85A2
(WARNING: Will break CE Fast Track compatibility, leave it un-updated until everything is sorted if you are a CE user. I will also leave Steam Version un-updated.)

Adding a single new weapon shouldn't really break CE FastTrack completely, other than just that one new weapon not being compatible (yet).

If one of you guys can submit an issue in the CEFT tracker on GitHub (https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/issues), that would be appreciated. I'll try to get it patched in time for the next CEFT update.

But in the meantime, here's a CEFT dev build with a working patch for the L85A2:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/archive/591778617dfea7217674723f46236fb53d543540.zip
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 09, 2019, 03:56:06 PM
Updated: British Military Kit
(Download link in front page or post above)
- Fixed VIRTUS helmet category issue, pawns won't take them off for no reason anymore

(https://i.imgur.com/WX0M61O.png)

Quote from: sumghai on September 09, 2019, 07:55:40 AM
Quote from: Chicken Plucker on September 09, 2019, 06:16:43 AMRimmu-Nation: Weapons
- Added L85A2
(WARNING: Will break CE Fast Track compatibility, leave it un-updated until everything is sorted if you are a CE user. I will also leave Steam Version un-updated.)

Adding a single new weapon shouldn't really break CE FastTrack completely, other than just that one new weapon not being compatible (yet).

If one of you guys can submit an issue in the CEFT tracker on GitHub (https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/issues), that would be appreciated. I'll try to get it patched in time for the next CEFT update.

But in the meantime, here's a CEFT dev build with a working patch for the L85A2:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/archive/591778617dfea7217674723f46236fb53d543540.zip

Thanks sumghai! I can't wait for the Steam release, though I also dread the day Rimmu-Nation: Weapons has to be finished with all of it's craftable stuff and equipment. The patches and other work needing to be done to accomplish it all is a nightmare.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 10, 2019, 03:39:06 PM
Hello all. I have bad news yet again and I do apologise that these are getting common.

What's happening is.. The filthy RAF regiment has invaded the British Military Kit, and they will sadly be included in the new update with a uniform set for pilots.

(https://i.imgur.com/VntyBzx.png)(https://i.imgur.com/Mai7q8V.png)(https://i.imgur.com/4IblBce.png)(https://i.imgur.com/GZDuISS.png)
RAF Aircrew Helmet
(couldn't find anything about their actual aircrew helmet for helicopters so I just grabbed a US one and gave it a generic name.)

(https://i.imgur.com/BIM1h86.png)(https://i.imgur.com/YqDtIyD.png)(https://i.imgur.com/FdVyV5I.png)
RAF Load Carrying vest
(Not a ballistic vest. It is actually a life jacket in the event of a crash near a body of water.)

(https://i.imgur.com/klcKagp.png)(https://i.imgur.com/M4uoxE5.png)(https://i.imgur.com/MLVqAIb.png)
RAF Nomex flight suit
(A flight suit with only one patch included, other patches needed are possibly squadron related which isn't applicable here so it is left blank)

Pilot set preview:
(https://i.imgur.com/w1Zs3rs.png)

If you notice this is no jet pilot, it's more for helicopters or aeroplanes that aren't too high altitude that end up requiring an oxygen mask. I hope I finish the set with no trouble.

I know this is not the kind of news you guys wanna hear, but sadly it is what it is, when the aircrew sets foot in your colony you will have to prepare a five star room with a royal double bed, minimum size is a 10x10 tile space room or else your aircraft may not fly properly and so your squaddies may have to march all the way to the location.

In other news, I've been working on some berets for the regiments: (Berets courtesy of Ods)
Customizable beret that can have any colour you choose while maintaining cap badge colour
(https://i.imgur.com/f6EysCU.png)(https://i.imgur.com/OySqqQg.png)
(cap badge used belong to The Rifles, infantry regiment)

(https://i.imgur.com/NB1Tn6p.png)
Guardsman beret (cap badge used belong to Coldstream Guards)

(https://i.imgur.com/U0iunLs.png)
Parachute Regiment beret

(https://i.imgur.com/SXdYecP.png)
Royal Marines Commando beret

(https://i.imgur.com/aJ3PYdv.png)
Reconnaisance Beret (UKSF)

(https://i.imgur.com/QOMH4Y3.png)
Special Air Service Beret (UKSF)

(https://i.imgur.com/q5qYF43.png)
Special Boat Service Beret (UKSF)


Been working on some parody recruitment previews:
(https://i.imgur.com/1X2qIe9.png)
Has a bigger version, parody poster of the controversial Army 'Millenials' ad

(https://i.imgur.com/6UfwDgw.png)

EDIT: New previews

(https://i.imgur.com/RxXv1hj.png)

Bloody RAF Reg.

EDIT: More new previews.

(https://i.imgur.com/MfBOb79.png)

GSR Gas Mask, CBRN use.

(https://i.imgur.com/b0PlamL.png)

(https://i.imgur.com/8bFltbE.png)

Decided it was inappropriate and easy to misinterpret the parody nature of the preview. Homeless veterans are prevalent in the UK among other places in the rest of the world, and I thought it wasn't funny anymore adding the army advert logos and such in this one. I was gonna start a poll and ask opinions about it, but I said a prayer instead and was lead by the Lord to get rid of the 'joke' version since jokes are supposed to be funny and not depressing.

The intention behind the original version was to highlight the fact that the Army leaves a soldier on their own once they leave service and focuses on their new replacement, and so some of them run into unfortunate circumstances, living a life of importance and purpose in the military, only to end up sitting outside the cold streets. Me and my friend Ods both felt that it's very painful to think about these things being a reality and to then make it a part of a joke.

EDIT: Another new preview

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

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

New NAVY preview, Royal Marines one simplified

EDIT: Aaaand more previews.

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

(https://i.imgur.com/ybxJox1.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 11, 2019, 05:15:11 AM
LawL.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 11, 2019, 09:06:36 AM
Haha, awesome stuff.
You had me there for a second or two :D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 11, 2019, 08:01:07 PM
Massive updates today guys, but none on British Military Kit yet.

(https://i.imgur.com/H9EVL3z.png)

Been trying to get Jecrell's alliance code for me working, sadly we will not have it on the factions since it's not working the way they ought to be. For example Last Man Mercs' tanks stopped working and high raid tickets caused errors due to the pawnkind's body filtering system to simulate fitness standards. It really sucks but as long as we have a working mod rather than a fancy broken one I say it's all breezy.

With all that, the Alliance feature will not be a thing, this is a worthwhile sacrifice to keep the mods functional and tanks a feature for the factions who should own them. I'm waiting for dninemfive to perhaps give alternative code he has on faction customization, and waiting for Jecrell to send his source if he's able, so maybe we can try and fix the issues ourselves (we meaning me and whoever is interested in helping lol)

Mods updated list:
(DOWNLOAD LINKS IN THE FRONT PAGE)


All the faction mods:
- Task Force 141
- The Ghosts
- Militaires Sans Frontieres
- Umbra Company

- Elite Crew
- Last Man Mercs

- Compatibility fixes for new Elite Crew weapons
- Various fixes (forgot them all already)

(https://i.imgur.com/2yByX2P.png)(https://i.imgur.com/1fya0bR.png)(https://i.imgur.com/BN7iGrC.png)

Brand new re-skinned weapons unique to the Elite Crew, thought it was a great alternative to being stuck with the Rimmu-Nation craftable crisis since I had to remove their old gear from the benches.

're-skinned' may be misleading.
- RGD-5 has less damage than the HE Grenades but wider explosion radius
- Molotov behaves the same
- C4 looks freakin' fresh and also has a wider explosion radius. Compared to the old C4 available in Rimmu-Nation, it has 200 damage (old C4 has 250) but in return has a wider explosion radius.
- New C4 takes slightly longer to plant, and has a longer detonation delay

(https://i.imgur.com/zIz3Vhg.png)

Elite Crew is now 100% compatible with Rimmu-Nation and is almost finished. Their parkas are also fully colorable and features the mapping system to avoid the belt and other details such as the red armband from being re-colored.

(https://i.imgur.com/wgopQMn.png)(https://i.imgur.com/2WZXeIN.png)

Last Man Mercs sees their T-55 tank textures updated, I am abandoning the front and back views accross all planned tanks and vehicles. I am now doing a certain angle under the good advice of NECEROS (SRTS Expanded mod author) and since it's worked out for the DeLorean it's what's gonna be done for the other vehicular stuff.

I just wish I can add a comp sustainer for the tanks so they sound like tanks. LMMC is close to Steam release after some polishing, but Elite Crew is due a Steam release.

Faction mods have been moved to a new folder in Google Drive to better organise the stuff.

Updated mods:

DOOM 1.0
Doom Kit - Classic


- Sound fixes
- Category fixes


CQC Takedown
- Increased cooldown to 2 seconds to balance with new Glory Kill Takedown mod

Rimmu-Nation: Weapons
- Fixed missing molotov, HE grenades and C4.
- Made the three throwables craftable and also fixed their categories
- Compatibility fixes for new Elite Crew weapons
________________________________________

Mod release:
(Link in the front page)

(https://i.imgur.com/f6eeOTE.png)


Rip and tear until it is done.

(https://i.imgur.com/uvCwptu.png)
 
NOTE: Pawns need to be at least 12 melee to perform a glory kill takedown.

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

(https://i.imgur.com/juooP2w.png)

Features:
- Allows your colonists to perform a "Glory Kill" takedown, based on the iconic DOOM 4 feature.
- Custom sound effects
- Adds a "ripped and torn" hediff on the target, which brings down their consciousness
- Random body parts are destroyed or torn off
- Does not guarantee a kill, though it is highly likely due to the nature of the damage done

(https://i.imgur.com/TZhf2Wq.png)

- Works on other kinds of races, effects vary depending on the health and scale of the creature, centipedes for example will not immediately die but will be downed due to the hediff added

All of these features courtesy of [h1]dninemfive[/h1] none of this would not have been possible without his help!
_________________________

[h1]Red Horse Takedown mods:[/h1]

(https://i.imgur.com/AfQQH7C.png)
Metal Gear Solid - CQC Takedown Mod (Non-Lethal) (https://steamcommunity.com/sharedfiles/filedetails/?id=1624550064)

(https://i.imgur.com/nqhDa2W.png)
DOOM - Glory Kill Takedown Mod (Lethal) (https://steamcommunity.com/sharedfiles/filedetails/?id=1860589645)

_________________________

Disclaimer:
- Be careful not to rip and tear your own colonists, especially when they are occupying the same space as your target!
- Mod is highly unbalanced. This mod has no chance of being polished in terms of balancing because of coding limitations.
- Using the ability towards allies will cause zero reactions from them, another coding limitation issue that may be left unfixed.

_________________________

Want more DOOM?

DOOM 1.0:
(https://i.imgur.com/Kqx3dwp.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1843130386&searchtext=DOOM)
_________________________
 
Credits to:
dninemfive - C# coding
Jecrell - C# coding
id Software and Bethesda - For DOOM. "It just works." - Todd Howard

_____________________________________________________________

Goodnight guys I have to go sleep, it's 1:00 AM and I am exhausted.

Quote from: Rocket_Raccoon on September 11, 2019, 09:06:36 AM
Haha, awesome stuff.
You had me there for a second or two :D

Thanks man  8)

And yes, RAF Reg isn't a joke, they come in and they order room service while your squaddie friends are out there in the cold with a wet sleeping bag

Quote from: Madman666 on September 11, 2019, 05:15:11 AM
LawL.

Hey Madman, I'm wondering when you're gonna check out that Bergen code
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 11, 2019, 11:25:01 PM
Bergen code? Whats that about, CP?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 12, 2019, 01:09:29 PM
Maaaybe that here:
QuoteMadman, you're back again. It's been a year already. When will your thirst of hacking the carrying capacity ever end?


Btw, maybe add carrying capacity for the smock?
And some colt weather cap like the fleece lined mvp cap in mtp and a boonie/field cap? :p
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Kazzerk on September 12, 2019, 01:15:47 PM
With the new updates for factions is CE:FasTrack incompatible for now?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ink. on September 12, 2019, 02:38:44 PM
CP, now seeing that you've figured out a decent way to get helicopters and aircraft into the game, any chance of bringing a motorcycle into the (Rim)World? Such as the HD Fat Boy in Terminator 2 or the HD chopper from Easy Rider? Nothing says badass more than a killer on a motorcycle.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 12, 2019, 03:14:51 PM
Haha Chicken, motorbike again :p

As a side note, the beta version of the british looks awesome.
Bravely held the line against insurgent fighters in a field in helmand province and clearing the hayfields now
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 12, 2019, 08:19:33 PM
Updated: British Military Kit 1.0 (BETA)  & Rimmu-Nation Weapons
(Download links are in the front page)

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

Guys I pulled it out of the bag for you lot before sleep. I'm exhausted.

(https://i.imgur.com/QCmMH6T.png)

So I've added all the helmets, including the RAF Aircrew helmet.

Nomex flight suit is unfinished, so is the load carrier vest. Berets have not been added and any other 'hat'. To be done.

Update summary
British Military Kit (BETA)
- All combat helmets added, including VIRTUS (GSR Gasmask), Marine and Para version of helmets and RAF Aircrew helmet
- Added Pcs Smock with webbing
- Fixed research issues and cost being too high

Rimmu-Nation Weapons
- Phase 2 of mod being finalized has started, finally starting to add uncraftable weapons in the crafting bill while making them still usable for faction mods

I'll keep this shorter cause I am about to drop asleep guys. I made a breakthrough in Rimmu-Nation Coding making craftable rifles without needing to patch them for factions. This is key.

Here's the four of the rifles I've tested it with that used to be rare or only purchasable from factions:
- L85A2
- DDM4 V1
- M4A1 MIL-SPEC
- M4A1 SD MIL-SPEC

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

I've also patched Rimmu-Nation Weapons requiring the tailor skill rather than the crafting skill for all bench workgivers. It starts with this small thing, next thing you know we'll have Rimmu-Nation benches populated with more machineguns, DMR and sniper rifles that used to be rare.

I'll reply to your posts and go to sleep ASAP.

Quote from: Madman666 on September 11, 2019, 11:25:01 PM
Bergen code? Whats that about, CP?

The rucksack, since I've left notes in ever backpack coding for you ever since you said you would edit their values

Quote from: Rocket_Raccoon on September 12, 2019, 01:09:29 PM
Maaaybe that here:
QuoteMadman, you're back again. It's been a year already. When will your thirst of hacking the carrying capacity ever end?


Btw, maybe add carrying capacity for the smock?
And some colt weather cap like the fleece lined mvp cap in mtp and a boonie/field cap? :p


Not the pcs Smock, I never add any carry capacity on normal shells meant for warmth since the CPBackpacks.dll can be unstable, having it used for as few items as I can is what's best.

(https://i.imgur.com/Awjln3t.png)

This smock version however, has a PLCE webbing on it, and this one has carrying capacity. It's been added in the latest update. Boonie hat sure, maybe on the field cap. They're not really popular here since they're called "craphats" by soldiers, it's what people on phase 1 wear before they've earned the beret, but even then you rarely see them put it on since it's more of an American thing

Quote from: Ink. on September 12, 2019, 02:38:44 PM
CP, now seeing that you've figured out a decent way to get helicopters and aircraft into the game, any chance of bringing a motorcycle into the (Rim)World? Such as the HD Fat Boy in Terminator 2 or the HD chopper from Easy Rider? Nothing says badass more than a killer on a motorcycle.

Sorry my friend that will require a vehicle mod framework, where you can see the pawn and it doesn't just fly off the screen. My aircraft mod is buggy enough as it is since it's using someone else's code.

There are plans to have issues fixed with the help of LimeTreeSnake, however it'll be just for aircraft and there's nothing from me about vehicles that will act like normal vehicles should. I would note that if vehicles ever come

Quote from: Kazzerk on September 12, 2019, 01:15:47 PM
With the new updates for factions is CE:FasTrack incompatible for now?

You are correct, yes. Pardon me for forgetting to mention this, but the incompatibility only applies to Elite Crew and their few new weapons. I don't know where Sumghai is but he just appears outta nowhere sometimes

Quote from: Rocket_Raccoon on September 12, 2019, 03:14:51 PM
Haha Chicken, motorbike again :p

As a side note, the beta version of the british looks awesome.
Bravely held the line against insurgent fighters in a field in helmand province and clearing the hayfields now


Thank you, I like the picture! This is what motivated me into doing the update today before sleep. Cheers all goodnight!

EDIT:
Forgot to actually upload the Rimmu-Nation Weapons update as of this post, oof. Please redownload if you have downloaded the update within 10 minutes of this post

EDIT 2:
Accidentally replaced the old pcs smock with the new one, I have solved this issue now and requires re-download if you have downloaded the British Military Kit (BETA) update within approx 40 minutes of this post

FINAL BLOODY EDIT:
Accidentally uploaded 3 copies of British Military Kit, deleted them all and uploaded the latest working update. My apologies guys, please redownload the stuff if you have taken them early on if you read this post without this final update. As you may see I am hangin' out of my buttocks and am dying. Goodnight.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 12, 2019, 10:25:46 PM
Rucksacks? Well i ve beefed em up by like +10-15 kgs ages ago, whats more to check out there? Also the concept of "Bergen code" is unfamilliar to me, which got me confused.

Plus, now that i have choppers with amazing cargo capacity, hacking rucksacks aren't that mandatory. Though its still nice for mods like Pick Up and Haul, so people can haul even more items at once.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on September 13, 2019, 08:35:32 AM
Quote from: Kazzerk on September 12, 2019, 01:15:47 PM
With the new updates for factions is CE:FasTrack incompatible for now?
Quote from: Chicken Plucker on September 12, 2019, 08:19:33 PMYou are correct, yes. Pardon me for forgetting to mention this, but the incompatibility only applies to Elite Crew and their few new weapons. I don't know where Sumghai is but he just appears outta nowhere sometimes

WHO DISTURBS MY SLUMBER? (https://www.youtube.com/watch?v=TDsQYV9eD0E)

All jest aside, I do monitor this thread from time to time since I'm a fan of Rimmu-Nation and am currently committed to maintaining their compatibility patches for CE:FT.

That being said, I'm often busy with both my day job as an engineer, other non-RW projects and various CE patches, so the CE:FT team would appreciate it if people would report any mod compatibility issues directly on GitHub, as it makes it easier for us to track progress:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/issues

Once we start maintaining a Steam release, there will also be a notice there to reminder people to post questions on GitHub too.

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 14, 2019, 03:33:24 AM
Here's the full kit list for the mod. I'm pleased to say all textures are finished and we are only pending the coding update, which I will do later for the British Military Kit.

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

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

(https://i.imgur.com/qbr2RPE.png)(https://i.imgur.com/eIgmDja.png)(https://i.imgur.com/VUEKcpp.png)(https://i.imgur.com/ZDPuA7X.png)

AFV Crew Helmet
A tank crewman helmet, it's actually outdated, the Army uses a newer one with a cut for headsets similar to the CVC or FAST helmet shape, but because I'm out of time I just kept this oldie but goldie one.

(https://i.imgur.com/nMCgnv5.png)(https://i.imgur.com/WAnqu6d.png)(https://i.imgur.com/OcaNX64.png)

Classic Mark 7 helmet which was in our old mod, obviously. I can't bear abandoning the old kit so I just threw in one variant for old times' sake.

(https://i.imgur.com/iHVnLeD.png)(https://i.imgur.com/dvD1Ogj.png)(https://i.imgur.com/YOlIkoG.png)

Osprey Body Armour, I did not bother making a new one. The old version looked good enough, though it wasn't accurately using MTP (Multi-Terrain Pattern) I am satisfied with it and would be a nice surplus thing to leave.

The old MK7 and Osprey gear set probably won't be used by the faction, along with all the berets and non-combat hats. Except for trader units.

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

Disgusting Royal Military Police (RMP) beret. Bloody feds.

See you guys soon with a finished mod and a Steam release.

Quote from: Madman666 on September 12, 2019, 10:25:46 PM
Rucksacks? Well i ve beefed em up by like +10-15 kgs ages ago, whats more to check out there? Also the concept of "Bergen code" is unfamilliar to me, which got me confused.

Plus, now that i have choppers with amazing cargo capacity, hacking rucksacks aren't that mandatory. Though its still nice for mods like Pick Up and Haul, so people can haul even more items at once.

"Bergen" is the name of the rucksack and me saying "Bergen code" is just referring to the coding of the rucksack. I say the backpacks are still vital since you never know when an aircraft can go down or run out, at the end of the day the troops win the battles!  8)

Quote from: sumghai on September 13, 2019, 08:35:32 AM
Quote from: Kazzerk on September 12, 2019, 01:15:47 PM
With the new updates for factions is CE:FasTrack incompatible for now?
Quote from: Chicken Plucker on September 12, 2019, 08:19:33 PMYou are correct, yes. Pardon me for forgetting to mention this, but the incompatibility only applies to Elite Crew and their few new weapons. I don't know where Sumghai is but he just appears outta nowhere sometimes

WHO DISTURBS MY SLUMBER? (https://www.youtube.com/watch?v=TDsQYV9eD0E)

All jest aside, I do monitor this thread from time to time since I'm a fan of Rimmu-Nation and am currently committed to maintaining their compatibility patches for CE:FT.

That being said, I'm often busy with both my day job as an engineer, other non-RW projects and various CE patches, so the CE:FT team would appreciate it if people would report any mod compatibility issues directly on GitHub, as it makes it easier for us to track progress:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/issues

Once we start maintaining a Steam release, there will also be a notice there to reminder people to post questions on GitHub too.



Thank you Sumghai (see what I mean?), we are nearing the end of Phase 1 with all of this. Gonna finish Rimmu-Nation soon and I can feel it.

After British Military we start US Military ASAP.

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 14, 2019, 07:39:45 PM
Oi what's up legends, we are out of beta.

(https://i.imgur.com/DP9VUtv.png)

(Download links to the updates are in the front page)

(https://i.imgur.com/mlgMNM1.png)

Red Horse Furniture updated (Non-VR and Black Hat Version also)
- Changed ThoughtDef for British MRE for compatibility with British Military Kit mod

(https://i.imgur.com/R3fynXZ.png)

British Military Kit 1.0
- Coded all apparel
- Added British MREs and they are now cookable with this mod.

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

(https://i.imgur.com/Wnga4ge.png)

(Sheep textures courtesy of OskarPotocki from Vanilla Animals Expanded)

Mod is finished guys. My eyes are closing. Forgot to test the ghillie suit and check the crafting bills but I'm falling asleep here, you all enjoy, cheers


EDIT:

(https://i.imgur.com/imQ8yHa.png)

Yep, it works.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on September 14, 2019, 08:33:50 PM
Another fine job CP.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 15, 2019, 03:12:06 AM
Awesome, will test it out later.
As a side note, since I used your carry weight on normal shell items, which trouble(s) could occur?
€: boonie hats, ghillies, berets etc in full version?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 15, 2019, 04:34:16 PM
Google Drive is getting terribly full near soon, will need to clear stuff out or move all of my mods on a new account.

With that out of the way, here's some
New updates:
(Download links in the front page)
(https://i.imgur.com/Ovo3cLg.gif)

Elite Crew is finally finished and polished the way it was meant to. Last Man Mercs on the other hand.. Turns out the tank crew stopped spawning after death ever since we fixed the T-55 issues. Need to fix that later, but for now it's not high priority

(https://i.imgur.com/2Mjs29A.png)

(https://i.imgur.com/o4f26hF.png)

We have here our very first Rimmu-Nation melee weapon. I have not added it into Rimmu-Nation yet but this is a start, similar to the crafting bills, this is the start of a snowball rolling down the hill, finally that mod can be finished too.

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

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

Elite Crew

* Description fixes
* Skinner Knife added
* Pawntype weapon selection fixed (snipers now do not spawn with an AK47)

Last Man Mercs

* Description fixes
* T-55 size enlarged slightly since I felt it looked too small

Rimmu-Nation: Weapons
The following weapons are now craftable:

* M107
* M14 EBR MIL-SPEC
* L129A1
* L115A3
* M40A5
* Remington MSR
* SV-98

* FN Minimi
* FN MAG

British Military Kit

* Beret and Ghillie Suit hood missing from crafting bill fixed

Quote from: hauvega on September 14, 2019, 08:33:50 PM
Another fine job CP.

Thanks as always hauvega  8) 8) 8)

Quote from: Rocket_Raccoon on September 15, 2019, 03:12:06 AM
Awesome, will test it out later.
As a side note, since I used your carry weight on normal shell items, which trouble(s) could occur?
€: boonie hats, ghillies, berets etc in full version?

Hey mate sorry for my late reply since this morning, been very busy sorting this all out on Steam.

The trouble really was a possibility of mod conflicts with the sheer amount of clothing I could put carry weight on, it affected the helicopters mod and I had to downgrade into the old version of Rimmu-Nation Clothing and abandon a latest test version I was gonna use that had an up-to-date harmony.dll. Enough of that mod-talk cause my brain is hurting trying to remember how I spent 2 sleepless nights trying to make helicopters work..

Basically keeping the carry weight at minimum use makes my life easier since there's almost no chance of anything breaking if I kept it to accessories or a few shells

I fixed the beret issues, thanks for letting me know, only caught on to it after things were all uploaded


(https://i.imgur.com/wQaze4Y.png)
EDIT:
Messed up uploads again, please re-download Rimmu-Nation: Weapons if you downloaded the update before this edit was present.

Also re-updated British Military Kit and Last Man Mercs due to About.xml grammar. That's about it, goodnight all
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 16, 2019, 04:59:26 AM
Updated - British Military Kit
(Download links in the front page)

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

- Aligned all Hulk body types since they were off-centred to the right

Gonna be a busy day for me all, cheers
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 16, 2019, 05:00:52 AM
Oh, more releases, awesome!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 16, 2019, 05:30:13 AM
Updated - British Military Kit (Again..)
(Download links in the front page)

(https://i.imgur.com/5G6mK1m.png)

- More re-centre work for textures


Quote from: Madman666 on September 16, 2019, 05:00:52 AM
Oh, more releases, awesome!

Nah the Elite Crew and Last Man Mercs were long here, just had a lot of issues that needed sorting. Unless you meant the British Military Kit  8) 8)

oi oi saveloy
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 16, 2019, 09:47:35 AM
Yeps, meant the british goodies.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 19, 2019, 03:08:32 PM
Last updated mod: (Download link is in front page)
Elite Crew - Removed tank .dll to stop conflict with Last Man Mercs

Hey all, history repeats itself.

So I was in college today, busy as can be editing a video for a yearly college tournament and then.. HDD dies again. For the third time!

It's not as bad as the others, I just left it exporting and it stops working for the computer. It makes a beeping electronic noise. All of the British Armed Forces templates were in there and are now gone, thankfully the mod is finished so we don't really have to revisit them. As for US Military kit, well, the stuff was already recovered and I had those backed up (I mean the templates) so that's alright.

I was working on a code Jecrell gave where I can determine forced pawntypes. Last Man Mercs were gonna have forced spawns of prostitutes in their base wearing very skimpy clothes which I designed, the list included a crop top, miniskirt, leopard jacket and bikini sets. They spawned with baseball bats, shivs and colt cobra revolvers.

The idea was to make players feel awful having to be forced to defend themselves against these human trafficking slaves, people forced to strategise if they want to 'rescue' them. However I decided to wipe out the finished textures for the prostitute outfits and cut it out of the mod and not upload the update anywhere since it's not only controversial but just plain against what I believe. I didn't want people running RJW getting carried away with these victims and end up perhaps abusing them further, so I just got the message from praying that it's one of those things I have to pull a red card on.

Anyways, the last update for now is the Elite Crew, which I removed the tank.dll to make the LMM T-55 spawn tank crewman again after death, it's been uploaded before my HDD death.

I have army selection Monday Oct 1 in Pirbright, which I am confident I can pass physically, but they may defer me medically if they find one small patch of eczema on me anywhere, I hope it turns out well. I'm busy outside of modding anyway. I suppose it's for the best.

See you all later space cowboys
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 19, 2019, 05:44:38 PM
You know, what that means, right, CP? HDD faction declared WAR on you! Time to strike back and ally yourself with SSD faction.

Glad you didn't lose too much stuff CP, good luck on your army checkup or whatevermajeegums.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 20, 2019, 03:16:05 AM
I think CP is that lucky like my neightbour.
I can't recall how many of this bought things are broken right after he bought it or shortly after it.
But like i said before SSD is the better choise for laptop's special when you move them alot.
And they arn't that vulnerable for temperature/overheating then HDD. When your leg close the botton air-intake...
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 20, 2019, 10:47:50 AM
Hey what's up fellow gamers, I'm waiting for 21st since I may be able to get some money for a new HDD. Madman and Canute, I know you guys aren't wrong recommending SSD but the problem with SSD is I don't bloody know how to install it in that laptop since that laptop is ancient history (but surprisingly can run GTA V) so I don't know lads I need some information
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 20, 2019, 11:53:35 AM
Basicly you can use them like a regular HDD, you just need to watch what you buy.
Some SSD are used into a PCI slot, some can be connected over the SATA cable.
Just ask your local drug dealer ! :-)
At the pic you see left a regular 2,5" HDD and right a SSD, bot for SATA connections.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on September 20, 2019, 04:41:34 PM
Thanks for all the updates CP. Can't wait for the Medusas (fingers crossed). With regards to the prostitutes/sex slaves I'm sad you decided not to continue from a personal point of view (sounded awesome and a good moral choice) but I'm glad for you that you didn't. Had you gone ahead with that idea I'm sure you would have had a lot of nasty comments (and people) coming out of the woodwork. I think you dodged a bullet there.

Good luck with the selection CP and all the best.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 21, 2019, 10:59:00 AM
Yeah, Canute speaketh the truth... For SSD you just need a SATA data cable and SATA power cable, same as usual hard drive. PCI slot SSDs probably won't fit in a notebook that isn't designed with it in mind, but a usual SATA SSD you can just simply stick in same way you do hard drives.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on September 21, 2019, 09:22:06 PM
Personally, regardless of whether you have an HDD or SSD, the issue remains that you're still putting all your eggs in one basket.

Back in my poor student days, I invested in a decent 500 GB external hard drive, and made a habit of backing up all my personal and mod development data every day. This outlived two laptops, saved me from countless hard drive wipes and even accidentally overwriting important files with unwanted changes.

I have since purchased a second identical external drive, set up a Google One account and regularly push all my mod source files to GitHub, so I essentially have 3~4 different backup locations.

Rather than investing in a SDD for the laptop, I recommend having an external backup location as well.




Now, in more positive news, Combat Extended: FastTrack Edition is now officially available from the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1865597143). Needless to say, it comes pre-bundled with patches for most (if not all) of CP's mods, so no more dicking around with load orders or third-party patches.

Since I can't constantly monitor the Project Red Horse thread here on the forums, please submit any compatibility issues to our GitHub issue tracker.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 22, 2019, 01:36:11 PM
Okay guys, here's what I did. I bought another HDD because a 1TB+ SSD is too expensive and I'd need a small loan of a million dollars for that. I know SSD is superior, no argument from me there, but guys the price is also superior and I'm at "poor" at the moment.

I bought a 1TB HDD and got my old external drive a new USB and got all of it under 50 GBP. I expect the laptop I use has a short life expectancy by now so I'm not too fussy, my priority after all is to pass my assessment centre and start working my way towards becoming a medic by around this same time next year. THEN I can buy a new computer.

I am told after Phase 1 training life won't be so busy so I may be still able to carry on modding.

News on MEDUSA and other factions that may require body types, we don't have a working code since the one Jecrell produced has issues that cause those bodies to glitch out the console if there's a very high raid. I'm just gonna let it go for now and prioritise the announced mods, being US Military and the UAC. When will those be done? No idea. So much things are riding on job applications right now cause I am broke.

Quote from: sumghai on September 21, 2019, 09:22:06 PM
Personally, regardless of whether you have an HDD or SSD, the issue remains that you're still putting all your eggs in one basket.

Back in my poor student days, I invested in a decent 500 GB external hard drive, and made a habit of backing up all my personal and mod development data every day. This outlived two laptops, saved me from countless hard drive wipes and even accidentally overwriting important files with unwanted changes.

*snip*

Unfortunately Sumghai despite backing up all my old stuff I didn't do it everyday out of confidence or maybe arrogance, the only most important stuff I did manage to lose was the new British Armed Forces headgear templates, everything else 2 months ago was backed up in Drive.

I'll try again, nothing in the HDD that can't be replaced. I'm not paying 1.5k to fix the three broken ones and I've learned to move on and start over the things I've build that got wrecked.

I've left a comment on Steam for you since I'm sad sombrero man didn't make it, does your new update fix issues with Elite Crew's new weaponry? They have a skinner knife now and a bunch of other things that go boom

Quote from: nylem on September 20, 2019, 04:41:34 PM
Thanks for all the updates CP. Can't wait for the Medusas (fingers crossed). With regards to the prostitutes/sex slaves I'm sad you decided not to continue from a personal point of view (sounded awesome and a good moral choice) but I'm glad for you that you didn't. Had you gone ahead with that idea I'm sure you would have had a lot of nasty comments (and people) coming out of the woodwork. I think you dodged a bullet there.

Good luck with the selection CP and all the best.

Thank you for the best wishes. I don't want to make more comments about the feature for now since it's making me uncomfortable thinking about it, but I am interested in features like it since it's one of those reality grounding things.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 22, 2019, 02:37:57 PM
QuoteI'll try again, nothing in the HDD that can't be replaced. I'm not paying 1.5k to fix the three broken ones and I've learned to move on and start over the things I've build that got wrecked.
Did you bought a new HDD, then you should have waranty for sure.
Sure maybe it didn't include data recovery, but you should get a new one for free at last.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 22, 2019, 04:14:09 PM
Progress Report:
So using an old laptop and having old files for US Military Kit, I've started recovering the lost helmets.

(https://i.imgur.com/5zETpm2.png)(https://i.imgur.com/7DyyZtD.png)(https://i.imgur.com/xB1ku1X.png)

We may not have the templates for them anymore but as long as we have the original finished product, it can make it in the mod.

(https://i.imgur.com/LIGpYUu.png)(https://i.imgur.com/tcepJo5.png)(https://i.imgur.com/2UDUW5F.png)

To be done:

- Remake all combat uniforms for the US
- Find new camo templates to use
- Other helmet options
- Finish a Crye JPC and FLYYE template for all body types (they use the same plate since they are identical, just renaming)

Bottom priority on the list:
- Re-use old EOD body suit, however desaturate the green
- Make dress uniforms
- New berets and other non-combat related hats
- New Apecs Parka (maybe)
- Pilot set
- Tank crewman headgear

When will all this be done? No idea. I'd be surprised if I make it through next week because I'm going to be very busy. I'll do things now and then, maybe we can get a very basic skeleton mod of the US Military with only infantry equipment belonging to Army and USMC and slowly build it from there here on Ludeon, but a finished product will be far.

Quote from: Canute on September 22, 2019, 02:37:57 PM
QuoteI'll try again, nothing in the HDD that can't be replaced. I'm not paying 1.5k to fix the three broken ones and I've learned to move on and start over the things I've build that got wrecked.
Did you bought a new HDD, then you should have waranty for sure.
Sure maybe it didn't include data recovery, but you should get a new one for free at last.


Ah friend, here's the thing that may frustrate everyone. I do have warranty with the three broken HDDs but the company wants me to send it to them. I keep them in case I want to recover them later, but also I will end up paying for packaging and delivery which I cannot be bothered to waste my time with.

A lot of problems exist cause I can be finicky but I'll happily pay a new price than deal with more hassle. My laptop's life span is coming to it's end and so is my time living with my parents. A lot of things are moving forward in my life and I'm honestly just trying to make sure I finish all the mods here before I depart from RimWorld modding for good

I just wanna sit down one day and play with these mods, cause I never get to while making them at the same time
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 22, 2019, 04:57:37 PM
QuoteI just wanna sit down one day and play with these mods, cause I never get to while making them at the same time
Ok, looks like you are another candidate for "My day need to have 48 hours" ! :-(
Don't forget your modding should be like playing and giving you fun and not stress.
So don't hurry be laggy (https://www.youtube.com/watch?v=zz6BaNiPkgY) ! :-)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 22, 2019, 08:44:46 PM
New Update - British Military Kit
Download links are in the front page

(https://i.imgur.com/CkEGuZ4.png)(https://i.imgur.com/oOMMOct.png)(https://i.imgur.com/quV5ue8.png)(https://i.imgur.com/Vw3oxpV.png)

- Added Royal Regiment of Fusiliers beret
- Fixed shell and onskin category issues/errors apart from Rimmu-Nation. (Unsure if existing error or caused by new mod folder)

Managed to squeeze in an update in this older laptop, not only this but struggle to sleep at 1:33 AM. Very cool, very fun. Hey at least you get a new beret that can dust off the room.

Quote from: Canute on September 22, 2019, 04:57:37 PM
QuoteI just wanna sit down one day and play with these mods, cause I never get to while making them at the same time
Ok, looks like you are another candidate for "My day need to have 48 hours" ! :-(
Don't forget your modding should be like playing and giving you fun and not stress.
So don't hurry be laggy (https://www.youtube.com/watch?v=zz6BaNiPkgY) ! :-)

Having 48 hours a day would be nice because I'd get to sleep half of that time
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on September 23, 2019, 07:40:25 AM
Quote from: Chicken Plucker on September 22, 2019, 01:36:11 PMdoes your new update fix issues with Elite Crew's new weaponry? They have a skinner knife now and a bunch of other things that go boom

I'll take a look this weekend if I have time. We've just been slammed with patch requests ever since CE:FT went live on Steam

Folks, if you find any Rimmu-Nation or Red Horse Faction weapon/apparel/thingamabob missing compatibility with CE:FT, PLEASE PLEASE PLEASE file a ticket on our GitHub issue tracker, instead of posting here.

Our GitHub helps us to track and prioritize issues, and off-the-books requests like shown here will probably get forgotten.

Also, don't just say "lmm not working pl0z f1x kthanxbai" - we'd appreciate detailed and specific reports like "RN_GunBoomBoom and RN_GunBaddaBing from version 0.1.2.3 of RH Super Dooper Faction are missing CE compatibility, could you please update the corresponding patch?" or "British Military Kit mod is now feature-complete and will not change too much for the forseeable future, could we please have this patched?"
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 25, 2019, 02:31:13 PM
Take your time, sounds like a good plan :)

Quick question, I can only craft the british ghillie hood, not the suit itself.
Though I can spawn it via dev mode.
Mod is very low in my mod list, does it need to be high up?
Or is the ghillie suit currently uncraftable?

€: for the non-steam version
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 27, 2019, 06:52:34 PM
(https://i.imgur.com/BR4MxHv.png)
New update - British Military Kit

- Fixed Shell tags and Ghillie Suit's craftability.


(https://i.imgur.com/9yIqFG9.png)

Made the report to Sumghai and AthenaSulisMinerva's FT issue tracker so you boys and gals who do care about CE won't have to. I also did that in Londonese format  8) 8) 8)


Quote from: Rocket_Raccoon on September 25, 2019, 02:31:13 PM
Take your time, sounds like a good plan :)

Quick question, I can only craft the british ghillie hood, not the suit itself.
Though I can spawn it via dev mode.
Mod is very low in my mod list, does it need to be high up?
Or is the ghillie suit currently uncraftable?

Thanks for pointing it out bro, I've just sorted it out in what should be the last update to the mod. I forgot I use a special format now for craftable apparel within RH factions, I didn't realise the "Makeable" one I had wasn't entirely makeable.

I've updated the issue on Steam now
___________________________________________________________

Guys I have the selection centre at Monday, all my hard work since 5th of June 2018 has built up to this, in terms of fitness and doing mods for RimWorld, working part time and all manner of things that drive me on my knees to pray for miracles. I am nervous. It involves taking a train outside London to Pirbright where the Army trains their dudes, and I'll stay there for 3 days as I am assessed for my physical, medical and mental fitness.

I hope I have good news to bring you guys. When I do get a job offer and a start date, I will try and get a basic US Military Kit done for release here before I go, but I'll be gone for 14 weeks from the start date since it'll need my full focus.

When I earn that Medical Corps cap badge and I get more time to myself at phase 2 training I'll be buying a brand new gaming rig to make mods with for you lot. Maybe I'll have funding for new mod features and be less stressed out for things this time, but I need to stop counting the money since that's not what I'm joining for.

I'll see you all soon
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 27, 2019, 07:33:00 PM
New update - British Military Kit (Last one LAST one, sorry bruv)
(https://i.imgur.com/qWywVJm.png)(https://i.imgur.com/Lbkvx5R.png)(https://i.imgur.com/J2N5gCw.png)
- Added Medical Corps, Royal Engineers and Logistics Corps beret as final additions

RLC beret is gonna have to be what trader pawnkinds of the faction use. Them and their extra shiny cap badge which they need to shine brightly since they have to drive all day.

This is the last update, and I do this now before Fast Track team gets started on adding the CE patch. Pardon me for this guys, just had to squish it in yeah? I think many will find the RAMC beret helpful for your doctors and the Engineer beret for building workspeed

______________

^^^^^^^^^^

Right remember when I said this was the last LAST update? well guys, this new one is the last last LAST new update for the British Military Kit, and I do apologise because I just can't have the Logistics having a shinier cap badge than everyone else.

New update - British Military Kit (Last last LAST)
(https://i.imgur.com/9leb3rG.png)
- Logistics cap badge is less shinier and smaller because it doesn't deserve to be as big and shiny as it was
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on September 28, 2019, 06:37:41 AM
Luck and good faith be with ye, comrade.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on September 28, 2019, 01:51:26 PM
All the best CP but you've got this. Smash it and we'll see you on the other side.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on September 28, 2019, 04:36:40 PM
Good luck! See you when you get back.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 10, 2019, 03:05:56 AM
Hey all, been very busy. Got back from assessment centre at the 7th of October.

I got a number there and the whole time I was referred to as "23". Passed the selection and got a grade A.

Had some embarrassing moments, especially when I zone out and stop paying attention for a few seconds. We were having breakfast and the Corporal gave us detail about what to do in the cook hous  (mess hall). After I was done eating, I felt like I'm a big man now cause I finished first. All other soldiers in training flooded the cook house now so there's a sea of green. I stand up and go to the Corporal's table as he's having a conversation with the Sergeant, and I'm like "Corporal where do I put this?"

Lads I got the most disgusted look I've ever gotten from another human being so far in my life and he goes "didn't I tell you to stay seated?"

I'm over there with my plate wearing this bright yellow bib with my number on it while the sea of green and my own fellow candidates stare at me like I'm the biggest mong in the universe. Muttered "sorry Corporal" and I sat back down. My table was like "what did the Corporal say to you?" And I replied "didn't I tell you to stay seated?" The boys then go "yeah best to stay seated mate."

Thanks for telling me that earlier chief.

I'll be back later this weekend and explain more on what's up cause I have a busy weekend ahead, gotta get off this train. Cheers all
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 11, 2019, 05:27:33 AM
Dayum, son, why didn you stay seated?! That phrase needs to make it into your next trailer.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on October 12, 2019, 11:42:40 PM
that doesnt sound too bad. tell him youre the lead dev of project red horse and he'll change his tune
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 13, 2019, 06:46:40 PM
Hey all, bout to sleep and return to work tommorrow. Been working full-time before I transition into military life, so I have some money to save. It's been hard since I'm still in college, so I had to ask special permission to be off for the full-time training and blah blah blah until I can do part time blah blah blah boring.

Let's talk about the planned projects this late 2019

- US Military Kit

- Cordis Die

- Ghost Recon

...

Also the truth is, I am Iron Man.

(https://i.imgur.com/wTa5r81.png)

*Black Sabbath - Iron Man plays*

In summary, Pelador has a working way of allowing Iron Man suits to fly. He also intends to add gadgets later. Yes.

I'm tired, me need to say less words so me can sleep soon

Quote from: Ruisuki on October 12, 2019, 11:42:40 PM
that doesnt sound too bad. tell him youre the lead dev of project red horse and he'll change his tune

I'd be the lead dev of the floor if I told him that

Quote from: Madman666 on October 11, 2019, 05:27:33 AM
Dayum, son, why didn you stay seated?! That phrase needs to make it into your next trailer.

Well, I thought I was pretty slick but it turns out the Corporal didn't play RimWorld, and if he did he probably wouldn't have preferred my mods anyway cause it didn't have the vanilla aesthetic  :o

Goodnight guys gotta go
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 16, 2019, 08:06:08 PM
The Mercs
(https://i.imgur.com/fiEruEk.png)

Preview concept:
(https://i.imgur.com/VevhcLO.png)

Description:
The Mercs are the military arm of Cordis Die. A private army originally based in Cuba that have been operating within the shadows since the Cold War, suffering massive setbacks with the fall of the Soviet Union by losing it's main arms dealer.

The Mercs have matured to the size of a peace keeping force, they are available for other organizations though it will always stay loyal and prioritize it's parent group 'Cordis Die' and it's ideologies which involves hatred towards the Western world and it's hypocrisies.

"Cordis Die" translates to "The Heart Day" in Latin.

________________________________

Development
Note: You'll see mistakes and lots of unfinished stuff, still in Alpha. I'm also in a rush posting this since I need to sleep, been very busy working constantly so modding has slowed significantly along with updating or even talking to people/explaining my posts better.

(https://i.imgur.com/J57kQEr.png)
Sniper unit headgear

(https://i.imgur.com/RXqIyTL.png)
Assault tier 2 headgear

(https://i.imgur.com/jtACym1.png)
CQB Unit headgear

(https://i.imgur.com/U0kPBbX.png)

Crye JPC (Mercs)

(https://i.imgur.com/GggsvQJ.png)(https://i.imgur.com/koYc8WC.png)(https://i.imgur.com/OSSlXFM.png)

Combat uniform(Mercs)
(https://i.imgur.com/DgA2t1b.png)
C.L.A.W. assault robot concept
drawsize is changed in code

(https://i.imgur.com/rKkCPQw.png)
'Death Machine'
An artwork for a non-existent minigun, decided to change the name to what it's known by in the Call of Duty Black Ops series, which is where this faction comes from.

I'll probably just base it on a 12.7 minigun

(https://i.imgur.com/Q9nTe1m.png)

(https://i.imgur.com/ZpcGYPU.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 17, 2019, 06:42:14 AM
Looking slicccc.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 20, 2019, 06:47:08 PM
'Mercs' to-do list:
(https://i.imgur.com/fiEruEk.png)

Naming
- Decide what to call the Mercs

  • "Cordis Die Mercenaries"
  • "Cordis Die Mercs"
  • "The Mercs"
  • "Mercs"

I know 'Mercs' is the catchiest but then they sound too generic, even Last Man Mercs have that in their title, Cordis Die may need 'Cordis Die'. Thoughts on this guys?

Textures
- Finish combat onskins (Done!)
- Finish body armor (Done!)
- Finish Headgear
- Finish weapon choices

Coding
- Code Apparel
- Code Weapons


- CE FT patch issue tracker request for new weapons

Will the faction be neutral negative or hostile?
Not sure what to choose on this due to the faction being highly anti-western, though they try to win civilians over to their side. Mercs did do a public kidnapping during Black Ops II however and they shot up a night club without caring much for civilians, need to decide that with a lack of coding regarding their hostility towards others.

Plans after mod:
- US Military Kit
- Ghost Recon
- British and US Factions

Quote from: Madman666 on October 17, 2019, 06:42:14 AM
Looking slicccc.

Thanks Madman  8)

This faction is actually the first Federation ally faction I've made so far for 1.0. So far the faction pool list is this:

The Federation
Russia
China
Cordis Die Mercs
Ultranationalists (If ever made)
Cuba (unlikely to be made)
North Korea (unlikely to be made)
BEAR (If ever made)

The Allies
US
Britain
Canada (If ever made)
Poland (If ever made)
Germany (unlikely to be made)
France (unlikely to be made)
Task Force 141
The Ghosts
Ghost Recon

Private Military Company (Neutral, purchased by both sides by chance)
Umbra Company
Last Man Mercs
War Mongrels
Militaires Sans Fronteries

Diamond Dogs (unlikely to be made)
USEC (If ever made)

Hostile Factions (Can't be bought)
Elite Crew
Demons (DOOM)
MEDUSA (If ever made)
VOID (If ever made)
X.O.F. (If ever made)

Neutral Organizations (Can't be bought)
Korina Republic (Formerly known as Wasteland Republic) (If ever made)
Union Aerospace
UAC Task Force
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: dninemfive on October 20, 2019, 07:40:08 PM
I would call them Cordis Die, personally.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on October 22, 2019, 12:33:40 PM
Sounds good!
So russia still in the list of factions to be made?
Got some german army textures/items I could maybe give to you when the time comes.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 23, 2019, 04:12:42 PM
We have a new update for once

DOWNLOAD LINK AVAILABLE IN FRONT PAGE
New Update:
(https://i.imgur.com/XaTsVjm.png)
Rimmu-Nation Weapons

Hello all, been very busy lately so I apologise. I have 'fixed' the new craftable weapons not having an "unfinished" object that can be completed later, but with this new fix comes an issue where you will get errors and crafting items disappearing if you reload your save.

+Fixed craftable weapons not having an "unfinisheddef" which could be completed later.

*PLEASE DELETE YOUR OLD CRAFTING BILLS AND RE-MAKE THEM TO AVOID ISSUES*
- Resources will go missing on the old bills
- Errors on the log

If you delete the old bills and add the new working ones, the new update will kick in and we will have zero problems.

As a good news to this downside we have a lot of Russian weapons that were too rare to find finally making it in the crafting benches. Here is a list of new craftable firearms:

+ New craftables:
- AK12
- AK15
- AK47
- FN FAL
- TAC-50
- Kalashnikov SVK
- Mk 48
- PKM

+ DMR work to make increased for multiple weapons due to them being too low


Quote from: Rocket_Raccoon on October 22, 2019, 12:33:40 PM
Sounds good!
So russia still in the list of factions to be made?
Got some german army textures/items I could maybe give to you when the time comes.

The textures are done, and always will be. Russia is inevitible.

Endgame memes aside, my bro Ods has been doing Russia and Chinese military textures. He's got a significant amount of work done, Russian textures are finished and China is WIP. I just need the US, a lot of time and some codes to get the party started and we say hello to WWIII phase of Red Horse.

We're in the end game now.

The idea came about as a joke when Ods was commissioned to make Russian military textures, I thought it'd be funny if we made the opposing sides of the factions with their noticeable different texture designs for clothing, makes for quite a bit of a realistic differing manufacturer feel

Quote from: dninemfive on October 20, 2019, 07:40:08 PM
I would call them Cordis Die, personally.

Thanks dnine, I do like that however it means we have to abandon their cool logo and it'll have to be this one instead:

(https://i.imgur.com/DOtuMrN.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2019, 06:25:45 PM
(https://i.imgur.com/lPy1oA1.png)

Finished all onskins, the JPC body armor for them despite losing the JPC template (still had the FLYYE Swift hulk lying around) and finished the Assault helmet variant, which is a FAST helmet base with lots of changes. I may still call it a FAST, not sure what the helmet is IRL but it's a non-existant original design for Black Ops 2 concept art.

Got minor issues with onskin having some colors coming out of the black outline, which is my fault, having a hard time erasing them so they don't come out but it's just annoying and it's there. Can't be bothered to fix it if it's not that noticeable, especially if zoomed out. Hope it doesn't show issues when coded later, or else I have to redo them somehow since I didn't save the .psd versions while doing these.

Anyway guys time for me to sleep. Target is to fix Cordis Die and get it ready to launch by this weekend.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 26, 2019, 09:23:29 AM
Ladies and Germans, I present "Cordis Die". They will be with you all shortly and they will not be nice at all.

I had to redo the Assault helmet due to being inaccurate, took away the headset since they had ear pieces in concept art.

(https://i.imgur.com/bNBSjr6.png)(https://i.imgur.com/kAZiLaA.png)

Unit kinds:

(https://i.imgur.com/Ise9vvc.png)

(https://i.imgur.com/8AmZiK2.png)

(https://i.imgur.com/Xs0ZFLc.png)

(https://i.imgur.com/o21qzyO.png)

Need to do:

CLAW Assault Drone

Weapons


So here's some custom Cordis Die weapons:

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

PDW 57 (does not exist in real life)

(https://i.imgur.com/AFS6FJs.png)

LSAT

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

DSR-50

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

AK117 (does not exist in real life)

So this faction has their unique weapons that are non-existent irl. AK117 is pretty much an AK12, PDW 57 being a P90. There's a few more to be added, and I'm excited with the uniqueness of the faction so far.

I got some plans with help of dninemfive to modify the factions to have a minimum set skill in terms of combat and maybe body types being enforced to simulate fitness standards.

PS: Rip CE compatibility  :o
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 26, 2019, 08:49:16 PM
All aboard the hype train.

(https://i.imgur.com/SnZI1aj.png)

- Finalized custom previews.

(https://i.imgur.com/KX9g2R7.png)(https://i.imgur.com/cs9Ym7v.png)(https://i.imgur.com/Mi3EX4b.png)(https://i.imgur.com/LlLzIcY.png)

- Finalized all apparel and weapon textures.

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

(https://i.imgur.com/0E7DSTh.png)

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

- Finalized CLAW textures


Just have to code everything now, hopefully it's all done by Sunday and we have a Beta working here. Cheers all, I'm hyped!

(https://i.imgur.com/pCkXJLg.gif)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on October 26, 2019, 09:40:53 PM
I ll be the first passenger of that hype train once again!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 27, 2019, 10:04:23 AM
(https://i.imgur.com/5pdD4qI.gif)
(https://i.imgur.com/rqAkl7C.gifv) <- Meme version with Kobold

Facing delays today guys. Gotten busy, so I will have to delay the coding.

I've coded all uniforms, but we still need to balance the new weapons and figure out how the new mechanoid coding will work.

Done custom names coding for the faction bases and the FactionDefs, but there's still more work to be done..

(https://i.imgur.com/1ZGJsXb.png)(https://i.imgur.com/1675aNV.png)(https://i.imgur.com/fNHzxlM.png)

Introducing the Dragonfire drone, it holds a 5.56x45mm machinegun. Very low on HP and protection but can be annoying and deadly to whatever it's trying to kill.

(https://i.imgur.com/7XxfdHg.png)
(Concept image of how it may look in game)


Lots of mods are pending updates, many tweaks, description fixes and etc will be released alongside Cordis Die however I am sadly far too busy today now to carry on with a possible release, cheers all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 27, 2019, 08:36:37 PM
UPDATE DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE

(https://i.imgur.com/hsI1uLp.png)

I'll keep it as short as pos guys cause I gotta go sleep right now.

Rimmu-Nation Clothing (All Craftable) <- This version only, main version needs no update
- Patched CPBackpacks.dll issue that only exists with this mod, it made caravans not show any carry capacity thing

Rimmu-Nation Weapons
- New textures for Saiga 12 and FN Ballista in preparation for Cordis Die

Last Man Mercs
- Balaclava description fixes

Militaires Sans Frontieres
- Fixed pawn plurals of "mercenaries" being labelled on single pawnkinds and "mercenary" on plural (multiple) pawnkinds

British Military Kit
- Fixed CRYE JPC (UKSF) spawning for vanilla factions unintentionally

That's all folks, goodnight. Will try to make as much progress as possible with Cordis Die during the week, but I do have their bases working and their outfit coding finished. Just need to code weapons and the drones, also redo the dragonfire shadow effect to avoid weird looks when it's dead. Cheers everyone!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 28, 2019, 07:58:25 PM
I'll keep this short again cause I gotta go sleep.


(https://i.imgur.com/AHQeguJ.png)(https://i.imgur.com/OF4E2xw.png)(https://i.imgur.com/W6DBEXN.png)

I am developing a weapon to surpass Metal Gear.
_____________________________________________

(https://i.imgur.com/hJUrw7l.png)(https://i.imgur.com/MTDDMFw.png)(https://i.imgur.com/aako7H1.png)
(Third one can't be seen due to 'renderedinfrontofface' node in .xml only shows side and front)

(https://i.imgur.com/ocz0LlM.png)(https://i.imgur.com/qw31YxX.png)(https://i.imgur.com/royynnS.png)

(https://i.imgur.com/6NE5OmD.png)

Cordis Die has met a full halt at the moment, had a discussion with Pelador this morning on my way to work, he wanted me to finish patches and an MGS mod by Sunday to help with his Camo framework mod. It's all full speed ahead to get Solid Snake's outfit for this upcoming mod that will revolutionize stealth.

Cordis Die comes next, nothing better than enemy mercenaries with machines to fight with one man and a box.

And yes.. A box is being worked on.

https://www.youtube.com/watch?v=BXrlurgIB64

Camo mod will allow stealth to be an option in this game, your pawns can have a chance of not being seen depending on the gear they are using, and this then involves my outfits that do have camo on them. I'll talk more about it when we get to that bridge

Take care all. Gotta go sleep
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on October 29, 2019, 04:44:26 AM
Nice.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on October 30, 2019, 04:24:16 AM
Great news!
That sneaky box video was awesome  ;D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 03, 2019, 01:11:40 AM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE HERE
(https://i.imgur.com/9w7YPMW.png) (https://drive.google.com/open?id=1CQxG3Ws-jWsyMyTFqvVmqd_QpGVy5gLk)

BETA RELEASE

Link: https://drive.google.com/open?id=1CQxG3Ws-jWsyMyTFqvVmqd_QpGVy5gLk

Mod Features:
- FOX Sneaking Suit
- FOX Bandana
- MGS hairstyles (currently un-added in Chicken Mitchell mod)
- M9A1 Tranq pistol
- FOX Operation Scenario


NOTE: Mod is unfinished, still in BETA. Apparel is currently uncraftable, only obtainable in trading or using the FOX scenario start. Needs lots of fixes.

(https://i.imgur.com/58Ccc0y.png)

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

Updated mod:

(https://i.imgur.com/K6DyHPj.png)
[RH] Faction: Militaires Sans Frontieres (1.0) - Updated
- Faction Base logo quality improvement

MSF Faction UPDATE Link:
https://drive.google.com/open?id=1-Q8SIT3e8EqSSiBEJCTjkQ0r4_lv3Mbx


[CP] Rimmu-Nation: Weapons  (1.0) - Updated
(https://i.imgur.com/KoFnl2A.png)
- SOCOM Pistol texture quality improvement

Rimmu-Nation Weapons UPDATE Link:
https://drive.google.com/open?id=1CFuxnaQrnFPguGTZLI6G_XppLod2miwv


With the help of dninemfive, I plan on making MSF hostile towards FOX Unit colonies after x amount of days due to their history.

For now, time for me to sleep, still have a deadline for the camo mod today. Cheers all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 03, 2019, 07:45:02 PM
DOWNLOAD LINKS ARE AVAILABLE HERE
(https://i.imgur.com/JtAHk09.png)

Link: https://drive.google.com/open?id=1WadyDXonzN2dxGEXTPW_EoRUGBbqI8YR

QuoteAbout:
Replaces vanilla sound effects with the original PS1 Metal Gear Solid sound effects. No more sounds theme from Ground Zeroes.
   
Sounds replaced:
Urgent Letter Good - MGS 1 codec sound effect
Urgent Letter Bad - MGS 1 alert sound effect
Urgent Letter Bad Big - MGS 1 Konami Jingle
Death - MGS 1 Continue screen gunshot
End Credits Song - MGS 1 End Credits Song "The Best is Yet to Come"
Planet Killer Impact - MGS 1 Game Over Screen with Colonel Campbell screaming "Snake? SNAKE?! SNAAAAKE!!"
Open notification - MGS 1 Codec open
Close notification - MGS 1 Codec close

Credits to:
AtomicRavioli - Death sound effect patch coding
b o n e s - Metal Gear Alert, of which this mod was highly inspired by, except this time with some MGS V touches to it. (Wink wink, copyright strike pls b0s)
Hideo Kojima - Metal Gear Solid
Konami - The old Konami that helped make the PS1 Metal Gear Solid. The comrades I've lost, won't stop hurting. It's like they're all still here.

Note: This mod will conflict with other sound effects mod, including the one from the original Metal Gear Solid - Incident Sounds

(https://i.imgur.com/438H2Ik.png)

Link: https://drive.google.com/open?id=1CQxG3Ws-jWsyMyTFqvVmqd_QpGVy5gLk
- Out of beta
* Craftable gear
* Edited categories for FOX equipment

(https://i.imgur.com/JdH1FuZ.png)

Updated Mods:

British Military Kit
DOOM 1.0

- Compatibility fixes for MGS mod
Link: https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L

Goodnight, very busy week ahead, given myself 3 hours of sleep trying to get things done, assuming I sleep in the next 20 minutes that is. Hope I don't make it to work late.

_______________________________________



Description:
A group of terrorists associating themselves with Outer Haven are desperately trying to replicate the Shadow Moses incident, only this time..
It's not exactly your typical FOX operation.


(https://i.imgur.com/Q6syr3y.png)

Watch on YouTube (https://www.youtube.com/watch?v=RRysPdjj5-w)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 07, 2019, 04:30:34 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
Mods updated:

Rimmu-Nation Gloves N' Boots
- Fixed market prices of boots and gloves

DOOM
British Military Kit


- Compatibility fixes with MGS and stuff.

______________________


Just some previews guys. Not much progress, I get to lose my weekends this week.

(https://i.imgur.com/31U4fQM.png)

Cordis Die pawntypes and faction base gen playtesting:

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

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

(https://i.imgur.com/3jt2Emm.png)

(https://i.imgur.com/nDI5kv4.png)

(https://i.imgur.com/6X0UlZk.png)

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

Thinking of changing the MGS faction from FOX to FOXHOUND for better accuracy, but this may need a unit rather than a solo infiltrator. Maybe a new scenario? Maybe more outfits? Unsure.

If new outfits are introduced, another stealth weapon that is lethal ought to be introduced.

(https://i.imgur.com/uSp245C.png)

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

That's all folks, time for me to sleep. Cheers all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 08, 2019, 11:57:52 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
Mods updated:

Rimmu-Nation Gloves N' Boots
- Fixed stuffcost of boots and gloves
(accidentally raised them, sorry)

___________________________

Cordis Die, coded a few of their weapons. Oh yeah, it's all coming together nicely.

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

(https://i.imgur.com/6YEcAmF.png)

Have to go work now.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on November 10, 2019, 01:41:16 AM
Hey folks, just a quick update on CE:FT compatibility with Rimmu-Nation and Project Red Horse mods.

Due to the upstream CE mod's codebase update to 1.6 that introduced armor penetration and projectile overhauls, the current RN and RH patches bundled with CE:FT may behave... a little wonky. Known issues include:

  • Pink squares covering pawn faces- CE added support for multiple head apparel layers, which is incompatible with the GraphicApparelDetour.dll assembly bundled with most RH mods (as a workaround, delete this DLL)
  • Armor being impossibly weak or strong
  • Bullets doing very little to no damage
Two of the three CE:FT team members are currently away to deal with personal matters, so updates and fixes to these patches may take some time. Fortunately, Github user Theblessedwant has volunteered to help with the armor rebalancing, and I'm integrating their work into CE:FT right now as we speak.

Therefore, I would like to ask that everyone here exercise patience during this time, as the recent CE update to 1.6 has significantly affected both regular CE and CE:FT users.

Thank you for your understanding.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 10, 2019, 07:23:10 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE

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

BETA

So I've uploaded a working Beta of Cordis Die.

Has a 'few' balancing issues, though if you're still here at this point, which of my mods never had a balancing issue amirite?  8) jejjejeje

Added a lot of new weaponry, so there's no way this mod is CE:FT compatible even without the 1.6 update. Some of which which didn't even have a Rimmu-Nation version:

(https://i.imgur.com/zY4tAoM.png)

- TAR-21
- HAMR IAR
- LSAT
- PDW 57
- DSR-50

blah blah blah insert more text here, wow so interesting, wow here's some pictures

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

(https://i.imgur.com/GqIUU6n.png)

(https://i.imgur.com/22bJ9Qs.png)

Gotta go sleep, gonna march for remembrance day tommorrow. Hope I'm not late or anything, cheers all.

Quote from: sumghai on November 10, 2019, 01:41:16 AM
Therefore, I would like to ask that everyone here exercise patience during this time, as the recent CE update to 1.6 has significantly affected both regular CE and CE:FT users.

Thank you for your understanding.

No pressures at all for updates with CE sumghai. I'm sitting here and I don't mind even if you never made a patch, I understand it can be stressful, time consuming and it was never your obligation to do.

I don't get why a 1.6 needed to happen, things seem pretty fine on the current version, why on earth does it come about when mods were finally getting patched out? I'm threaders. Not gonna work myself up more for that. Enough whining about it from me though.

I'm gonna sleep. Goodnight!


__________

/undogoodnight

Forgot to upload these updates:
Metal Gear Solid
- Change scenario info and logo to "FOXHOUND"

Metal Gear Solid: Incident Sounds 2
- Changed incident sounds for bad urgent small and made death sound a bit more delayed for better effect

Cordis Die
- Changed Label to "Anarchist Terrorist Organization"

Downloads are in front page, me sleep, goodbye, no caps, sry
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on November 11, 2019, 01:01:48 PM
When new factions will be on Steam?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 11, 2019, 04:58:42 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
11/11/19 Updates:

(https://i.imgur.com/zFgog9z.png)

[RH] Faction - Cordis Die (1.0)

- MQ-27 Dragonfire added for Cordis Die
- CLAW and Dragonfire now have a small flame explosion after death
- CLAW and Dragonfire SFX on death

- Death Machine description edited
- HAMR IAR and LSAT SFX changed
- CLAW HP scaled up
- CLAW armor scaled up
- CLAW spawn rate on faction base increased
- Other pawntype spawn rate tweaks

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

[RH] Faction - The Ghosts (1.0)

- Some weird error fix regarding user votes

Quote from: Skynert on November 11, 2019, 01:01:48 PM
When new factions will be on Steam?

You mean Cordis Die? It'll come out when it's ready alongside Metal Gear, probably gonna be in collaboration with Pelador's Camouflage mod when I get the time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 11, 2019, 06:41:57 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
11/11/19 Updates:

(https://i.imgur.com/uPEPq7e.png)
[CP] Metal Gear Solid 1.0

- If enabled with MSF faction mod, MSF declares war.
Coded by Dninemfive Kojima
- Edited namebanks for better initial colony name


For those who don't know Metal Gear, this is due to MSF being attacked by a rogue splinter group known as "XOF" in MGS V Ground Zeroes, and the characters spend the whole time in MGS V TPP believing it was FOX behind the losses on MSF.

Got plans to change "MSF" logo and faction name to "Outer Heaven" later, Dninemfive is working on these cool features, allows the plot to be interchangeable if you intend on stopping Outer Heaven/MSF from Metal Gear related plots yadda yadda written by Hideo Kojima.

Time to sleep.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 12, 2019, 07:56:04 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
13/11/19 Updates:

(https://i.imgur.com/ja6FRkI.png)

Metal Gear Solid 1.0
- Improved scenario opening with slightly increased resources

Metal Gear Solid: Incident Sounds (Original Version)
- Added 'Here's to you - Joan Baez' as an ending song upon finishing the game with spaceship ending.

Faction - Elite Crew
- Changed faction equipment quality chance from 'normal' to 'poor'

Faction - Cordis Die
- Changed Dragonfire 5.7mm MG rounds to 5.56mm

Rimmu-Nation Weapons
- USSOCOM MK23 name changed to SOCOM Mk 23
- Graphic improvement


_______________

Gonna keep this short because I am very very weary. The cardboard box from MGS comes with Pelador's Passive Camo mod when both that mod and Metal Gear Solid 1.0 is enabled.

The mod makes camo useful, harder for your pawns to be spotted though it's still in beta currently being perfected and it also hasn't been patched for all my apparel just yet.

(https://i.imgur.com/cy4iBG3.png)
DISCORD LINK FOR PASSIVE CAMO MOD BETA:
https://discord.gg/XqfNrM

So far the cardboard box does add an element of stealth, this is what Metal Gear Solid mods were building up to. It's still pending release and refinement. Please do let Pelador know what you think and leave feedback if you use the mod, happy sneaking.

Chicken out
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 13, 2019, 04:51:38 PM
(https://i.imgur.com/NktTSYp.png) (https://i.imgur.com/rc2RmyA.png)

Genome soldiers.

Apparel courtesy by Ods and coding courtesy of Pelador

Just talking concept before I sleep, Genome Soldiers. For once, they will be on your side. The idea is that when your infiltrator on the MGS scenario is ever in trouble, you either get a team of Genome light infantry soldiers sent to you or one of the more elite guys in their full uniform.

That 'heavy infantry' uniform by the way, is the original sneaking suit for Solid Snake from MGS 1. I haven't actually finished these uniforms yet, but I look forward to see comments and thoughts on these events, having genome soldiers sweep in to join your FOXHOUND operation? gonna be sweet.

Dninemfive still working on faction expanded coding, allowing dudes like me to pick a pool of backstories with only military backgrounds, allowing body type filtering and gender filtering for more customisation in factions.

Goodnight guys gotta go sleep
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 17, 2019, 01:10:18 PM
(https://i.imgur.com/P7vi0qa.png)

It's my birthday today, having BBQ for dinner right now can't keep food waiting.

Did the old stealth suit, currently doing Gray Fox's cyborg ninja suit. Gonna scrap the genome uniforms cause they may spawn on tribals, wanna keep the mod small for now.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on November 17, 2019, 05:28:51 PM
Quote from: Chicken Plucker on November 17, 2019, 01:10:18 PM


It's my birthday today, having BBQ for dinner right now can't keep food waiting.


Happy Birthday!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 17, 2019, 11:04:25 PM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
18/11/19 Updates:
(https://i.imgur.com/rznNw8o.png)

So starting characters seem better now with the additional equipment. They will generate with more stuff on, making the appearance of custom units.

Done all the Beauty and the Beast hairstyles, an all female squad from MGS IV (mini-bosses)
(https://i.imgur.com/lma9ukd.png)
Crying Wolf

(https://i.imgur.com/pxc7E0V.png)
Screaming Mantis

(https://i.imgur.com/5HBrJhT.png)
Laughing Octopus

(https://i.imgur.com/ZasO51S.png)
Raging Raven

Also added the Gray Fox set:

(https://i.imgur.com/t3LKLIB.png)(https://i.imgur.com/0xpTl5N.png)(https://i.imgur.com/eHqtAxj.png)

(https://i.imgur.com/euoAfff.png)(https://i.imgur.com/nOysJec.png)(https://i.imgur.com/1h0Yr2p.png)

Gray Fox's hair

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

So courtesy of Pelador, if your infiltrator goes down in the FOXHOUND scenario, guess who comes along?

(https://i.imgur.com/5uUzKGM.png)

That's right.

(https://i.imgur.com/xn2I5f1.png)

(https://i.imgur.com/sZXM6HS.png)

(https://i.imgur.com/JoG1JJP.png)

A team of FOXHOUND operators will also arrive at some point if you're still getting in trouble equipped with SOCOM Mk 23 MOD 0 pistols.

(https://i.imgur.com/vrI4Bs5.png)

Muh-mu-mo-money shot. Thanks to dninemfive also for coding provisions which has been implemented, FOX will send you provisions every week with a chance of something going wrong. They stop doing so after 60 days.

Metal Gear Solid 1.0
Update summary:
- FOXHOUND stealth suit and bandana added
- Exo Suit THI helmet and armor added
- Rescue team incident added
- Provisions incident added
- FOXHOUND beret added
- 3 new hairstyles added
- Changed 'David' hairstyle name to 'Liquid Snake'
- Changed scenario again to start with only 10 survival meals and 5 medicine


DOOM 1.0 updated:
- description fixes

Quote from: Skynert on November 17, 2019, 05:28:51 PM
Quote from: Chicken Plucker on November 17, 2019, 01:10:18 PM


It's my birthday today, having BBQ for dinner right now can't keep food waiting.


Happy Birthday!

Thank you my friend. It's 4AM now and I have to wake up in 3 hours, awkward. I busted my buttocks to finish this MGS mod, so did dninemfive and Pelador and I hope you all enjoy it, cheers. (mod still not done though, rip)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 18, 2019, 06:14:50 AM
DOWNLOAD LINKS ARE AVAILABLE IN FRONT PAGE
18/11/19 Updates pt 2:
(https://i.imgur.com/6DSiNYK.png)

Metal Gear Solid 1.0
- Buffed HF Blade damage
- Made all weapons craftable through machining bench or smithing table
- Changed Exo Suit crafting bench to Fabrication Bench rather than Machining Table
- Other crafting related tweaks

Militaires Sans Frontieres
- Changed crafting values for NL weapons to be in line with Metal Gear Solid 1.0 (despite weapons not being craftable at the moment)

Rimmu-Nation Weapons
- Honey Badger and AKMS-U now craftable

(https://i.imgur.com/lHTS761.png)

Money Shot.

Time for me to go, cheers all and don't forget to enable the new items or clothing in your stockpile settings so cyborg ninjas and operators coming to rescue you don't start stripping.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 18, 2019, 09:27:19 PM
(https://i.imgur.com/1sjGnT4.png)



(https://i.imgur.com/VaoGHT1.png)

Plans:

Scenario:
Start with 3 Delta Operators, your role is reconnaissance and rescue. A distress broadcast was received by HQ, the person behind the radio gives an account of a catastrophic failure. A mission to evacuate civilians led to an enemy ambush that ended up in slaughter. The death toll according to the survivor, is "Too many".

The broadcast has been playing on repeat for several days, your orders are to trace the signal and extract any survivors.
________________________

Opening text:
As you prepare your boots to set foot on this foreign soil, you take inventory with your squad to make sure all the equipment is accounted for.

It seems command underestimated this mission, you have just lost radio contact with them and there's no possible way they can monitor our every move. You're on your own.

Gentlemen, welcome to the outer Rim.

______________________

Pawnkind loadout:
(https://i.imgur.com/47iFZAJ.png)

- UBACS (Delta A-TACS)
- CRYE JPC (Delta)
- Scarf (Walker)
- Tactical Cap (Lugo)
- Earpiece


(https://i.imgur.com/7f8JsuR.png)
Sample pawntype for generation based on "Cpt. Martin Walker"

Planned Starting kit:
(https://i.imgur.com/xdQOy2V.png)
- US Army MREs
(https://i.imgur.com/uW0RmAn.png)
- Medic Bags
(https://i.imgur.com/Eef1Ml2.png)
- IFAK (on pawnkind)

(https://i.imgur.com/L9qN6po.png)
- M4A1 "Walker"
(https://i.imgur.com/kUj1Nho.png)
- Steyr Scout
(https://i.imgur.com/8ug1kNH.png)
- M249
(https://i.imgur.com/mekKMzU.png)
- Spectre Air Bombardment

(https://i.imgur.com/DOVUZU7.png) (https://i.imgur.com/5Rq2ndG.png) (https://i.imgur.com/GLLGrXD.png)
- Snugpak SF Bivvi (ATACS-AU)


Maybe I will include the 33rd Infantry, a rogue US Army battalion that uses the UCP uniforms. May have to do fancy coding on that, can't spoil much to those who haven't actually seen Spec Ops: The Line, but you will end up engaging soldiers who were on your side.

But for now we have Metal Gear Solid 1.0 and all the camo patches needing to be done for "CAS" (Camo and Stealth). See you all later, gonna get to bed.

(https://i.imgur.com/6qvvxBi.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 19, 2019, 08:22:23 PM
(https://i.imgur.com/DoeUTql.png)

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


Finished some Delta operator beards, did some character ones from the game, one hairstyle based on "American Sniper" (since I kinda screwed up Walker's hair anyway but it looked like Chris Kyle) and this Delta operator beard from the film "13 Hours" by none other than legendary director Michael Bay.
(https://i.imgur.com/PFUGC1x.png)(https://i.imgur.com/reKREBU.png)(https://i.imgur.com/7xTeCqq.png)

Only one female hairstyle this time (may use a male one that's short)
(https://i.imgur.com/MuWlVcr.png)(https://i.imgur.com/jmZxzyV.png)(https://i.imgur.com/IRA9Xs7.png)

It's a donut style hair bun, military standard for women's hair.

I will leave you guys with the item pool down here:

Headgear:
(https://i.imgur.com/eaChfpq.png)(https://i.imgur.com/OY5Q3s0.png)(https://i.imgur.com/RF91uHH.png)(https://i.imgur.com/QuaxwfL.png)(https://i.imgur.com/8qEXhFV.png)

Helmet:
(https://i.imgur.com/FLT2c2w.png)(https://i.imgur.com/VJvyjqk.png)(https://i.imgur.com/i0Ufwpp.png)(https://i.imgur.com/jTL1hem.png)

Armor and Messenger bag:
(https://i.imgur.com/LFdsGQz.png)(https://i.imgur.com/rvmUJWx.png)

Uniforms:
(https://i.imgur.com/ju4fRmU.png)(https://i.imgur.com/fqWzqCv.png)

Time for me to sleep now. Finished all the textures, there's at least 4 new hairstyles for men thanks to this mod but it needs testing, will the stuff even look good? if you notice there's no more outlines and that's supposed to represent stubbles or buzzcuts, a technique I learned from my friend Ods. It can look dodgy in-game when it's generated for a more narrow head.

(https://i.imgur.com/hKXAAdL.png)(https://i.imgur.com/UgEwkOv.png)(https://i.imgur.com/6f1ABnO.png)

Gonna update soon with rescue team fixes for Metal Gear Solid 1.0, and it'll be implemented in Spec Ops: The Line 1.0 with Delta operator rescue teams for you. For now when I get back tommorrow I still have to find time to finish all .xml coding, but before that I ought to sort out all the paperwork I need to do irl that I've neglected.

At the moment our friend Dninemfive is working on a rescue event that is connected to this mod's scenario. And so, I close my eyes, cheers all.

(https://i.imgur.com/J34pQDg.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: foxr3y on November 20, 2019, 01:50:51 AM
Looks really great man! I'm really loving this project.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 21, 2019, 02:48:18 AM
Hello fellas, just dropping by as I head to work to leave an update on what's up.

I spent so much time last night, lacking sleep today for work (easy day) but the result is all of the Spec Ops The Line clothes and weaponry coded (shabbily, needs polishing such as including the thingcategories) and I also redid the faction logo.

(This is where the image would be if I had access to it from my computer.)

So instead of a spade and some random knife, it's an accurate SFOD-D logo with a Native American arrowhead and the Fairbairn-Skyes dagger.

(This is where cool preview would be if I was not on a 345 to Chelsea and Westminister Hospital)

I've also fixed the preview cause Walker's little teeny tiny hand is too small, added orange lighting/shading to his rifle and presto cause the current one uploaded here looks cut off.

I've coded your scenario faction as Delta Force to be recognised by Task Force 141 and The Ghosts so they'll radio you, you get some notification and it goes

"Hey mate, I'm Bravo Six innit, you wanna grab a pint of lager or summin'?" - Task Force 141

And The Ghosts go

"Woah, fellow Americans deuuud. We're gonna call you 'brother' man cause that's what we are deuuuud, did you buy a Camparo like I did bro? You know I married a stripper and she totally cheated on me. USA! USA!" - Ghosts

All that possible cause dninemfive coded it

Obviously I tried to be as accurate as possible as to how they would message you. For now I have a long day ahead, gotta stay awake.

The mod has tons of errors,need to sort it out cause I was screaming at the screen at 1:30am in the morning cause the bloody thing won't work. Otherwise if it was all .xml and there was no storytelling element it'd be done by now.

I'll catch you all with a release later, take care

Quote from: foxr3y on November 20, 2019, 01:50:51 AM
Looks really great man! I'm really loving this project.

Thanks man, happy that your first post is a Red Horse post! I'll hand over the beta mod for Spec Ops: The Line soon
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 22, 2019, 01:45:33 AM
(https://i.imgur.com/gNJ8IKV.png)
Alpha DOWNLOAD (https://drive.google.com/open?id=1iULa3nKBh8a9wHmYq6DcmE3Z-sph-q5H)

(https://i.imgur.com/rBtHd99.png)

(https://i.imgur.com/YeRK9ZB.png)

I have to head off work so I'll speak with little words. I have not tested the mod properly, just the opening. As far as I'm aware there's a yellow error/notification regarding the events of Ghosts and TF 141 turning friendly so that needs fixing later. I've escalated that to dninemfive for now.

I also have yet to see if care packages are working, if you wanna play with the mod now please go ahead and report any issues you may find. Care packages should appear after 14 days.

(https://i.imgur.com/zopZr9I.png)
Beta DOWNLOAD (https://drive.google.com/open?id=1PCh_al1nxV1mkFqNThJjqBKaM3So-KMb)

As a complementary mod, I have been experimenting with a non-MGS incident sounds mod for more gritty gameplay, can't always take things seriously if you're feeling like you have the old nostalgic MGS sounds so maybe some beeping and booping from another game will make a difference. Yes I didn't make sense but I haven't slept properly for days and I'm about to have a go at the hospital again.

Cheers all, please do keep me posted if you guys find anything or if you wanna give feedback on features for these two new mods.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 23, 2019, 02:18:01 AM
Download links for both updates are above this post
23/11/19

(https://i.imgur.com/3UDRpXT.png)

Spec Ops: The Line 1.0
- Sound tweaks, SOFLAM firing SFX lowered
- Bag spawns in pawn generation
- Other tweaks

Still waiting for the alliance incident to get sorted out, I also found an annoying vanilla issue with female pawns in pawngen spawning with the hairstyles I tagged for men so you end up with bearded ladies. That's a hardcoded thing in vanilla cause vanilla was never made for beards. The discrimination for beards and moustaches are unreal, I'm about to retire modding cause of it.

I can only add more female hairstyles to make it less likely to spawn but it won't be fully patched out.

(https://i.imgur.com/WygG72l.png)

Red Horse - Incident Sounds
- Volume tweaks
- Sound Death error fixed


(https://i.imgur.com/4so0a4Z.png)

(https://i.imgur.com/7bBQMvG.png)

(https://i.imgur.com/aUv4Jbn.png)

Gotta go to work again. See you guys.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 24, 2019, 08:59:13 PM
Download links for updates are in the front page this post
25/11/19

(https://i.imgur.com/hNF0t0U.png)

(https://i.imgur.com/1sjGnT4.png)
* Events for alliance and hostility added. Special thanks to dninemfive
* Hair generation fix for beards spawning on females fixed. Special thanks to Pelador.
* Other error issues removed
* Volume tweaks for airstrike
* Provisions error fix. (fixed by dninemfive)

Provisions still not working.

(https://i.imgur.com/ChvUR0p.png)

Red Horse Incident Sounds
* Some sound effects changed, such as radio closing and letterArrive, letterArriveBadUrgent etc.
* Volume tweaks

Rimmu-Nation Gloves N' Boots
* Layers tweaked for all gloves and boots. Power armor set now occupy shell layer.
* Nerfed flammability reduction for all gear
* Added new faction tags for upcoming RH mods
* Made all power armor greaves add 0.15 c/s movement

Metal Gear Solid 1.0
* Errors fixed for missing bullet and appareldefs. Etc.
* Provisions error fix. (fixed by dninemfive)

No time to talk, gonna get to bed. Let's just say I have to revisit all apparel mods to fix them for the upcoming Camo and Stealth mod, and I also have to start making outfits craftable.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 25, 2019, 10:13:00 PM
Download links for updates are in the front page this post.
26/11/19

(https://i.imgur.com/nOGf1II.gif)
(https://i.imgur.com/1sjGnT4.png)

* Fixed coding of faction relations for scenario
* Allowed survival packaged meals rather than MREs to avoid destacking for Prepare Carefully users on scenario.
* Removed all errors and incompatibility with Metal Gear Solid 1.0
* Removed provisions due to errors

(https://i.imgur.com/JF5PYO8.png)

Jarhead - Military Sounds
* Changed mod name
* Changed description
* Change end credits song to "Soldier's Things" cover by Gil Michael (originally performed by Tom Waits)

Metal Gear Solid 1.0
* Removed all errors and incompatibility with Spec Ops: The Line 1.0
* Added FAMAS for FOXHOUND operators
* Added more faction interactions
* Removed provisions due to errors
* Scenario now gives you SOCOM Mk 23

Faction: Militaires Sans Frontieries
* MSF turns into your allies and leaves a message during faction scenario

Goodnight all. Goal is to release mods to Steam by Sunday
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 26, 2019, 05:10:56 PM
(https://i.imgur.com/gBgxbkB.png)
(https://i.imgur.com/1sjGnT4.png)

33rd Infantry "The Damned 33rd"

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

So there's a plan to get 33rd done. I wasn't gonna let any other faction use UCP camo anyway, so why not?

33rd Infantry is a Rogue US Army Battalion that exist within the Spec Ops: The Line storyline, they were trying to help civilian refugees though they had extremely strict rules. They would execute a civilian refugee for stealing water for his family. They attacked the Delta team first, mistaking them for CIA.

Though during all this confusion, despite all their barbaric methods and trigger happy attitude towards Delta, they still tried to save civilian lives.

Delta came in and slaughtered everybody, not having much of a choice (literally cause the game doesn't give you a choice). Civilians were caught in the crossfire. Was not pretty.

Kit list:
- UCP combat uniform
- MOLLE 2 rucksack
- UCP IBA (had to remake the IBA, turns out I only had the Hulk view in presets, rip)
- ACH helmets
- another set of combats, maybe black combat jacket? black balaclava for snipers
- juggernaut units? blacked up EOD suits with magpouches

(https://i.imgur.com/ukxBxdy.gif)

Touched up the animation, Lugo pushes back Adams with force. Shotty from Discord told me they were kissing so I changed it because his statement made me cry inside cause I'm over here trying to make a dramatic scene from a video game

(https://i.imgur.com/VTQ1ihi.png)

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

33rd Infantry will use the Humvee and M1 Bradley. Textures will be redone since the ones above are outdated and won't fit with current faction vehicles/drones.
____________________________________

Download links for updates are in the front page this post.
26/11/19

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

Faction: Militaires Sans Frontieries
- Rescue team arrives on MSF scenario when all pawns are downed
- Nerfed Maxi Cola

If you are having "[MSFBuddies] Queued events error" it can be safely ignored. This issue only exists on gamesaves that began with the MSF scenario.

"OFOFriendlies" mention also, the error is harmless, saving again should make it go away.

New saves now enable MSF to interact with the scenario players with a message.

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

Red Horse Furniture:
- Maxi Cola and Nuka Cola nerf, their effects wear off for a shorter amount of time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 01, 2019, 08:22:57 PM
(https://i.imgur.com/s19LqN3.png)
Download Links for all mods here (Google Drive) (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)

Adds a new storyteller. Gny. Sgt. Hartman, your senior drill instructor. From now on you will speak only when spoken to, and the first and last words out of your filthy sewers will be "Sir". Do you maggots understand that?
   
Sound off like you got a pair!


Storyteller features:
The Gunny allows population to be double than that of the normal storytellers. Friendly reinforcement chances are increased along with other visits from outside colonies. However negative events are more dangerous and have less cooldown in-between.

"Crucible" difficulty lessens the 110% chance of downed pawntypes to instantly die to a more generous 50%. The mod is designed to allow the player to find it easier to recruit and build up their numbers, while maintaining difficulties of Merciless with it's reduced yields of resources , and negative events that are followed up with more negative events.


Credits:
Stanley Kubrick - for Full Metal Jacket
R. Lee Ermey - as Gny. Sgt. Hartman
OskarPotocki - for inspiring this mod with his vanilla expanded storytellers
Techmago - Hardcore storytellers author for also inspiring this mod and providing the base .xml coding
ssulunge - Kijin storytellers, author of Kijin Race 2.0 for also inspiring this mod

(https://i.imgur.com/ymDdV8t.png)


(https://i.imgur.com/QNkQ4ks.png)


(https://i.imgur.com/0jS6xDA.png)

________________________________________________________

No time to talk, gotta go sleep. Here's the update list:

- Red Horse Furniture
- British Military Kit
- Spec Ops The Line 1.0
- Jarhead - Military Sounds

- ALL Faction mods
* Cordis Die, Elite Crew, Task Force 141, The Ghosts, Last Man Mercs, Umbra Company, Militaires Sans Frontieres

(https://i.imgur.com/VySr3rW.png)(https://i.imgur.com/RNDpUIr.png)(https://i.imgur.com/3diFzwH.png)(https://i.imgur.com/3j3siUr.png)

Changed MREs stack textures, also updated Russian MRE textures. Updates are not live on Steam yet. Added a "Gunny Storyteller" mod just cause today, was a pretty neat little addition to the Red Horse list.

I am so so tired, need to finish all updates by tommorrow. Goodnight all.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Madman666 on December 02, 2019, 06:43:28 AM
Those pics are priceless. Glorious work.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on December 02, 2019, 10:24:16 AM
Yay! New ways to die
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 02, 2019, 10:14:16 PM
NEW UPDATES
Please see the download links in the front page or above this post.

Red Horse: "Blacking Out" Updates

This is a list of updates accross all of Red Horse mods that will be too time consuming to individually list for their respective mods.

- MREs now stackable and have 25 stack count limit
- All apparel patched with Camouflage and Stealth mod
*Rimmu-Nation Clothing/All Craftable *Red Horse Furniture *All RH Factions
- All RH Factions now have craftable clothing
- Compatibility tweaks
- RH Apparel changed categories

- MGS Incident Sounds finds itself with a new end credits song "Here's To You" by Joan Baez

- Spec Ops: The Line mod now allows cookable MREs

- Tribal apparels have been patched. No more RH or Rimmu-Nation equipment will spawn on tribals or medieval factions

- Rimmu-Nation Weapons has some weapon textures improved (some other updates which I forgot about)

- Rimmu-Nation Gloves N' Boots affected by CAS patches.

___________________________________________

MODS RECENTLY UPDATED:
* Rimmu-Nation Collection
* Red Horse Faction Collection
* Red Horse Furniture
* Metal Gear Solid 1.0
* Spec Ops: The Line 1.0
* Metal Gear Solid - Incident Sounds (original version)


I've got no time for previews. Gotta go, the work is done, and always will be. I am.. compatible.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on December 03, 2019, 05:47:18 AM
Yay, new faction of bad guys to evaporate in nuclear fire of Democracy. Nice work
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on December 03, 2019, 11:03:19 AM
Found bug, when my pawn eat MRE US ARMY i got this. Earlier it work ok. Steam wersion. It happen after instalation of your new mods that you add on steam.  logs https://gist.github.com/2d4a190b9bb7832b53326a98f78e48d4

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

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 03, 2019, 04:36:52 PM
Follow Up Patches - Download links about or at front page
03/12/19

*British Military Kit - All clothing became uncraftable last update, it's been fixed not
*Red Horse Furniture - MRE Patches failed to upload yesterday, uploaded now. No more missing textures from MREs

Quote from: Skynert on December 03, 2019, 11:03:19 AM
Found bug, when my pawn eat MRE US ARMY i got this. Earlier it work ok. Steam wersion. It happen after instalation of your new mods that you add on steam.  logs https://gist.github.com/2d4a190b9bb7832b53326a98f78e48d4


Thanks for informing me, I got it. I forgot to update Red Horse Furniture last morning, must've been so tired. It's all there now.

Also turns out my Google Drive for these mods are full up, all the outdated legacy versions need some clearing later on cause I ain't paying yearly for some space. Rop

Quote from: Madman666 on December 02, 2019, 06:43:28 AM
Those pics are priceless. Glorious work.

Thanks Madman, happy to hear from you as always. Been stressed out recently but I will get to talking to you in Discord again when I get a break my friend.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on December 04, 2019, 03:47:28 AM
QuoteAlso turns out my Google Drive for these mods are full up, all the outdated legacy versions need some clearing later on cause I ain't paying yearly for some space. Rop
There are alot other file hoster with some free space offers.
Or you can use Github as simple filehoster, or use it at the right way.

Then just keep Noddle drive for your assets, and put the final mod archives somewhere else.

P.S. don't forget to sleep a bit more !! It sounds like you are burned out pretty soon !! :-(

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on December 04, 2019, 05:33:11 AM
Quote from: Chicken Plucker on December 03, 2019, 04:36:52 PM
Also turns out my Google Drive for these mods are full up
Maybe it's a bit too late to tell you this cause I haven't played Rimworld yet when you start publishing mods.
Google cooperates with some colleges and gives their students infinity Google drive called "G Suite For Education". You can register it if your college is in the support list, and once registered, you can use it forever even you graduate from the school.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 04, 2019, 05:32:29 PM
Urgent Patches - Download links about or at front page
04/12/19
Project Red Horse "I gotta go and fix all this bullcrap" update

Mods affected: (Basically all mods with apparel)
Rimmu-Nation Clothing
Rimmu-Nation Clothing - All Craftable
Rimmu-Nation Gloves N' Boots
Metal Gear Solid 1.0
Spec Ops: The Line
Red Horse Furniture
British Military Kit


Red Horse Factions: (Basically all factions)
Task Force 141
The Ghosts
Elite Crew
Umbra Company
Last Man Mercs
Militaires Sans Frontieres
Cordis Die


What does this new update do?
- Fixed CPBackpack.dll issue with new versions of Harmony
- Fixed CPGearTechFix to use new version of harmony so mods don't crash without other mods
- Notification errors for MSFBaddies and OFOFriendlies removed, no more 1000 messages. No more logs if certain factions aren't enabled.

Quote from: Canute on December 04, 2019, 03:47:28 AM
QuoteAlso turns out my Google Drive for these mods are full up, all the outdated legacy versions need some clearing later on cause I ain't paying yearly for some space. Rop
There are alot other file hoster with some free space offers.
Or you can use Github as simple filehoster, or use it at the right way.

Then just keep Noddle drive for your assets, and put the final mod archives somewhere else.

P.S. don't forget to sleep a bit more !! It sounds like you are burned out pretty soon !! :-(



Quote from: Retry_02Hide on December 04, 2019, 05:33:11 AM
Quote from: Chicken Plucker on December 03, 2019, 04:36:52 PM
Also turns out my Google Drive for these mods are full up
Maybe it's a bit too late to tell you this cause I haven't played Rimworld yet when you start publishing mods.
Google cooperates with some colleges and gives their students infinity Google drive called "G Suite For Education". You can register it if your college is in the support list, and once registered, you can use it forever even you graduate from the school.

Thanks for the tips guys, though I don't like github since it's complicated for me. I'm not a coderman and I can't be arsed if I cannot just drag and drop initially like Google Drive. As for the G Suite, my friend I'm not in University/College anymore. Military College here is all about getting down and dirty, wet and cold and tired. With that said, I'm about 100% positive Google wants nothing to do with us

I do have a temporary solution for now, and that's to clear old versions of the mod in the backups folder that hasn't been deleted from last year. Don't need those redundant updates anymore and it's worked so far. I can pay for space later or yeah, learn github or some other file sharing site later. For now my priority is the Army later in Feb and to get all mods I can out for you all ASAP before I go away and get thrashed for a few months.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 05, 2019, 07:39:56 AM
Urgent Patches - Download links at front page
04/12/19

*Red Horse Furniture: No Black Hat and VR version
*Metal Gear Solid 1.0
*Militaires Sans Frontieres


- Red Horse furniture patches applied to RHF: No VR or Black Hat Station version to avoid bugs and spazzing out of RimWorld
- Active camo added to Exo Suit helmet (Gray Fox set) which means.. Invisibility.
- Bandanas added camo patches too
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 06, 2019, 06:38:10 PM
(https://i.imgur.com/XJAjics.png)

Back to DOOM. I know we could be working on those American uniforms just to get things over with, but I can't shake the feeling that if I do not do DOOM now, I will never do it later and the project will be abandoned. The US Military templates will always be there and it's recovered files, but DOOM has already had all it's stuff on hold for almost 2 years now ever since A17 (2017).

Here's some progress on what's coming.

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

I wanted a callback to me and Viceroy's original preview, and I want to keep the old Gore Nest texture I made long ago.

(Old A17 Preview)
(https://i.imgur.com/j98QmVK.png)

Saving the best for last, bare with me okay, I'm gonna show some concept art for now.

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

DOOM Eternal Praetor suit (Praetor Suit Mk II) is what I was gonna call it, the problem is the detail will be hard to carry out for all body types, it was enough of a pain converting the hulk to have all it's colors.

This may not be the final DOOM Eternal armor texture. I'm waiting for the game to release so I can get my hands on all views of the power armor. I don't want to create an inaccurate copy, that will bother everybody to heck when all is already said and done. I don't want that on my back when I'm supposed to be bloody retired after 2020. I just wanna play RimWorld with my mods by then.

(https://i.imgur.com/hb2yKsW.png)

New UAC Wildcat. 1.0 version, was going to do all the helmet views but I put it away for the next day and my hard drive crashed again then if you all recall. This meant I had to re-download my copy of DOOM and get the screenshots again from multiplayer. It's happened twice now and it discouraged me to carry on working on the UAC. I'm happy with the new level of detail but I hope all views and the armor will look good, if not better than the unfinished and lost B18 work in progress version.

For reference I'll post the old Wildcat versions.

(https://i.imgur.com/1UPzspo.png)
(B18 WIP that failed to see fruition due to lost data)

(https://i.imgur.com/k2Pyjnu.png)
(A17 version)

You remember this guy?

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

This is him now. Feel old yet?

(https://i.imgur.com/M2oRyW1.png)

End of post. I think DOOM - Demons will come out before the Union Aerospace since they've proven to be easier to produce than the power armors. We will see.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on December 07, 2019, 01:31:26 AM
(https://i.kym-cdn.com/photos/images/original/001/406/845/5e0.jpg)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 09, 2019, 03:54:19 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
09/12/19

(https://i.imgur.com/zB4vDsL.png)

Camo and Stealth patches, MSF incident delays
- Rimmu-Nation Clothing
- Rimmu-Nation Clothing All Craftable
- DOOM 1.0
- DOOM Kit Classic
- Metal Gear Solid 1.0
- Spec Ops: The Line 1.0


What's the happs?
* Spec Ops The Line 1.0 and Metal Gear Solid 1.0 MSF incident delayed for 1-2 months.
* Rimmu-Nation Clothing Armors now have camouflage patches for the CAS mod.
* DOOM now have camouflage patches for the CAS mod


Quote from: exegert on December 07, 2019, 01:31:26 AM
snip

Hey exegert how are yas? Image is huge man

I've gotta go college guys so I can't say much now, gotta go

_____________________

Follow-up updates:

* Gunny Storyteller
* Faction: Cordis Die
* Faction: Militaires Sans Frontieres


- Apparel naming consistency and minor description tweaks
- Sneaking Suit MSF moved to vanilla tailor bench

*If you receive errors please remove the crafting bill recipe and save, should remove issues

_____________________
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 09, 2019, 01:07:33 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
09/12/19
"I just got back home for this crap" - Update 09/12/2019

*Spec Ops: The Line
- Apparel not being craftable issue has been fixed
- M4A1 Delta and HK416 Wolfpack now craftable


Faction: The Ghosts
- Faction base names improved to use only "COD Ghosts" map names. (to be consistent with other COD factions)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 11, 2019, 06:00:26 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
11/12/19

*Metal Gear Solid 1.0
- gene theraphy-2 buffed and fixed for operating bills
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on December 11, 2019, 07:41:50 AM
Hey folks, sumghai here from the People's Front of Judea CE:FT.

We're pretty much getting back into adding more patches for all your favorite Red Horse and Rimmu-Nation mod, so stay tuned for updates on our GitHub repo and Steam Workshop listing.

As many of you may know, one of the many controversial new features implemented in the original upstream CE project was new apparel layers for backpacks and gas masks. This caused compatibility issues with the GraphicsApparelDetour.dll bundled into many apparel mods (such as Red Horse and Rimmu-Nation), and previously caused the infamous "pink missing texture square" bug.

The latest update to CE (and CE:FT) includes a workaround that temporarily disables this assembly, and displays an error message on startup:

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

For CE:FT users - the RN patches included in CE:FT will still work fine - you can safely ignore this error message

For mod authors - JecsTools might be the solution
Mehni told me that back in Dec 2018, he rewrote the functionality from GraphicsApparelDetour and included it as part of JecsTools; his suggestion is to set the graphic data to use CutoutComplex, and JecsTools should automatically apply the mask to the apparel.

I have not tested it myself, but this might be the replacement for color-masking feature CP previously used in GraphicsApparelDetour.

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

(https://i.imgur.com/iTd1HjP.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 11, 2019, 03:39:00 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
11/12/19

*Faction: Umbra Company
- fixed craftable apparel not appearing in benches

*Faction: Task Force 141
- fixed craftable apparel not appearing in benches


*Faction: Elite Crew
- fixed craftable apparel not appearing in benches
- Backpacks.dll updated

*Faction: Militaires Sans Frontieres
- fixed red error log regarding "MSFBuddies.dll"

Hello all, too busy to talk about Combat Extended today. I've patched these mods with some recent issues, I'm gonna go and clean up my extremely muddy kit and hopefully get at least 6 hours of sleep tonight. Cheers

I appreciate Sumghai still doing these patches for me and diligently informing you all. So long as you guys are enjoying RimWorld despite these compatibility problems going around. Take care
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 11, 2019, 06:44:10 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
11/12/19

*Faction: Elite Crew
- Fixed rare chance of beards spawning for female pawns by adding CPHairFix.dll

*Faction: Militaires Sans Frontieres
- Fixed rare chance of beards spawning for female pawns by adding CPHairFix.dll

*Rimmu-Nation Clothing
- Updates re-uploaded to Google Drive due to being uploaded in the wrong folder

*Rimmu-Nation Clothing - All Craftable
- Updates re-uploaded to Google Drive due to being uploaded in the wrong folder

*Spec Ops: The Line 1.0
- Fixed rare chance of beards spawning for female pawns by adding CPHairFix.dll

*Metal Gear Solid 1.0
- Fixed rare chance of beards spawning for female pawns by adding CPHairFix.dll

*Chicken Mitchell Hairstyles
- Fixed rare chance of beards spawning for female pawns by adding CPHairFix.dll
- Spec Ops: The Line and Metal Gear Solid hairstyles added

Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 14, 2019, 08:03:27 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
15/12/19

(https://i.imgur.com/zJpNPgW.gif)

*Metal Gear Solid 1.0
- Fixed research errors for faction apparel

_____________________

Just making an animation all. Wanted to take a break from pressures of coding, patches and such. I just wanted to make animations for old times sake, when it was all I did before RimWorld.

News on DOOM though, here's the side view of the Cyber Diddly done. Just the side, back still needs doing (De Ja Vu)

(https://i.imgur.com/0Cf0VWM.png)

(https://i.imgur.com/UH2uRMh.png)

(East)

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

(Old West)

(https://i.imgur.com/HkLCen0.png)

(West)



Obligatory Combat Extended meme:
(https://i.imgur.com/g4EWQoL.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 16, 2019, 07:07:11 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
15/12/19

*Chicken Mitchell Hairstyles
- Removed CPHairFix.dll to avoid incompatibility with Android tiers (androids spawning with hairs)

*Metal Gear Solid 1.0
- Removed CPHairFix.dll to avoid incompatibility with Android tiers (androids spawning with hairs)

*Spec Ops: The Line
- I ain't removing that .dll for this mod cause I don't want female operators with beards.
- Grammar fixes for Cordis Die message

*Faction: Militaires Sans Frontieries
- Removed CPHairFix.dll to avoid incompatibility with Android tiers (androids spawning with hairs)

*Faction: Elite Crew
- Removed CPHairFix.dll to avoid incompatibility with Android tiers (androids spawning with hairs)

gotta go sleep, can't talk much. Take care all
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 18, 2019, 03:42:39 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
18/12/19

*Metal Gear Solid 1.0
- Compatibility patch with EPOE
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 19, 2019, 09:52:32 PM
(https://i.imgur.com/XJAjics.png)

Work in progress, currently finishing up: UAC Wild Cat set and UAC skin suit

(https://i.imgur.com/k2Pyjnu.png)
(A17 version)

(https://i.imgur.com/1UPzspo.png)
(B18 WIP that failed to see fruition due to lost data)

(https://i.imgur.com/69AeRQl.png)
(1.0 Current)

Been a long time coming.

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

New UAC skin suit based on the "Phobos" trailer of DOOM Eternal.

(https://i.imgur.com/a4doA1Z.png)(https://i.imgur.com/fuRdU57.png)

(https://i.imgur.com/lHn0QAp.png)
(Old A17 Version)

(https://i.imgur.com/LujmC7K.png)
(1.0 Current)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 22, 2019, 01:25:05 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
22/12/19

(https://i.imgur.com/g2OfOkJ.png)

*Chicken Mitchell Hairstyles
- Compatibility patch with Last Man Mercs

*Rimmu-Nation: Clothing
- Compatibility patches with Camouflage and Stealth
- Chicken hat patched to have active camo

*Rimmu-Nation: Clothing All Craftable
- Compatibility patches with Camouflage and Stealth
- Chicken hat patched to have active camo

*Rimmu-Nation: Gloves N' Boots
- Compatibility patch with Last Man Mercs

*The Gunny Storyteller
- Chinese translation added by CaptainSnafue

Here's the major update:
(https://i.imgur.com/sS75GmU.png)

NOTE: Mod will automatically be disabled in your modlist due to having a new folder name or mod name, it will still be using the same defnames therefore there won't be duplicate factions or issues with lost saves.

*Last Man Mercs
- Mod name changed to Last Man Contingent
- M4A1 covert texture changed
- Added "Barbie Girl" units
- Added new LMCT apparel
- Changed textures of multiple apparel
- LMM equipment now no longer used by faction, still available
- T-55 tank texture improved

(https://i.imgur.com/eh4hDsZ.png)

Formerly known as "Last Man Mercs", a disgraced Private Military Company connected to a growing list of notorious crimes. Drugs, guns, money and slaves. An organization that offers the entire world for your soul.

Lead by a group of ex-military who turned to a life of crime, they performed high-profile assassinations, heists, drug trafficking, human trafficking and mass murder for profit.

They founded the infamous PMC "Last Man Mercs" which was later shut down by a higher authority for being linked to the deaths of the Ullister royal family. Escorted by their security detail the Ullisters only wished to give reparation and aid to the less fortunate tribals within the outer Rim. The Last Man Mercs were allegedly under contract to clear out the tribal villages within the planet and the Ullisters, either on purpose or pure bad luck were killed alongside the villagers.

The Last Man Contingent was later born under new management, will things be more of the same?


Pawntypes:

(https://i.imgur.com/0Fb8GsR.png)

(https://i.imgur.com/b0PMwpp.png)

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

(https://i.imgur.com/ZX4ZVu0.png)

Previews:

(https://i.imgur.com/YCA68UA.png)

(https://i.imgur.com/5wwgK1D.png)

(https://i.imgur.com/rV5qiYu.png)

(https://i.imgur.com/uV48vYN.png)

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

(https://i.imgur.com/OjKuUsF.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 22, 2019, 03:53:55 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
22/12/19

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

Hairstravaganza update: I really need a vacation from this edition

RH Factions updated:
* Elite Crew
* Militaires Sans Frontieres
* Last Man Contingent

CP mods updated
* Chicken Mitchell Hairstyles
* Spec Ops: The Line 1.0

Details: Completely removed Pelador's CPHairFix .dll because of some Android tiers causing issues. Now there is a chance of bearded ladies showing up due to this amazing mod conflict.

Somebody ask Tynan why females have a chance of spawning with male hairs even though it's not coded to please. /endofrant

Added more hairstyles for Delta scenario to minimise chances of bearded female operators.


________________
Follow-up update

Spec Ops: The Line

* Saved headgear in super png format for HD quality
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 24, 2019, 04:46:26 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
24/12/19

(https://i.imgur.com/zsjEbpd.png)
[RH] Faction: Last Man Contingent (1.0)
- Description fixes
- Trader pawnkind now spawns with parka to prevent hypothermia
- About.xml credits modellers

[RH] Faction: Cordis Die (1.0)
- Description fixes
- About.xml credits modellers


Major Update:
(https://i.imgur.com/KYxq18o.png)
[RH] Faction: Umbra Company (1.0)
- About.xml credits modellers
- Description fixes
- Added combat smock onskin
- BTR-70 added
- New parka textures
- Redone helmet textures


(https://i.imgur.com/UM6eMyo.gif)

(https://i.imgur.com/laqQ6OW.png)

(https://i.imgur.com/uWvVf2K.png)

(https://i.imgur.com/kH5xwrI.png)

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

(https://i.imgur.com/SB6fyXh.png)

EDIT:

Guess what? I forgot to upload the updates. OOF! Sorry guys, if you downloaded the "updates" 30 minutes ago as of this edit, please redownload. Thank you.

_________________________

Follow-up update

24/12/19

[RH] Faction: Cordis Die (1.0)
- Death machine nerf
- CLAW AGR health, blunt and sharp protection nerf

(https://i.imgur.com/N7wsuTi.png)
[RH] Faction: Umbra Company (1.0)
- BTR-70 health nerf to 2.5
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 25, 2019, 02:26:47 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
25/12/19 Updates

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

Spec Ops: The Line:
* Walker and Buzzcut hairstyles fixed
* QRF team now spawns with medic bags rather than silver

Chicken Mitchell Hairstyles:
* Walker and Buzzcut hairstyles fixed

Red Horse Furniture:
*Comms radio texture tweak
*side texture of mission board and WoS changed
*Footlocker now only works 2 tiles from a cot bed
*Cot bed weights are now 5.5kg and can be used to sleep in during caravan trips

Red Horse Furniture - No Black Hat or VR:
*Comms radio texture tweak
*side texture of mission board and WoS changed
*Footlocker now only works 2 tiles from a cot bed
*Cot bed weights are now 5.5kg and can be used to sleep in during caravan trips

Merry Christmas all. I'm worn out doing updates so I need to lay down and give it a break. Take care and enjoy your holidays all. Overwhelming amount of stuff to fix I don't have time for.

______________________

Follow-up updates
25/12/2019

Red Horse Furniture:
*brought back old comms texture
*fridge now needs research

Red Horse Furniture - No Black Hat or VR:
*brought back old comms texture
*fridge now needs research
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 26, 2019, 05:55:57 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
26/12/19 Updates

(https://i.imgur.com/zsRH8jT.png)

Get to the Chopper - Aircraft Mod 1.0
*Textures updated to look more cartoony and less photorealistic

(https://i.imgur.com/qf80Qr9.png)

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

(https://i.imgur.com/41Al1R9.png)

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

(https://i.imgur.com/o70rRv8.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 27, 2019, 02:56:16 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
27/12/19 Updates

(https://i.imgur.com/QdDL3VD.png)

[RH] Faction: Last Man Contingent (1.0)
- Added LMM scenario

[CP] Metal Gear Solid (1.0)
- High Frequency blade removed from smithing table recipe bills due to duplicates
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on December 27, 2019, 03:09:48 PM
Looking great, especially@ Umbra Company.

Do you have some rough estimate for us and british black kit?  ;D
Really missing multicam and killing terrorists with style  :)
And yeah, I know that rimmu nation clothing has some multicam items, but the b18 us army multicam looks imo way better/ like real world ocp/multicam camo.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 29, 2019, 10:40:05 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
29/12/19 Updates


NOTE: YOU NEED FACTION DISCOVERY FOR EXISTING SAVES IN ORDER FOR THE FBI UPDATE TO ENABLE, They are a hidden faction.

Special thanks to dninemfive for coding this  8) 8)

(https://i.imgur.com/nnNROHg.png)
Red Horse Furniture
*Parka texture update
*FBI Raids update

Red Horse Furniture - No Black Hat or VR
*Parka texture update
*No FBI added

Faction: Cordis Die
*AGR Health buff

Faction: Umbra Company
*BTR Health buff

Faction: Last Man Contingent
*T-55 Health buff

(https://i.imgur.com/nY4dPy7.png)
Faction: The Ghosts
*Parka texture changed
*Ajax texture changed
*Coveralls added

Quote from: Rocket_Raccoon on December 27, 2019, 03:09:48 PM
Looking great, especially@ Umbra Company.

Do you have some rough estimate for us and british black kit?  ;D
Really missing multicam and killing terrorists with style  :)
And yeah, I know that rimmu nation clothing has some multicam items, but the b18 us army multicam looks imo way better/ like real world ocp/multicam camo.

Can't give you a time my friend, very busy and overcome with trouble and work is still piling on. There's no multicam in the black kit by the way, it's mostly coveralls and gasmasks and such, black looking kit designed for breach and entry situations, reducing flammability. The FBI has it on the recent Red Horse update


___________________________________

Follow-up updates

Get to The Chopper 1.0
*Helicopters now need microelectronics basics rather than transport pod research
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on December 30, 2019, 05:08:49 AM
FBI Raids? What is that?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on December 30, 2019, 05:14:14 AM
Yeah, I am aware that the black kit does not include multicam.
Killing terrorists with style was refering to the black kit :p
However, I was totally not aware that the FBI raids were a thing now :3
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 30, 2019, 01:02:08 PM
Quote from: Skynert on December 30, 2019, 05:08:49 AM
FBI Raids? What is that?

If you use the black hat station to steal funds or information, the Federal Bureau of Incrimination will come over to the outer Rim and pay you a visit.

Quote from: Rocket_Raccoon on December 30, 2019, 05:14:14 AM
Yeah, I am aware that the black kit does not include multicam.
Killing terrorists with style was reffering to the black kit :p
However, I was totally not aware that the FBI raids were a thing now :3


I'm not sure if I should still label the equipment in the "SAS Black Kit" "SAS" since the gear there is used by the SBS and SRR too, all kinds of special forces around the world. What do you think?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 30, 2019, 10:37:30 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
30/12/19 Updates

(https://i.imgur.com/yt0rtdh.png)
Red Horse Furniture
*"No-Knock Raid" label showing up for other sappers tweaked to say "Raid" like before

Metal Gear Solid 1.0
*Grammar fixes for faction messages

Spec Ops: The Line 1.0
*Grammar fixes for faction messages
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on December 31, 2019, 05:46:04 AM
QuoteI'm not sure if I should still label the equipment in the "SAS Black Kit" "SAS" since the gear there is used by the SBS and SRR too, all kinds of special forces around the world. What do you think?
True
Maybe CT Kit?
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 02, 2020, 02:00:52 AM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
02/01/20 Updates

(https://i.imgur.com/crzbYz6.png)

Chicken Mitchell Hairstyles 1.0
*Wick (Baba Yaga) hairstyle added
*Buzzcut and Walker tweaks

Spec Ops: The Line 1.0
*Buzzcut and Walker tweaks

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

Quote from: Rocket_Raccoon on December 31, 2019, 05:46:04 AM
QuoteI'm not sure if I should still label the equipment in the "SAS Black Kit" "SAS" since the gear there is used by the SBS and SRR too, all kinds of special forces around the world. What do you think?
True
Maybe CT Kit?

To sleepy to type a lot right now, but not catchy enough. Maybe I'll keep SAS. Not sure, gonna go sleep on it. Lotsa things to worry about.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on January 02, 2020, 05:23:03 AM
Hm, true.
Maybe OHK Ausrüstung or Ausrüstung für den Orts- und Häuserkampf  ;D
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: BluealienWilson on January 03, 2020, 07:34:03 PM
I'm absolutely loving your mods so far! The factions especially add that bit of difficulty I was looking for with raids! Also, Gunny really shows no mercy on Crucible, god damn!  ;D

Also, this might sound oddly specific but since you've added a John Wick hair style do you think you could add in a few weapons based on the movies? I was going to make a John Wick themed solo scenario but I couldn't find a primary that he used (like the CA-415 or the Kel-Tec from the first movie for example). There is a Combat Master Glock 34 so that's all good though!
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ink. on January 08, 2020, 01:23:14 PM
Hey CP, I'm sure you've been asked this before but I've never found the answer. Have you ever considered creating USEC or BEAR from Escape from Tarkov? Some of the equipment is in rimmu-nation but stuff like Killa's custom Maska helmet with the face shield and some of the clothing options.

Would be cool to run a colony of USEC operators with an enemy BEAR faction and use RealRuins as our battlegrounds lmao.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Hjkma on January 12, 2020, 05:25:29 PM
Why PC research desk gives a base 250% to the research speed. At the same time, I am using vanilla high tech research tables and all the corresponding linkable from vanilla and mods, I can only get 200%. It's just wtf.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 14, 2020, 05:01:17 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
14/01/20 Updates

Red Horse Furniture
FIB raids - Pawntype combat power (ticket cost) reduced significantly for less lag.


_______________________________________

Quote from: Rocket_Raccoon on January 02, 2020, 05:23:03 AM
Hm, true.
Maybe OHK Ausrüstung or Ausrüstung für den Orts- und Häuserkampf  ;D

Okay I think that's a lot less catchy so maybe not, also German

Quote from: BluealienWilson on January 03, 2020, 07:34:03 PM
I'm absolutely loving your mods so far! The factions especially add that bit of difficulty I was looking for with raids! Also, Gunny really shows no mercy on Crucible, god damn!  ;D

Also, this might sound oddly specific but since you've added a John Wick hair style do you think you could add in a few weapons based on the movies? I was going to make a John Wick themed solo scenario but I couldn't find a primary that he used (like the CA-415 or the Kel-Tec from the first movie for example). There is a Combat Master Glock 34 so that's all good though!

Hello there, due to Rimmu-Nation having too many weapons I am careful when it comes to adding any new firearm. The CE FT team and Sumghai already struggle to keep up so they're not fond of my face around their issue tracker page at github anymore.

Kel-Tec is already added in, labelled as "KSG"
(https://i.imgur.com/U2m7XED.png)

The CA-415, since it's a lot like the HK416 and multiple other AR-family rifles, I may not add. I have seen a few complaints now and then that I add too much of the same weapon, or this or that. Really though John Wick would use any weapon he could get his hands on, I recommend the CQC mod but maybe it's a bit OP for you. It's supposed to add the Metal Gear Solid feature that lets you take down an opponent non-lethally, and having a John Wick pawntype do it makes it feel authentic

(https://i.imgur.com/qx66hAz.png)

Quote from: Ink. on January 08, 2020, 01:23:14 PM
Hey CP, I'm sure you've been asked this before but I've never found the answer. Have you ever considered creating USEC or BEAR from Escape from Tarkov? Some of the equipment is in rimmu-nation but stuff like Killa's custom Maska helmet with the face shield and some of the clothing options.

Would be cool to run a colony of USEC operators with an enemy BEAR faction and use RealRuins as our battlegrounds lmao.

I have added it to the list. They have too much variety in middle wear which is what kills me, but it's one of those things in the back log.

My priority has shifted to my career in the Armed Forces at the moment, I've got 2 months left. After I pass basic maybe I'll have more time to return modding, better computer hopefully after I waste money on what I probably won't get to use much if I get sent to Iran (pls no war b0s) and yeah.

The other mods currently on top of the list is the ones I've planned before Tarkov stuff was suggested, but I'm thinking maybe add the Killa boss pawntype for the War Mongrels update. I'm not sure yet but I wanted his full outfit and not just the helmet.

Quote from: Hjkma on January 12, 2020, 05:25:29 PM
Why PC research desk gives a base 250% to the research speed. At the same time, I am using vanilla high tech research tables and all the corresponding linkable from vanilla and mods, I can only get 200%. It's just wtf.

Hi-tech research bench can give you ships and multi-analyser research, other vital end-game mod items even.

PC research desk though being that fast can only reach up to micoeletronics basics. It's supposed to be the internet, yes I can get blueprints and info that fast but I'm not gonna know how to build ships or charged weapons because that stuff isn't on the internet, but it's certainly not just a desk with books either.

That was my idea behind the modern equipment there, cause even with my helicopter mod on the PC Research desk becomes useless no matter how fast it is.
_______________________________________________________

Hey all. I lost all my data again, and before someone named Canute or Madman or Sumghai comes to lecture me about paying for Google Drive which I can't afford or some other way to save data, I'm joining the Army soon and I'll buy a new PC that won't have a hard drive hanging out the back.

I didn't lose too much cause I saved all the DOOM stuff somewhere that I was working on, thankfully. I really have lost motivation to focus on mods. I was there at Christmas locked in my room doing updates, and I felt so alone even though it was my choice.

I still got complaints and found a ton of issues across all mods either me or other C# coders helping me have left, and all of that just annoys me. I can't even fix existing issues with the helicopter mod, I have to wait. Smash Phil offered to fix it to to SRTS standards and allow bomb runs.

I thank Jecrell, Ods, Dninemfive, Spdskatr, Mehni, Smash Phil, LimeTreeSnake, Viceroy, Pelador, Albion and many more people who have helped me with my mods. Guys I'm getting very weary of the maintenance. Something is always not working or something is off, and I have to run around and sort it out, or poke one of the coders to help me even though we all have something more important to do.

I cut the rant here. I got too personal. I'll just say that some people have forgotten that this just a game, and the mods aren't that important, and I am one of them. It's time for me to sort that out.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on January 15, 2020, 07:04:46 PM
Thank you for all your hard work, CP. Your amazing mods are probably the main reason I played RimWorld for another 1000 hours.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rawrfisher on January 20, 2020, 04:09:23 PM
Finally upset the FBI and this is the end result.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 25, 2020, 09:17:58 AM
Hey guys just writing an announcement. I've been on a long break, sorting things out here and there till March 22. That's gonna be my date with the mud and waking up 5:00AM and running all day for the next year. I'm anticipating it.

Obviously this meant RimWorld modding has taken a hit, which isn't so bad since it should never be a priority. I have been better, mentally wise. I was stressed out to no end running around sorting out mods while having to balance this with real life since RimWorld was my go-to for forgetting everything else.

Anyways, I'm still laying low. Got a lot of things to focus on for now, my apologies but US Military Kit and other mods will have to be put in the back burner for a bit. I'll come back better than ever, new PC and more time in my hands, maybe more commission money (so long as I dont get carried away with spending again) and I believe by the end of 2020 all the mods that need updating from B18 will be up and running.

I could then move on to what I call the "WW3" expansion, which includes work from my bro Ods, he's got the Russian Military and Chinese Military uniforms in the works. I am yet to test Jecrell's code.

Once all is in order, maybe we can have the major factions warring and recruiting PMC factions at random.

inb4realWW3happensbeforeupdates

Quote from: exegert on January 15, 2020, 07:04:46 PM
Thank you for all your hard work, CP. Your amazing mods are probably the main reason I played RimWorld for another 1000 hours.

Hello, I thank you for enjoying the mods. My apologies for the late reply

Quote from: rawrfisher on January 20, 2020, 04:09:23 PM
Finally upset the FBI and this is the end result.


I don't think that's the FBI, I am waiting for dninemfive to sort out that error with normal sappers saying "No-knock raid" but the FBI is in proper FBI uniform and they use police weaponry
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: rawrfisher on January 25, 2020, 12:33:02 PM
I should have clicked on one of the pawns.  I'll make sure to do that next time they come visiting. 
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on January 26, 2020, 09:43:46 PM
As always, thank you for the work you do, CP. My enjoyment of RimWorld would simply not be complete without your mods, even though I only use a small selection of them in my regular playthroughs, and I'm constantly playing catch-up with regards to CE patches.




Now, I'd like to share some good news:

Combat Extended: FastTrack Edition has just been updated to v1.0.1.8-FT-013
There are quite a lot of changes, but the relevant ones for Project Red Horse fans are:

  • Added [CP] DOOM (1.0) patches
  • Added [CP] Metal Gear Solid (1.0) patches
  • Added [CP] Spec Ops - The Line (1.0) patches
  • Added [CP] The DOOM Kit - Classic (1.0) patches
  • Added [RH] Faction: Cordis Die (1.0) patches
  • Added WWII Soviet Faction (1.0) patches
  • Updated [CP] Red Horse Furniture patches with FBI pawns, apparel and weapons
  • Updated [RH] Faction: Elite Crew with Bomber pawn and RGD-5 thrown grenade
  • Updated [RH] Faction: Umbra Company (1.0) patches to include BTR-70 APC with KPV HMG
  • Renamed [RH] Faction: Last Man Mercs to [RH] Faction: Last Man Contingent, and completely overhauled the patches to include all the new pawns, apparels and weapons
  • Rebalanced weapon melee tools across all CP / RH / RN mods
  • Rebalanced and consolidated apparel patches across all CP / RH / RN mods
  • Rebalanced primary ammo magazine count and sidearm spawning for faction pawns across all CP / RH / RN mods
  • Modifications to the base CE code to support weapons that fire multiple barrels simultaneously (e.g. DOOM Super Shotgun)

With regards to pawn sidearms, CE and CE:FT's LoadoutPropertiesExtension class allows pawns to optionally carry secondary weapons like pistols and knives in addition to their main weapon, as well as the appropriate ammo. When pawns run out of ammo for their main weapon, they immediately switch to their backup - this is particularly useful for grenadier pawns, who are otherwise unarmed once they run out of grenades to throw/fire.

The latest CE:FT update already adds faction-appropriate sidearms to (most) pawns from the following mods:

  • [CP] Metal Gear Solid (1.0)
  • [RH] Faction: Cordis Die (1.0)
  • [RH] Faction: Elite Crew
  • [RH] Faction: Last Man Contingent
  • [RH] Faction: Umbra Company (1.0)
CP, whenever you're free, could you please also add faction-appropriate pistols/revolvers to the following mods?:

  • [CP] Red Horse Furniture - FBI, ANVIL and Freelance contractor factions
  • [CP] Spec Ops - The Line (1.0)
  • [RH] Faction: Militaires Sans Frontieres
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 04, 2020, 08:50:10 PM
GOOGLE DRIVE DOWNLOAD LINKS AND SUCH (https://drive.google.com/open?id=1PaTMHLh80d64bK8O6qGAwvRYTDuvWN7L)
05/02/20 Updates

Rimmu-Nation: Weapons
- PKM and Zastava M84 Weapon Range Cooldown added

Last Man Contingent
- PKM Weapon Range Cooldown added

Task Force 141
- PKM Weapon Range Cooldown added

Militaires Sans Frontieres
- PKM Weapon Range Cooldown added

_________________________

Not much time to talk, already burning through sleep time. Got complaint about PKM not having cooldown so I had to go see it to believe it. It's fixed in the latest updates for all the mods that use it.

Quote from: sumghai on January 26, 2020, 09:43:46 PM

CP, whenever you're free, could you please also add faction-appropriate pistols/revolvers to the following mods?:

  • [CP] Red Horse Furniture - FBI, ANVIL and Freelance contractor factions
  • [CP] Spec Ops - The Line (1.0)
  • [RH] Faction: Militaires Sans Frontieres
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts

Cheers all, and great work as always Sumghai.

Regarding the sidearms for the faction mods, I'd rather you use the vanilla handguns than go through the trouble of adding a new sidearm and making you have to patch it for every new faction I make. It'll be fine by me, and even playing with CE I'm not too bothered by it so long as it works.

I'm just weary of making updates myself lately since I have strongly considered retiring modding, due to the fact that it's been hard to deal with things outside of RimWorld and my circle of friends willing to help with coding has been reduced to almost nothing now.

See you guys next time.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on February 14, 2020, 06:55:18 AM
Quote from: Chicken Plucker on February 04, 2020, 08:50:10 PMRegarding the sidearms for the faction mods, I'd rather you use the vanilla handguns than go through the trouble of adding a new sidearm and making you have to patch it for every new faction I make. It'll be fine by me, and even playing with CE I'm not too bothered by it so long as it works.

I had assumed all you needed to do was to pick and choose the faction-appropriate weapons that already exist in the RN Weapons pack, then copy the xml defs and textures over into the factions.

Since I'm not fond of using vanilla CE sidearms instead, I'd rather not implement this at all for those aforementioned factions. ¯\_(ツ)_/¯
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 17, 2020, 04:41:06 PM
Quote from: sumghai on February 14, 2020, 06:55:18 AM

I had assumed all you needed to do was to pick and choose the faction-appropriate weapons that already exist in the RN Weapons pack, then copy the xml defs and textures over into the factions.

Since I'm not fond of using vanilla CE sidearms instead, I'd rather not implement this at all for those aforementioned factions. ¯\_(ツ)_/¯

Hey guys I have bad news, it seems relations with me and Sumghai has broken down due to a pistol related incident. He was very unhappy with the lack of pistols.

I'm just kidding, I'll be blunt. I can't be bothered.

I can't be bothered to copy paste and add pistols for the factions, I can't be bothered to move a finger and update anything because there's a lot for me to do. Too much.

I'm here dreading March 22. There's not a day I'm not dreading basic training.

All the coders helping me with the mods have either withdrawn or have stopped responding to me, I don't have the same support as I used to, nor do I have the time and patience for these mods as I used to.

In fact I was very ready to quit modding because of RimWorld's lack of updates and news, convinced the words "RimWorld is a finished game" for 1.0 meant it's left for us modders to keep people entertained. I didn't want that unpaid job and all the stress and pressure that comes with it. I'm not like Oskar and the other big shot modders there that have more connections, funds and time to carry on going big. I've lost the traction.

1.1 being announced was a pleasant surprise for me, but it doesn't change the fact that I have a serious challenge ahead of me. It's career, it's moving out of my parents for the first time, paying my own bills for the first time and being in an environment outside of my comfort zone for the first time.

As frustrated as people can be that I won't do this or that for my mods, compatibility or updates, it's because I have a very big problem I need to sort out, and what I've listed above doesn't begin to describe it.

I'll see you all in a few months hopefully, back in the game with my cap badge from the British Army.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on February 21, 2020, 06:32:04 AM
Eh, CP, I'm not too cut up about it ¯\_(ツ)_/¯

Best of luck wherever life takes you.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 23, 2020, 01:34:32 AM
(https://i.imgur.com/Dr7eECb.png)

(https://i.imgur.com/aqIOM89.png)

Oh my days did you guys really think I was gonna go down that easy? Nah man, not havin' it.

Working on a 1.1 mod. I know I'm not gonna be able to update anything for 1.0 until I pass basic training so I thought maybe I should add something to keep 1.1 tacticool for the time being with what's supposed to be Project Red Horse's prequel to whatever story it's supposed to have.

(https://i.imgur.com/Q1W22SJ.png)
"The Coalition"

Scenario and context:
"We need to find the right men and women for this mission. The first of it's kind."

(https://i.imgur.com/rf1SGsV.png)

You are a part of "The Coalition", a coalition of your world's nations working together as uneasy allies. You are one of the many Task Force leaders chosen to build a squad that will be sent to an outer rim planet. Not much is known about the one you're being sent to other than it's safely inhabited by other humans. "Safely inhabited" meaning that the air is breathable.

You are sent to destabilize hostile factions and secure regions for Coalition forces to later take over. You will have be on your own till then. All you know is, your world is on the brink of destruction thanks to nuclear weapons, this gamble to find a new world is your only chance of saving everyone you know back home.

With no proper ways to enforce rules of engagement and proper backing to avoid unconventional warfare.. You're going dark.

Planned apparel:

(https://i.imgur.com/AhKh96D.png)(https://i.imgur.com/hrCqNNu.png)(https://i.imgur.com/DKfhqBo.png)(https://i.imgur.com/azoAOyY.png)(https://i.imgur.com/Ez7DAML.png)(https://i.imgur.com/r3MVgFS.png)(https://i.imgur.com/o85m2pe.png)

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

(https://i.imgur.com/mnwGE2f.png)

(https://i.imgur.com/owpNZiP.png)(https://i.imgur.com/Rw5eekB.png)(https://i.imgur.com/HuLxDRm.png)(https://i.imgur.com/lpVTIXv.png)(https://i.imgur.com/twFGstw.png)

___________________

(https://i.imgur.com/SCf3Bm6.png)(https://i.imgur.com/SumYNW5.png)(https://i.imgur.com/gjnCilc.png)
Coalition FAST helmet - I chose this color to go with the body armor

(https://i.imgur.com/MUSahpn.png)
Coalition Crye JPC - Same color as the Merc one from Cordis Die, just different stuff on it. I wasn't too hyped about the thought of coloring everything thanks to my old system, but seeing as one of the operators does have this kind of color, it's what I stuck with.

(https://i.imgur.com/mnwGE2f.png)
Camelbak Motherlode - Art by "Goob" who created the texture for me for my birthday last year. Thanks Goob! Very first camelbak product in the series, it's got OCP camo.

(https://i.imgur.com/azoAOyY.png)(https://i.imgur.com/hsLs8By.png)
Modern Warfare 2019's "Ghost" Mask. - Not sure if I should use scarfed or non-scarfed version yet.


Special thanks to Goob and Ods for their textures, without them I'd not have had some of the gucci bit of kit here.
___________________

Test Units:

(https://i.imgur.com/2XCjaBC.png)(https://i.imgur.com/JOw0sUo.png)(https://i.imgur.com/pXwgtmn.png)

___________________

Planned accessories for player faction:
(https://i.imgur.com/19xEanp.png)(https://i.imgur.com/esUPxER.png)(https://i.imgur.com/7VlLmjF.png)

(https://i.imgur.com/fLMERj1.png)(https://i.imgur.com/Bkt8R0O.png)

___________________


That's all for now. I sadly don't have time to create a new GORKA-4 and other stuff to include Russian themed apparel, so it's mostly Coalition based stuff. I also don't have time to go into detail to do every character outfit and stuff, so I just went with the generic softshells. It's a lot like Task Force 141, just more edgy.

Gonna go sleep.

Quote from: sumghai on February 21, 2020, 06:32:04 AM
Eh, CP, I'm not too cut up about it ¯\_(ツ)_/¯

Best of luck wherever life takes you.

Thanks Sumghai, got to report an issue later. Leaving this as reminder (for myself to post in issue tracker) regarding some weapons unpatched for the LMCT faction.

Really gotta go sleep, talk to you laters! And thank you as always for your awesome work. Red Horse won't be what it is without you and Athena, and everyone here. Cheers guys.


. . .

Almost forgot. I may include this claymore in the mod for the memes.

(https://i.imgur.com/vwquqx4.png)
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on February 25, 2020, 08:25:18 AM
Um, CP, please hold off on reporting issues regarding CE patches.

CE:FT is undergoing some administrative changes right now.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 25, 2020, 05:37:50 PM
Hello all, just posting my progress so you don't think I've been running out on you guys again. May you all be well and doing good to others ceaselessly. I'm gonna show you what's up with 1.1.

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

Rimmu-Nation: Security 1.1

(https://i.imgur.com/BzmmQI3.png)

Claymores, Sentry Gun so far has been added.

Planned stuff returning:
- Portal Sentry Turret
- Portable Sentry SMG
- SSM Turret (Previously known as SAM Turret)

PMC Furniture 1.1:
Renaming "Red Horse Furniture" again to "PMC Furniture" and I thought it was a nice compromise from "Military" and the less catchy "Red Horse" title.

(https://i.imgur.com/iQczdGr.png)(https://i.imgur.com/pezZrXj.png)(https://i.imgur.com/d1IUJfU.png)

"Survivalist Bed" - A bed that does not require complex furniture research.

(https://i.imgur.com/VaQh41V.png)(https://i.imgur.com/FMeykPt.png)(https://i.imgur.com/viYBpqe.png)

"Mission Board" - New texture

(https://i.imgur.com/OBd9UJ0.png)

"Recruitment Board" - Possibly a separate board, will decide. It would make possible to recruit from modded factions, hiring custom pawntypes through patches. Removing the recruitment option from the mission board to allow for more space for missions.

(https://i.imgur.com/JTa4kK7.png)(https://i.imgur.com/T0zHzWt.png)

"Intel table 1x2" - It's just another table to eat on, with extra stuff on it to add to that "FOB" look.

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

"Small table 1x1" - May add it on Retro Joy and replace the hexagon table, it's pretty cute.

(https://i.imgur.com/tA0Xv2W.png)(https://i.imgur.com/iyploRy.png)(https://i.imgur.com/WxNxaLQ.png)(https://i.imgur.com/4QkJ9G7.png)(https://i.imgur.com/MdPh56t.png)

Chairs and other beds have had their colors removed. I figured out how to do that in photoshop just today, so they will be colored whatever stuffed material they are built with.

(https://i.imgur.com/CikiYU2.png)(https://i.imgur.com/rsaHtYl.png)

Some lockers. I want them to work like the shelves that hold items, but I don't have coding so I don't know how it's gonna work. Just hope it does.

Now for some F.O.B. themed stuff for bases..

(https://i.imgur.com/iqYPRQ9.png)(https://i.imgur.com/VCG5uDD.png)

"Blast Wall" - Like pillars, you can use them to build roofs. It's for the FOB Aesthetic.

(https://i.imgur.com/HNVEw8C.png)

"HESCO walls" - May allow it to be stuffable, made of stone materials. Tough.

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

"Plywood wall" - Cheap and fast, low durability wooden walls.

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

"Container wall" - Cheap and fast, low durability metallic walls.

Modern Warfare 1.1:

(https://i.imgur.com/rsta1Ja.png)(https://i.imgur.com/sPZQRZV.png)(https://i.imgur.com/YFwyTHs.png)(https://i.imgur.com/VREw2w4.png)(https://i.imgur.com/tkYK4Kr.png)(https://i.imgur.com/F70OjWj.png)(https://i.imgur.com/femnGlq.png)
Non-helmet headgear that will be on the starting pawntype generation for the players.

Decided this player faction will have two armor types for variety
(https://i.imgur.com/hS15fBt.png)
Crye CAGE (Coalition)

(https://i.imgur.com/ChawkGM.png)
Crye JPC (Coalition)

(Not gonna post the same 5 softshells again, haven't done them all yet.)

I actually tried to do this:
(https://i.imgur.com/RbWNp2i.png)(https://i.imgur.com/GrqWMHk.png)
So I tried to go with one OCP set of trousers, and then a softshell jacket that can be colored. Didn't work in-game since the camo trousers end up colored black and all kinds of stuff that ruin the gucci camo. I don't like it and I hate how the thing doesn't work when it should be.

Now you have to make 5 softshells. Ugh.

(https://i.imgur.com/PCK9Y0V.png)(https://i.imgur.com/RLtZk2F.png)

Made the cap based on operator "Wyatt" and obviously, the new "Ghost" balaclava. The CAGE body armor is based on Operator Mara's body armor configuration. I don't plan on doing all operators, especially ones outside Coalition since I already have a ton on my plate.

So there you go, been working at 3 mods at a time, don't say I don't love you guys.

Quote from: sumghai on February 25, 2020, 08:25:18 AM
Um, CP, please hold off on reporting issues regarding CE patches.

CE:FT is undergoing some administrative changes right now.

Understood, hope you're doing well my friend wherever you are. May you be safe and always at rest with God, and I hope the same to all those that read this. Take care my friends.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 26, 2020, 08:40:34 PM
1.1 UPDATE LIST:

https://drive.google.com/open?id=16DLt1lKwY9J-wX6Ej57yLykO3la6prWE

(https://i.imgur.com/DwXTTVw.gif)
(Red Horse 1.1 Mod Collection animation loop I made for Steam)

(https://i.imgur.com/OAC2C6N.png)

Hey all some mods have been updated to 1.1. I am out of time unfortunately and am burning through my work sleepy time. I'm gonna have to not explain much and leave it to you guys to see the few mods updated.

Some noteworthy ones are DOOM and Spec Ops: The Line if you wanna blow things up with a few things for now. Cheers all!

Here's the Steam Link to the mod collection which has an overview, though all the updated mods aren't there.
https://steamcommunity.com/workshop/filedetails/?id=2008047693

Goodnight all, and may the Lord be with you always.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 27, 2020, 07:20:57 PM
(https://i.imgur.com/ukxBxdy.gif)

TFW all your mods are broken because of the 1.1 White Phosphorus update

1.1 UPDATE LIST:

https://drive.google.com/open?id=1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Update details:
Spec Ops: The Line
- Starting operators now generate with high combat skill stats
- 1.0 backwards functionality
- New scenario description and music
- HugsLib incompatibility fixes
- C# functionalities removed to stop gamebreaking errors

DOOM 1.1
- 1.0 backwards functionality
- Super Shotgun buff
- Super Shotgun texture and SFX improvements
- Praetor Suit speed buffed
- Space Marine scenario added (based on the short film animation I made, one space marine and scarce resources)

burning through sleep time again, gotta go sleep, no time to explain
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 01, 2020, 07:53:33 PM
I'm burned out. I've gone back to old habits, unhealthy habits.

I sleep late, spend hours all day in bed from morning to the next morning updating mods. I have gone off a few times today but this last one really got me, it was an issue with Chicken Mitchell Hairs and Vanilla Hairs Expanded. I argued and spoke very pridefully towards someone complaining about the issue, then I went to Oskar with anger and I gave him attitude over in PM.

I think that's it, that's the last straw.

It's not about the updates, the workload, it's about what I turn into. I don't have time to help anyone, everything is a mess, no time to talk to anyone and I just lie down all day like I'm working for Ludeon when I don't even get a dime. I think I got addicted to this hobby and God finally showed what I look like. I saw the way I spoke to people and how I've been like this the whole time and it's a dagger to my heart.

I can't take back things I've said and done. I'm feeling nothing but defeated here.

Today Mehni helped fixed the backpack coding, and Lime fixed the CQC mod. If only it ended there and I had nothing but good news.

(https://i.imgur.com/v86RVSg.png)

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

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


1.1 Mod List
https://drive.google.com/open?id=1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

MODS NOW DEPEND ON HARMONY
- Rimmu-Nation Clothing, Weapons, Gloves N' Boots updated
- Chicken Mitchell fixes to work with VHE
- DOOM: 1.0 compatibility removed to avoid conflicts with old harmony
- Spec Ops: The Line: 1.0 compatibility removed to avoid conflicts with old harmony

I'm very weary. I have about 0 payoff for doing these, I think it is pride. I've gotten big headed with all the praises I think, and I apologise to you all. I think I'm happier crawling on the ground gasping for air and covered in mud, because all I have to worry about is how tired I am and when the pain would stop.

Typing and letting my eyes burn and soak through the screen for thousands of hours has to stop at one point.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 02, 2020, 06:48:50 PM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

(https://i.imgur.com/hRuaWuv.gif)

Hello all no time to talk, I updated A LOT of mods today. I'm also on the verge of finishing Military Furniture so keep an eye for that.

Please re-download 1.1 mods if you haven't already since I have updated everything.

New updates include:
- All 1.1 mods now use 1.0 cross-compatibility, including new mod Rimmu-Nation Security - Please redownload if you are using 1.0 version
- Mods with hairs have been fixed to work with Vanilla Hairs Expanded
- Metal Gear Solid updated! FOXHOUND operators are now skilled in combat and have Gene-therapy 2 installed.
- All sound mods updated!
- Rimmu-Nation Clothing Fixed
- British Military Kit update
- T-45b and Prisoner Outfit mod

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

A few more. I gotta go sleep. I was on my knees praying for yesterday and God told me to go apologise to that person, a proper apology. I'm happy it was accepted, and me gobbing off is something I'll do my best to avoid.

Had a 4 mile run today, I was dying, came home instead of sleeping I sorted these mods out. Enjoy guys, take care always.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 03, 2020, 05:57:13 AM
Thank you for your hard work.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 03, 2020, 12:36:21 PM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Details: 1.0 compatibility issues fixed, missing textures and broken mods.

Mods updated for 1.0 cross compatibility:
- Rimmu-Nation: Clothing, Weapons, Gloves N' Boots, Security
- Spec Ops: The Line
- DOOM
- Metal Gear Solid
- T-45b Armor
- Prisoner Outfit
- Gunny Storyteller
- British Military Kit

EDIT
Follow up update:
- CQC Takedown, missing textures and sounds for 1.0 fixed
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canaris on March 03, 2020, 02:50:13 PM
You are a fucking beast, man..
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on March 03, 2020, 05:06:45 PM
Thanks for all the excellent mods CP and I hope your career in the army will be a stellar one. Was it the end of this month you start training? I look forward to when you return to modding and have a bunch of stories and anecdotes you can incorporate into your mods 🤣. Take care CP.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on March 03, 2020, 06:06:46 PM
Can someone give CP some Moding vacation ?!!
I fear he is burning and burning and he need to something else from time to time !
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 03, 2020, 07:42:11 PM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Hi all just leaving an update on military furniture.

Mission board coding got messed up cause of the new quest system, all incidentdefs that we used to have are removed and replaced with what's called "QuestScriptDef" so the code for that got ruined. I went to Albion who has said he'll look into it and sort it out, who is actually retired to modding.

I wanna thank Mehni, Albion and Lime, all three have pretty much retired but came back to update a few of their mods, at the same time they did me a favour for nothing helping me fix what I cannot.

Back to work, so thankfully as a placeholder there's an incident def that allows us to have "QuestGiver_Random" so the mission board can have one random quest, for now.

(https://i.imgur.com/QFCXYc8.png)

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

(https://i.imgur.com/m3hJGAA.png)

(https://i.imgur.com/wOaKAr9.png)

(https://i.imgur.com/w3ppc1t.png)

Also updated this mod:

Spec Ops: The Line
- Some fixes with the pawnkinds and apparel


Gotta go sleep, I should be sleeping.

Quote from: Canute on March 03, 2020, 06:06:46 PM
Can someone give CP some Moding vacation ?!!
I fear he is burning and burning and he need to something else from time to time !


I burned a long time ago, I think I'm just going for extra crispy at this rate

Quote from: nylem on March 03, 2020, 05:06:45 PM
Thanks for all the excellent mods CP and I hope your career in the army will be a stellar one. Was it the end of this month you start training? I look forward to when you return to modding and have a bunch of stories and anecdotes you can incorporate into your mods 🤣. Take care CP.

Maybe bro. I plan on finishing Red Horse before I go completely, so I'll return anyway. I want the US Military and Russian Military done, and I wanna see if that long untested feature Jecrell made will work. It's still sitting on the side, the one where two factions can recruit PMC factions or side with yadda yadda and war with each other. It'll probably break so I should just wait till 2.0 when tynan destroys all mods beyond repair to force everyone to buy DLC only  8) 8)

Quote from: Canaris on March 03, 2020, 02:50:13 PM
You are a fucking beast, man..

Thanks bro, but I'm only chicken
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: foxr3y on March 04, 2020, 04:42:49 AM
Once again, you're the best! Thank you for all the hard work.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 04, 2020, 04:16:40 PM
Hey all just worked on one feature today and did some testing.

(https://i.imgur.com/Tpt247T.png)

Embrasures, HESCO embrasures. Pretty cool, not 100% gonna keep you safe but it does it's job. I need to fix the graphic and make it look better. I should probably simplify the shape and call it a day.

Quote from: foxr3y on March 04, 2020, 04:42:49 AM
Once again, you're the best! Thank you for all the hard work.

Hey thanks bro, far from the best though. Reminded of that everyday. Take care man
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canaris on March 05, 2020, 02:33:19 AM
Was Red Horse furniture moved to some other ? I have everything enabled but it seems im missing Red Horse tab..
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 07, 2020, 07:45:11 AM
(https://i.imgur.com/9hN7mZh.gif)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- The Ghosts
- Task Force 141
- Spec Ops: The Line
- DOOM Glory Kill Takedown


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

Details: Updaty wupdaty stuff. Finally figured out Pawnkind clothing issues, all they wanted was material for their kit. Updated the Glory Kill takedown, Ghosts and it's Dog Said patch, Task Force 141 has new backpacks, ALICE and DCU assault pack for variety. The operators also now have combat stats, unlike before where they were just cosplayers.

Special thanks again to Mehni and Saito Yui for helping update the mods, they wouldn't be out right now had it not been for these two

Quote from: Canaris on March 05, 2020, 02:33:19 AM
Was Red Horse furniture moved to some other ? I have everything enabled but it seems im missing Red Horse tab..

Red Horse tab is missing because it's from the Red Horse Furniture mod, that mod isn't updated yet.
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canaris on March 07, 2020, 09:10:20 AM
QuoteRed Horse tab is missing because it's from the Red Horse Furniture mod, that mod isn't updated yet.

Of course it is and i am retarded..
Title: Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
Post by: BigBoss12124 on March 08, 2020, 10:55:24 AM
Will you update the MSF mod? It is one of my favorite mods and I would be very happy that it was updated.
Good luck with career in the army.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 08, 2020, 03:35:01 PM
(https://i.imgur.com/fINxaKL.gif)


1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- The Ghosts
- Task Force 141
- Militaires Sans Frontieres
- Elite Crew
- Rimmu-Nation Clothing
- Rimmu-Nation Weapons
- Spec Ops: The Line
- Metal Gear Solid
- DOOM


Details:

Elite Crew can now be friendlies, they also have traders and caravans now. MSF added again for 1.1 with their pawntypes having high combat skills.

Rimmu-Nation Clothing and other mods that add clothing have had their "burnables" issue fixed where people cannot burn clothing. Credits added to people.

News regarding Red Horse Furniture/Military Furniture is that it's nearing release with our Mission Board fixed by Albion who came back from retirement and valrossenOliver w/ dninemfive helping fix radios and fridges. I am yet to finalize the mod.

Quote from: BigBoss12124 on March 08, 2020, 10:55:24 AM
Will you update the MSF mod? It is one of my favorite mods and I would be very happy that it was updated.
Good luck with career in the army.

Thanks. I happened to be working on it today, it's fixed now.
Quote from: Canaris on March 07, 2020, 09:10:20 AM
QuoteRed Horse tab is missing because it's from the Red Horse Furniture mod, that mod isn't updated yet.

Of course it is and i am retarded..

Not true my friend, simple mistake. I also got confused before updating since I was so used to it being there. I was thinking about removing it for 1.1. Thoughts? I think the people who use vanilla stuff will get it confused and may find it out of place so I left it alone.

It's coming soon. Cheers
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 08, 2020, 10:31:30 PM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- British Military Kit
- Rimmu-Nation Clothing
- Rimmu-Nation Gloves N' Boots
- DOOM Kit Classic


Details:

Forgot to include British Military Kit to update, also Gloves N' Boots for the burnables issue. Also re-added flat colored tan/olive backpacks since flat white cloth accessories got a bit annoying for me.

Also left a BETA for Military Furniture mod, it's a bit of a mess for now but that's beta. I'm leaving it for you Ludeon fellas since it's not even announced on Steam yet. Goodnight

Cheers all.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on March 09, 2020, 03:04:44 AM
Haven't follow this thread for awhile, and still can see some awesome new stuffs when I come back, thx for all your great works CP!
(the MW gears are freaken nice, gonna try edit the sound data of arriving at outpost/ starting a mission to "Bravo 6, going dark." for it)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 09, 2020, 04:39:42 PM
(https://i.imgur.com/2uLcS7a.png)
(https://i.imgur.com/Rn6w0ZE.png)

Progress Report:

Well, well.

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

Finally updating my Spetsnaz, but they're not War Mongrels Spetsnaz (will do a different version of them with varying gear later) no, no my friends, we're talking Allegiance Spetsnaz.

I plan on making a playable Allegiance and Coalition scenario, and turn them into factions also.

(https://i.imgur.com/CwOhUhS.png)(https://i.imgur.com/Eu7vsZv.png)(https://i.imgur.com/Gfzpgeb.png)

Made a new Altyn, the 3rd version I have thankfully not lost.

(https://i.imgur.com/X0BKAXP.png)

WIP 6B47 helmet. Default Allegiance operator helmet. I don't wanna do too much Allegiance gear, I'll do a few more non-helmet headgear and call it a day

(https://i.imgur.com/butzzN1.png)(https://i.imgur.com/U3KHFzz.png)(https://i.imgur.com/HvmkH0T.png)

GORKA-4 (Spetsnaz)

Comparison to Rimmu-Nation GORKA-4:

(https://i.imgur.com/543ICk5.png)(https://i.imgur.com/i3AUi4H.png)(https://i.imgur.com/tesFgQ1.png)

Wanted a better, faction usable GORKA-4 without really having to remake it. Thankfully adding detail made things better. I used eyedropper on Modern Warfare Spetsnaz images to get their colors right.

(https://i.imgur.com/ibZuaas.png) <- Had to work with these, happy to have learned how to de-color my stuff.

(https://i.imgur.com/K5zM9So.png)(https://i.imgur.com/1d2MDwo.png)

Body Armor done by Ods. 6B43 vest, the first one I've made now. I used his textures he handed over to me, added a harness on top of it with pouches, very unique style Russian troops have since they're not MOLLE velcro addicts.

So there you have it guys, You'll get Coalition and Allegiance forces. Probably as factions too but I have till next week Friday to finish these.

(https://i.imgur.com/0Zw5VSo.png)

Oh forgot to mention, tried to do a sample version of what J-12 looking units would look like
"Hyou theenk you can keel me? A LITTUL PEES OF SCHITT CHILD?!" - J-12 Soldier 2019
(https://i.imgur.com/v0tQRJI.png)

A second Telnyashka onskin for muscly bois, with just the GORKA-4 trousers and suspenders hangin' on them. Extra work but you know.. J-12 for the memes.

Scenarios Planning:

(https://i.imgur.com/A2cBQD8.png)

(https://i.imgur.com/51ALwbc.png)
Coalition:
5 Operators
Randomized "Task Force _____" name
Coalition Logo
Resources available: US Army MREs, Medic Bags etc.

Details: Operation: "Red Horse", the priority is to find a suitable new home for the people of your world. The Coalition and all allies have rounded up the best Task Force teams to send to potential new homes. Your sacrifice may mean the difference between new leaf or extinction to those back home.

(https://i.imgur.com/nYTBXNx.png)
Allegiance:
5 Spetsnaz
Randomized "Special Purpose Team _____" name
Allegiance Logo
Resources available: Russian Army MREs, Medic Bags etc.

Details: The Coalition has gone out of their way to keep secrets despite the uneasy peace; Little did they know the Allegiance also captured mechanoid technology that allowed highly advanced space flight. You are to race the Coalition in finding a new home, with or without their help. Your success means life to the future generation.

Quote from: Retry_02Hide on March 09, 2020, 03:04:44 AM
Haven't follow this thread for awhile, and still can see some awesome new stuffs when I come back, thx for all your great works CP!
(the MW gears are freaken nice, gonna try edit the sound data of arriving at outpost/ starting a mission to "Bravo 6, going dark." for it)

Hey man welcome back! yeah I was gonna do custom scenarios with their video game instrumentals. I wasn't gonna add voice lines from the game but I wanna guarantee that authentic feeling when your faction logo and pawns are there lookin' tacticool.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 10, 2020, 08:47:55 AM
(https://i.imgur.com/UM6eMyo.gif)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Task Force 141
- The Ghosts
- WWII Soviet Faction (Not my mod folder in Google Drive)
- Cordis Die
- Umbra Company
- Last Man Contingent

Details:

Temporarily removed tanks. Cordis Die still has their mechanoids since they are unmanned robots, side effects include them spawning inside ancient sites. Waiting for LimeTreeSnake's fix for NoRogueRobots however there are no promises since he is very busy himself. I should be in college right now so I'm getting out of here. Cheers all.

P.S. Factions now have skill sets and their own materials, I.E. Elite Crew uses Cloth and leather, while Cordis Die and government backed factions use Synthread and Plasteel. Umbra Company is inbetween with Cloth/Synthread and Plasteel while Last Man Mercs use mostly Cloth and Steel.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 11, 2020, 01:38:27 AM
(https://i.imgur.com/KNPnKSN.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Military Furniture (Out of Beta baybeee)
- Last Man Contingent
- Umbra Company
- Cordis Die (Mechs removed to stop ancient sites issue)

Details:

All faction mods now coded to work with Red Horse- er I mean Military Furniture's recruitment board. We're out of beta folks. All done. Enjoy.

Gotta say it's 5:30AM and I didn't sleep trying to get this update done, now I got college for the next several hours. Oof. You guys better get some missions done and look as tacticool as possible doing it

Goodnight all- oh wait no. Good morning all. No time to sleep then.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 11, 2020, 10:39:48 AM
Why military furniture tab is gone?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: TuefelHundenIV on March 11, 2020, 09:02:18 PM
Thanks for putting so much time and work into the mods especially putting them forward for 1.1.  Good luck in the Army.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 12, 2020, 09:42:01 AM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Military Furniture

Details: updated military crate texture to look smaller. Also added black outline

Quote from: Skynert on March 11, 2020, 10:39:48 AM
Why military furniture tab is gone?

Minimising, less cluttered look since having walls, floors and all kinds of stuff in one place was not cool to look at or navigate

Quote from: TuefelHundenIV on March 11, 2020, 09:02:18 PM
Thanks for putting so much time and work into the mods especially putting them forward for 1.1.  Good luck in the Army.

Thanks hombre. Just helicopters and modern warfare now.. and turrets


Hey guys I'm in college atm. Just leaving an update, I am stuck trying to fix an error with SSM missiles. That's all, gonna have a fitness assessment today so I'm gonna get ragged about. See you all on the other side
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canaris on March 12, 2020, 11:29:58 AM
Quote
Minimising, less cluttered look since having walls, floors and all kinds of stuff in one place was not cool to look at or navigate

Unironically i liked it.. I hate when i have uneven number of tabs.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 14, 2020, 07:18:33 AM
(https://i.imgur.com/rfQRFgq.png)
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Military Furniture
- Rimmu-Nation Security

Details: Added SSM missile to Rimmu-Nation security, fixed HESCO wall cost to be cheaper and also Blast Wall fill to 100%. Nerfed plywood wall HP.

Quote from: Canaris on March 12, 2020, 11:29:58 AM
Quote
Minimising, less cluttered look since having walls, floors and all kinds of stuff in one place was not cool to look at or navigate

Unironically i liked it.. I hate when i have uneven number of tabs.

Now I have to worry about Get to the Chopper, may remove the extra tab also.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canaris on March 14, 2020, 01:58:08 PM
Cant wait for the Choppa tbh.
SRTS is great and all but its just not the same thing :(
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 14, 2020, 02:32:43 PM
SSM? Oh boy
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on March 14, 2020, 07:33:32 PM
Thanks for all the updates CP. Really appreciated. I use the Gunny storyteller and you said that crucible had been removed because you couldn't add more...tabs? levels?....(sorry I suck at remembering) anyway, there's a mod that adds a few more difficulties called More Higher Difficulty that's been updated. Would this help you at all with the Gunny? As you can see I'm no modder but I wondered if it could help you at all.

Also, did you scrap the idea of the female-only Medusas's faction?

Off to play with my new Red Horse Miltary Furniture now. Thanks again.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 15, 2020, 12:12:21 AM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Military Furniture

Details: something something, fixed HESCO wall cost, made blast walls impassable- and I lost your attention cause of the new previews below.

The following are BETA releases which can be downloaded in the Google Drive link above.

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

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

Got a surprise for you fellas today. The mods are far from finished but they have stable(ish) features.

NOTE: Get to the Chopper needs "SRTS Expanded" mod to work and Get on the Boat needs "Boats" to work.

(https://i.imgur.com/yS3YgUf.png)

Assault Boats - Can transport up to 4 people

(https://i.imgur.com/9Kv3Ofr.png)

MRAV 660 or "Multi-Role Auxiliary Vessel". Has room for a lot of people, and has guns.
*knock knock, it's the United States. With huge guns, gun boats."

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

Get to the Chopper only has the MH-6 Little Bird added. It has missile launching capabilities. It took all day to get it to work with SRTS, sadly lots of things don't feel "Helicoptery" now and some design choices in that mod force me to just take it on the chin, such as insta-takeoff. I'll just deal with it. Fun fact, I have to redo all chopper textures so it's as if I'm remaking the mod. I'll probably only leave a few of the old ones we had and go to training, worry about it later

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

Progress on Modern Warfare 1.1 is slower than I wished, mostly cause of J-12. Ods did the gasmask for me and harness.

Quote from: nylem on March 14, 2020, 07:33:32 PM
Thanks for all the updates CP. Really appreciated. I use the Gunny storyteller and you said that crucible had been removed because you couldn't add more...tabs? levels?....(sorry I suck at remembering) anyway, there's a mod that adds a few more difficulties called More Higher Difficulty that's been updated. Would this help you at all with the Gunny? As you can see I'm no modder but I wondered if it could help you at all.

Also, did you scrap the idea of the female-only Medusas's faction?

Off to play with my new Red Horse Miltary Furniture now. Thanks again.

Hey there no problemo. I get asked a lot about multiple mods, some ideas if I've left them. The factor will always be lack of time and lack of technology. I don't have coding help to make Medusa happen since no code that isn't bugged to heck allows an all female faction. If it ever comes and I haven't decided to leave modding yet, sure, it'll happen

And thanks for letting me know regarding the difficulty, I heard but I haven't had time to look into it yet
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 15, 2020, 09:04:50 PM
No updates today. It's my last week in my home, gonna move in to live in Pirbright and other miltiary establishments starting this Sunday. It's quite bizarre to me but it's what's happening.

Anyway let's talk about Modern Warfare 1.1

(https://i.imgur.com/O5bCNoK.png)

So I've decided to work on the Coalition faction mod, it's going to have 2 factions.

"Coalition Team"
(https://i.imgur.com/izySwGl.png)
QuoteThe Coalition is a multi-national alliance consisting of operators from the UKSF, Warcom and Demon Dogs. For years in their world the Coalition has been at war with their eastern counterpart known as "Allegiance". Ever since the Mechanoid invasion of their home planet, every human based conflict was put on hold to repel this alien invasion.
   
With heavy losses and irreversible damage to the environment from nuclear fallout, it is only a matter of time until the end of their world. The Coalition's solution, was to use the enemy's technology, escape to the stars and find a new home.

Coalition teams sent within the outer rim are to build relations with locals and to create a safe environment for the arrival of their people.

(https://i.imgur.com/gSo6xRm.png)

"The First Wave"
(https://i.imgur.com/yn09784.png)
QuoteFirst Wave of troops sent by the Coalition several years ago. They have since cut ties with the Coalition and have gone dark.
   
Tasked with finding a new home, some ships failed to even land on a suitable planet. After encountering terror from all kinds of situations across different worlds, reality quickly sunk in that they were on their own. After years spent barely surviving, many teams forsook their mission to look after themselves.

Known veteran first wave teams have turned to private military contracting to purchase a new life, others consumed by their fears and rage have turned against all those around them. Some of the more dedicated teams have chosen to help out communities, though that is a rarity among the first wave.

Those that were lost in the stars were at least spared the horrors of having to do what the first wave did to survive.

(https://i.imgur.com/IZK2zUg.png)

___________________________

Coalition pawntype testing

(https://i.imgur.com/u2giWaG.png)

(https://i.imgur.com/yUtA5ma.png)

Done some hairstyles

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

Hairstyles include some of what I call "operator beards" from the movie 13 hours, 2 female hairs from rainbow six siege, Ela and IQ, and Captain Price's old hairstyle, Alex from MW 2019 and operator Mara's hairstyle.

I did Karma's hairstyle from Black Ops II, I need to fix the front view but the hairstyles look decent.

I'm gonna sleep, no time to explain much else other than I need to wrap up modding soon. I want time to prepare for the army, and as much as I get requests to update this or that right now I can't and I need to go. Cheers all.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 16, 2020, 04:41:32 AM
Wow, I cant wait for boats and everything.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 16, 2020, 09:24:58 AM
(https://i.imgur.com/LdhAqhS.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Task Force 141
- The Ghosts
- Umbra Company
- Spec Ops: The Line
- Rimmu-Nation: Clothing
- Military Furniture
- Added "The Coalition" faction

Details: Added Coalition faction mod, also removed psychic sensitivity stat stuff across multiple mods and made all rimmu-nation clothing gear craftable. Fixed Spec Ops the line apparel not staying one colour, fixed FBI apparel not staying one colour.

Quote from: Skynert on March 16, 2020, 04:41:32 AM
Wow, I cant wait for boats and everything.

It's already added and working my friend, I don't think I'll add more boats. You need to have Smash Phil's boats mod enabled.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 16, 2020, 01:19:17 PM
Im waiting for steam release :)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 16, 2020, 09:18:12 PM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi


Mods updated
- Task Force 141
- Rimmu-Nation: Weapons

Details: Cleaned up some Task Force 141 extra files, Rimmu-Nation: Weapons, AK-12 and AK-15 textures improved.

____________________

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

Allegiance textures are finished 6 days left for me and here I am not sleeping yet.

(https://i.imgur.com/z9qz4wF.png)(https://i.imgur.com/42eP7r5.png)(https://i.imgur.com/hQ31X9M.png)

(https://i.imgur.com/houpgb0.png)(https://i.imgur.com/yFrNz1C.png)(https://i.imgur.com/Mg0fQTS.png)

(https://i.imgur.com/9OjOqVm.png)(https://i.imgur.com/yJHPAhw.png)(https://i.imgur.com/VW62De6.png)

(https://i.imgur.com/AqkmXOG.png)(https://i.imgur.com/HgOS21B.png)

Allegiance kit list:

* Altyn helmet, goggle and GP-7 variant
* GP-7, Balaclava (Spetsnaz) and Headset 2
* 6B43 Vest, SSO Tactical Vest, Assault Backpack SURPAT
* Telnyashka (Spetsnaz) and GORKA-4 (Spetsnaz)

Just need some coding, finally getting Spetsnaz back besides the ones from War Mongrels, but of course these are proper non-contractor Spetsnaz. War Mongrels had PMC ones that were baddies while our Allegiance one will be on a government sanctioned mission, so the equipment would be as accurate as I could get.

I know the assault backpack SURPAT doesn't really exist since it's just a western tactical backpack with a SURPAT camo, but it looked good and it cut time from making another backpack so whatever.

(https://i.imgur.com/eZ3jRae.png)(https://i.imgur.com/kPQ9RTm.png)

Redid the AK-12 and AK-15 textures just so they can look better on the Spetsnaz.

Goodnight/morning all. Got MSFT tommorrow, big oof
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on March 16, 2020, 10:06:31 PM
Hell Yeah! Finally some taticool close air support stuffs coming!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 18, 2020, 03:52:37 PM
Hey all. It's been quite a day. It's not doing so good here in the UK, shops are being flocked and ransacked so people can stockpile, schools and workplaces shutting down, KFC and MacDonalds even stopped taking orders unless it's takeout and..

The Armed Forces. I got the phone call that my basic training got cancelled! I was not given a time when I'll be in, they're hoping less than 6 months. They said even people in training are to be sent home due to Covid-19. College is also shut down, but we are to do PT at home during this 5 week crackdown.

On the bright side I can update some mods, I'm not gonna be on stress mode trying to finish everything in less than 72 hours. I'm just a bit worried cause before this whole military thing and before I started modding, all I did at home was be depressed. With nothing to do and no "bigger purpose" I'm hoping I don't lose my mind in 5 weeks. A lack of self fulfillment combined with idleness is a recipe for disaster. I know some of you may feel that way, which is why we blow things up in video games and build massive colonies and perform hostage rescues, cause it makes us feel like the dog's dinner at home. I found Jesus Christ found me before all this and he got me off my feet, everyone I've ever met, all I saw in them ever since is hope. Even you guys, who I do not know personally who may just lurk, I see hope in you when I remember what he did on that cross. Salvation, free to be grasped by all. In that 5 weeks there will be no depression, there will be helicopters and more tacticool gear if it's the last thing I do before corona virus kicks my door down with flashbangs and MP5s (which it can't do cause it's doesn't have my mods, rip).

See you all with War Mongrels 1.1, and more helicopters. I'm gunning on US Military Kit within 5 weeks also, but I'm cutting their ceremonial stuff to save time. It's all a big maybe for now, but I really want all B18 faction mods that haven't been updated out with 1.1 factions before corona virus goes away. If it doesn't and this whole thing turns into 28 days later, at least I don't have to update mods anymore. Always a silver lining!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on March 19, 2020, 12:12:38 AM
Hey CP. Once again, I'm thanking you for all your hard work :)

Well, you have your bigger purpose still - you can better prepare for your upcoming military training, even at home.

And maybe it'll be a good idea to get yourself a Ko-fi account or something, so some of us can support you.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 19, 2020, 11:45:22 PM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

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

(https://i.imgur.com/1JDJmiy.png)

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

Mods updated
- Task Force 141
- Rimmu-Nation: Weapons
- Rimmu-Nation: Clothing
- Faction: Coalition
- Faction: Allegiance

Details: Updated Coalition with higher quality world logo, grammar error fixes for Rimmu-Nation Clothing, added Coalition scenario and changed basename generation names. Special thanks to dninemfive for coding scenario stuff, including alliance effects. Also added Allegiance which is not 100% finished and is actually in beta, untested for bugs on it's own but I last time I checked, zero errors. Rimmu-Nation Weapons, some tags and grammar stuff fixed.

I'm off to sleep, no time to explain it all, it's almost 4am and I spent too long on this. I am extremely annoyed at how slow a computer can be when you need it to be fast, it goes on and on for hours doing nothing but freeze.

____________________
Quote from: exegert on March 19, 2020, 12:12:38 AM
Hey CP. Once again, I'm thanking you for all your hard work :)

Well, you have your bigger purpose still - you can better prepare for your upcoming military training, even at home.

And maybe it'll be a good idea to get yourself a Ko-fi account or something, so some of us can support you.

Hey thanks exegert as always for the offer. I think I still wanna stand by and not accept money for these mods. I think it's pride for me, and I never wanna have to be pressured because I was paid by someone, especially when I get into my "bro is hard to mod, stop." moods when people ask for updates. I'm gonna leave it as a no for now and trust that God will provide for me as he always does for all.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on March 20, 2020, 12:24:01 AM
Ha-ha, more stuff for the motherland! Downloading it now, gonna report any bugs if present. BTW if you need some info on russian\soviet equipment translated from russian to shitty english, feel free to ask - I can try to support you this way at least.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: FalkrimWright on March 20, 2020, 01:53:46 PM
L85A2 craft is broken. Maybe it's only my modpack problem... but sometimes room with rifle bench breaking - other workbenches loses all gizmos too.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on March 20, 2020, 11:57:06 PM
CP, I'm getting an Access Denied message from your Google Drive links for your 1.1 mods. Any ideas what's going on?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 21, 2020, 09:30:09 AM
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Faction: Allegiance

Details: Fixed the mod to work on it's own, some issues sorted out
____________________

Progress report:

(https://i.imgur.com/K1mTl5j.png)

(https://i.imgur.com/Qr5elZa.png)

The boys are back in town? Gorka-1 with old soviet-afghan war leaf or KMLK pattern. Altyn is reused but with some subtle differences.

(https://i.imgur.com/b7ZP5Y7.png)

Here is a War Mongrels soldier in uniform, again using 6B23 but with a flora camo pattern. Soviet gear as well. He's wearing 6B7 helmet with no camo cover on it. I thought even though they're mostly Serb based, increased stock on soviet equipment would make sense.

I've got plans to sort out the backstories of Coalition and Allegiance, I don't like the fact that I made them all connected to the other factions since they shouldn't be. Ghosts, Cordis Die and etc. come from other alternate earths so I'm gonna sort that out in a bit.
____________________

Quote from: sumghai on March 20, 2020, 11:57:06 PM
CP, I'm getting an Access Denied message from your Google Drive links for your 1.1 mods. Any ideas what's going on?

Very strange my friend, I'm gonna right click and re-share the links. It's been doing that for some mods, cancelling the access to other people and I have to share the stuff over and over. Please let me know specifically what is doing it, otherwise I hope the issue isn't on your end? Not some kind of region lock

I got your message on discord by the way, I'm sorry I didn't get to reply. I immediately had a busy week, then all of the sudden coronavirus frees up my schedule for an x amount of months. Hope I dont gain weight in lockdown (or lose too much of it due to closed down stores)  :o

Quote from: FalkrimWright on March 20, 2020, 01:53:46 PM
L85A2 craft is broken. Maybe it's only my modpack problem... but sometimes room with rifle bench breaking - other workbenches loses all gizmos too.

Tested it my friend, things are working fine with minimal mods. It's a mod conflict from something outside my mod collection for sure but thanks for informing me. I recommend sorting out the mod load order

Quote from: exegert on March 20, 2020, 12:24:01 AM
Ha-ha, more stuff for the motherland! Downloading it now, gonna report any bugs if present. BTW if you need some info on russian\soviet equipment translated from russian to shitty english, feel free to ask - I can try to support you this way at least.


thanks my friend! Not for now maybe, War Mongrels is in the works..
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 21, 2020, 12:10:47 PM
When we can except helicopters on Steam?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on March 21, 2020, 03:15:45 PM
Quote from: Chicken Plucker on March 21, 2020, 09:30:09 AM
1.1 MODLIST

(https://i.imgur.com/Qr5elZa.png)

The boys are back in town? Gorka-1 with old soviet-afghan war leaf or KMLK pattern. Altyn is reused but with some subtle differences.

(https://i.imgur.com/b7ZP5Y7.png)

Here is a War Mongrels soldier in uniform, again using 6B23 but with a flora camo pattern. Soviet gear as well. He's wearing 6B7 helmet with no camo cover on it. I thought even though they're mostly Serb based, increased stock on soviet equipment would make sense.


Looking good, escpecially flora. KMLK is not actually a camo pattern - it is (roughly) summer camouflaged concealment overalls. So it's basically name of the uniform model with varying camo patterns. And I've never heard displayed pattern being called war leaf - it looks like berezka (birch) pattern more than anything but pattern pieces are too big and too close together. Actually, I vaguelly remember camo that looks a bit like the one on the picture too, but it's too old and obscure.

This is not meant to diminish your hard work in any way, just sharing some thoughts & info.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 22, 2020, 05:14:30 AM
Hey all. Currently at a back of the line at TESCO. Lots people, lots of panic. NHS staff gets to come in an hour earlier, but I feel like people are gonna stomp my head in for my ID. I'll leave a message as I'm in this cold for an hour

I've done lots of polish to fix Coalition. Will upload soon. That's all my freezing thumbs can type for now, I'll reply to some comments I've been dreading to answer

Quote from: Skynert on March 21, 2020, 12:10:47 PM
When we can except helicopters on Steam?

When it's ready. I'm doing a lot of stuff and I'm doing that last priority cause it's a killer redoing a mod, it's frustrating and boring. War Mongrels we haven't seen in a year so it's not the same


Quote from: exegert on March 21, 2020, 03:15:45 PM
Looking good, escpecially flora. KMLK is not actually a camo pattern - it is (roughly) summer camouflaged concealment overalls. So it's basically name of the uniform model with varying camo patterns. And I've never heard displayed pattern being called war leaf - it looks like berezka (birch) pattern more than anything but pattern pieces are too big and too close together. Actually, I vaguelly remember camo that looks a bit like the one on the picture too, but it's too old and obscure.

This is not meant to diminish your hard work in any way, just sharing some thoughts & info.

Thanks, there's confusion for me for naming that leaf pattern, but just to clarify I didn't mean war leaf, I said soviet-Afghan war and there was no punctuation so it looked like one word. Thumbs are frozen so me type less words

I'll make the Berezka smaller then, cheers bro
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on March 22, 2020, 08:26:33 AM
Yeah, just "leaf" makes sense alright  :) Now I remembered that other similar old and obscure camo - it's 1942 soviet Лиственный лес (direct translation - Deciduous forest). This pattern almost died out during WWII. Here it is, summer and autumn variants:
(http://www.prosniper.ru/files/uploads/listvenniy_les.jpg)
And this is most common Berezka variants:
(http://www.prosniper.ru/files/uploads/berezka_belaya.jpg)(http://www.prosniper.ru/files/uploads/berezka-jeltaya.jpg)
Relative pattern size:
(https://forma-odezhda.ru/image/data/wp-content/uploads/2015/04/ber1-e1428750168600.jpg)
And I think you might be interested in Dubok aka Butan pattern - Flora predecessor:
(https://upload.wikimedia.org/wikipedia/commons/9/9d/Butan_Dubok.jpg)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 23, 2020, 09:31:16 AM
(https://i.imgur.com/YE1TToi.gif)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Faction: Allegiance
Description: Altyn (PMK gasmask) added, other description fixes. Mod still in beta

- Faction: Coalition
Description: Mod is considered "finished", issues fixed, added M4A1-SD and HK416 SD for Elite pawntypes, Elite pawntypes received a buff in their stats to better fend off first wave Coalition troops. Lore has been fixed with better descriptions and backstory, along with a finished description for faction interaction events in the scenario (will only show if you start a new save).

- Faction: Task Force 141
Description: Buffed elite pawntypes to allow maximum of 15 shooting

- Rimmu-Nation Clothing
Description: Gasmask psychic sensitivity stuff removed, GORKA-4 and boonie hat colorable issues fixed

- Rimmu-Nation Weapons
Description: AS VAL added

- British Military Kit
Description: psychic sensitivity stuff removed to all headgear

(https://i.imgur.com/5ptLVVv.png)

Fixed the "GP-7" description to PMK, and found out our hero J-12 used a PMG. I fixed that and made him a bit bigger too in the preview. Can't have a national hero being misrepresented

(https://i.imgur.com/hBtji0i.png)

Working on a Modern Warfare 1.1 animation as you saw from the .gif, I want it to be my last animation before Army. I don't know when they'll call be again but it best be soon or I'm gonna get fat and lose my runtime in this quarantine. Animation will show Coalition and Allegiance troops killing each other, it's meant to show the bad blood between the two before the mechanoids invaded, due to Modern Warfare's controversy with how it misrepresents Russian soldiers Im hoping I do not upset anyone and end up in a gulag forced to update mods for president Putin
____________________

Quote from: exegert on March 22, 2020, 08:26:33 AM
Yeah, just "leaf" makes sense alright  :) Now I remembered that other similar old and obscure camo - it's 1942 soviet Лиственный лес (direct translation - Deciduous forest). This pattern almost died out during WWII. Here it is, summer and autumn variants:

Thanks for the recommendations my friend they are noted, but I'll keep the Soviet camo limited since War Mongrels is meant to be Serb based, they just have Spetsnaz contractors and they use Soviet gear, I don't know I wanted that eastern european bad guy vibe.

I may remove their power armors and other fancy clothing like the ghillie suit to keep the mod simple and get it out fast.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 23, 2020, 12:05:44 PM
(https://i.imgur.com/wT9RnOs.gif)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Faction: Allegiance
Description: PMG gas mask added and missing textures fixed. Faction pawntypes also fixed to use helmets more since it was disabled for most pawntypes. Rimmu-Nation Gloves N' Boots patched.

- Faction: Coalition
Description: Rimmu-Nation Gloves N' Boots patched and pawntype apparel tweaks

- Faction: Task Force 141
Description: Forgot what I fixed but I fixed something, pls

- Rimmu-Nation: Gloves N' Boots
Description: Generic appareltags for tacticool factions added

- Rimmu-Nation Weapons
Description: Fixed AK-12 and AK-15 texture issue, un-updated 1.1 textures

Just a catch up update, gotta run outside again. Cheers all.
________________

Follow-up update (sorry to those who have to keep downloading, rip)
- Faction: Allegiance
Description: PMG gas mask texture updated. Side and back view was still GP-7/PMK's and so I sorted it right out. Special thanks to Ods.

(https://i.imgur.com/TzEW5L2.png)(https://i.imgur.com/H1TDsD2.png)(https://i.imgur.com/F97w6xs.png)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 24, 2020, 10:56:45 PM
(https://i.imgur.com/BWpHJkZ.gif)
(insert gif of russian man shooting SVU here, imgur broken due to high volume of users)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Faction: Military Furniture
Description:

- Smaller blast wall drawsize, blast wall beauty lowered from 7 to 2 only
- HESCO walls are slightly pretty
- varnished chipboard floor (low cost floor)
- house door (low cost door)
- survivalist bed description fixed
- Military crate cost fix
- Military crate drawsize now slightly smaller
- Wood Military crates are now dark tan colored
- Reinforcements cost raised 800 and 1500
- Mission/Recruitment board description fixes

- "Coalition" and "Allegiance" faction patches added

- Faction: Allegiance
Description:
- Allegiance pawntypes now spawn with caucasian melanin
- Allegiance pawntypes clothing gear pool improved, elite units and high tier units now must spawn with body armor and helmet, PMG gasmask spawnrate reduced, AK47 and AKM weapon choice chance increased for the lower tier units, AN94 and Groza spawn rate now rarer
- Lowest tier pawntype now must at least spawn with the assault vest SSO
- hardbass school attended by all pawntypes

__________________________

UPDATE ROLLBACK

- Faction: Allegiance
Description:
- Melanin update rollback due to jecrell's code causing a bug that makes ALL pawns in rimworld white/caucasian skinned
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 27, 2020, 03:46:30 PM
(https://i.imgur.com/zTIRPTw.gif)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Military Furniture
- Rimmu-Nation Gloves N' Boots
- Rimmu-Nation Weapons

Description: Gloves N' Boots stuff cost nerfed, M4A1 MILSPEC SFX changed, Military Furniture description fixes

- Faction: Ghosts
- Faction: Task Force 141
- Faction: Last Man Contingent
- Faction: Militaires Sans Frontieres

Description: M4A1 MILSPEC SFX changed for all mods that has it, Task Force 141 scenario added, Last Man Contingent "skimpy dress" colorable fixed, MSF units now have custom names accurate to MGS PW

- Faction: Coalition
- Faction: Allegiance

Description: M4A1 MILSPEC SFX changed to MW 2019 M4 SFX, Scenparts removed due to incompatibility with Prepare Carefully, no more provisions and faction interaction sadly. Allegiance Scenario added, Allegiance custom Russian names for spawned pawntypes added.

You guys can play as Task Force 141 or Allegiance now, happy hunting.

(https://i.imgur.com/nUwz0Yd.gif)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 27, 2020, 09:37:35 PM
(https://i.imgur.com/jrUpw95.png)

Special thanks to JangoD'Soul for this new military radio texture

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Military Furniture
- Rimmu-Nation Security

Description: Military radio texture updated, .50 Cal and AR turret "ammo" capacity decreased significantly, HP of those two turrets decreased under 100 HP. Minimum range added to .50 cal sniper turret

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

(https://i.imgur.com/imqudK9.png)

(https://i.imgur.com/QUiFD97.png)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on March 28, 2020, 02:06:45 AM
One sugestion, or question. Why we cant use military radio on other maps? Like when I attack mechanoids muffalo pirates I want support.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 28, 2020, 06:21:45 AM
Quote from: Skynert on March 28, 2020, 02:06:45 AM
One sugestion, or question. Why we cant use military radio on other maps? Like when I attack mechanoids muffalo pirates I want support.

It's a coding issue since an enemy or friendly base doesn't count as a "world map" from the radio in C#. I don't know why. I know dev mode doesn't have the issue, but that's cause it's dev mode and Tynan makes sure his stuff works.

Perhaps it's a thing he put in place for comms consoles to ban friendly raids in enemy maps
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on March 30, 2020, 08:11:11 AM
Hey, CP. Just checking in. How are you over there?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on March 30, 2020, 08:55:08 PM
(https://i.imgur.com/A32JUbd.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Rimmu-Nation Weapons
- Rimmu-Nation Clothing

Description: All rocket launchers can now launch automatically without having to command pawns, energy weapons are now sharp damage based not heat based to prevent centipedes from being fully immune to them. Hunter Reactive is back to green.

(https://i.imgur.com/k1dNzOq.png)

(ALL FACTION MODS)
- Allegiance
- Coalition
- Task Force 141
- Ghosts
- Militaires Sans Frontieres
- Umbra Company
- Last Man Contingent
- Elite Crew
- Cordis Die

Description: 141 scenario tweaks, all rocket launchers can now launch automatically without having to command pawns, Umbra Company bugs and errors fixed with missing sounds and textures, Ghosts faction spawning dogs only in base issue fixed, LMCT tweaks for barbie girls not spawning with their jackets, Allegiance recruitables (Recruitment Board) now do not have helmets to prevent issues with "crashlanded" vanilla start.

- Spec Ops: The Line
- DOOM
- DOOM Kit Classic

Description: Spec Ops: The Line intro theme changed, DOOM energy weapons are now sharp damage based not heat based to prevent centipedes from being fully immune to them. Praetor suit buffed for classic version to match new stats

(https://i.imgur.com/bghGjhs.png)
TFW You're in self isolation and you can't even talk to your family or stretch your legs but you can soak your eyes on the screen updating mods for hours

Quote from: exegert on March 30, 2020, 08:11:11 AM
Hey, CP. Just checking in. How are you over there?

Doing good, in self isolation still. I have the flu but it's no coronavirus. Overcumbered with more things to fix, cant move on at the moment to make new stuff happen
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 01, 2020, 08:26:12 PM
(https://i.imgur.com/MvtSBH4.gif)
(The boys in the back of a CH-46 Sea Knight)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

(https://i.imgur.com/AbyZW0X.png)

Mods updated
- Get to the Chopper! (BETA)
- Military Furniture

Description: Ransom demand quest added to mission board for kidnapped colonists, orbital traders added back to mission board

CH-53 Super Stallion is back. "I'm a stallion baby!"

(https://i.imgur.com/ZJ8SnAg.png)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 02, 2020, 04:25:06 AM
Quote from: Chicken Plucker on April 01, 2020, 08:26:12 PM

(https://i.imgur.com/42xx4Qs.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Get to the Chopper! (BETA)
- Retro Joy

Description: "Comfy Boy armchair" renamed to "Retro armchair", cloth color fixed and description fixed

CH-46 Sea Knight added and Mil Mi-24 Hind added.

(https://i.imgur.com/Q0apkJ1.png)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on April 02, 2020, 02:45:10 PM
Yay to Mi-24 :3
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on April 02, 2020, 11:05:15 PM
Finally! A mod I can get me hind  :D
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 03, 2020, 02:45:59 AM
(https://i.imgur.com/jb3tBso.png)
1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Get to the Chopper! (BETA)
- Military Furniture

Description: Military Crate flammability changed to 30% instead of being fireproof

- Hellfire warheads added in Get to the Chopper
- AH-1Z Viper added
- Added descriptions to tell you seating/passenger limits
- MH-6 Passengers changed from 6 to 4 maximum due to it's rocket loadout

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

So I thought the Hind was awesome, and then I looked up some modern day attack helicopters. AH-1Z is an upgraded version of the Cobra, and the thing could hold 16 Hellfire missiles! It's also got a top speed of over 411 km/h while the mi-24 was only 335 km/h (still faster than MH-6) I tried to go by accuracy with these choppers and limited the bombs they could drop based on how much missiles they could really hold.

Also I added a "Hellfire Warhead" which is clearly based on the Hellfire Missile, but is nothing like a missile so I called it a "warhead" and left the origin of it ambiguous. Something something urbworld created since they couldn't afford to keep making laser guided missiles.

Please give me feedback if you don't want the warhead in this mod, I wanted an in-between since the HE Shells were awful, and the anti-grain was too powerful! So I wanted something produceable and traded around. There came this warhead, which I have to call a warhead because it's not a missile and officially speaking not the AGM-114 because it's not a missile  8)

pls gonna sleep. pls.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on April 03, 2020, 06:13:15 AM
Wwit wait, we xan donbombing runs? How it works?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 03, 2020, 01:44:39 PM
(https://i.imgur.com/kS0vcG8.png)

UH-60 my old friend
I've come to casevac again


1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
- Get to the Chopper! (BETA)

- Hellfire warheads blast radius nerfed from 9.9 to 5.9
- UH-60 Black Hawk returns
- AH-1Z Viper SFX changed
- CH-46 Sea Knight speed slowed down, fuel capacity, health and mass capacity increased
- Various construction skill requirements fixed
- UI for choppers fixed in Misc Tab to look decent

(https://i.imgur.com/CTL3jjs.png)

- Faction: Allegiance
- Faction: Coalition
Description:

- RPG-32 blast radius nerf
- Stocks improved for base and caravan traders
- Allegiance and Coalition now sells neurotrainers, psycasters, power and security furniture
- Coalition sells more bionic body parts
- Allegiance sells natural body parts (Russia pls)

- Rimmu-Nation Weapons
Description:

- All rocket launchers with more than 1.9 blast radius has been nerfed to have a smaller blast radius, with the exception of the Javelin

Quote from: Skynert on April 03, 2020, 06:13:15 AM
Wwit wait, we xan donbombing runs? How it works?

You put bombs, anything in the category of Mortar Shells inside the attack helicopter and they can do bombing runs or precision bombing.

Give the BETA a test here, fly around!
https://drive.google.com/open?id=1R8kb_-iOlK0WjdUCIfrSbyF_rZnulLqu

Quote from: Rocket_Raccoon on April 02, 2020, 02:45:10 PM
Yay to Mi-24 :3
Quote from: exegert on April 02, 2020, 11:05:15 PM
Finally! A mod I can get me hind  :D

Cheers guys, Miradus who was a US Marine doesn't like it, he calls it a "death trap". I'm assuming it's cause Mi-24 didn't have any fancy stuff to avoid stinger missiles. (Murica pls.)

______________________
Follow-up Update:

(https://i.imgur.com/pQ28JFP.png)

https://drive.google.com/open?id=1R8kb_-iOlK0WjdUCIfrSbyF_rZnulLqu

Mods updated
- Get to the Chopper! (BETA)

- Hellfire warheads crafting cost reduced to only 6 components instead of 10
- Hellfire warhead is now sold by other factions
- Cleaned up Hellfire Warhead textures
- Cleaned up side view art of UH-60 Black Hawk and AH-1Z Viper and removed some white bits

(https://i.imgur.com/wTgjA5d.png)

(Will need for you to wait until factions replenish stock if you're in an existing gamesave)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on April 03, 2020, 10:40:18 PM
Awesome work CP! Stay safe.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 05, 2020, 04:53:13 AM
(https://i.imgur.com/I29BjIA.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
05/04/20
List of Changes:

(ALL RED HORSE FACTIONS UPDATED)
- Red Horse Factions now bans pawntypes spawning with the following traits:
+ Brawler (to prevent whiny brawlers. seriously.)
+ Pyromaniac (I just don't like pyromaniacs.)
+ Wimp (to prevent perma-downed colonists with scars)
+ Body Purist (only for pawntypes that require bionics)
* Umbra Company recruitable pawntype smock removed
* Coalition opening soundtrack changed for scenario

- Military Furniture
* Mission patches added for Royalty DLC quests
* Mission patches added for Vanilla Expanded: Settlers bounty quest
* Mission patches added for Real Ruins quest
* Mission patches added for Sparkling Worlds "psychic emitter" quest
* Recruitment patches added for Metal Gear Solid 1.1
* Recruitment patches added for DOOM 1.1
* Recruitment patches added for Spec Ops: The Line 1.1
* Recruitment option for an FBI pawntype
* Black thermal hat added for FBI pawntype (stuffable helmets for recruits cause errors for crashlanded start)
* Here's to you soundtrack replaced with a better version

- DOOM, Metal Gear Solid, Spec Ops: The Line
* Compatibility added for Military Furniture recruitables
* Pawntypes from the scenarios in these mods now ban the following traits:
+ Brawler (to prevent whiny brawlers. seriously.)
+ Pyromaniac (I just don't like pyromaniacs.)
+ Wimp (to prevent perma-downed colonists with scars)
+ Body Purist (only for pawntypes that require bionics)

- Get to the Chopper 1.1
* V-22 Osprey added. Welcome back chief.

Need some sleep, goodnight all, not much else to say. I couldn't post these extensive new updates without a new chopper at least today.

I got all chopper textures except the Gazelle done, just need their coding and their flight modes. I was hoping for sounds too, a lot more variance. Ironically I've been praying to God to finish my mods before basic training, and now I have nothing but time to waste in this room and it's driving me a bit mad. Surely these things wouldn't be accomplished if it weren't for this lockdown. Take care all.

WARNING: INTERNET IS BEING SLOW!
Please redownload the following mods if you downloaded them quicktime speed within 10 minutes of this post
- Get to the Chopper 1.1
- Allegiance

I'm gonna drop asleep right now cause it's 10am and I haven't slept yet over these mods. I'm not gonna bother to edit the post till the bloody thing is uploaded cause that thing is taking time. Ironic cause V-22 is the fastest chopper added to date, it's got the best top speed of all choppers, being faster than AH-1Z viper by almost 100km with it's (approx) 511km/h top speed

Quote from: Retry_02Hide on April 03, 2020, 10:40:18 PM
Awesome work CP! Stay safe.

Cheers bro!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on April 06, 2020, 06:02:54 AM
I tested Get to the Chopper bombing run. Oh my, this is awesome! And now I want B2 bomber with carpet bombing of tactical nukes :D
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 06, 2020, 11:41:54 AM
(https://i.imgur.com/jM56916.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated

WARNING: If you're updating Get to the Chopper 1.1 please make sure you leave space for your aircraft hangars since the size update will DESTROY anything near your aircraft since it is larger. Leave at least an 8x8 radius between your aircraft before you update then you can safely choose where they go.

Get to the Chopper 1.1 (Out of Beta)
- Added AH-64 Apache
- Added UH-1 Huey
- Added Mi-8 Hip
- Added Mi-17 Hip
- Added CH-47 Chinook
- New sounds for AH-1Z Viper
- Tweaked aircraft drawsizes to better simulate their scale against a human pawntype
- Aircrafts now have proper sizes
- Various chopper hp and craftable adjustments
- Fixed render layer of the aircraft so pawns can stand on them but they still go above trees and other buildings

(https://i.imgur.com/n5lhuki.png)

Military Furniture:
- Fixed render layer for lockers and military crates so pawns can stand on them but they still go above trees and other buildings

Rimmu-Nation Clothing
- Restored Military Backpack's original green color. You'll see why

I fell asleeping trying to upload the mods, eyes are weary so I'm gonna sleep before I put it up on steam cause 4PM shouldn't be my bedtime. Please make sure you don't go on the Beta folder cause the chopper mod isnt there anymore.

If you're wondering what else I've been up to, I've been testing some old friends comrades.

(https://i.imgur.com/q276uV5.png)

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

(https://i.imgur.com/ZEid9Hz.png)

Quote from: Skynert on April 06, 2020, 06:02:54 AM
I tested Get to the Chopper bombing run. Oh my, this is awesome! And now I want B2 bomber with carpet bombing of tactical nukes :D

Removed planes completely, may add them in their own mod later. Also I think carpet bombing a nuke would be bad for your health so I do not recommend it to anyone. I think a well placed tactical squirrel drop does the job fine

_________________

Follow-up Update:

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

Get to the Chopper 1.1
- Fixed Huey description, it can launch up to 6 warheads
- Fixed render layer of choppers in flight mode so they're above everything but not clipping through the "tint" layer of the current game's day/night cycle.
- Nerfed blast radius of destroyed choppers exploding. Im not Michael Bay

_____
Follow-up of the follow-up update

Quote
- Nerfed Buffed blast radius of destroyed choppers exploding. Im not am Michael Bay

Just an added note guys, like chemfuel generators the blast radius depends on how much fuel was on the helicopter. You lot are gonna have to build airfields that follow safety codes to prevent your bases burning down
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 07, 2020, 05:50:41 PM
Hey all fellas, do I have a surprise for you today. It came as a surprise to me also!

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

Mod adds the following three vehicles from PUBG:
* Dacia 1300
* Motorcycle BMW R1200GS
* UAZ-469


Dependancies:
- Giddy-Up! - Core
- Giddy-Up - Battle Mounts
- YAYO's Motor Framework
- https://drive.google.com/open?id=1LMDSbKRktz210WuJNBvs6kNoaQ91i6xr

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated

Get to the Chopper 1.1
- Mi-24 Hind can now hold a maximum of up to 8 passengers.
- Credits to Madman in about.xml
- Mi-8 carrying capacity increased to 4,000 kg

(https://i.imgur.com/vlma07q.gif)
Get on the Safe Zone 1.1
- Mod added, experimental vehicles mod using YAYO's Motor Framework

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

(https://i.imgur.com/Tx8Bky2.png)

Motor framework linked off-steam here:
https://drive.google.com/open?id=1LMDSbKRktz210WuJNBvs6kNoaQ91i6xr

(https://i.imgur.com/w6FCCOY.png)

I recommend you read more about this vehicle mod on it's Steam page so your hopes aren't too high:
https://steamcommunity.com/sharedfiles/filedetails/?id=2052137608

It's just an experimental mod, but it works! Unfortunately it has three mod dependancies:
- Giddy-Up! - Core
- Giddy-Up - Battle Mounts
- YAYO's Motor Framework


Please see to it you have those loaded in correct order before giving the ol' Dacia a spin

(https://i.imgur.com/eTHfrro.gif)
Get on the Boat 1.1 (Out of Beta)
- Finalised mod, out of beta
- MRAV is bigger
- RH boats research added


Murican' Edit:
*Forgot to mention, I added US Military Kit beta in the beta mods folder for those who can't wait. So far you can use the Desert MARPAT set and the UCP set. Please lemme know if I forgot something and you get errors from that mod, cheers!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 08, 2020, 02:56:39 AM
(https://i.imgur.com/Khbou3M.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated

Get to the Chopper 1.1
- V-22 Osprey missing texture bug fix

U.S. Military Kit
- Extra freedom added
- Lack of freedom patched
- Added Force Recon helmet
- Added a preview.

Hey all, found out there's a bug with "Get to the Safe Zone" that causes Get to the Chopper and SRTS issues if you have more than one vehicle. Please make sure you have only one if you installed it already so that you won't have inventory issues, I already contacted YAYO and he's working on fixing it, but who knows when that will be. It was just testing the waters with this motors mod, it's pretty fun but it's too unstable to be officially part of Red Horse. I like to keep all mods here working properly.

____________

Follow-up Update:
U.S. Military Kit
- Forgot to actually name the mod "U.S. Military Kit"
Note to self: Don't forget to call the mod what it's supposed to be called

*Moved Get to the Safe Zone in the Beta folder since it's too unstable to be considered finished
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on April 08, 2020, 05:21:40 AM
Thats what my colony needs, moar freedom and democracy :)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 09, 2020, 06:51:13 AM
(https://i.imgur.com/Gn28PNP.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated

Get to the Chopper 1.1
- V-22 Osprey missing shadow texture fix, was an annoying one

Military Furniture
- Vanilla Expanded: Settlers: Bounty quest patch

Chicken Mitchell
- Karma hair fix

Faction: Coalition
- Karma hair fix

Quote from: Skynert on April 08, 2020, 05:21:40 AM
Thats what my colony needs, moar freedom and democracy :)

Gotta go sleep, maybe I will add MacDonald meals for the US Military faction for 100% democracy
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 11, 2020, 05:08:53 AM
(https://i.imgur.com/g0K1Evg.png)

1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated

Get to the Chopper 1.1
Following Helicopters added:
- Aerospatiale Gazelle
- Westland Lynx
- Mi-28 Havoc
- Mi-26 Halo

Building cost changes, no more plasteel and spacer components cost. Purely steel and components only.
Various helicopters speed tweaks, fuel capacity tweaks, mass capacity tweaks, health tweaks

Descriptions now detail:
- Max payload
- Fuel capacity
- Fuel per tile
- Speed

- Mi-24 seating issue fixed

DOOM
- UAC EMG Sidearm armor pen increased

Rimmu-Nation: Weapons
- Razor and Bullseye armor pen increased due to mechanoids being 100% immune to them

Military Furniture
- Blast wall cost reduced from 50 to 40

Last Man Contingent:
Faction description fix


_____________________

Follow-up update:

Get to the Chopper 1.1:
- Westland Lynx description fixed

_____________________

New update: (not a follow-up update update edition)

Gunny Storyteller 1.1
- Crucible difficulty is back
- Gunny's code improved. Instead of 5 push ups you're gonna do 20 right now. DOWN ON YOUR FACES!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 11, 2020, 11:34:44 PM
Hey all I've organized my Google Drive files and put folders to categorise the mods. Hopefully this stops some of you lot from hangin' out trying to read every mod name.

I've also removed duplicate mods that I accidentally posted.

Urumui's hair mods were updated, I don't know who of you out there that use my tacticool mods would be interested in pink kawaii school girl hairs but I'm not gonna judge, it's been updated.

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

1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (http://1w1_-tcmgmngjsddcwjtoavjc1k8djhki)

YAYO's Motors Core (Can be found in the "Not CP Mods" folder) [Needed by Get to the Safe Zone mod]
- Lots of bug fixes and performance fixes
(You may need to update Giddy-Up to since I believe Roolo did an update to help compatibility with Motors Core?)

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

Get to the Safe Zone! (Transporation Mods folder)
- Now compatible with SRTS Expanded and Get to the Chopper!
- Bug fix

Mod is no longer in BETA folder, it's pretty stable now!

(https://i.imgur.com/it7NPnk.png)

Get to the Chopper! (Transporation Mods folder)
- Japanese translation, special thanks to Proxyer for doing this!

- Get on the Boat!
- Assault Boat speed increase

Metal Gear Solid (Game Crossover Mods folder)
- Scenario description grammar fixes

- JecsTools version of CQC Mod and Glory Kill Takedown uploaded (Takedown Mods folder)
* Version is compatible with other ability mods such as Rim of Magic and Force Choke

Special thanks to An Archie for patching those mods for compatibility use!

- All Urumi's hair mods updated

________________

HOT PATCH WITH FLEXTAPE


Get to the Safe Zone!
- Animal kind fixes to work with Get to the Chopper!

Sorry all, had a thing I forgot to fix
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 12, 2020, 03:10:46 AM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (http://1w1_-tcmgmngjsddcwjtoavjc1k8djhki)

Mods updated:

Elite Crew
Umbra Company
Last Man Contingent
Cordis Die

The Ghosts
Task Force 141
Militaires Sans Frontieres


- Just 1.0 version base gen fixes

Update not live yet, internet taking 1,000,000 years so please come back then

Update now live.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: mitasamodel on April 12, 2020, 01:12:05 PM
Hi, thanks for mod!
Several notes:
1. Works with CE. Cannot use Hellfire for mortals, but bombardment works.
2. Is it suppose to be so, that even I select "Precise drop", all of hellfire missiles are being dropped? Shouldn't it be only 1 from loaded inventory?

Thanks!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 12, 2020, 09:00:34 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

(https://i.imgur.com/GqJB8KA.png)
Get to the Chopper!

- Reduced 6 component cost for warheads to 3

PS. Forgot to upload the update, please give it 5 minutes as of this post, sorry comrades

Quote from: mitasamodel on April 12, 2020, 01:12:05 PM
Hi, thanks for mod!
Several notes:
1. Works with CE. Cannot use Hellfire for mortals, but bombardment works.
2. Is it suppose to be so, that even I select "Precise drop", all of hellfire missiles are being dropped? Shouldn't it be only 1 from loaded inventory?

Thanks!

I can allow it to be only 1 bomb at a time but that's gonna cause problems if you're wasting fuel and lots of time only to drop 1 bomb on a target that may or may not die, and a target you may miss too because the precision bombing here isn't heat-seeking or laser guided.

You can limit how much bombs you put in the inventory instead, since having it works this way allows you to do more damage, it's better to have to options to want to launch everything than not having it there. You can just launch only 1 missile at a time, you just have to load 1 at a time. Im sure you'll prefer it over the day you run a  precision bombing only to miss the crowd you're meant to hit, or worse, hit the target and it doesn't even kill them.

It's not like the aircraft can circle or hover around for convenience, they only fly by once.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 14, 2020, 12:48:26 AM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Military Furniture

- Blast wall cost reduced to 25
- Blast wall HP nerf
- HESCO HP nerf
- HESCO is now neutral in terms of beauty

Rimmu-Nation Security:
- Multi-Barreled research removed for sentry gun

*Elite Crew
*Umbra Company
*Cordis Die
*Last Man Contingent
*Task Force 141
*The Ghosts
*Militaires Sans Frontieres


- 1.0 fixes for base gen

Project: Red Horse

(https://i.imgur.com/z0EiLGV.png)

"VOID" Transmission:
(https://i.imgur.com/Ef7jlJo.png) (https://www.youtube.com/watch?v=6-42rqbAka8)

This transmission was played after VOID hi-jacked network satellites for all channels. They were seen by the entire planet. Months passed by and no other news regarding VOID. Everyone started to believe this was just a practical joke, or a publicity stunt for a new TV series. The Broken Empire however, insists that VOID had been using satellite footage to record their moves and it was all played in the transmission for the world to see.

(https://i.imgur.com/OGwkJ5C.png)

The VOID member seen in the video has been nicknamed as "Simon". The Broken Empire says they have been in contact with Simon through their comms console making demands. VOID chooses when to contact them and the Empire have no means of reaching them otherwise.

Just when everyone starts thinking VOID is a myth, Empire gave us another thing they found. A dead VOID member.

The guy had archotech body parts, I suppose they got him alive and stripped off his gear, since we found him naked and burned by acid. That means VOID members have death acidifiers on top of their body parts. Guess they don't want us using their gear.

(https://i.imgur.com/GeVUcnd.png)
(https://i.imgur.com/MhU4ljj.png)

"VOID helmet" and "VOID reactive". We found their names in the multi-analyzer. These guys were from a midworld that got overrun by the N-4 virus, some nasty disease that just about wiped their population.

(https://i.imgur.com/TLn8zMA.png)

This member had these blue pills in his inventory, it's official name is "Nerotonin-8B". It took some serious research, and it belongs to a company called Secronom that never even released it. It seems to be the same company that screwed up and created the N-4 virus. From what we know this Nerotonin-8B pill is pretty much a mech healer serum on a pill. You swallow it and you're good to go, broken bones, lost arm and leg? All back. Since Secronom has been long out of business, we're guessing VOID manufactures their own pills.

(https://i.imgur.com/tdXE15J.png)

He had this drug on him too, on a syringe. We don't know what it does and we don't plan on testing on anyone at the moment.

If you think that's strange, look at what this guy packed for lunch:
(https://i.imgur.com/DIxjkEc.png)(https://i.imgur.com/LXn3O14.png)

He had caviar and red wine. That's his ration pack. When are we gonna get these as standard issue?

(https://i.imgur.com/ZN7TiGC.png)

Last but not least, this guy was using this as his weapon. A GAU-19, it fires .50 BMG rounds. I'm guessing whoever this guy was up against didn't do so good, whatever he was wearing. This thing is bio-coded and we can't unlock it. We only got to take a look since the Empire wants to keep these.

This is what we may be up against soon, for now they're only harassing the Empire. Everyone around us seems to think they're just a myth, but we need to keep our eyes peeled.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 14, 2020, 04:52:17 AM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Rimmu-Nation Security:
- Multi-Barreled research removed for SSM, CE compatibility reasons
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on April 14, 2020, 08:34:47 PM
void is still wip ?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 17, 2020, 10:12:24 PM
1.1 Mods Updated:

(https://i.imgur.com/2Lz1WAi.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Rimmu-Nation Clothing:
- Gorka-4 ain't white no mo

Military Furniture
- Linkables now patched with vanilla, hospital beds and normal beds can use equipment such as IV, instrument table and footlockers from this mod.

New mod added: (Storyteller folder)
The VOID Storyteller
- New hardcore storyteller, up to a minimum of 4 negative incidents per day. Can you endure?

_____________________________

(https://i.imgur.com/0AIqIBq.png) (https://www.youtube.com/watch?v=dD2qhFJ4fRY)

During one fateful evening, VOID decides to hijack all network channels across the outer rim, forcing millions to watch them toy with a Coalition settlement under the satirical guise of "The VOID Show", demonstrating the gruesome demise of a squad, helplessly struggling against their attackers.

(https://i.imgur.com/1CWbT7S.png)

The video features VOID members using highly advanced armor, heavy machine guns and a monstrosity known as the "Titan" rampaging through the doomed Coalition camp. Tribal elders have labelled VOID's presence as a form of judgement to those that inhabit the outer rim while Coalition officials have no comments to share.

_____________________________

Quote from: Smexy_Vampire on April 14, 2020, 08:34:47 PM
void is still wip ?

yes
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: exegert on April 18, 2020, 07:25:06 AM
Quote from: Chicken Plucker on April 17, 2020, 10:12:24 PM
- New hardcore storyteller, up to a minimum of 4 negative incidents per day. Can you endure?

Bring it on. Gunny is too soft  ;D

Nice job with all your updates. Any more plans for War Mongrels or Allegiance?

Would you mind if I edit your mods for personal use so that all weapons are craftable?

And most importantly, how are you personally holding up?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 18, 2020, 07:40:34 AM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Military Furniture
- Removed hugslib load order thing to stop people from having to reload modlist


_____________________________

Quote from: exegert on April 18, 2020, 07:25:06 AM
Quote from: Chicken Plucker on April 17, 2020, 10:12:24 PM
- New hardcore storyteller, up to a minimum of 4 negative incidents per day. Can you endure?

Bring it on. Gunny is too soft  ;D

Nice job with all your updates. Any more plans for War Mongrels or Allegiance?

Would you mind if I edit your mods for personal use so that all weapons are craftable?

And most importantly, how are you personally holding up?

Hello, yes I do mind! Making all weapons craftable will cause issues between all faction mods, causing them to conflict with craftability. If you want to make all weapons craftable in Rimmu-Nation, please use the recipe method? I would actually appreciate it since I could use help making more weapons craftable through the recipe system, but their work to make and ingredients have to be consistent with their ingredients if they were craftable. I can end up making it official if I had more help with these mods, however I don't want to burden anyone.

Second reason, is VOID will have nothing they own craftable for obvious reasons. They're meant to behave like end-game players with highly overpowered tech that aren't available to you, which makes the player an underdog even in late-game

War Mongrels and the other mods are on hold. I have plenty to sort out at the moment. VOID is highly unbalanced, hard to kill but that's what they're supposed to do. I have so much items to create for them since they have fully custom gear and no presets ready for them, unlike war mongrels and other modern mods.

I'm busy with only less than 2 weeks left before I resume to normal schedule and slow down modding, but I'm doing well by God's grace. Been getting some much needed rest.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 18, 2020, 09:32:18 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Get to the Chopper!
- Precision bombings no longer drop all bombs

UH-1 Huey and Little Bird
- 2 precision bombs dropped

Other helicopters
- Half of what they can carry is used for precision bombing

- Rimefeller compatibility
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2020, 04:11:30 AM
1.1 Mods Updated:

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

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

(https://i.imgur.com/m16Rrxo.gif)

Coalition
- New apparel
* Mara Valkyrie outfit *D-Day red bandana headgear with shades *Crye JPC Clean House *New Warcom helmet texture *New S10 helmet texture *more pants *combat shirt top added *Ghost's silly poncho cape added
- Mara hairstyle fix

(https://i.imgur.com/n0IMxm3.png)  <-- Poncho cape. Who's this guy trying to be, Tacticool Superman?

- New preview
- Name changes for helmets
- First Wave faction removed, only Coalition is the faction added by this mod
- Coalition pawntypes now use all coalition apparel
- Cloth and Steel are now what this faction uses for their units, no longer Plasteel and Synthread

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

Allegiance
- New apparel
*6B47 helmet, Cobra NVG and Flora variants *Combat softshell with flora camo trousers *other headgears added, including PMK gasmask and military headset 2 etc.
- Cloth and Steel are now what this faction uses for their units, no longer Plasteel and Synthread

Task Force 141
The Ghosts
- Cloth and Steel are now what this faction uses for their units, no longer Plasteel and Synthread

Umbra Company
Last Man Contingent
Cordis Die
Militaires Sans Frontieres

- Some fixes with pawntypes
- MSF no longer spawns with Hyperweave

Rimmu-Nation Clothing
- Backwards patch cap fix

Rimmu-Nation Weapons
- Steyr Scout texture fix
- Desert Eagle, Walther PPK and MP445 now craftable in the CQB bench

Chicken Mitchell - Hairs
- Mara hairstyle texture fix

I gotta run to the drug store, it's like 3 miles or something so rip me. Also, I think it's safe to say the Modern Warfare factions are finally finished and out of beta. Will finish the trailer soon.

I don't want to talk much about VOID but I've finished the Wraith and the Titan. Dninemfive has added a special raid strategy only VOID uses that many of us will get to know about more soon.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2020, 06:31:57 AM
Hello all, I just finished my 3 mile run. I am actually dead because after the first mile I went into cardiac arrest, and by 2 miles my soul departed from my body. During all the heavy breathing I realised I may have screwed up the saves of people playing with Coalition mid-save because even though removing the First Wave faction was okay, removing the pawnkinds will surely cause gamesaves breaking.


I'll upload a fix for those using First Wave here as a temporary measure when I finish walking back home (I don't trust buses right now) and will upload a First Wave faction add-on. When Steam release hits, official release will have no first wave faction. I thought it'll be too confusing for The Division, if I ever make a mod, and a nice progression for you guys who used the beta version can consider them finished.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: sumghai on April 23, 2020, 07:55:41 AM
Looking great as always, CP.

My apologies for being out of the loop lately - things are getting pretty scary where I'm currently located, but the less said about that, the better.




Now, as some of you may be aware, CE: FastTrack previously bundled support for many of Chicken Plucker's mods. Now that CE:FT has merged with the original CE mod, these patches have also been migrated. So essentially - you can now use the original Combat Extended mods with your favorite Project Red Horse mods!

The full list of supported mods can be found here. (https://github.com/CombatExtended-Continued/CombatExtended/blob/master/SupportedThirdPartyMods.md)

For All Users
Obviously, some (newer) Red Horse mods haven't been patched for CE yet, or the patches have become outdated due to recent updates to the original mods.

You can submit your patch requests here (https://github.com/CombatExtended-Continued/CombatExtended/issues/new/choose). Try to open one issue for each mod, so that it is easier for people to work on patches separately.

For Chicken Plucker
Please include the following official badges on your Steam mods that are CE compatible:
(https://raw.githubusercontent.com/CombatExtended-Continued/CombatExtended/master/Media/Badge_CE_compatible.png)

[img]https://raw.githubusercontent.com/CombatExtended-Continued/CombatExtended/master/Media/Badge_CE_compatible.png[/img]
(use the above image URL directly)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2020, 09:19:51 AM
1.1 Mod added:

(https://i.imgur.com/0bJ8UbS.png)

https://drive.google.com/open?id=1qQehfbZ_TWa1OIudPraVvDnORcNlmY8q
NOTE: This is a fix mod for people using existing saves that had First Wave in their world map. This will prevent issues and bugs in your save.
Mod added:

Coalition - First Wave
- A simple add-on mod designed for those who do not want their saves broken thanks to the latest Coalition update. First Wave is no longer a part of the Modern Warfare 2019 faction mods and has been phased out.

Sorry I broke your save, this inclusion should sort it out and I do recommend this add-on is removed when you start new games or completely wipe First Wave and defeat them. Your actions would be canon  :o
___________________________


Quote from: sumghai on April 23, 2020, 07:55:41 AM
Looking great as always, CP.

My apologies for being out of the loop lately - things are getting pretty scary where I'm currently located, but the less said about that, the better.

-snip-


Hey Sumghai! Yes, I can't possibly imagine. Pleased to know my prayers have been answered and you're safe and sound. I appreciate your badge by friend, but I have my own here:

(https://i.imgur.com/lCKaJf0.png)  8) 8) 8)

Lots of love my friend, for now I'll be a bit of a pain since new mods are coming. I've got plans for the return of War Mongrels and some Scavs from a game called "Escape from Adidas" Been getting too ahead of myself going all slav

(https://i.imgur.com/cXqv45u.png) <- Behold I am become cheeki

I wanted to tell you that the upcoming faction "VOID" has this pistol called the "Dusk Enforcer" which has unlimited ammo chambered in .50 (Not BMG, the pistol .50). I'll do my best to remind you when they're out.

Anyway my friends, I'm happy to see Sumghai is safe and slav and that I've uploaded an add-on for a possible issue. Cheers all, please enjoy the updates
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 23, 2020, 05:37:19 PM
1.1 Mods Updated:

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

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Allegiance
- "Pink" or missing textures for 6B47 helmets fixed.

Hey guys made another goof up, I'm glad I took a break for once and played with the mods to see it

DOOM
DOOM Kit - Classic
- Rocket Launcher now automatically used by pawns when held, blast radius nerf



Follow-up update

DOOM 1.1
- Base names for colony bases added, DOOM themed
- More faction names, not just "The Doomed"
- Deleted duplicate crashlanded .xml files
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 24, 2020, 01:32:13 PM
1.1 Mods Updated:

(https://i.imgur.com/8ajqcU6.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Allegiance
- 6B47 helmet texture defnames renamed correctly
- 6B47 helmets added to Allegiance traders

Hey all, I apologise but I made another mistake with the helmets. I incorrectly renamed them "MICH" in defnames and that's a no no. Unfortunately this means you will receive an error, and you will be missing whatever 6B47s you have in storage due to this change.




Coalition
- Trader stocks improved
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Retry_02Hide on April 24, 2020, 04:33:39 PM
Guess I should start making patches for MW factions because I want to use them in my current save. Though the save already has nearly 400 mods, I am always greedy and want more tacticool stuffs in my game 8)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 25, 2020, 06:36:56 AM
1.1 New Mod added, Mods Updated:

(https://i.imgur.com/QC5oCnA.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Faction: VOID
- mod added

Faction: Coalition
- Trader stock tweaks

Faction: Allegiance
- Scenario tweaks, 6B47 helmet spawns in place of Altyn covered helmet
- Trader stock tweaks

Last Man Contingent
- Super seducer implant added to Barbie girls, adds beauty to the pawns

DOOM
The DOOM Kit - Classic

- Praetor Suit temperature insulation buff. You'll need it.
- BFG and other heavy UAC weapons now need charged shot research, not multi-barrel weapons research



Hey guys, I finally finished VOID.

Please let me know how it goes, cheers!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on April 25, 2020, 08:11:14 AM
What is VOID? Half Life?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 25, 2020, 12:45:54 PM
Quote from: Skynert on April 25, 2020, 08:11:14 AM
What is VOID? Half Life?

Dead Frontier. Was an early player clan that the admin made custom gear for, he promised to make their gear the best. If they ever became outdated, he said he'll always come to fix it so that the VOID Armor would be the best.

In that game you come across things that would otherwise be impossible to beat without inhuman speed and a heavy machine gun (which you'll find in the mod). There's an implant system in the game too, which is why I took liberties and made my own here. VOID has since disappeared from that game, all their members aren't heard from anymore so I thought "well, what if they're just somewhere else?"

I won't spoil too much. Their story is all over the mod but I hope I don't give away or hide too much of their story if anyone was interested
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 26, 2020, 01:02:51 PM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mods updated:

Last Man Contingent
- Karma hairstyle fix
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 27, 2020, 08:30:44 AM
1.1 Mod Updated:

(https://i.imgur.com/951Luzm.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod Added, Mods updated:

(https://i.imgur.com/H2O0toc.png)

War Mongrels
- Faction returns to 1.1
- Special thanks to my brother Ods for having done most of the textures for this faction!

Last Man Contingent
- 6B43 and HVY Body armor descriptions swapped
- 6B43 body armor stat tweaks
- War Mongrels appareltag compatibility

Coalition
- Woodland camo patches fixed for Camo and Stealth mod

Allegiance
- Woodland camo patches fixed for Camo and Stealth mod
- leader title is now in Russian
- GORKA-4 cold insulation buff

VOID
- Apparel market price cost raised
- Crafting skill requirement for weapons raised, in case a mod makes them craftable

Rimmu-Nation: Clothing
- GORKA-4 cold insulation buff

Military Furniture
- War Mongrels recruitable patch added for soldier and Spetsnaz pawntypes
- Fridges no longer have drugs automatically enabled
- Fridges can stock MREs




Finally finished season 1 of factions, I've neglected some IRL things and we're meant to be back to the military college tomorrow (haven't done me bloody maths homework, rip press ups all day) so I bid you all farewell for now, will take a much needed break. Good news, they meant online lessons!

I have not released the 4 new factions yet on Steam since the Modern Warfare mods need me to finish their epic faction trailer, unfortunately that maths homework and other things I haven't sorted out are more important so I'll get back to it in a bit. Cheers all.



I keep dun goofin, I'm gonna get removed in a minute

Hotfixes
DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

War Mongrels
- Missing textures fix
- Boss pawntype weapon selection fix
- Mixed spetsnaz pawntypes shooting and melee skill stat buff
- PBB M-99 body armor description fixed
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 27, 2020, 09:29:02 AM
Hi all, my apologies but there were lots of issues overlooked and updates I haven't uploaded. The post above has been heavily edited, I hope you guys who were early didn't miss anything.

I fixed GORKA-4 having average clothing insulation, I haven't spotted that for ages!

(https://i.imgur.com/IKQOLw0.png)

I did a simulation, made Allegiance and War Mongrels fight. War Mongrels played their accordion and blew up over half of Allegiance Spetsnaz, they would've lost but War Mongrels retreated. They had higher numbers left but I suppose they were finished. Not to be underestimated, they're as dangerous as I remember.

Allegiance couldn't get to the leader that had the accordion, and neither could my team because the infantry was on us, pretty tacticool if you ask me

(https://i.imgur.com/cgpnFlX.png)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 27, 2020, 04:46:42 PM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

VOID
- Fixed errors that appear when enabled alone



Update, minor fix

War Mongrels
- M89 camo pants label fixed from "M81"
- Nudged PBB M-99 body armor to the left a bit



Update, fixes

VOID
- Category fixes for VOID weapons, which have no categories and ended up being left on the floor. This is now fixed
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on April 28, 2020, 11:39:57 AM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

Coalition
Allegiance
Task Force 141
The Ghosts

Elite Crew
Cordis Die
Umbra Company
War Mongrels
Last Man Contingent


Spec Ops: The Line
Military Furniture
- Body Purist ban on their pawntypes. "Oh you'd rather die than have a bionic stomach? Too bad."

VOID
- Fixed description errors with destruction implant and genius implant
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on May 02, 2020, 09:29:39 PM
do any of the transportation mods require fuel or is it something you plan on adding in the future?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 03, 2020, 09:40:03 PM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

VOID
- Voidtech stomach now prevents food poisoning
- Voidtech liver recipe bill fix, no longer to show kidney for surgery
- Violence implant description hyperlink to genius implant fix
- GAUSS rifle cooldown and aim time reduced slightly
- Dusk Carbine cooldown and aim time reduced slightly

Rimmu-Nation: Clothing
- K6-3 and Rys-T helmet shape of side view fixed to be more accurate to Altyn shape
- K6-3 and Rys-T balaclava no longer use a three hole balaclava
- RN Apparel Bench needs Electricity research now

Rimmu-Nation Gloves N' Boots
- Mini tailor bench needs Electricity research now

British Military Kit
- British tailor bench needs Electricity research now

Rimmu-Nation: Weapons
- SMAW and Carl Gustaf accuracy buffed

*Note:
- Moved Get to the Safe Zone! back to "beta mods" folder. Too unstable.

Quote from: Ruisuki on May 02, 2020, 09:29:39 PM
do any of the transportation mods require fuel or is it something you plan on adding in the future?

The mods you're talking about use frameworks, I.E. YAYO'S MOTORS Core or Smash Phil's Boats. If they don't have an option to add Chemfuel, then I can't add Chemfuel. If they add the option, sure.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 06, 2020, 10:06:11 PM
(https://i.imgur.com/lwk0Nww.png)

Currently working on a DOOM 1.1 update, featuring DOOM Eternal equipment.

(https://i.imgur.com/xEhtGUA.png)
Praetor Suit MK 2

(https://i.imgur.com/kSfb7fy.png)  (https://i.imgur.com/7kHbCMO.png)  (https://i.imgur.com/KSKeW5h.png)

(https://i.imgur.com/tXLiacr.png)  (https://i.imgur.com/IxsfDio.png)  (https://i.imgur.com/0Syqj6L.png)

So I found it very hard to rework the old praetor suit with my old methods of having to recolor every part. My bro Ods taught me you can put a white textured item in Photoshop and set it to "Multiply" and then you can recolor it manually. So much easier for me. I de-saturated some colours off, and raised the brightness/contrast up. It left me with a color-able base, just like the GORKA-4. I'm glad Id Software themselves shared the Praetor Suit's colours for cosplayers, I just worked with that.

I added-on some details. I'll also be adding an implant for the DOOM scenario, called "Slayer's mark" which would make your starting slayer significantly stronger even without the praetor suit. Its the closest I can get to the game's lore since I've read that Doom guy was blessed with power by some archangel or some yadda yadda it doesn't make sense to me but whatever. Long as you get to blow things up.

- BFG 9000 warmup firing time will be faster but blast radius is smaller
- UAC Rocket Launcher warmup firing time will be faster but blast radius is smaller

As for the UAC Faction, they are a ton of work and I prefer not to be stressed out. UAC and US Military Kit have both been in a troubled production state, both being finished or semi-finished with new textures that were lost in the hard drive crashes. They've had to be redone over and over.

(https://i.imgur.com/0Z72w8i.png)(https://i.imgur.com/liPJi22.png)(https://i.imgur.com/sdomzTH.png)

UAC Wildcat

(https://i.imgur.com/6D3M5qI.png)(https://i.imgur.com/coyjhHa.png)(https://i.imgur.com/XxVtCQA.png)

UAC Shepherd

(https://i.imgur.com/XmB3kuT.png)(https://i.imgur.com/xLgLWOb.png)(https://i.imgur.com/1B8e2Lp.png)

UAC Raven

Funnily enough DOOM Eternal has made the UAC Raven variant more popular with them showing up in cutscenes. These elite guards were pushed aside by Slayer so he can take their gear, though I'm sure in their own right they would be badasses (Doom guy just has that effect on anyone). I'm thinking of making a black version of this armor, those guys wore a UAC ASP armor with their Raven helmets. I'm thinking of giving the player a UAC Scenario, where they take control of an elite task force from the UAC.

UAC Task Force Scenario:
- 5 Pawntypes with black UAC Raven and black UAC ASP armors (Or.. make them colorable? Random colors?)
- 5 Plasma guns
- You will have up to fabrication technology researched
- Research speeds will be increased significantly
- Crafting speed doubled
- Will spawn with UAC Nanotech healer serums (With fabrication researched you can produce your own or buy from friendly UAC settlements)
- Glitter tech medicine
- Hyperweave sleeping bags (not sure if I should even add sleeping bags)
- Will spawn with UAC soldier serum hediffs
- I'm not sure, I feel like giving the player 25,000 silver too as spending money since UAC is willing to spoil you but we'll cross that bridge when we get there.

It'll basically be the overpowered start that Red Horse can offer. We've had the difficult solo-man factions in FOXHOUND scenario, the medium level ones from 141, Coalition and MSF etc. and now this. A spacer tech faction that you can spoil yourself with.

Unfortunately there's so much to do. There's also those red guards which I may skip for now. We'll see.

(https://i.imgur.com/VzgXKyM.png)
(Gotta use the bigger weapons .dll and credit the author to make the Crucible proper in size)

(https://i.imgur.com/yK2w2kR.png)
(Asked Dninemfive for a meathook feature that allows players using this weapon to teleport close-range as if they were using its meathook.. May be a feature that never comes due to dnine being busy)

Right now, the goal is to finish this Praetor Suit MK 2 and add the Crucible and the new super shotgun.




(https://i.imgur.com/Pu0ZRBl.png)

"UAC Health Dispenser" - Their own brand of healer mech serums. I may go with this gucci name.

(https://i.imgur.com/UYdRGNk.png)(https://i.imgur.com/mtG4PMI.png)(https://i.imgur.com/grAf4En.png)

"UAC Lavish Ration" - UAC brand survival packaged meals that are of lavish quality. Issa spicy meatball
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Smexy_Vampire on May 08, 2020, 06:49:31 PM
uac and new doom stuff POG
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Ruisuki on May 09, 2020, 05:09:45 AM
for some reason backpacks arent giving my pawns the additional carrying capacity
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 09, 2020, 09:10:50 PM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

DOOM
DOOM Kit Classic
- BFG and Rocket Launcher blast radius nerf, cooldowns reduced.

(not the big update yet, taking a break from fast progress cause that's highly stressful to me)

Rimmu-Nation: Weapons
- FN MAG using "Dusk Mag" SFX error fixed

Prisoner Apparel
- Nudged textures to the right to center the textures better

Retro Joy
- Dungeons and Randies table now needs 100 wood, not 50
- Rock Em Sock Em table now needs 80 wood, not 50




Quote from: Smexy_Vampire on May 08, 2020, 06:49:31 PM
uac and new doom stuff POG

Oh yeah, the progress is super slow. I'm heavily discouraged from UAC and US Military, both were my biggest projects that were almost finished twice until hard drive crashes. I'm a bit glad it waited this long, textures look better than how I'd have left them, but it's still causing me stress getting it done cause I feel DOOM has high expectations, with demons and such.

I'll try and not burn out, cause the current project has made me consider leaving modding with its difficulty and dedication needed

Quote from: Ruisuki on May 09, 2020, 05:09:45 AM
for some reason backpacks arent giving my pawns the additional carrying capacity

Hey Ruisuki, if you're playing with CE the backpacks won't do their thing cause CE overrides the code for them. However if you have harmony that is all it should take to work. If you don't have CE and harmony won't work for some reason then maybe a mod conflict with other inventory related mods?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on May 10, 2020, 03:06:41 AM
Hey, what with steam version of new factions? They are out from beta right?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on May 10, 2020, 09:32:12 AM
I also have the problem with backpacks not adding carrying capacity. Has to be relatively new( ~4-5 days I would guess)
No ce user. Will take a look for what is causing it.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on May 28, 2020, 12:03:27 AM
Hello friendos, I've been away for some time. I'm moving more and more towards retirement.

I've had some mental struggles in the last few weeks and it put a halt to modding. I needed to stop focusing on this for a while. I came back to play for a bit and see the latest update, I am a bit upset to see more frustrating features but its at the very least a good sign that RimWorld will carry on.

I am still working on DOOM Eternal gear, finished all the front views. I just have to do side and back. (for all of them)

(https://i.imgur.com/0Syqj6L.png) (https://i.imgur.com/LKFT87H.png) (https://i.imgur.com/gTTohwW.png)

I've lost the will to make anything new guys. It's actually hard. Most of the people who did help me before are gone now and a lot of the mod features here can't be possible without them. It's also bad for me to spend time on these like I did, losing sleep and soaking hours into them. I can't do that anymore even with a lockdown since it just depletes my mental state and affects my physical wellbeing.

I've got a start date for the army again, July 5 this time. It's scary but it can't be worse than being locked down in your house with no sunlight for a long time. They say we are gonna get a shorter but more intense basic training, sounds like fun. I haven't released the 4 faction mods to Steam yet because the trailers are unfinished and I may still make changes to VOID.

I may make VOID a faction you can ally (though they will turn hostile very fast) and I may make their Titan and Wraith units have less health. I'm not sure.

For now I have to take it slow or I may just burn out again. I know the UAC is daunting cause that mod and the US Military kit were the biggest mods I've done that have been lost.

Quote from: Rocket_Raccoon on May 10, 2020, 09:32:12 AM
I also have the problem with backpacks not adding carrying capacity. Has to be relatively new( ~4-5 days I would guess)
No ce user. Will take a look for what is causing it.

You have harmony enabled right? I'm not sure what the problem is if you have everything in order. I have not encountered it myself yet. I'm sorry if I am unable to help

Quote from: Skynert on May 10, 2020, 03:06:41 AM
Hey, what with steam version of new factions? They are out from beta right?

Hey Skynert, as I've said I feel they aren't ready yet. I want their previews done and the animated trailers done. I don't want to rush their release like I have for some mods before. I feel like they're some of the last I'll do for a while so I want to at least make a lasting impact
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 01, 2020, 06:25:23 AM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

(https://i.imgur.com/YAnaw1a.png)

Rimmu-Nation: Security
- AT Mine cost to build reduced
- AT Mine and Claymore construction skill requirement raised
(https://i.imgur.com/uITwDBP.png)

- Claymores now have directional damage and are detonated manually by the player
- New Claymore directional textures (Camera+ recommended, hard to see without)

(https://i.imgur.com/Lqc7uYD.png)

(https://i.imgur.com/jA56K2g.png)

- C4 Charge added
- C4 texture by JangoD'Soul
- Detonation system added by Dninemfive

Faction: VOID
- Titan and Wraith base health nerfed (doesn't feel like it was, but it has)
- Dusk Enforcer sound errors when enabled on its own fixed, it has its own SFX now.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 01, 2020, 02:27:22 PM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

(https://i.imgur.com/aRHd6xn.png)

Rimmu-Nation: Security
- Claymores now haulable
- Claymore damage simulates 500 ball bearing damage (50 damage per 1 projectile, max was 100 projectiles to prevent lag)
- Claymore range reduced
- Claymore area of effect increased
- Raised drawsize for Claymore and C4
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 02, 2020, 06:05:51 AM
1.1 Mod Updated:

It's the update bois.

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Mod updated:

(https://i.imgur.com/BCt9Sbo.png)

DOOM 1.1
- Preview image changed
- Praetor Suit Mk 2 added
- Crucible added, Super Shotgun Mk 2 added
- Heavy Assault Rifle range increased by 1 tile
- UAC packaged survival meals and UAC health dispenser added
- UAC shield belt added
- DOOM Eternal based scenario added

(https://i.imgur.com/QF7YHfn.png)

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

(https://i.imgur.com/WH4A3Th.png)

Faction: VOID
- Titan punch damage nerfed from 90 damage to 55
- Wraith attack damage nerfed from 120 damage to 85
- Corpse decay takes a bit longer for the monsters

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

I'd like to stress that even though these have been nerfed, these guys are still deadly. Your pawns are only more likely to be downed now with a broken body.

I didn't like the fact that I was running around with the new Mk 2 Praetor Suit complete with a UAC shield belt (had to throw that in thanks to VOID) that pawns were still getting 1HKO. I'd prefer if you were able to survive with some life threatening condition with power armor. The damage is still a threat for non-power armored folks.

Happy I held a bit back on releasing VOID so they can be improved like this, however I can imagine people still finding them broken without realizing that they were a lot worse here




Hotfix update:
DOOM 1.1
- Crucible needs Advanced Fabrication research

Faction: VOID
- Dusk Blade and Amputator available in smithy tables without research fixed
- Dusk Blade and Amputator craftable (can't avoid it), requires high crafting skill now




Hotfix update 2:
DOOM 1.1
- Missing sounds error without VOID mod fixed
- Category error without VOID mod fixed
- Category error for MREs fixed
- Mass related error for Slayer's mark implant fixed




Follow-up Updates:
DOOM 1.1
- Description tweaks
- Crucible cooldown time slight increase



Follow-up Updates 2:
DOOM 1.1
- Slayer's mark implant nerf
* removed melee DPS stat addition
* removed melee penetration stat addition
* removed accuracy stat addition
* removed arrest chance stat addition
* blood pumping, circulation and filtration reduced by 25% from 50%
* increased healing factor by 50% from 150%
* increased immunity factor by 50% from 150%
* hearing, breathing, sight, metabolism increase by 25% added
* increased melee dodge chance by 50%
* increased melee hit chance by 50%
* rest fall factor 0.8 added
* colour tweak
* description tweak

- Crucible description tweaks
* serrated and point labelled as "energy blade" now for damages

Faction: VOID
- Wraith attack label now says "tentacle" rather than fist
- Wraith damage buffed from 70 to 90
- Wraith sharp protection raised by 0.05%




Follow-up Updates 3:
DOOM 1.1
* More base name generation names
* More faction name generation names
* UAC health dispenser cost to craft nerf, now needs 5 plasteel instead of 10 and 2 spacer components instead of 3.

Sorry for the sheer numbers of updates guys, it's just that a lot of issues kept popping up and spoiling some of the fun. Cheers!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 03, 2020, 10:21:11 PM
1.1 Mod Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Red Horse - Tier 7 Mall ninja operators update

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

DOOM
- Praetor suit Mk 1 and Mk 2 + helmet now count as Tier 7 Royalty combat gear.
- UAC shield belt now count as Tier 7 Royalty combat gear.
- UAC survival packaged meal now count as Tier 7 lavish meal.
- Slayer's mark implant base changed to prosthetic bionic base to prevent incompatibilities.

DOOM Kit Classic
- Praetor suit classic + helmet now count as Tier 7 Royalty combat gear.

Metal Gear Solid
- Exo Suit THI + helmet now count as Tier 7 Royalty combat gear.
- Sneaking suits now count as Tier 7 Royalty combat gear.
- Gene therapy-2 implant base changed to prosthetic bionic base to prevent incompatibilities.

T-45b power armor
- T-45b power armor + helmet now count as Tier 7 Royalty combat gear.

Rimmu-Nation Clothing
- Hunter Reactive + helmet now count as Tier 7 Royalty combat gear.

Faction: VOID
- All VOID gear now count as Tier 7 Royalty gear.
- Caviar now count as Tier 7 lavish meal.
- Titan health buff (25 changed to 26)
- Wraith health buff (20 changed to 22)

Faction: Militaires Sans Frontieres
- MSF Sneaking suit now count as Tier 7 Royalty combat gear.

Military Furniture:
- USMC MRE Meals now count as Tier 7 lavish meal.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 05, 2020, 05:54:11 PM
(https://i.imgur.com/RcfE3Dd.png)
Progress Tracker

(https://i.imgur.com/XMlEmgS.png)
*UAC Security
- Helmet: Finished
- Armor: Finished
(https://i.imgur.com/JBRIhqT.png)
*UAC Wildcat
- Helmet: Finished
- Armor: Finished
(https://i.imgur.com/pJDqwom.png)
*UAC Shepherd
- Helmet: Finished
- Armor: Finished
(https://i.imgur.com/O1iOl11.png)
*UAC Raven
- Helmet: Finished
- Armor: Finished
(https://i.imgur.com/5LZWeYh.png)
*UAC ASP
- Helmet: Finished
- Armor: Finished



(https://i.imgur.com/xmb06Ah.png)
*UAC Hawk
- Helmet: Finished
- Armor: Finished
(https://i.imgur.com/sRXl7OP.png)
*UAC Elite
- Helmet: Finished
- Armor: Finished



(https://i.imgur.com/pfGbkB8.png)
*Marine
- Helmet: Finished
- Armor: Finished
(https://i.imgur.com/u4coX0V.png)
*Phobos
- Helmet: Finished
- Armor: Finished



(https://i.imgur.com/AKaSQo4.png)(https://i.imgur.com/uyRc6ye.png)(https://i.imgur.com/jiDdBfv.png)(https://i.imgur.com/aWb3BhR.png)(https://i.imgur.com/nrSnoUL.png)
*UAC Skin Suit
Finished



(https://i.imgur.com/MhykbSf.png)
*UAC health dispenser
Finished
(https://i.imgur.com/grAf4En.png)
*UAC survival packaged meal
Finished



UAC Logo artwork by: Otrixx




Milestone Achievements:
(https://i.imgur.com/AZksnEb.png)

- UAC Security
- UAC Wildcat
- UAC Skin Suit


Finished: 07/06/20

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

- UAC Shepherd

Finished: 07/06/20

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

- UAC Raven
- UAC Elite


Finished: 08/06/20

(https://i.imgur.com/UQs6CuS.png)

- Marine
- Phobos


Finished: 08/06/20

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

- UAC ASP
- UAC Hawk


All UAC Textures Finished!: 09/06/20



(https://i.imgur.com/JAo4Upe.png)
Coding checklist

(https://i.imgur.com/Hk1SuT4.png)

*Preview - Done!
*Apparel - Done!
*Weapons - Done!
*Medicine - Done!
*Implants - Done!
*Food - Done!
*Faction: Base- Done!
*Faction: Pawnkinds - Done!
*Faction: Traders - Done!




Planning: Pawntype structure

(https://i.imgur.com/R0caqdj.png)
Base spawns:
UAC Wildcat
UAC ASP
UAC Shepherd
UAC Raven
UAC Security
UAC Staff
UAC Elite
UAC Hawk
Marine
Elite Marine


(https://i.imgur.com/nlEKxBN.png)
Caravan Spawns

Marine
UAC Security
UAC Staff
UAC Elite
UAC Hawk


(https://i.imgur.com/9P2ysow.png)
Raid spawns:

Common:
UAC Wildcat
UAC Shepherd
UAC Raven
UAC ASP



Rare/Sappers:
UAC Elite

Rare/Sappers:
Marine
Elite Marine


(https://i.imgur.com/nq1qrGA.png)
Trading Stock:

Cheap list:
  • UAC skin suit
  • UAC Marine armor
  • UAC Security armor
  • UAC survival packaged meal

Normal price list:
  • UAC power armors (except Security)
  • UAC health dispenser
  • UAC weapons
  • Lavish meals
  • Fine meals
  • Bionics
  • Resources
  • Neurotrainers
  • Etc.

Expensive list:

  • Phobos Suit
  • UAC soldier serum
  • Praetor Suit (If DOOM mod is enabled)
  • Praetor Suit Mk 2 (If DOOM mod is enabled)
  • Slayer's mark implant (If DOOM mod is enabled)




Mod is finished.

12/06/20
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 06, 2020, 12:24:33 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

(https://i.imgur.com/IlEVg3Q.png)

DOOM
- Improved market prices for heavy weapons
- Praetor Suit Mk 2 texture improvements to be more accurate to DOOM Eternal's model

(https://i.imgur.com/Ie86eFV.png)

The DOOM Kit - Classic
- Improved market prices for heavy weapons

(https://i.imgur.com/T5pqA3S.png)

Metal Gear Solid
- Camouflage and Stealth mod patches for Cardboard Box

Faction: Militaires Sans Frontieres
- Camouflage and Stealth mod patches for Cardboard Box

(https://i.imgur.com/S5itdbY.png)

Faction: VOID
- Market prices for heavy weapons fix
- Pawnkind combat power tweaks




1.1 Mods Re-upload:

Mods affected:

DOOM
The DOOM Kit Classic
Metal Gear Solid


- Mods re-uploaded into the correct Google Drive folder


Hey guys my apologies, if you have downloaded the mods within the first 40 minutes of the update please re-download since I dun' goofed and uploaded the updates in the wrong folder. You may have downloaded the same outdated version you originally had. My apologies!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 09, 2020, 08:49:41 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Faction: VOID
- VOID Reactive buffed

Durability: 380 -> 420 yes I did this on purpose
Sharp: 1.2 -> 1.25
Blunt: 0.55 -> 0.60
Hotel -> Trivago




Hey guys, little progress today. Had a very busy day, running around getting things irl like it's death stranding. Also have a maths homework from Military College, I thought I was past this but I suppose its good since Im supposed to be an engineer soon and I can't do maths.

Anyways, I haven't uploaded previews of the Phobos suit yet, I wanna leave you fellers a little info about it. I will give it to the strongest UAC units, like boss types.

It will be a copy version of the Praetor suit made by the UAC, however it won't be as powerful as the Praetor suit since this is spacer tech and the original design is arcotech. This means that UAC power armors will not be as resistant to damage, there will be no psychic dampening and there will be less insulation for cold and heat.

VOID Reactive needed to be buffed to carry on their "Spacer but better" kind of status.

(https://i.imgur.com/MQpLw3c.png)(https://i.imgur.com/SsSXvlg.png)(https://i.imgur.com/Rco68y1.png)

(https://i.imgur.com/HsYo6U9.png)(https://i.imgur.com/FOVONQc.png)(https://i.imgur.com/kC7cc15.png)

QuotePhobos Suit:
Description: A suit of power armor, a prototype clone of the Praetor suit made by Union Aerospace for their Marine Raiders. While being superior to all other UAC armors made before it, it pales in comparison to the original Praetor Suit due to some of its technology exceeding spacer tech level. UAC Engineers were unable to replicate the exact protectiveness of the Night Sentinel design due to technological limitations, making this suit lack the heat insulation and resistance of the original.

The power armor was made in memory of a distinguished UAC Marine that helped protect the Phobos UAC communications relay during a demonic invasion.

Note to self: May change its backstory, may not. If anyone who likes DOOM lore and know Phobos from Quake 3 has objections just lemme know, otherwise haha gold armor go zoom




Here's another preview for the UAC ASP armor.

(https://i.imgur.com/45HnYSK.png)(https://i.imgur.com/Alfur0M.png)(https://i.imgur.com/0KsZa0j.png)

(https://i.imgur.com/Rjm20Fa.png)(https://i.imgur.com/GmQz7yv.png)(https://i.imgur.com/AODREUc.png)


Remember folks, cover your ASP. (https://www.youtube.com/watch?v=BKfxHu9Nzp8)

*Active Self Protection theme plays*




Here's another one because I am procrastinating from doing 2 mock math test papers:

The one and only

(https://i.imgur.com/GddI5TK.png)(https://i.imgur.com/ld08Gwu.png)(https://i.imgur.com/VeOTwdB.png)

(https://i.imgur.com/7khtr1K.png)(https://i.imgur.com/hzamkKF.png)(https://i.imgur.com/wlKbrZ9.png)

My idea was to make these Marines use no bionics. The UAC Soldier serum (Cerberus serum) will be used by all their pawntypes except security and these Marines. I thought it would be interesting letting these guys be one of UAC's low level fodder, and yet they're better fighters than most of the current UAC soldiers with the serums and better power armors. They're the more experienced guys that don't get the high budget.

I will probably give this armor the same stats as the vanilla power armor and add no other fancy stuff for the helmet. Toxic resistance but no psychic resistance like the praetor suits. It's one of UAC's outdated equipment still in use.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 11, 2020, 08:33:59 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

(https://i.imgur.com/a0wn0gE.png)

DOOM: UAC Kit
- Mod added
It's finally back home bois, been a long 2 years.

(https://i.imgur.com/zqXint8.png)

Featuring:
* All UAC power armors including classic UAC Marine armor
* UAC skin suit
* UAC business suit
* UAC Bionics
* UAC health dispenser and UAC survival packaged meal
* "Hellwalkers" scenario, you are a squad performing black operations for the UAC
* Hellwalker soundtrack opening sting for scenario

Note: Only Plasma Gun is added in this mod from the DOOM arsenal, it is added in for the scenario and to avoid DOOM 1.1 dependency.

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

OTHER MODS UPDATED

DOOM
- Description tweaks

DOOM Kit - classic
- Label names of weapons tweaked, it now says "classic" instead of "DOOM"

Rimmu-Nation Clothing:
- Hunter Reactive helmet nerf for learning factor increase




Hey all, thought I'd upload the armor-only(ish) version of the mod. It may still face changes. I am not uploading it on Steam until all the mods that are unreleased from here are ready.

I know some of you have been eagerly waiting so here's the gucci UAC kit without the faction.

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

Enjoy all, lemme know if you enjoy the scenario! I'll be off sorting out the faction which may take a while longer




Hotfix City:

DOOM
- UAC business suit removed since it produces an error, was unintended to be duplicated into the mod

(if you downloaded the DOOM update within 30 minutes of this post, please re-download)

DOOM - UAC Kit
- UAC business suit added in, left it in the DOOM mod by accident oof sry Dr Samuel Hayden

(if you downloaded the UAC Kit within 30 minutes of this post, please re-download)

Sorry for the issues guys, happy I found them before it was too late though



Regarding Phobos Suit:

(https://i.imgur.com/RF94Sne.png)(https://i.imgur.com/XcTAH6O.png)(https://i.imgur.com/LtBWtkz.png)

I decided to take out the red light and other Night Sentinel-ish features from the chestplate of this power armor. It makes it look more like a clone than a direct recolor of the armor.

I felt like it actually makes the suit seem like it really was built by the UAC in an attempt to replicate the Praetor Suit. Besides, it looked closer to what Phobos actually wore.




Hotfix City 2:

DOOM - UAC Kit
- Bionics research error fixed for those without Royalty DLC

I have uploaded the latest update, again guys if you're an early bird, my apologies for causing you to have to redownload multiple times. This one should be the last of the hotfixes




(https://i.imgur.com/EUw16GB.png)

Hotfix City The Third:

DOOM - UAC Kit
- Bionics research error fixed for those without Royalty DLC(for real this time)
- UAC Bionics are craftable in the UAC Fabrication Bench
- All bionics related error fixed

Hey so it turns out Hotfix city 2 was not the last hotfix, I present to you all, Hotfix city 3. I'm frustrated finding out new issues, but special thanks to my friend Bas who pointed them out.

Now THIS is the last Hotfix for UAC Kit. Cheers all.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 12, 2020, 06:34:12 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

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

DOOM: UAC Kit
- Removed UAC Plasma Gun
- Removed UAC Scenario
- Preview changed and swapped for factions

Please install UAC Faction mod or DOOM 1.1 to avoid errors if you had this beta version installed.

- Scenario has been added to the UAC Faction so that this kit mod will not need weapons and possibly a CE patch

(https://i.imgur.com/VB8tYpf.png)

DOOM 1.1
- UAC Marine armor added (Classic Doomguy armor)
- UAC Marine helmet added (Classic Doomguy helmet)
- UAC Heavy cannon added (DOOM Eternal weapon)
- UAC Combat shotgun added (DOOM Eternal weapon)

- Recruitable space marine pawntypes with Military Furniture mod now spawns classic marine armor instead of praetor suit

- UAC Combat Shotgun from DOOM 2016 name changed to UAC DS-117 Shotgun

- Thing categories added for power armors
- UAC faction mod compatibility fixes

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

DOOM Kit - Classic
- Thing categories added for power armors
- UAC faction mod compatibility fixes




(https://i.imgur.com/Jq9NrAl.png)

Faction: UAC
- Mod added

(https://i.imgur.com/6tV95nU.png)

Faction: VOID
- Thing categories added for power armors
- UAC faction mod compatibility fixes




(https://i.imgur.com/adyVBPT.png)
(ARC logo for UAC scenario)

Hotfix:

Faction: UAC
- Description tweaks
- Not all UAC pawntypes use shield belts




Follow-up update:

Faction: VOID
- Titan basehealth scale reduced from 26 to 25
- Wraith basehealth scale reduced from 22 to 20
- Wraith tentacle damage reduced from 90 to 80



(https://i.imgur.com/7GuNC9U.png)

Follow-up update 2:

DOOM: 1.1
- UAC health dispenser description changes: "nanomachines" to "mechanites"

DOOM: UAC Kit
- UAC health dispenser description changes: "nanomachines" to "mechanites"

Faction: UAC
- UAC health dispenser description changes: "nanomachines" to "mechanites"
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 12, 2020, 08:11:23 PM
End of Season 2:

(https://i.imgur.com/UMlrqq6.png)

Hey folks, it's been a ride. I started my journey to join the British Army for as long as I started modding in RimWorld 3 years ago. It's going to be a reality in July 5th, just after next week.

I'm going to be on hiatus from modding, I don't know if I'll be coming back once I see the adult world and start paying bills properly and start living on my own. Everyday will be something new, not lying on my back in this room that I still need to clean before I leave. If I return for Season 3, I'll wrap up US Military kit and make their factions and probably get on to Diamond Dogs or MGS V factions. If not, I'll wrap up SAS and US Military Kit and be on my way to retire.

As much as I'd like to stay on the computer and my mobile device like its life support, they're gonna take away our phones in Pirbright during work hours and I hear the wi-fi there is not very good so I'll have to pay bloody 15 quid a week. I won't have any space to bring a computer in there cause it's gonna get knicked or I just simply won't have time to use it since I'll be too busy sorting my kit out and making sure the bed is made.

I'm leaving this post as a tracker for myself to have all these mods shipped and ready for Steam before I'm gone.

Non-Faction Mods:

(https://i.imgur.com/2Lz1WAi.png)

- Previews complete, ready for release

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

- Previews complete, ready for release

Faction Mods:

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

- Previews complete, ready for release
- Animation trailer done

(https://i.imgur.com/Obu2f7Z.png)

- Previews complete, ready for release
- Animation trailer done

(https://i.imgur.com/951Luzm.png)

- Previews complete, ready for release

(https://i.imgur.com/QC5oCnA.png)

- Previews complete, ready for release

(https://i.imgur.com/a0wn0gE.png)

- Previews complete, ready for release

A lot of work goes into presentation since I want to make a lasting first impression. I aim to get these done along with some unfinished business for MPCT and get out of here ready for cold, wet muddy floors and all sorts of excitement. I wanna thank you all for being there.

We're in the end game now.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 12, 2020, 11:49:07 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)




Accidentally removed update notes:

(https://i.imgur.com/ePRD8pG.png)

Faction: VOID

Faction: UAC

UAC Kit


- Social implants for all 3 mods fixed, accidentally left buff that allowed pawn to not need sleep like circadian half cycler




(https://i.imgur.com/5vVo9eh.png)

Faction: UAC
- Added all content from DOOM 1.1 except scenarios, you no longer have to enable that mod to avoid longer load times

- Added Rimmu-Nation Gloves N' Boots compatibility, pawntypes now spawn with power armor greaves and gloves

- UAC Traders will now purchase vanilla, Rimmu-Nation and RH category items from the player


Should be the last update. I apologise again that the mod has been high maintenance, but I'm aiming for maximum performance here so I won't have to update this mod anymore with all things fixed
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 13, 2020, 07:41:39 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

(https://i.imgur.com/vTbbcfh.png)
Faction: UAC

- Added UAC Jaguar armor
- Fixed missing faction leader in world map (needs a new world generation, unfortunately)

Hey guys, didn't realise the UAC was missing a faction leader. Its not a big deal but if you don't use Military Furniture, you will have no means of communicating with them through the comms console. This is now fixed, but I had to make the executives spawn for raids to make this work.

I decided to buff the executive from being a helpless pawn, and then made a custom UAC Jaguar armor for them. Executives now also have all UAC implants to make them not-so-useless in the battlefield, cause realistically they need all the advantage they can get since they would have zero combat experience apart from maybe simulations or neurotrainers.

Anyway, the UAC Jaguar is pretty much a slightly tweaked UAC Wildcat helmet and UAC Raven armor. I've tried to add as much details as I can without deviating too much, and of course I named it after an actual variant of armor in DOOM Multiplayer since that's what other variants are for UAC. Hope you guys don't mind, and maybe even like this added change.

(https://i.imgur.com/4trFXsX.png)

DOOM - UAC Kit

- Added UAC Jaguar armor
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 14, 2020, 07:11:27 PM
1.1 Mods Updated:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

(https://i.imgur.com/vlWNynT.png)
Faction: UAC

- Save Our Ship 2 compatibility, the power armors are now tagged for EVA in space.

(https://i.imgur.com/ZcLXAI3.png)
DOOM: UAC Kit

- Save Our Ship 2 compatibility, the power armors are now tagged for EVA in space.

(https://i.imgur.com/7w4yT3c.png)
DOOM 1.1

- Save Our Ship 2 compatibility, the power armors are now tagged for EVA in space.

The DOOM Kit: Classic

- Save Our Ship 2 compatibility, the power armors are now tagged for EVA in space.

(https://i.imgur.com/3Ge81yl.gif)
Faction: VOID

- Save Our Ship 2 compatibility, the power armors are now tagged for EVA in space.

Got some cool lookin' previews for VOID on Steam. Stand by for it.

VOID Storyteller

- Removed crucible difficulty

(https://i.imgur.com/STv2JiL.png)
Faction: Allegiance

- Deleted an extra texture that wasn't needed



Follow-up update:

Faction: UAC
DOOM: UAC Kit


- Minor graphic tweak, small white pixels under UAC onskin for male fixed and removed from side texture




Follow-up update 2:

DOOM: UAC Kit

- Accidentally left UAC Marine Armor on, removed now since it's meant to be in DOOM 1.1 or UAC Faction mod.





So I'm ready for release all. I just finished all the previews, only taking some screenshots now and prepping for Steam.

Its been an honour, and I happen to be leaving at 888th post. Next week Sunday is my last Sunday at home, I want to spend whatever time I have left in MPCT, training hard and relaxing.

Enjoy space out there guys.

(https://i.imgur.com/nUwz0Yd.gif)
I finally finished that Modern Warfare trailer by the way, here it is. (https://www.youtube.com/watch?v=UfN-XJ0JlNo)

May God be with you all, wherever you are and whatever situation you're in and no matter what you've done. Till' next time.




Zero sleep edition

Follow-up Updates:

Faction: VOID
- Descriptions improved for VOID reactive and VOID helmet

VOID Storyteller
- Description improved



Okay, till next time. For real this time.



Patch Updates 9000:
"Firing patch update 9000"
(https://i.imgur.com/vsKZ98k.png)

Welcome back to "next time" edition

Faction: UAC
- Crucible market value raised
- BFG 9000 market value raised
- UAC GAUSS cannon market value raised
- UAC traders at base no longer sell their ranged weapons cheap

DOOM 1.1
- Crucible market value raised
- BFG 9000 market value raised
- UAC GAUSS cannon market value raised
- UAC health dispenser compatibility fix for UAC Faction

DOOM Kit - Classic
- BFG 9000 market value raised

Rimmu-Nation Weapons:
- Railgun market value raised



Patch Updates 3:

Faction VOID:
- New creature added




Updates 4:
So it turns out July 5 is a long time away edition

Faction: UAC
- Trader stocks improved, UAC Wildcat is now sold on discount
- Other price changes for UAC traders
- UAC traders now purchase raw food and textiles
- UAC Marine armor description fixes
- UAC Power armor description fixes
- About.xml typo fixes

DOOM: UAC Kit
- UAC Power armor description fixes
- About.xml typo fixes

DOOM 1.1
- UAC Marine armor description fixes



Patch Updates 4:

Faction VOID:
- Implant errors regarding mass is now fixed


Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on June 17, 2020, 07:53:01 AM
Thank you for hard work, and good luck.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 17, 2020, 11:12:18 AM
1.1 Mods Updated:

(https://i.imgur.com/SZ4Yu4h.png)
TFW you can't stay at 888 post cause you have more updates to do

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

DOOM 1.1
- UAC Marine armor can no longer be tainted/deadman's apparel

DOOM: UAC Kit
- UAC Powered armor can no longer be tainted/deadman's apparel
- Negotiator implant description tweak

Faction: UAC
- UAC Powered armor can no longer be tainted/deadman's apparel
- Negotiator implant description tweak

Faction: VOID
- Giant spider decay patch

Quote from: Skynert on June 17, 2020, 07:53:01 AM
Thank you for hard work, and good luck.

Hey, thanks Skynert!




Follow-up fixes:

DOOM: UAC Kit
- UAC Skin Suit description fixed




Follow-up fixes 2:

Faction: VOID
- Giant Spider side view texture touch-ups




Follow-up fixes 3:

Faction: UAC
- ARC Soldiers incorrectly using elite uniform fixed
- Sapper mode disabled for the low tier UAC Security guys to prevent errors

Faction: VOID
- Giant Spider body coverage tweaks to prevent errors regarding torso




Follow-up fixes 4:

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

Faction: UAC
- Crucible worktomake slight increase
- Added 2 components to crafting cost
- Crucible crafting cost order fixed to try and patch out stuffable bug for unfinished item

DOOM 1.1
- Crucible worktomake slight increase
- Added 2 components to crafting cost
- Crucible crafting cost order fixed to try and patch out stuffable bug for unfinished item
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 19, 2020, 09:29:59 AM
1.1 Mods Updated:

(https://i.imgur.com/K3rPtRe.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Faction: UAC
- UAC helmets moved to UAC Fabrication bench
- UAC Fabrication bench texture flipped for west
- UAC bionics fixed to appear on UAC Fabrication bench
- BFG 9000 warmup time reduction

Faction: VOID
- EVA compatibility tag for Save our ship removed. It won't work due to the power armor not occupying middle and shell layer.
- Nerotonin pill description edited

QuoteSave our Ship 2 and the EVA tag
The VOID Reactive uses the middle layer, its a power armor meant to be working in space along with the VOID helmet, unfortunately for the "EVA" tag to work for apparels, the apparel has to occupy both middle and shell layer.

This means I cannot patch VOID armor to work with Save our Ship 2. I apologise for the inconvenience.

DOOM 1.1
- UAC marine helmets moved to UAC Fabrication bench
- UAC Fabrication bench flipped for west texture
- BFG 9000 warmup time reduction

DOOM: UAC Kit
- UAC helmets moved to UAC Fabrication bench
- UAC Fabrication bench texture flipped for west
- UAC bionics fixed to appear on UAC Fabrication bench
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 20, 2020, 09:15:34 AM
1.1 Mods Updated:

(https://i.imgur.com/czn395D.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

20/06/20 Category fixes update (I'm really sorry you have to re-download all this edition)
Mods updated:

Faction Mods:
(ALL FACTIONS)
Ghosts
Task Force 141
Coalition
Allegiance
Militaires Sans Frontieres

Umbra Company
Last Man Contingent
War Mongrels
Cordis Die
Elite Crew

UAC
VOID

(ALL OUTFIT MODS)

Rimmu-Nation Mods:
Rimmu-Nation: Clothing

Red Horse outfit mods:
DOOM
DOOM: UAC Kit
DOOM Kit: Classic
Spec Ops: The Line
Metal Gear Solid
British Military Kit
US Military Kit

Others:
Military Furniture



Hey guys just as an explanation, I needed to do this update to avoid it in the future. Now I added a new power armor category, it was brought to light with the recent power armor influx on my mods. Formerly we only had the Hunter Reactive and so there was no category for them, they went under "body armor". With this update, if new mods ever come with power armor (like MEDUSA) then there'll be no more problemos.



1.1 Mods Updated 2:

(https://i.imgur.com/yiqw1DZ.png)

Faction: UAC
- Chainsaw volume lowered

Faction: VOID
- Chainsaw volume lowered

DOOM 1.1
- Chainsaw volume lowered

DOOM kit - Classic
- Chainsaw volume slight tweak
- Chainsaw rotation offset fix



1.1 Mods Updated 3:

(https://i.imgur.com/n5gqM1L.png)

Faction: UAC
- Yet another category fix

Faction: VOID
- Yet another category fix

DOOM 1.1
- Yet another category fix

DOOM: UAC Kit
- Yet another category fix

DOOM kit: Classic
- Yet another category fix

Hey guys obligatory my apologies for so many updates, love ya george dubya, should be the last one (for now)




Mod fixes 22/06:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Metal Gear Solid 1.1
- Gene therapy-2 implant colour back to original

Rimmu-Nation: Clothing
- Hunter Reactive missing a category fix



Hotfix city 22/06:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)


Faction: UAC
- Bionics now have mass to stop errors

DOOM: UAC kit
- Bionics now have mass to stop errors



Update 25/06:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Faction: Militaires Sans Frontieries
- Faction description improved, grammar fix and dates removed



Update 25/06 Part Two: Electric Boogaloo:

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Faction: UAC
- UAC Engineer pawnkinds are now labelled "engineer" instead of staff member
- UAC Researcher pawnkinds are now labelled "researcher" instead of staff member
- UAC Marine pawnkinds are now labelled "marine" instead of space marine



Update 25/06 The Third

(https://i.imgur.com/Htdxj2e.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

Faction: UAC
- Scenario beginning message tweaks
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 30, 2020, 10:03:04 AM
1.1 Mods Updated:

(https://i.imgur.com/0Zhxc8M.png)

DOWNLOAD BUTTON MAN! (https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi)

20/06/20 Category fixes update
Mods updated:

(https://i.imgur.com/yvd3mk4.png)

Faction: UAC
- Category update for Rimmu-Nation stock so UAC can sell/buy Rimmu-Nation power armors too

(https://i.imgur.com/GnJW29v.png)

Faction: VOID
- Description hyperlink fixes for VOID implants




(https://i.imgur.com/09Og98K.png)

Hey all. It's the 30th of June, 5th of July is just a moment away. I am running around sorting out my stuff for basic training, need to fix my room and prepare my kit for Sunday.

I wanna thank you all for your support, I hope these mods bring you enjoyment even when I'm gone. I wish you all the best and for God to bless you all to be greater people than you could ever imagine. I'll do my best to have a break while sorting out all my stuff in the last few days, I think these are the last updates right about now.

I plan on finishing these mods:
US Military Kit
SAS Black Kit

Planned future mods:
Diamond Dogs
XOF
MEDUSA
US Armed Forces
British Armed Forces
DOOM Demons
Scavs (Escape from Tarkov)
UNSC
- whatever else assuming I don't get sick of modding

I don't know what else but I'm thinking about getting my hands on my own Halo mod when I get around to it. Just some basic UNSC Marines, ODST and Spartan II bois with their special Spartan II serums.

Anyways, that's all for later. I'm still running miles, got clicking knees and slow pacing but I'm getting there.

Cheers all, see you all next time.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: CerberusHellHound on July 22, 2020, 03:43:42 PM
Hey man, I know you're in the military now, I love your mods and I can't thank you enough for makin' em'!

In the distant future if you ever intend to continue modding, I have some suggestions of factions to create which I think would fit your aesthetic. There's way too many of them but maybe some ideas could interest you:

First some factions from killzone:
- Helghast Empire Army (tons of new weapons too)
- Visari Corporation (those guys have the capture troopers and some shiny energy weapons)
- ISA/VSA (Natural enemies of the helghasts, technically VSA and ISA have different equipment and the latter is more modernized and have shadow marshals)
- New Helghan Army (From killzone shadow fall)
- Phantom Talon Corp (Mercenary group from Killzone Mercenaries)

Second, some factions from Uncharted:
- Shoreline (Yet another PMC, buy hey there's business and archeotech on the rimworlds!)
- Lazarevic Mercenary Army (Ruthless serbian merc group.. I mean, there's the war mongrel already, but his guys have a different aesthetic, and he's a serbian archeologue! sortof..)
- Eddy Raja's Pirates + Ramese's pirates (need more lightly armoured and badly armed pirate groups on the rim..)
- Marlowe's Agents (Britons in suits with tactical gear.. what do you want more! Ruthless agents of a secretive royalist group)
- Navarro's mercenaries (the bastards..)

And from another franchise, Far Cry:
- Vaas Pirate Crew (again, the rim needs more lightly armoured pirates for the slaughter! Plus they are easily recognizible what with their red apparel)
- Hoyt's Privateers (Lot of drugs to be made on the rimworld, and natives to be massacred!)
- Rakyats (Fierce warrior tribals who discovered the art of the AK47, and drug use)
- Golden Path (Bunch of tibetan insurgents.. some of them are batshit insane religious nuts, others are ruthless drug traffickers, at the end of the day, those fiends are scums)
- Pagan Min's Royal Army and Royal Guard (The first group is badly equipped and armoured made out of local Rimworld's conscripts, the second is an elite fighting force made up of Min's loyal forces from his homeworld!)
- Eden Gate's Project (Religious cults are bound to pop up on the rimworlds.. those particular ones are forcibly converting everyone else around them about the incoming nuclear doom!)
- Outlander Resistance Union (FC5 Resistance): Rednecks and hillibillies with a heart of gold who teamed up to protect themselves against the growing amount of mercenaries, pirates and militias roaming the rimworld.
Great supporters of Rimmu Nation, they want to make the Rimworld great again!
- Omega Force (Army of advanced cyborg soldiers who hate commies and who's goal is to nuke all the rimworlds to return to tradition.. Basically, Anarcho Primitivist-Transhumanism unity!)


Call of duty franchise:
- Atlas Corporation (Hyper mobile mercs with exoskeletons.. what could go wrong?)
- Settlement Defense Force (Freakin' spacers who hate all planet dwellers.. they came to the rimworld to get all the resources! Oh and they have energy aks.. and robots)
- SATO (Sent from a nearby glitterworld, those guys faces off against the SDF and hunt em' down before they cause too much damage)
- Vietcong (Cordis Die needs some communist friends.. low tech communist friends!)
- Russian Ultranationalists (Maybe a rogue army from the Allegiance, those guys are ruthless.. Oh and also, natural enemies of Task force 141!)
- Al Assad Army (Some more middle easterners to complement the Elite Crew..)
- Sheppard's Shadow Company (Another enemy of the Task Force, a rogue force from the United States of the Rim!)


From STALKER franchise:
- Military (Those guys are aware of the danger of the Rimworld zone, and wants to keep those pesky stalkers groups out! They come from a nearby urbworld)
- Bandits (Damn gopniks.. They are mostly united, although they keep killing eachothers from time to time to find a new leader)
- Duty (Are they noble guardians of the zones, or fascistic enforcers, question of point of view..)
- Liberty (Liberty or death, stalker)
- Mercenary (Those madlads are going into the rimworld quarantined zone.. for money!)
- The renegades (Glorified bandits, but they technically aren't unified into one big gang, instead forming many small groups of murderous stalkers)
- Free Stalkers
- The Ecologists (Linked with the Military, they research artifacts and mutants of the zone)
- Monolith (Crazed cultists, the quarantine zone has made them hostile to all but themselves)
- Clear Sky (Ecologists rival, although they aren't hostile to eachothers. No link with the Military)


Metro franchise:
- Red Line (KILL ALL THE FASCIST SCUMS!)
- Reich (KILL ALL THE RED MUTANTS!)
- Hanza (Capitalism fuck yeah)
- Spartan Order (We're the good guys.. mostly..)
- Munai Baller (Mad Max: Russian Rimworld)
- Cannibal Military Remnants (Crazed allegiance survivors?)
- Church of the Water Tsar (SHUN TECHNOLOGY! But guns are fine. Just not electricity! Electricity is the DEVIL!)
- OSKOM (Lost Allegiance cell.. survived just like the others since the Urbworld became a Rimworld following the war)


Uh, I listed a lot..
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: daman2501 on August 01, 2020, 06:03:14 PM
Concerning the pink boxes issue

To the ones having problems with pinkboxes (IK there´s quite a few already),I still haven´t found a solution, but since it´s a pathing problem it´s likely that somebody fucked up and forgot to include a "neutral" image for each backpack or maybe; simply put, the new Harmony update broke the backpack handler, if that´s the case rolling back to an older version of Harmony should fix it. If that is not the case, then we must pray to papa Tynan that somebody rolls out a community patch while CP´s on basic, because we won´t see him in a long time...

Anyhow, the following mods are playable without problems:

AS OF NOW, ONLY 6 FACTIONS ARE AVAILABLE TO USE WITHOUT THE PINK BOXES PROBLEM:
-WAR MONGRELS
-ELITE CREW
-UAC
-CORDIS DIE
-LAST MAN CONTINGENT
-METAL GEAR


these mods on the other hand, are not "playable" (unless you don´t mind huge pink boxes on characters):

Using the other factions, kits and Rimunation apparel will make you encounter pinkboxes, since all of these include backpacks.

(I´m yet to confirm Task force 141, but it seems that it doesn´t include a backpack, so it should be O.K)

PD: Good luck at basic CP, thanks for your mods, without them, Rimworld just woudn´t be the same ;D

Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on August 05, 2020, 06:11:05 AM
Checked my colony and I am not really sure what you are referring to.
Backpacks from fe british kit or rimmu nation do not flash any /pink box missing texture problem\ for me.
I am using every mentioned mod in my save except war mongrels and uac faction.
So it is not a problem with chicken´s mods on it´s own I guess.
Are you using combat extended? Or did I misunderstood you?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: daman2501 on August 07, 2020, 04:53:50 AM
No, no I don´t use combat extended, and if there was a conflict I would have known a long time ago, I use CP mods since they came out, and together with another 90 Mods and never had problem, until I updated them to their latest iteration along with harmony, and well... Things went south to put it mildly.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on August 07, 2020, 05:04:00 AM
Maybe harmony or other nessesary mods got updated to the new 1.2 and this cause problems.
But normaly i would say all mods should have problems with the textures and not only some.
Maybe you can investigate what is the different between these mods.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: daman2501 on August 07, 2020, 10:53:23 PM
That´s the most interesting thing, only CP mods are affected. Currently I right now run exactly 102 Mods, and have been playing RW for so long I know were each mod needs to be so it doesn´t promp an error.

Sadly in a rimworld scale, my modding skills are at a 2 at best. I know were to look and how to read the error console, but aside from that, actual XML editing and C# Go over me... Sorry to dissapoint, I have actually tried doing something and see if I could release a fix, but to no avail  :-\
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on August 12, 2020, 11:27:07 AM
Sooo, press F with 1.2 ?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 12, 2020, 06:01:48 PM
Hey all, just dropping by quickly. Unfortunately bleeding through army sleep time (still working these hours cause creases never disappear and boots are never shiny or clean enough). I have a drill test tomorrow I'm anxious to get over with and I earn my Regiment Beret tomorrow.

I understand 1.2 is out and as per usual some changes that make people unhappy and obviously, some broken mods. I have no access to my laptop (thankfully) cause if I did I'd probably end up failing courses here cause I'm spending too much time messing about. I'm not able to fix anything so you guys will have to wait unless someone is able to get things  sorted For my sheer number of mods.

While I've been here on my first excercise, with filthy hands, honking smell and little to no sleep awake on stag I realised maybe I should slow down on my time allocation on mods when I get back to them. Some planned factions are gonna get scrapped and I've decided to do things on my own steam. I still love RimWorld, though now I'm in training and is part of the army here I realise some of the stuff I've done and written are what they call "fully booted" over here. Like bloody hell I sure have so much variants of rifles and apparel that all do the same thing, maybe need to de clutter and be more practical than tacticool.

Still got lots to learn. I'll respond to you fellas if and when I get more time. In our current stage we are assessed at least twice every week ok something so we're on high stress at the moment preparing and not getting much free time. Please do report to me how 1.2 Is affecting my current mods so when I get back I know what to expect.

(https://i.imgur.com/lFFiTpA.jpg)

Also in this photo is "BIF" he is our section (squad) mascot. We have to make his bed and treat him like a section member cause the Corporal said so. BIF can never do PT cause he's always injured and basically our section commander says BIF stands for "bone idle fuck". We have to take pictures with BIF so it can go in an album.

I hope you see why priorities are set here, BIF needs us and we can't be jacking out on him. 6 more weeks for me to go assuming I don't get into any issues and I'll go buy me a new laptop to get back in the game and be on phase 2 training.

Lots of love, I'm going to bed or I'll die in the parade square

P.S. Rations (MREs) aren't as amazing as I thought they were even if they're free food. Got three vegetarian ones for two nights in a row and let me tell you lot, eating cold bean and pasta cause you have no time to clean a rifle and sort your life out in one hour every morning can make you question if you want to live or not.

Absolutely thinking about nerfing those ration moodlets now that I have to stick them down my throat
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on August 12, 2020, 06:13:55 PM
Take care of your priorities first.  Real life is more important than this stuff.  Take care of yourself.   
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: daman2501 on August 15, 2020, 01:38:14 PM
Quote from: Chicken Plucker on August 12, 2020, 06:01:48 PM
Hey all, just dropping by quickly. Unfortunately bleeding through army sleep time (still working these hours cause creases never disappear and boots are never shiny or clean enough). I have a drill test tomorrow I'm anxious to get over with and I earn my Regiment Beret tomorrow.

I understand 1.2 is out and as per usual some changes that make people unhappy and obviously, some broken mods. I have no access to my laptop (thankfully) cause if I did I'd probably end up failing courses here cause I'm spending too much time messing about. I'm not able to fix anything so you guys will have to wait unless someone is able to get things  sorted For my sheer number of mods.

While I've been here on my first excercise, with filthy hands, honking smell and little to no sleep awake on stag I realised maybe I should slow down on my time allocation on mods when I get back to them. Some planned factions are gonna get scrapped and I've decided to do things on my own steam. I still love RimWorld, though now I'm in training and is part of the army here I realise some of the stuff I've done and written are what they call "fully booted" over here. Like bloody hell I sure have so much variants of rifles and apparel that all do the same thing, maybe need to de clutter and be more practical than tacticool.

Still got lots to learn. I'll respond to you fellas if and when I get more time. In our current stage we are assessed at least twice every week ok something so we're on high stress at the moment preparing and not getting much free time. Please do report to me how 1.2 Is affecting my current mods so when I get back I know what to expect.

(https://i.imgur.com/lFFiTpA.jpg)

Also in this photo is "BIF" he is our section (squad) mascot. We have to make his bed and treat him like a section member cause the Corporal said so. BIF can never do PT cause he's always injured and basically our section commander says BIF stands for "bone idle fuck". We have to take pictures with BIF so it can go in an album.

I hope you see why priorities are set here, BIF needs us and we can't be jacking out on him. 6 more weeks for me to go assuming I don't get into any issues and I'll go buy me a new laptop to get back in the game and be on phase 2 training.

Lots of love, I'm going to bed or I'll die in the parade square

P.S. Rations (MREs) aren't as amazing as I thought they were even if they're free food. Got three vegetarian ones for two nights in a row and let me tell you lot, eating cold bean and pasta cause you have no time to clean a rifle and sort your life out in one hour every morning can make you question if you want to live or not.

Absolutely thinking about nerfing those ration moodlets now that I have to stick them down my throat

Hey man, glad to hear from you; Absolutely take it with calm, no need to rush; army life is tuff; so dont loose sleep over us.

I honestly fully support the idea of you declutering the mods, this maybe the way to you actually maintaining a small but meaningfull mod collection!
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on August 29, 2020, 05:04:31 PM
Hey all. Been through the hardest times in my life so far. What makes it worse is we can't be visited by family because of COVID-19 so I haven't seen them.

I got back trooped, was on week 8. 3 weeks would've been our exercise Final Fling, which is an equivalent to the US Marines' Crucible exercise right before you pass and earn your place. I got marksman on our ACMT! (Annual Marksmanship Combat Test) 39/40 and go through exercise halfway. Was 3 nights and 4 days of what I can only describe as being very cold, very wet and suddenly very hot while being sleepy and filthy.

I've never been this mentally and physically exhausted before, not even after Tynan updated to B18 and I have to update all sorts of stuff (just joking) and then I got the bad news that I am getting sent back to week 5 for failing BCD (battlefield casualty drills). I'm gonna be in Pirbright a bit longer, and the mods will stay untouched by me even longer. I have to go through exercise Halfway again in 2 weeks and hopefully not have anymore issues. I have little to no time to respond to you all but I've read most of all your encouragements so thank you very much. I forget I have this other life now on the computer cause these mods don't matter inside a shell scrape (foxhole).

See you all later, please feel free to take over mod updates if you want, and I give you my thanks for being passionate with the mods if you do so.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: nylem on September 06, 2020, 10:38:16 AM
Hiya CP.

Damn boy you finally got in! Congratulations! I've been away from Rimworld for a while and just coming back only to see your good news. You've been after this army career for so long so don't let your little setback bother you. Well done.

And I just want to say thanks for everything you did with modding. You made my games so much better and provided many enjoyable hours.

If you come back to modding again someday great but if not thanks for everything.

Have fun and take care.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on September 13, 2020, 03:12:24 PM
(https://i.imgur.com/WU7JLlX.jpg)

Hey all it's late Sunday in Pirbright. Meant to be sorting kit out and have everything ready by Monday. I have been procrastinating and eating lots of garbage. (not counting this milkshake cause the buckshee milkshakes are the best in the world, sorry US Army but we got you guys there.)
Been dealing with spiritual warfare as well as mental and physical. One of our lads got a laptop and he downloaded RimWorld cause of me. Still waiting for Tynan to send me a check for that advertisement.

Next week I'll be back at week 8. My second exercise Halfway Was easier cause I knew what I was doing, we got beasted anyway despite me doing most things right cause you will find yourself paying for other people's mistake since you are all a part of a team. Did really well on the admin in the field inspection and wasn't picked up for anything. Monday and the rest of the week we have ACMT again, I'm aiming for top shot or another marksman badge. Hope I get it.

My boys from the last platoon are passing out soon, I get sad seeing them but I'm happy at the same time cause they're my boys. Funny story about the milkshakes, I wrote a review in our scoff house (mess hall) about the milkshakes which read:

"Milkshakes are the best thing in ATC Pirbright. Please don't tell my PTI."

As a joke, it went unnoticed for a month. One backtroop and excercise halfway later, my old PTI sees it and he flipping sent a photo of the review in their staff chat so now every staff member in pirbright knows my name and knows what I wrote in that review. That PTI sent one of the recruits I knew to warn me saying "Tell Recruit (Chicken) that I'm gonna come to his new platoon's PT session and I'm gonna make him leopard crawl for a milkshake."

So yeah, let's just say I'm getting a free milkshake soon. I also get called "milkshake man" now every time someone from my old company sees me, it's scary how even people I don't know recognise me, bloody hell.

Hope I get back to modding soon, just 4 more weeks to go if things go well, which I pray they do.

Quote from: nylem on September 06, 2020, 10:38:16 AM
Hiya CP.

Damn boy you finally got in! Congratulations! I've been away from Rimworld for a while and just coming back only to see your good news. You've been after this army career for so long so don't let your little setback bother you. Well done.

And I just want to say thanks for everything you did with modding. You made my games so much better and provided many enjoyable hours.

If you come back to modding again someday great but if not thanks for everything.

Have fun and take care.

Thanks my friend, I do wanna come back and get on the old horse. I'm telling you lot now, I'm gonna nerf the oblivion out of those Ration packs cause I've had enough of them, eating them cold or hot I have to bloody resist my gag reflex to swallow those flipping vegetarian beans and sausages (non meat sausage, geugh). I don't understand how the US Military gets Oreos and pizza while we have beans on everything with some orange substance on every ration pack that makes everything taste the same.

Somebody bloody save me and send me papa johns please I beg you lot right now
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 13, 2020, 04:50:55 PM
Tasteable survival pack's that is dream of each soldier. Even astronauts got better tasting food on the ISS ! :-(
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on September 14, 2020, 04:44:38 AM
Dunno, the french rcir ones and germa epa are quite ok, mre´s are a foodish nightmare to me  ;D

Good news to hear from you regarding training.
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on September 14, 2020, 05:45:42 AM
Maybe we should load a droppod full or EPA (https://www.mreinfo.com/international-rations/german-epa/) and RCIR (https://www.mreinfo.com/international-rations/french-rcir/) and send it to CP's next training ! :-)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 11, 2020, 03:05:49 AM
(https://i.imgur.com/sik2ko0.jpg)

Hey all, been a long time.

I got 40/40 on the ACMT on my second platoon. Got a second marksman badge. Passed my CBRN training, survived the Bayonet training where they just mess with you all day and beast you for no reason. For example a corporal was yelling at us to swap lockers with other sections within 10 minutes, layout all immaculate as if we were getting inspected by the CO, including our bedding. Let's just say we didn't get it done and we ended up doing a lot of running. Then we got to the bayonet range where we did more running followed by leopard crawling and scars.

Then comes week 11, just this week as of this post. Excercise Final Fling. Finally picked good ration packs, steak and dumplings, sausage casserole and fruit muesli. Wasn't hangin out on food this time cause it wasn't vegetarian. Finally stopped falling asleep on stag, we had a scenario where we were on a country called "Limeria" and basically even our section commanders didn't know what could happen most of the time since they were part of the actual excercise.

One night we were on stag and this wagon was driving around with no lights on near our harbour, we were so paranoid we told the other stag posts to stand by cause it just dropped by enemies. Nothing happened though, they attacked us instead in the day when we had nothing to do, all sleeping and resting. This woman in an insurgent outfit ran and jumped across two people on a shellscrape, ran to the middle of the harbour and started shooting people. "STAND TO! STAND TO!" And then it was chaos. All in all I'm happy we got through it. We did section attacks, I got yelled at a few times for failing to get on top of the hill el rapido m cause I'm flipping hangin' out (I promise you I wasn't mincing it, I was trying) and also failing to follow instructions first time around but the enemy died and we got sausages and bacon.

I'm gonna go to pass out parade Next week Thursday, go home Friday and have 10 days only till' phase 2 royal engineer training. I'm gonna have very little time to update guys, but hopefully I can grab a new laptop soon (old one is dying) and get working during phase 2. Been in a rough spot spiritually and mentally despite the successes. I've been over spending on stupid mobile games guys, cause I've used it as a way to deal with stress and it's really bad on my finance. I'll try to get over it soon.

I have plans to continue expanding on DOOM, and start with a "Bounty Hunters" faction. They will have Bounty Hunter set power armors from doom, they will be hostile. They'll have UAC weaponry too, just to imply that perhaps they're being sponsored by somebody wink wink.

Anyways, I'm late for breakfast. Just dropping this update so I can leave some good news. See you all on the outside!

Gotta clean up all the excercise kit and prepare my two shoes before leaving here
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on October 16, 2020, 07:06:48 AM
Nice curtains you got there  ;D
How (much) does the  virus situation messes with army training?
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 17, 2020, 06:24:44 AM
Quote from: Rocket_Raccoon on October 16, 2020, 07:06:48 AM
Nice curtains you got there  ;D
How (much) does the  virus situation messes with army training?

Couldn't see my family racoon, they weren't available for pass off parade. It is not so bad now since I'm home but during the whole training a part of me thought I'd never see them again. I also didn't get to go on a battlefield tour in Belgium and France. Basic Training was compacted into 12 weeks from 14 so we got rushed about more than usual. Things like gas chamber and obstacle course was banned (though we still went in a gas chamber, a Corporal had his own CS Gas pellets. he got in trouble for it but we got to inhale some lovely tear gas and I was hangin' out)

Anyways! I am home with only 8 days left. I have a lot of things to do and I'm unsure if I can update my mods in time. After that I'm off to phase 2 combat engineering folks. Hopefully I get what my mom is asking me to do by Sunday, which is clear out my room.

I'm seriously considering opening a Patreon now, something I was strongly against since I'm bloody hanging out on money and I'm irresponsible with it. That's probably all the more reason not to open one in my opinion. We shall see. I have a few things planned like a DOOM soundtrack mod that replaces vanilla music, and that bounty hunter faction.

For now first thing is first, but it surely isn't this:
(https://i.imgur.com/dAA2Qyn.png)
Title: Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 21, 2020, 06:32:54 AM
(https://i.imgur.com/5PHBux8.png) (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)
1.2 Versions (Google Drive) (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 23, 2020, 07:43:37 AM
(https://i.imgur.com/fdCf6BM.png)

1.2 DOWNLOAD LINK HERE (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)




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

VOID - "A guilty conscience" update

# VOID now converts other faction bases into a VOID settlement overtime.
VOID is advancing their plans to cleanse the outer rim as you take your time to prepare. Will you stand against them before the time runs out?

# A VOID deserter is requesting to join your colony
The deserter, overcome with guilt for all the atrocities their faction has done in the name of "the greater good" decides to ask for your help. Beware, they are being hunted.

# A Nerotonin-8B stash appears 
One of your allied factions have spotted an incredibly valuable stash of Nerotonin-8B pills. Beware since they don't have much else information on who's guarding it..




Mods updated:
- T-45b Power Armor
- Portable Nerfed Generator
- Vegan Survival Meals
- Detailed Body Textures I
- JecsTools CQC and Glory Kill
- All of Urumi hair mods




Planned features for VOID:
- VOID Faction story development
I wish to make VOID more than "The OP Faction" that people wanna stomp on. I aim for them to have custom quests and more incidents.

(https://i.imgur.com/y8y5tPx.png)

Planned new creature:
"Black Leaper" (Based on the Volatile Leaper)

A terrifyingly large creature that can sustain large amounts of damage, it's tongue can penetrate almost every material known to man. It is a slow moving creature that twitches sporadically as if it's a supernatural entity as it moves forward.

The creature will be available in a "crashed conversion chamber incident" similar to a poison ship crash, the longer the conversion chamber is ignored the more the ground around it is poisoned.

Planned VOID ending:
- If you successfully defeat all VOID settlements, a planet killer weapon timer begins for 7 days and you have to destroy the weapon that is heavily guarded by VOID members and monsters. Once you destroy this planet killer weapon, they are defeated for good.. Or are they?

VOID Relations:
- Similar to royalty, VOID may develop a personal relationship with the player faction. "Pets" that will be tasked to destroy various settlements. Once only VOID and the player is left in the world map, VOID will offer the player to live with them in the stars as the outer rim is slowly converted into a private glitter world that only their faction may dwell in.

It is the world without war and suffering that VOID envisioned, at the ironic cost of so much death and destruction.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on October 25, 2020, 06:00:08 AM
(https://i.imgur.com/E9r9Szq.png)

1.2 DOWNLOAD LINK HERE (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)

[RH] Faction: Union Aerospace 1.2

- "Marine Raider" name incorrectly displaying for Elite Security pawns has been fixed.




Off to Gibraltar Barracks in a few hours. Gonna be a tougher training than Phase 1 guys, hope to see the end of this and just get to do my job. I found "Taranchuk" who is a good coder that does commissions, $10 and hour. Ods introduced me to him. I'm thinking of saving up some money just to get some good features working. A rework of the recruitment board for example, where you can customise the pawn's attire and appearance, though each option would cost you than taking a random pawn.

It'll be cool if it even happens. See you guys, hope I do well. I'll be praying for everyone.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: hauvega on October 25, 2020, 07:44:12 AM
Take care CP.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 01, 2020, 06:16:49 AM
(https://i.imgur.com/EVcqFbx.png) (https://steamcommunity.com/sharedfiles/filedetails//changelog/2130955778/)

1.2 DOWNLOAD LINK HERE (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)

(RH) Faction: VOID - "What lies beneath" update

- Conversion chamber incident added
- Black Leaper added
- Mod option to disable VOID Takeover incident added
- Description and custom sound for VOID Takeover incident added
- Combat Extended patch added for Black Leaper within this mod

Very big thanks to my commissioned coderboi Taranchuk for making these features possible.




Quote from: hauvega on October 25, 2020, 07:44:12 AM
Take care CP.

Thanks my friend

I'm still in Gibraltar Barracks. Picked my laptop up from home since we're allowed to go home weekends. As for whether or not we're allowed a laptop, maybe not until we pass inspections but I don't think the NCOs care so long as it doesn't take me away too much from work time.

I got this update out during the weekend, was a pain in the butt but here it is. Cheers all, have a good week. I hope I do cause I'm hangin' out.



EDIT:
Quick follow-up fixes:

- Mod option mistranslation error fixed
- Quest label mistranslation errors fixed
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 08, 2020, 05:39:55 AM
(https://i.imgur.com/3h0rfdB.png)
1.2 BETA DOWNLOAD LINK HERE (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)

(https://i.imgur.com/Nq9avoZ.png)(https://i.imgur.com/kMBXY1b.png)

Mamma Gus, the mother of all VOID members. She has been there ever since the days of its founding. She believes in stoicism, strength through overcoming adversity. Unfortunately all for the wrong reasons, since her main priority is taking over the outer rim with the rest of VOID behind her even if it means cutting down everyone in the way.

She has weekly scheduled events, based on VOID's history in Fairview for Top Survivor, where weekly games involving waves upon waves of difficulty would overcome even some of the best. Only the strongest would survive.


(https://i.imgur.com/6RfpBCb.png)

(https://i.imgur.com/ewqjRIM.png)
"Secronom Control Chip"

Upcoming update for VOID Faction features the Secronom Control Chip, able to override the mental capacity of Titans, Wraiths, Giant Spiders and Black Leapers to be on your side. A feature will also arrive where these creatures will have rapid healing, to help owning players spend less resources on medicine.


(https://i.imgur.com/uMLQIWM.png)
Planned VOID Ending:
VOID: "David and Goliath" Ending

Planetary Killer weapon activated:

  • When all VOID settlements have been destroyed in the world map, a planetary killer weapon will activate
    An incident letter triggers which has a custom colour and sound effect.
    When the incident letter is opened, it will read a custom text
    The timer for the weapon is 7 days
    The planetary killer weapon quest will spawn in an ice sheet in the world map
    The base that spawns will be heavily defended by VOID members, having mechanoid turrets and mechanoid automortar rather than mini-turrets also.
    The planetary killer weapon "building" will be inside a plasteel building
    The building will have 9,000 HP
    The building will be powered by 10 vanometric cells
    This quest map will have VOID reinforcements every 2 hours
    Once the player destroys the building, VOID reinforcements cease
    Once the player destroys the building, the countdown disappears
    As long as the building is destroyed, the quest is complete

Glitterworld spaceship ending

  • This quest activates once the VOID planetary killer weapon is destroyed within 2-4 days
    A custom quest with customisable description, for defeating VOID they are offered by a glitterworld government some refuge within their planet.
    This quest spawns near the player colony (customised spaceship event)
    There is no wait time to ready the engines, no raids during the waiting. The player can leave anytime they wish
    A custom soundtrack plays when this ending is activated, with custom text before the credits roll, similar to the normal ending


Credits to Taranchuk for making all these cool coding stuff possible!
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 08, 2020, 06:35:47 PM
(https://i.imgur.com/JtJ0Kls.png)
1.2 DOWNLOAD LINK HERE (https://drive.google.com/drive/folders/12p73gQUXQmUImXUwzBDsEG-lYQUyZHVI?usp=sharing)

- Out of beta, tweaks to the scheduled events
- Day 7 more dangerous
- Day 6 more dangerous
- Day 1 has less good events


Behind the scenes stuff:
(https://i.imgur.com/wzQeLWS.png)

Improved Mamma Gus' design, adding more details based on the original VOID Reactive from Dead Frontier:

(https://i.imgur.com/ZIn3hJn.png)(https://i.imgur.com/a4p2gD2.jpg)

Credits to Gregg Taylor for the artwork and Neil Yates for the concept.

Used a stock photo of the most fitting appearance I could get for Mamma Gus, something about a person who has implants and augmentations made to their body despite being old enough to be your great grandma to try and transcend humanity.

Thinking of a cool trailer with Mr. Simon (VOID Storyteller) approaching Mamma Gus facing towards a window, overlooking the outer rimworld while he gives her the news that they're taking stronger resistance than expected. Then she says some cool villain stuff and decides to step in.

Too bad I don't have money or patience to animate these, neither the time cause we have obstacle course this week and a 5 mile tab. Hangin' out. Enjoy the mod.

Fun fact, Mamma Gus is a real person and she really was one of the people that ran VOID. She was the one who designed logos and animations for the clan, was also one of the top players in the Dead Frontier participating in the weekly "Top Survivor" competition/tournament. Her weekly schedule is based on that. Her character always wore a VOID mask or Dusk mask in Dead Frontier so I had to guesstimate what her avatar looks like. Don't know what she's up to these days, hope she doesn't have an issue with me making a mod based after her character in the game, wasn't the first time I put VOID in something.

Made an old youtube "movie" about dead frontier in 2015 and she thought it was cool, along with some VOID members despite it being incredibly silly and VOID being bad guys. Gonna stop blagging and get to bed soon.

Changed the title and mod.package name, thought it was more fitting so you will have to re-enable the mod.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on November 09, 2020, 12:43:41 AM
QuoteFun fact, Mamma Gus is a real person and she really was one of the people that ran VOID.
Or maybe she is your current commander/CO ? :-)
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 13, 2020, 08:06:12 PM
Quote from: Canute on November 09, 2020, 12:43:41 AM
QuoteFun fact, Mamma Gus is a real person and she really was one of the people that ran VOID.
Or maybe she is your current commander/CO ? :-)

We do have a female CO but she's not it. Stop following me Canute, they have the int corps watching you you know.

Updated the Mother Storyteller mod, forgot to sort out the description for her. That's all folks.

Tried to play with the mod and didn't last in day 6 with a cheated base, I don't know how you lot put up with my mods.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on November 28, 2020, 08:00:27 PM
(https://i.imgur.com/MueZiZh.png)

Current work list:

- Finish Mamma Gus trailer
- VOID bug fixes for latest update to be implemented i.e.
* Allowing N-4 mutants to be tameable
* N-4 Mutants to be allowed in caravan trips
* Secronom control chip to be destroyed after use
* Compatibility with SOS2

(https://i.imgur.com/cwjsXvk.png)
* VOID world eater event, prevent the device from spawning in other events such as clusters
* Customizable texture for VOID ending event instead of bandit camp texture
* When ending event is failed, planet weapon killer countdown continues while the event area disappears from the map

Rimmu-Nation and Red Horse mods with "Utility" updates
* Update all backpacks and webbing to allow being worn on top of each other
- Currently finished for Rimmu-Nation Clothing and Task Force 141 faction (unreleased patches)

(https://i.imgur.com/AQ8Z9be.png)(https://i.imgur.com/sfDhkyY.png)(https://i.imgur.com/HuuuEAg.png)
* Rimmu-Nation airstrike and grenade weapons to be a utility apparel now that can be carried by pawns while holding a normal weapon.
- Currently done for Rimmu-Nation Weapons (Unreleased update)

ETA:

I don't know. I've got 2 more weeks with Engineers and the exercise will be cheeky because I won't be able to feel my hands in the cold. Lets just hope I still have hands to make mods with. (If bridge building doesn't crush them)
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 06, 2020, 10:15:34 AM
filsph M eq figsqi hiexl xli hiwxvsciv sj asvphw

(https://i.imgur.com/DjtDw7T.png)

V.O.I.D.
It's the end of the world as we know it.




(https://i.imgur.com/Zsaia90.png)

I've attached the new model for all VOID settlements below. It goes without saying that when the new update arrives, the player will have a much harder time to destroy VOID.

(https://i.imgur.com/ikf38Ec.png)

Did a skirmish of a VOID settlement getting taken down by UAC and joint armistice forces.

(https://i.imgur.com/F0LDRHM.png)

(https://i.imgur.com/Eu2s73s.png)

(https://i.imgur.com/abK4UyQ.png)

I'd like to see how players come up with ways of taking down these bases without cheating, unfortunately my reinforcement system for military furniture doesn't work in non-player maps so it's gonna have to be braved by the player alone.

Current issues prevent me from releasing this as an update, which includes N-4 mutants not dying and infinitely being wounded, along with VOID settlements not spawning items in their stockpiles. Other than that a lot of things are coming together.



(https://i.imgur.com/I1VS0eB.png)
N-4 Hibernation Chamber
"A hibernation chamber for freshly converted N-4 infected subjects. It periodically awakens the creatures."

(https://i.imgur.com/QEONzAm.png)
Secronom control chip
"A syringe which has the secronom control chip within. It detects the most extreme cases of Nerotonin-4 mutations and makes its way into the subject's brain to take control of its thought process."

(https://i.imgur.com/cwjsXvk.png)
? ? ?
"An ancient machine from an extinct race of men that plotted to become gods.

Having nearly achieved their goals, their very creation caused their own destruction. The device causes a planet's core to implode on itself, destroying all life within."



Once you have successfully defeated all VOID settlements, this event triggers in the world map.

(https://i.imgur.com/RnuZWM4.png)

Deceitfully says "0" enemies. Contained within this outpost is the device VOID will use to cause the world you live in to implode. If they can't have their glitterworld, nobody can.

After successfully defeating this and destroying the planetkiller weapon, VOID is out of the outer rim for good and you will trigger an AI that invites your community to escape via a ship that will spawn near your colony, and he will inform you that a glitterworld government has heard of your exploits and wishes to offer you safe haven in their world. Basically they think you're cool cause you beat VOID.




I am on exercise next week, gonna be the hardest assessment I will go through so far. 5 days in the field, have to dig fire trenches and set up barbed wire fences, reserve demolitions, build bridges and all kinds of crap from morning till' night along with doing sentry.

We have lost a lot of good lads due to injury getting back trooped, but I'm still here. Usually in the back during the runs. I didn't tell you guys but my troop here double times (runs) everywhere, they don't believe in marching cause they're engineers anyway and they can't march.

One day I told my section commander that I didn't think I could hack this course, and that I dreamt of joining airborne with P Company. He said to me "You don't tell me if you're not hacking it, I tell you if you're not hacking it." then he told me to sit down and wait, and he comes back to tell me that I'm gonna get sent to the airborne unit cause he just put my name down. To those of you who don't know, airborne is very tough and the things they make you do on those extreme heights just to test your mettle will make a lot of men's jewels shoot straight back up to their body to hide in fear.

I'm gonna get on with it and worry about these updates later.

Self note:
Side view claymore for rimmu-nation is facing the wrong way, need the update pushed
Dead man apparel not ignored for UAC faction power armors, need the update pushed
Next update sees VOID members with SOS2 compatibility
Next update needs VOID mutants to have weight for caravan trips

Special thanks to Taranchuk, making all these amazing features possible. If you're looking for a coder for your own mods with C#, he's your man. He charges hourly for $10, had a bill that added up since I've made him run around doing things since the beginning of my phase 2 course.

When I get my flash and stable belt next week, I get to clean up all the filth off my kit and go home for Christmas leave. Maybe I'll get to see you all then and finally get these updates out. Lots of love all, please take care of yourselves and God be with you in all that you do.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on December 06, 2020, 11:20:17 AM
QuoteI'd like to see how players come up with ways of taking down these bases without cheating
Would you count the use of Rim of Magic as cheating ? :-)

Would be intresting to test a group of lvl 30+ monks against the settlement.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: zmadz on December 09, 2020, 07:50:50 PM
world needs more CP mods, stay safe and gl with field exercise <3
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 26, 2020, 09:58:01 PM
(https://i.imgur.com/mWKejmO.png)
"When there is no more room in hell, the muffalos will make more room" - Goofy 2020

"Dusk Helmet"
(https://i.imgur.com/PtkPTcC.png)(https://i.imgur.com/ScYe7Dd.png)(https://i.imgur.com/wU3yk3O.png)(https://i.imgur.com/ZS7fniz.png)
Description: The Dusk Helmet is part of the Dusk set, worn by inner city champions who either won through clearing hundreds of thousands if not millions of N4 infected in a weekly "Top Survivor" competition or by defeating hundreds of fellow survivors in a "Top Killer" competition. Either means of getting this equipment meant a costly sacrifice that often lead to the winners' loss of sanity, being forced to kill their own friends in the hopes of receiving a prize that set the winners and their loved ones in the wasteland to never be hungry or unsheltered again.

"Vendetta Guard"
(https://i.imgur.com/bSAcM1L.png)(https://i.imgur.com/ilzbHQ9.png)(https://i.imgur.com/TC4Dt6g.png)(https://i.imgur.com/VvssdqG.png)
Description: VOID's modification of the Vengeance Guard, the only armor in Fairview that matched the VOID Reactive. It comes with a built-in jump pack and a laser weapon system. Appropriately named "Venedetta Guard" in memory of fallen VOID members, worn by those who are sent to avenge them. It is a limited series of armour created by VOID in an attempt to adapt against their growing list of highly advanced enemies, a significantly more powerful armor than their current standard issue reactives.

Adds less speed than the VOID reactive but offers more protection and offensive capabilities.

The Undying:
(https://i.imgur.com/OhoUaOG.gif)
(Game is at x4 speed)

Senior VOID members. Those who give orders to the executives and elites. They aren't required to wear the uniform because they are set above others, having access to VOID's secret biological weapons. They are infected with a new strain of Nerotonin Type 4 virus, named Nerotonin-4b also known as "the cure for death". VOID has successfully isolated what causes subjects to seemingly rise from the grave, avoiding the horrible side effects and mutations of the original strain.

It is also rumoured that the Undying recover from wounds during combat, re-growing limbs and having the punching strength of a Titan.

Nerotonin Type 2 virus, an early strain of what helped develop N-8b pills are suggested to be the cause of these miraculous recoveries. And a rumoured new implant, which allows the subject's body to rapidly mimic a Titan variant's power.

The Undying are living manifestations of what VOID desires for the future, a world with no more need for medication and weak individuals that cannot protect their home world from foreign threats. Unfortunately a dream many would disagree with because VOID kills lots of innocent people that just wanna be left alone to milk muffalos and/or harvest the organs of their prisoners in peace.

Special thanks to: Taranchuk for coding all of these cool new stuff and Morgante for his texture work for the laser weapon UI:

(https://i.imgur.com/Dgzec5M.png)

Early Concepts:
(https://i.imgur.com/L8GV7tN.png)
Scarab Reactive

(https://i.imgur.com/qJYvcAT.png)
Dusk Reactive

(https://i.imgur.com/VSIr9BI.png)
Bio Reactive

(https://i.imgur.com/UScuo19.png)
Vengeance Guard




Hello all. Been having irregular sleep, procrastinating alot just resting and being very troubled. I passed the exercise and got my stable belt. It felt like hell and yet when I got home it was as though it was nothing. I'm back to same old with troubles.

I do wish I made more progress with mods and other things involving helping people but honestly I've been sat here and lying in my bed for weeks feeling sorry for myself and shaking in my boots for my upcoming time with Airborne in P Company. I am afraid of failing there and all kinds of stuff. I just really wish I would see greater changes in me before the new year. I haven't finished much for these mods, not even the planned Christmas video.

Anyways all, waiting for Taranchuk to patch a list of issues before the VOID update could come. Just taking the troubles away to prayer. It's really difficult for me because its easy to doubt God, but he never fails and that's all we have to remember.




Quote from: zmadz on December 09, 2020, 07:50:50 PM
world needs more CP mods, stay safe and gl with field exercise <3

Thank you my friend. Was far from safe and luck often failed me, God never did so he dragged me out of that exercise with a pass.

Quote from: Canute on December 06, 2020, 11:20:17 AM
QuoteI'd like to see how players come up with ways of taking down these bases without cheating
Would you count the use of Rim of Magic as cheating ? :-)

Would be intresting to test a group of lvl 30+ monks against the settlement.

Not at all Canute, cant possibly be as embarassing as seeing VOID super pawns drown to death in Mr. Streamer's Christmas video.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on December 31, 2020, 02:31:29 PM
(https://i.imgur.com/Px8iBxH.png)

So VOID has a new feature where I can generate a blueprint out of a player's base within a gamesave.

Blueprint can save the following:
- Placed minified objects like vanometric cells and infinite chem reactors
- Save items inside stockpiles and shelves

Base Building rules:
1. The base has to contain vanilla content only, other mods may cause incompatibilities for others
2. Don't make the base too big in case it lags someones game out too much
3. Don't blatantly set the turrets on where the players spawn for raids, cause as funny as it is, nobody will want to raid VOID anymore.
4. You CAN use mods to make the base i.e. Blueprints mod and Terraform mod, however modded furniture and items (except for VOID faction items) will disappear when other players load the base that don't have the mods, so please feel free to use mods while base building
5. Make sure base is in the middle of the map, if you place it up too far the settlement pawns will spawn outside the base

I recommend enabling the VOID faction mod while creating the base, maybe you can make a stash of Nerotonin-8b pills in the hospital of the base or voidtech bionic cache somewhere.




Below is what my suggestions are or what I feel would fit well with what the faction would want. Please do not feel obligated to follow all of these or any of these.

VOID's preferences:
- Blue lighting, very spooky cooky (not for the laboratories and hospitals though, can't see crap)
- Red lighting for power plant areas or outdoor turret defences. This is for friendlies. (if we have friendlies)
- Slate flooring, slate block furniture for prisons. Much sinister, very psychological warfare.
- Plasteel walls and furniture, royal carpets (Indigo) for VOID member rooms.
- Meeting tables with armchairs that use high end textiles (pantherfur is okay)
- Big turrets, uranium slug and etc. Have them cover each other in case enemies get close.
- Anti-grain traps to blow up voidtech stockpiles in case we get raided and the enemy gets their hands on our technology
- Outdoor chilling areas with high end textile armchairs with plantpots and tree shrine nearby
- Space ship parts neatly placed near the base.
- Non-square buildings and layouts, hexagonal shapes and etc. are more exotic
- Hydroponics, in case we have a desert or ice sheet base
- Vanometric technology, however other means of power is nice to see.
- Highly organized stockpile, separate items. I.E. They won't mix raw resources with medicine, weapons and resurrector mech serums lying around in the floor. Have artifacts, currency and raw resources hidden away in their own vault, warehouse or shelves like you're about to be inspected by a VOID executive with OCD that may or may not post you in an ice sheet world if he doesn't like how you're running the base.
- If you're gonna have a resurrector mech serum in the base, please keep it to a maximum of 1 and booby trap wherever you hide it in it's own little vault. You don't want players who are careless to get their hands on this technology
- If you want to put VOID Guard and Dusk helmets on the stockpile somewhere, I recommend a maximum of 1 pair.
- Nerotonin-2 and Nerotonin-4b virus to not spawn in VOID bases. This technology is only given to the senior VOID members.
- Failsafe wiring especially for defences in case enemies destroy or damage conduits.
- Don't worry about putting too much bedrooms, i.e. 20+ beds or huge barracks since usually only 12-24 VOID members spawn for bases.


I repeat, this list is for those who need ideas or want to know how VOID thinks for their bases.

Pretend you're now a VOID member and you're in charge of the layout of your own base. You wanna clear the planet of the player because they won't stop making human leather hats and you don't like them.




If you've finished, feel free to drop the gamesave here. Just a note that if you upload the base several months later or years later I may not be able to grab the base anymore to update for this faction.

Your created base will be used by the VOID Faction for their base generation and I will leave a credit for you in the mod description and about.xml.




Samples I've made:

Layout #1:
https://i.imgur.com/XBuJbFs.jpg

Layout #2:
https://i.imgur.com/Q5SZxMK.jpg
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 01, 2021, 03:44:55 PM
Ran into a problem. Have to scrap ALL VOID bases I've made so far.

Why do you ask?

Loaded current bases on a non-Royalty DLC save and the bases broke and threw errors. Need to start over with my own style of furniture for VOID.

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

Hired billionaire playboy philanthropist JangoD'Soul and he came up with these epic results. Asked for more.

You almost forget VOID isn't just about viruses and weaponised zombies with bionics and crap seeing how they live.

Working on more implants:
(https://i.imgur.com/gB5jxGa.png)
For example, its called the "MoTL implant" which is actually in Dead Frontier. Aiming to just throw in more low-level yet high tech implants that boost damage resistance, speed and experience gain.

Finished working on:

"Mother"
(https://i.imgur.com/e2GP6x1.png)
(https://i.imgur.com/T6lCK4p.png)
(https://i.imgur.com/xVE7hGP.png)
Description: The N4 virus affected pregnant women in horrific ways. The most notable variant is the "Mother" where the unborn child is merged with the subject's body. The Mother explodes on death due to gas buildup in their bodies. The child produces a volatile acidic vomit that can catch unaware survivors off guard. This acid melts through most material known to man, though quickly dissipating.

"Volatile acid" projectile and mote texture:
(https://i.imgur.com/uuEjY7R.png)(https://i.imgur.com/R3UmVfB.png)

Just waiting for bug fixes and textures so I can get on down to making the bases. I'm going back to camp at 3rd of Jan, I don't know what will happen from there. Still dreading airborne. Cheers all.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 03, 2021, 09:21:40 AM
(https://i.imgur.com/eSYspJA.png)

Ah yes fellas, according to this graph I just spent my last week not sleeping very well and making little progress on mods but very quick progress in losing sanity. Going back to camp today, leaving you all with a beta test link for the new VOID update.

Existing issues:
- Buggy built-in laser weapon for Vengeance Guard Mk 2, needs more fixes
- Descriptions for new sets of implants haven't been touched up yet
- VOID monsters now flee when shot by turrets thanks to their new thinktree
- Currently VOID furniture aren't hidden from the player. They're meant to be. Only available in this beta upload.
- Credit Jango'DSoul for art
- Fix descriptions and nerf Mother's vomit
- Freaking stop getting game breaking bugs so I don't have to pay Taranchuk over $250
- Defeat VOID Ending, once you crush all their settlements and defeat the planetary killer weapon

Changes:
- New Undying and Head Hunter pawntypes.
- Exclusive VOID corporate/modern themed furniture
- Vengeance Guard Mk 2, with built-in jump pack and laser weapon system
- N4 creatures are not caravanable and tameable.
- VOID bases are now bigger and badder (currently the new base has low loot and weaker than normal defenses, this was due to me not sleeping trying to fix the darn thing from infinitely spawning stockpile items.)
- Low level VOID members now spawn with a minimum of 15-20 skill on non-combat other stats rather than 10-20

New Secronom control chip texture:
(https://i.imgur.com/eGMuHm9.png)
Secronom control chip: Can take control of N4 mutants under VOID, fully trained and ready for battle.

(https://i.imgur.com/2Vpfugo.png)
Nerotonin-2 virus: Rapidly heals negative health conditions.

(https://i.imgur.com/LTYTUJu.png)
Nerotonin-4b virus: Brings back dead pawns to life after 1 hour of in-game time.

(https://i.imgur.com/uBaaPM9.png)
Titan implant: (in-game description needs tweaking) Makes the user as resilient as Titans against small arms fire and allows the user to have the punching strength of a Titan.

(https://i.imgur.com/Ii8Nvie.png)(https://i.imgur.com/uSboy4p.png)(https://i.imgur.com/YYnAkJt.png)
And many more new low level implants.. The implants do minor things such as add 0.10 move speed (among other things) but they stack. VOID members also received some upgrades.

Some screenshots:
(https://i.imgur.com/vLlCdfM.png)

(https://i.imgur.com/CZz0ifu.png)

(https://i.imgur.com/t9ypoOm.png)

May run into these features during your time raiding VOID, that is if you choose to do so.

I warn you that this build of the mod is unstable and could potentially lead to gamesaves having problems, please take caution and only play with this beta version if you're that excited about it and don't mind the problems and issues. Mother needs her vomit nerfed, writing it here to remind me.

And no its not CE compatible anymore.

I gotta go, here's the link:
https://drive.google.com/file/d/1nuwcRInKDQeVx_upjDdoyDOO1mZpKDFV/view?usp=sharing

BETA DOWNLOAD
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 05, 2021, 06:27:31 PM
Hey all. Back in camp, having a lockdown of a time. Not the kind where you get to sleep all day and gain weight, the locked inside a military base kind so consider yourselves more fortunate if you think you're losing your mind. Imagine having a mental breakdown in your room but you can't physically show it cause you're sharing the room with 2 other guys, then flippin' 1 lad walks in with a loud booming speaker playing some horrendous music, then 3 more lads walk in and show the other lads his pick up lines for some tinder girl wearing nothing but bikinis, then another guy walks in and- oh my days you know the rest.

Guys if you think pawns are unreasonable to complain about living in a barrack you need to fill their shoes alright

Anyway moving on to mindless complaining and mincing, her majesty is paying me for this so the least I can do is instead tell you how amazing it is to be in the British Army, eating three square meals a day and dreading the next time you'll meet a PTI.

I wanna talk about VOID. I'd love some feedback please. I know they were already overpowered but it seems Nerotonin-4b can get very annoying, maybe too annoying if you have 10 undying guys on screen who can titan punch everyone. I'm probably gonna remove Nerotonin-4b from the executives and Head Hunters. I am thinking on giving the Head Hunters sharpshooter weapons.

As for the armor, it really just needs the laser weapon to be fixed for NPCs, having automatic fire but a long cooldown. The amount of bugs being found is ramping up the cost of this mod, originally finished on a 150 USD budget and it bumped into 200+ territory with the bug fixes. I'm estimating 300 dollars over fixing the bugs of the armor which annoys the heck out of me cause the B3 pay isn't enough, I got bills to pay.

On the bright side we can get more than one mod out of these features, with the armor being able to be used for an Iron Man mod sometime soon, and the Praetor Suit getting some upgrades. Please give me some stories about you raiding the new base, what you think about the new pawntypes or bionics. Do you think the new bionics/implants need to be weaker or stronger? Are the bases enjoyable to raid or do they need more turret spam?

Lemme know. Stories on whether or not you like taking over the VOID bases to use as your own would be neato burrito too, but in the future I plan on more complex layouts, there was an unused laboratory building in there somewhere so that's coming in a bit. Everybody's waiting for the weekend.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 16, 2021, 09:13:13 PM
Much sad no feedback is given here, all of you break my heart.

(https://i.imgur.com/m0fRPfd.png)

Current plans:
- CE Patches where possible for VOID Faction
- VOID Scenario mod to be made separate (VOID won't be hostile to the player faction using this scenario)
- More base variation
- Whatever else updates I have to do for other mods
- Supplies for the player faction make a return in this scenario
- Maybe a personal reinforcement system to be added

BETA upload has been updated with something more up-to-date. I was asked why you can build the Voidtech power cells through a person in Discord without research (one of the only feedback I got), and I explained that this is a BETA version, none of these things will be available for the player. I'm gonna type less cause I'm tired and none of you talk to me anyway. (Except for Canute and everyone else, no backsies) No comms no bombs, socially distancing, 2 metres

Goodnight folks
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on January 17, 2021, 02:58:32 AM
Hi! Glad that you are back and fine(? bad english) No feedback becouse Im not a fan of VOID faction. Actually I didn't notice the update. I wasn't expecting them because of your training. (Gods save the Queen) Now I'm back to RimWorld myself, and the only mods from you I have are Rimmunation, Elite Crew, and Military Furniture. They work great as always. Oh, and Get to the chopper. Its essential. keep warm and remember to drink tea. My tribesman died for it.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Wavy Neptune on January 20, 2021, 08:08:59 PM
Hi Chicken Plucker, I'm a huge fan of all of your mods but the void and doom mods never caught my attention. I'd love to give feedback but when there's other mods uploaded. Wonderful work so far and stay safe.<3
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Rocket_Raccoon on January 21, 2021, 11:03:35 AM
Not sure if you will read it, but yeah, I am not using  void or doom mod either, hence no feedback.
Void because I am not interested in it, and doom because my current mod setup does not match doom setting.
I am very much looking forward towards updates of us military mod and sas black kit.
Your gear/real life mods are what I very much like and what I follow/use.

Kind regards
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 24, 2021, 06:45:42 PM
Quote from: Skynert on January 17, 2021, 02:58:32 AM
Epic
Quote from: Wavy Neptune on January 20, 2021, 08:08:59 PM
Victory
Quote from: Rocket_Raccoon on January 21, 2021, 11:03:35 AM
Royale

Hey fellas quick reply before Monday eats me alive. It is actually a shock to me for you guys to say that, I assumed VOID and DOOM series were the most popular especially since VOID has been the mod mostly mentioned in rimworld discord and the mod mostly played by YouTubers (from the RH collection). I'm assuming that's probably due to it's challenge.

I have found this difficult to admit but when I do have time to update and patch mods, I struggle to find motivation and drive to bloody do it. I feel like I've been outdone by wonderful modders like JangoD'Soul, Oskar and TMC with their great works of art, vanilla art style and such. Even that one helicopter mod that did things in vanilla style too caused a lot of people to switch off Get to the Chopper cause why not? I am in the position where I can't invest as much time in RimWorld anymore and certainly not enough time to learn C# or practice on the vanilla art style so I see these Red Horse mods slowly fading. Makes me sad, but I'll push on finishing what needs finishing before I go.

Sorry for waffling, I need some sleep
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on January 25, 2021, 03:39:44 AM
Don't forget the forum isn't the mainstream of rimworld user anymore.

But from what i read about VOID/DOOM it isn't a "simple" weapon/clothing mod anymore like your first RH ones. It is upwards like as you added the vehicles at the past.
Your skills at modding advanced ! :-)

Maybe you should think about to switch to the cyber division, do your CO know about your hobby ? :-)


Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on January 25, 2021, 04:10:41 AM
Well, Im using Rimmunation AND Vanilla Expanded Weapons, becouse more guns is more safety. Like in this great vid of your's

https://www.youtube.com/watch?v=5hYvzMb-I4g

Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Wavy Neptune on January 26, 2021, 06:32:43 PM
I wouldn't say cyber, I'd say his more modern era mods were the most popular. The mods he created for B18 were top tier. A complete us army kit would probably be amazing. or even those old mod projects he had from A17-0.19 he never released...hell if I'd love to help CP, but i don't know coding, maybe i should learn.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Axl4325 on January 27, 2021, 11:30:44 AM
Hey man, just registered to say that I love your mods and the world would be a worse place without them. To be honest the art style never bothered me, and that's because it aims to be detailed, a little realistic, quite outstanding from other mods that try to blend in nicely with the vanilla artstyle. If life demands it any other way, then it was nice having you around, you certainly put a lot of love and creativity into your work and it kept me playing the game for quite a long time. All I hope is that the mods keep being updated to the latest version of Rimworld
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: MrBriggs18 on January 28, 2021, 06:12:34 AM
I'd say the importance of art being as close to vanilla as possible is overestimated. Besides - having several different options for the thing is always good. While I have nothing against the big mod authors, I wouldn't want it to turn into a monopoly where only a small group of chosen ones makes things. And yeah, I don't use VOID or DOOM, because I don't like the overpowered challenges (more of a build-a-village-and-be-happy person myself), and I also don't recognize the VOID from anywhere (don't know if it's an original concept or comes from some game I didn't play) and have a strong dislike for DOOM after everybody else was so hyped about Doom Eternal and kept showing it in my face like it's the only important thing in the world. Liked some other faction mods though, Umbra and a few others. The only thing about your mods that looks actually bad is extremely blurry gun textures.
Probably said a few things that weren't necessary. I don't post on the forums often enough, not used to the interface. You shouldn't feel bad for not doing things "vanilla style". Cheers.
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on January 30, 2021, 12:51:10 AM
Work in progress .gif files are sped up for compression purposes

(https://i.imgur.com/tiVrcFF.gif)

Hello all!

(https://i.imgur.com/d5gbt3q.gif)

Been working on a John Wick animation, it's about 40% finished. I've had a very busy past few weeks especially since I'm moving to a unit now. I've been moving rooms, sorting out kit and etc. Being put into an EOD unit instead of Airborne, a bit relieved but unsure if I still want to pursue the airborne path in this career because it means back to training and getting to do disgusting PT up and down hills and falling from trinasiums and such. We will see.

I appreciate your comments regarding the art style, it's actually lifted my spirits, especially if a few of you guys bothered to register just to tell me that! Yes, I've been meaning to update the RH list but it's been a mixture of things getting in the way, when I do find time I have to battle lack of motivation. As soon as that VOID update (pending CE patches) is out I'll get back on US Military Kit while doing this Iron Man mod and DOOM's praetor suit update.

(https://i.imgur.com/p7h3VsW.png)

Iron Man mod is in the works, JangoD'Soul is providing the textures. I paid for it in commission, the only armour we have right now is Mk 1. I plan on doing Mk 2 after but after that I don't wanna do more suits cause it can get ridiculous, like come on, how am I supposed to emulate the nano-suit from End Game? forget about it.

- Armor can fly (needs chemfuel)
- Armor has a built in inferno cannon (modified version, smaller blast radius in 3 bursts)
- Armor has a built in rocket launcher (longer cooldown, probably the strength of one rocket from triple rocket launcher)
- You can stand in a podium and say "I am Iron Man."

Quote from: Canute on January 25, 2021, 03:39:44 AM
Maybe you should think about to switch to the cyber division, do your CO know about your hobby ? :-)

Thank you Canute, although no, I am set to be a mud muppet/please go find a bomb for four years. I want to be airborne but keep doubting whether or not I'll even get through the course a few weeks. Just waiting for COVID to stop putting a wall to that then it'll be on my hands. The guys who sit around and don't do much manual work are usually the Logistics and Clerks, they get made fun of the most but they get a lot of money for a lot of cushtiness so I can't even. I'd probably go insane spending too much time on a computer since I am battling some personal issues.



Anyway guys thank you for the replies, still got moving to do and a lot of bills to pay. I'm gonna stop commissioning Jango and Taranchuk for now, and I ought to STOP BUYING SKINS ON COD MOBILE CAUSE ITS NOT EVEN A GOOD GAME, STOP IT. (note to self)

Currently came into contact with a Patient B (someone who has been in contact with a COVID positive CPL) and now I don't know what's gonna happen to me. Her majesty's finest says I don't need to isolate unless Patient B (I'm Patient C) shows symptoms of the fluhan from wuhan. Hopefully next week I get more free time, not get bollocked about in the new unit working from home and be super cushty so I can get some work done.

P.S. Thanks again for the feedback regarding mod preferences, was very confused since in Discord and Youtube Red Horse mods are barely talked about unless it's VOID faction. Probably because a lot of people like being tortured in the game or seeing others be tortured in the game. I'm surprised people are still interested in the tacticool stuff since I was under the impression people got a bit tired of them after all these new spacer theme mods came out. Will keep it in mind, thank you guys
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Skynert on January 30, 2021, 02:51:52 PM
Tacticool is just too cool to be shown on YT. ;p
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Canute on January 30, 2021, 03:06:36 PM
QuoteThank you Canute, although no, I am set to be a mud muppet/please go find a bomb for four years.
This one big enough ? :-)
(http://www.yaconic.com/wp-content/uploads/2014/04/Dr.-Strangelove.gif)
Title: Re: [1.2] (WIP) Project Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 04, 2021, 12:40:01 AM
Updated Military Furniture (1.2) and uploaded it into the Google Drive subfolder "Furniture"

Realised I haven't actually uploaded the 1.2 update yet all this time I was in training, oops!
Ain't nobody tellin' me nothin'

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

VOID update's beta has been updated with various fixes and etc. in the demo folder

I'm gonna go bed cause a troop commander is gonna interview me "tommorrow" and it's already 5:30 AM.

Quote from: Canute on January 30, 2021, 03:06:36 PM
QuoteThank you Canute, although no, I am set to be a mud muppet/please go find a bomb for four years.
This one big enough ? :-)

No

Quote from: Skynert on January 30, 2021, 02:51:52 PM
Tacticool is just too cool to be shown on YT. ;p

I wish
Title: Re: [1.2] (WIP) Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 13, 2021, 10:32:57 PM
NEW THREAD LINK:
(https://i.imgur.com/091jzRp.png) (https://ludeon.com/forums/index.php?topic=53859.0)
https://ludeon.com/forums/index.php?topic=53859.0

14/02/21

Hello all, I am closing this thread after some years of working with these mods. I have thought about it, and decided maybe it's time to move on.

When I say move on I mean rebuild all the mods from the ground up, coding and texture wise even if it takes forever. If you're interested, please wait out on the new thread.



Hi I'm remaking Red Horse. I know.

I'm re-opening this thread for now since new updates haven't been finished for these mod series for the VOID Faction
Title: Re: [1.2] (WIP) Red Horse: Tacticool Expansion
Post by: Skynert on February 14, 2021, 03:40:44 AM
So, its closed, but open? ;p
Title: Re: [1.2] (WIP) Red Horse: Tacticool Expansion
Post by: Chicken Plucker on February 14, 2021, 01:03:30 PM
Quote from: Skynert on February 14, 2021, 03:40:44 AM
So, its closed, but open? ;p

It is mainly for the unfinished VOID update. May not include these on Red Horse 2 cause you know, old resolutions and stuff. Monsters are fine though, those guys are already high res
Title: Re: [1.2] (WIP) Red Horse: Tacticool Expansion
Post by: Chicken Plucker on June 06, 2021, 07:43:46 AM
Download link is in the front page
Bug patches update:
Factions affected:

  • Coalition
  • Allegiance
  • Last Man Contingent
  • The Ghosts
  • Task Force 141
  • Militaires Sans Fronteries

Rimmu-Nation fixes:

  • Rimmu-Nation Security 1.2
  • Rimmu-Nation Weapons 1.2

In summary, faction scenarios due to the way there were coded caused issues for players and got errors that PlayerFactionBase is being overwritten. I was summoned in discord to sort it out.

Rimmu-Nation Security's claymore is coded similar to how Rimmu-Nation 2 - Security's claymore works now to prevent mod conflicts if someone were to ever use the two (which is not recommended by me in the first place) and the Weapons mod just had the Kar98k texture assigned correctly to where it should be.

After I upload the VOID update this thread will be locked soon since I am abandoning support for the new versions later on. See you all in Red Horse 2