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RimWorld => Mods => Unfinished => Topic started by: Albion on July 17, 2018, 11:14:56 AM

Title: [1.0] Gen-spliced Xenohumans
Post by: Albion on July 17, 2018, 11:14:56 AM
(https://cdn.discordapp.com/attachments/400234259320799240/533743665303126026/o22.png)

Gen-spliced Xenohumans

After reading though this post (https://ludeon.com/forums/index.php?topic=41378.0) I decided to make a Xenohuman mod for Rimworld.

Content

Soldiermorphs
Engineered soldiers to maximize combat effectivness. Backgrounds will be limited to violent one like vat-grown soldier, assassins, other soldiers...
Pain factor x0.8
Does not get negative mood from pain
Hungerrate x0.8
Health scale x1.2
Life expectancy 25 years
ShootingAccuracyPawn +2
ResearchSpeed -0.5
GlobalLearningFactor x0.7
ImmunityGainSpeed x1.2

Designermates
Engineered to be perfect mates. Also includes their descendants. Backgrounds will be limited to various civil and slave backgrounds like pop idol, prostitute, recruiter...
Always has the trait Beautiful, 50% chance for trait Kind
Pain factor x1.4
RecruitPrisonerChance +0.2
SocialImpact +0.2
DiplomacyPower +0.2
PsychicSensitivity +0.2

Wolfman
Adapted to cold biomes this human has a thick fur as well as impressive teeth and claws. Backgrounds limited to various violent tribal and raider backgrounds.
50% has trait bloodlust, 25% chance for Abrasive
light natural armor against blunt and sharp
min comfortable temp -24°C (compared to 16°C for normal humans)
Increased damage with natural weapons (in between normal humans and wargs)
Hunger rate x1.2
TameAnimalChance -0.05
TrainAnimalChance +0.15
MentalBreakThreshold -0.08

Scaleman
Adapted to hot biomes with a leathery thick skin and lower food consumption.
Max comfortable temp 46°C (26°C normal)
Hunger rate x0.8
Natural armor
Tiredness x1.3
ToxicSensitivity x1.5
MoveSpeed 4.2 (down from 4.6)
LeatherAmount 60 (up from 50)


Next steps
I'm currently waiting on some additional head sprites made by Rebelrot and still need to create the backstories for the soldiermorph.

I expect to release by the end of January.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: AileTheAlien on July 17, 2018, 11:02:15 PM
Bears and Wolves seem to overlap a lot. Maybe just make a single cold-weather race? Soldiers seem pretty cool, but also have a lot of bonuses and only a shorter lifespan and consciousness debuff. Would definitely watch the balance on that one.

Sounds cool; I'm looking forward to this!
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on July 18, 2018, 04:34:38 AM
I gave it a second pass today and changed some minor things.
I'm still not exactly sure about the soldiermorph but I think the -20% Consciousness is a decently heavy drawback because it translates to -20% Manipultaion, Moving, Sight and some others too. This is why I buffed Sight with +40% to compensate for the loss in sight and make them shooting as accurately as before.

I also removed the bearman and changed the wolfman a bit to make him more comfortable with low temperatures but also gave him the bloodlust traits which will lead to deadly social fights combined with the higher natural damage compared to normal humans.

Small update: I had a chat with erdelf yesterday because the Alien framework doesn't support selective vanilla backstories so far but he'll look into it and get back to me with a solution to that.
I started work on the mod and might be able to present a work-in-progress version some time next week. Maybe sooner...
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Canute on July 18, 2018, 04:47:51 AM
What do you think to give them a higher chance for special mental states ?
Like then they genetic comes from predator they should have more berserk states.

And maybe some of the other be natural cowards with flee/panic states.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on July 19, 2018, 04:46:56 AM
A higher mental break risk sounds interesting but is not easily achieveable. I think I'll not do that for now.

Do any of you guys have an interesting idea for a drawback for the Scaleman? Just limiting movementspeed ist not that interesting unfortunately.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: SpaceDorf on July 19, 2018, 09:48:04 AM
A Drawback for Scaleman could be a bad cold resistence and a bigger need for sleep.

Title: Re: [1.0] Gen-spliced Xenohumans
Post by: mcduff on July 19, 2018, 02:10:22 PM
Quote from: Albion on July 17, 2018, 11:14:56 AM
Soldiermorphs
Engineered soldiers to maximize combat effectivness. Backgrounds will be limited to violent one like vat-grown soldier, assassins, other soldiers...
Always incapable of intellectual
Pain factor x0.6
Does not get negative mood from pain
Hungerrate x0.8
Sight +40%
Health scale x1.2 (meaning they have 20% more hitpoints compared to normal humans)
Life expectancy 40 years
Consciousness -20%

Designermates
Engineered to be perfect mates. Also includes their descendants. Backgrounds will be limited to various civil and slave backgrounds like pop idol, prostitute, recruiter...
Always has the trait Beautiful, chance for trait Kind
Always incapable of violence
Talking +20%
Pain factor x1.4

I think these two are the weakest because you limit the backgrounds and skills, turning them from geno-modded "races" like the others.

Think about the lore a bit. Yes these races would have started off being modified for specific jobs, but who is to say it always worked? What happened 3, 10, 25 generations later?

Consider the Super Mutants in fallout. They were engineered to be soldiers, but you still get super mutant artists, super mutant doctors, super mutant scientists and gardeners. The interesting stories come when they go against type.

Who says you couldn't have people whose ancestors were bred to be soldiers but who now work as accountants? Who says these "designer mates" would always be passive, pliant, non violent? The story of someone literally bred to be a trophy wife for a rich oligarch who schemed her way out of her situation and went on to be a gang leader on a perhiphery world is a *good*, *interesting* story, much better than someone who gets traded around as a hack for recruiting prisoners imo.

Here's an idea. What if the "soldiermorphs" were physically capable but lifespan limited. Give the buffs: make them stronger, quicker, more able, and leave intellectual enabled - soldiers need to be smart - but set the life expectancy to 35. They're great - but they're mayflies. What kind of interesting stories would that produce?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: SpaceDorf on July 19, 2018, 03:13:50 PM
Naaaaaah .. that won't work ..

(https://media2.giphy.com/media/13rQ7rrTrvZXlm/giphy.gif)

(https://pbs.twimg.com/media/BgysVyiCAAAewgI.jpg)
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Call me Arty on July 19, 2018, 03:54:42 PM
 I'm glad to see that a forum post of mine actually led to something!

I think you're absolutely heading in the right direction, though there's a bit of an oddity with the stats for the xenos. I think that rather than +40% to one system or -20% to that one, there should be some more focus put into backstories and racial traits. It makes sense that all of the soldiermorphs would be vat-grown soldiers, for example. It may not lead to variety, but it would make sense. If you'd like, I'd be willing to write them and come-up with stats so I could contribute something to this beyond inspiration. As somebody who has little-to-no-knowledge of modding, I think you can affect certain inherent talents of pawns, like mining speed (wonder which that could possibly apply to?) and movement speed (could be a good thing to boost for wolfmen and soldiermorphs, but drop for shortmen and bearmen, maybe). Otherwise, you run the risk of having the equivalence of a bunch of standard humans on certain kinds of drugs or diseases (cutting soldiermorph's consciousness is dangerous, but boosting combat skills while penalizing things like crafting speed or surgery success chance would set their roles pretty clearly).

While originality is ideal, there's nothing wrong with inspiration. There are some great features of other mods I'd recommend mirroring.

Wolf Men - Leeani (https://steamcommunity.com/sharedfiles/filedetails/?id=918789213). Not the latest version of the mod, but it's the best description of the race.

Soldiermorphs - Orcs (https://ludeon.com/forums/index.php?topic=38346.0). A more extreme example of the transition from colonist to warrior, still brings cool examples of culture, race-specific opinions and gear, and some tweaks to more obscure stats. By the way, I really hope that the soldiermorphs get a diet restriction to only nutrient paste (and maybe packaged survival meals), to more reflect their original description and change a colony's structure from basic human-meta.

No significant issues with any of the rest of the races, but listen to Space Dorf. He's got good ideas, and the scaleman one is one of them.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: mcduff on July 19, 2018, 05:40:20 PM
Quote from: SpaceDorf on July 19, 2018, 03:13:50 PM
Naaaaaah .. that won't work ..

(https://media2.giphy.com/media/13rQ7rrTrvZXlm/giphy.gif)

(https://pbs.twimg.com/media/BgysVyiCAAAewgI.jpg)
I mean that's sarcasm right?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: SpaceDorf on July 19, 2018, 05:52:39 PM
Yeap :)

Why else would I choose pictures of prime examples for your story suggestions  ;D

Mr Incredible working in the complaints department at an insurance company.

And the little princess who has been sold to pay for an army.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: mcduff on July 19, 2018, 05:59:37 PM
:)

I mean, right? I personally love the idea of getting a hulking gene modded soldier with a burning passion for art and gardening.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: SpaceDorf on July 19, 2018, 06:04:26 PM
I would love me a super farmer  :D
(http://www.joecustoms.com/customs/images/final/figure/2009/03/1237426896supermanKC.jpg)
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: AileTheAlien on July 19, 2018, 08:21:45 PM
+1 on the cold-temp and increased sleep for lizard-dudes.
I think both of those might be do-able just with XML too; I thought I saw those stats when I was messing with drugs and implants on the weekend...
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on July 20, 2018, 03:08:10 AM
I added the reduces cold resistance and increased tiredness factor to the scaleman.
Unfortunately it's not just pure xml since adding a health modification to a generated pawn is not super trivial. However I found a way to do it with some c# code and was planning to do that anyway.

Regarding the soldiermorphs and designermates:
I want to restrict their backstories simply for the reason that pawn with exactly that race have their race traits rather dominant and are within 1-5 generations. Sure there could be the insurance worker soldiermorph or a corporate CEO designermate but those should be rather rare. Breeding with normal humans or other races also dialutes the gene pool and therefore the genetic modifications which turns their offspring into normal humans after a few generations.
A person might be the grand-grand-grand-grand-child of a designermate but it's only visible because of their weird eye colour or that constantly changing hair.
Let's agree on this: I'll limit the backstories but I won't be super restrictive.

@Call me Arty: I'm not sure if I can directly affect things like shooting skill and crafting speed. I'll look into it though and will rework some of the stats. That way would be better than simply buffing or nerfing things like sight or manipulation.
Also I would be very interested in your custom backstories. Feel free to write some. However please try to stay canon.
You could also save me some work and directly write them in a xml file. If you already know the basics here is a guide on how to do custom backstories using the humanoid alien framework: Guide to backstories (https://github.com/erdelf/AlienRaces/wiki/Backstories)
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Call me Arty on July 21, 2018, 03:44:39 PM
Quote from: Albion on July 20, 2018, 03:08:10 AM
@Call me Arty:
. . .
Also I would be very interested in your custom backstories. Feel free to write some. However please try to stay canon.
You could also save me some work and directly write them in a xml file. If you already know the basics here is a guide on how to do custom backstories using the humanoid alien framework: Guide to backstories (https://github.com/erdelf/AlienRaces/wiki/Backstories)

It looks complicated as hell, but I'll try my best. Think you could PM me, say, your discord or email so I can post ideas elsewhere from this thread? Don't want to overwhelm discussion with "should the Soldiermorph sharpshooter be different than the soldiermorph sniper?"
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Scavenger on July 21, 2018, 06:42:20 PM
Quote from: Call me Arty on July 19, 2018, 03:54:42 PM
I'm glad to see that a forum post of mine actually led to something!

I think you're absolutely heading in the right direction, though there's a bit of an oddity with the stats for the xenos. I think that rather than +40% to one system or -20% to that one, there should be some more focus put into backstories and racial traits. It makes sense that all of the soldiermorphs would be vat-grown soldiers, for example. It may not lead to variety, but it would make sense. If you'd like, I'd be willing to write them and come-up with stats so I could contribute something to this beyond inspiration. As somebody who has little-to-no-knowledge of modding, I think you can affect certain inherent talents of pawns, like mining speed (wonder which that could possibly apply to?) and movement speed (could be a good thing to boost for wolfmen and soldiermorphs, but drop for shortmen and bearmen, maybe). Otherwise, you run the risk of having the equivalence of a bunch of standard humans on certain kinds of drugs or diseases (cutting soldiermorph's consciousness is dangerous, but boosting combat skills while penalizing things like crafting speed or surgery success chance would set their roles pretty clearly).

While originality is ideal, there's nothing wrong with inspiration. There are some great features of other mods I'd recommend mirroring.

Wolf Men - Leeani (https://steamcommunity.com/sharedfiles/filedetails/?id=918789213). Not the latest version of the mod, but it's the best description of the race.

Soldiermorphs - Orcs (https://ludeon.com/forums/index.php?topic=38346.0). A more extreme example of the transition from colonist to warrior, still brings cool examples of culture, race-specific opinions and gear, and some tweaks to more obscure stats. By the way, I really hope that the soldiermorphs get a diet restriction to only nutrient paste (and maybe packaged survival meals), to more reflect their original description and change a colony's structure from basic human-meta.

No significant issues with any of the rest of the races, but listen to Space Dorf. He's got good ideas, and the scaleman one is one of them.
You should do some more back story! And I agree with the rest. Model them after animals too, cold blooded lizardmen get move speed and /or attack speed modifiers based on the temp, need to eat less, maybe a small damage resistance from leathery skin. Bite and scratch attack from claws/teeth? Need to sleep more.

Wild wolf men don't have Vision penalties at night, have a scratch and bite attack, resistant to cold. Maybe a movement bonus. And a bonus to animal taming and interaction checks. But not very smart. Prone to social fights, which, coupled with their physical bonuses, is a double-edged sword. They are bad at Social, but maybe that use animal taming checks as social? If that's possible. So any pawn good at animal handling would get along well with the wolf men, but any good at Social would have little luck. Possibly also a higher likelihood of social fights with the same gender, particularly between males.

Soldier morphs don't get as many happy thoughts from social things, have that sparse environment trait that makes them not need pretty things, maybe they have little empathy and aren't good with communicating or bartering. You could also make 2 kinds of soldier morphs, the grunts and generals. Generals excelling at social and intelligence, more average in combat powers.

Dwarves good at hauling, maybe faster haul speeds and greater capacity. Great at mining obviously, tree chopping, other manual labor.

My biggest concern with any mod is balance. I would try to make sure that even though many species have drawbacks, they are always actually affected by them. Because if they get a big bonus to being in a certain environment, they are pretty much always there! Lizard man would always still be in the desert or another hot biome, meaning they always have pretty damn strong Buffs, but they need to sleep longer reducing there uptime, and if they have to fight during the night they are slower from the decreased temperature.

Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on July 22, 2018, 04:40:19 AM
@Call me Arty: I have a discord for my other mod which you can find here: Discord invite (https://discord.gg/WemEqvn)
XML is actually not super hard once you get your head around it. I can explain it to you some time.

@Scavenger:
Some things are easier to do than others. Having work speed depending on temperature is possible I guess but not easily done. It was an idea I had too but I'll need to look into it if it's achievable.

Regarding the wolfmen: they should technically get a taming penatly because they look like a predator. I think for now I'll get it as it is and make them dangerous and prone to social fights.

Soldiermorphs not being able to get various happy thoughts sounds interesting. I'll look into it what kind of thoughts I could replace or make unavailable to them.
Also for now I'll stick to the grunts. Generals are more difficult to balance and I'm not sure if they would be really interesting.

Shortmen are difficult. I'm still struggeling to balance them properly. What would be an interesting drawback? Remember they're not actual dwarves but rather humans adapted to a high-g environment. An increase to hauling capacity therefore makes sense but not necessarily other manual labor.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: just_a_random on July 22, 2018, 04:52:27 AM
just an iidea, what about a xenohuman version of the greys, born in gliterworlds throug selection of the smartest for centurieswith the target of geting a scientist caste to research for the government. Smaller, with less hp, foreced wimp trai, but with higher global learning factor, the too smart trait, stuff like that. Dont know
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Scavenger on July 22, 2018, 06:12:11 AM
Quote from: Albion on July 22, 2018, 04:40:19 AM
@Call me Arty: I have a discord for my other mod which you can find here: Discord invite (https://discord.gg/WemEqvn)
XML is actually not super hard once you get your head around it. I can explain it to you some time.

@Scavenger:
Some things are easier to do than others. Having work speed depending on temperature is possible I guess but not easily done. It was an idea I had too but I'll need to look into it if it's achievable.

Regarding the wolfmen: they should technically get a taming penatly because they look like a predator. I think for now I'll get it as it is and make them dangerous and prone to social fights.

Soldiermorphs not being able to get various happy thoughts sounds interesting. I'll look into it what kind of thoughts I could replace or make unavailable to them.
Also for now I'll stick to the grunts. Generals are more difficult to balance and I'm not sure if they would be really interesting.

Shortmen are difficult. I'm still struggeling to balance them properly. What would be an interesting drawback? Remember they're not actual dwarves but rather humans adapted to a high-g environment. An increase to hauling capacity therefore makes sense but not necessarily other manual labor.

My suggestion of manual labor in General getting a buff for the "Dwarfs", was because the intense gravity would make them very strong, letting them swing an axe or pick with Incredible Force.

Drawbacks for them are tough.. Other than not being able to get something off the top shelf haha. Potentially a slower move speed..? From shorter legs and stride. Although I would think the strength enhancement would make up for that. Maybe having such blunt and Burly features would prevent them from effectively doing things that require fine motor skills, it's like art or electronic crafting or similar things. Stubby fingers can't work that sewing machine, do delicate art or suture a wound!

While the soldiers are supposed to always be calm and rational In the Heat of battle, The Wolfman would likely be short-tempered in general, maybe give them some form of bloodlust or something like that also? I wouldn't want to just end up giving certain races permanent traits.. Letting them get traits to make each one more unique. Just give them whatever each trade games behind the scenes. And yes, the predatory features and attitude does make sense as a deterrent for prey animals haha. Maybe a penalty to handling then.

And I didn't mean work speed dependent on temperature, but movement speed and attack speed if that's possible. Though, I suppose they would be sluggish and general and also have a slower work speed.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: ajaviide on July 22, 2018, 07:49:06 PM
I just wanted to say that i find this idea interesting.
For me aliens really dont fit (i just find it refreshing) in Rimworld, but this type of approach is very interesting and sci -fi ish. It could be incredible way to bring even more variation and character to pawns.Without straying away from current theme.

Good Luck !!!!
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: mcduff on July 23, 2018, 05:41:12 AM
QuoteSure there could be the insurance worker soldiermorph or a corporate CEO designermate but those should be rather rare.
Genuine question: why?

I'm approaching this from a writing/worldbuilding/storytelling point of view, but why do you think that these populations would be isolated and unchanged, given that the galaxy is apparently a vast mixed up batch of various humans from all over the place? Even the existing "vat grown soldier" trait isn't that restrictive.

Are you picturing these people as sterile, so they can only be vat grown? Is everyone first generation? Are there no planets where breakaway batallions of superpowered soldiers settled to get away from war, separated for hundreds of years from the rest of the galaxy, from which some inquisitive travellers might set out?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: mcduff on July 23, 2018, 05:42:32 AM
I'm not trying to criticise, I'm just trying to open up the discussion of what these races are for. Are they just stat boosts? Or are they the basis for expanding the possibilities of what Rimworld can do?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: SpaceDorf on July 23, 2018, 05:44:54 AM
I think the suggestions for Wolfmen are quite off.

Wolves like Dogs are a social pack animals so giving them social debuffs seems really weird to me. The same goes for bloodlust.

Social fights for dominance sound reasonable though.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on July 23, 2018, 06:50:31 AM
@SpaceDorf: That is exactly like the wolfmen are currently designed. They don't have any social drawback except for the bloodlust trait which doubles the chance for social fights. I think I'll keep it that way.

@mcduff:
I get where you're coming from but from a story/worldbuilding perspective I don't feel like there would be many accountant soldiermorphs.
Militaries would probably put safeguards in place to prevent soldiermorphs from deserting. Also retirenment isn't really an option for them.
The few that actually get sold off or escape are first or at most second generation. The reason for that is simply that they mix with normal humans and their genetic traits get diluted (if they can even produce offspring). Even a second generation soldiermorph only has some of the traits still available to him and by the third or fourth generation they should be mostly gone or indistinguishable from normal mutation every human has.
Also the way soldiermorphs are described in the fiction primer (https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub) is mostly as grunts (or officiers which are not included in this mod).

An excerpt from said fiction primer:
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).

In that case they only "stayed" soldiermorphs because there was no-one else to breed with to freshen up the genpool. Also that socienty didn't seem very effective. Probably only a slightly advanced tribe.

In conclusion: I think soldiermorphs should and will be rather restricted. Sure there will be the occasional deserted or decendant background but most of them had a violent past which will be reflected in their backstories.
I'm not yet sure on how exactly I can balance them properly but I will try my best. I want them to be interesting and hopefully more so than just: Have a stat increased soldier.

Designermates are a different story. They are not that strictly regulated and depending on the culture of the planet are allowed to mate, live their own lifes or are enslaved or sold off at will. Their backgrounds are way more diverse and some may even made it to the leading position of a pirate group (https://www.youtube.com/watch?v=-p2lhxUqMMQ).
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on October 14, 2018, 05:24:57 PM
Interesting stuff...

I was thinking of soldiermorphs all mostly using the hulk bodytype, and to distinguish the soldiermorphs from regular humans and other xenohumans, i think they are a bit larger in size visually, but they have one single big angry eyebrow when looked at the front or sides...

Tallmen are mostly have an modified thin body type that makes them taller, while the shortmen or gravity-dwarves, are well dwarves that mostly don't care about cramped environments, though there are dwarves that make an exception, and some prefer to be hermits or even fishermen rather than miners & smiths.

I would like to know more! ;D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Call me Arty on October 14, 2018, 08:58:11 PM
Quote from: Kirby23590 on October 14, 2018, 05:24:57 PM
Interesting stuff...

I was thinking of soldiermorphs all mostly using the hulk bodytype, and to distinguish the soldiermorphs from regular humans and other xenohumans, i think they are a bit larger in size visually, but they have one single big angry eyebrow when looked at the front or sides...

Tallmen are mostly have an modified thin body type that makes them taller, while the shortmen or gravity-dwarves, are well dwarves that mostly don't care about cramped environments, though there are dwarves that make an exception, and some prefer to be hermits or even fishermen rather than miners & smiths.

I would like to know more! ;D

Gotta be honest with you, there hasn't been anything on the Discord for close to three months. I wouldn't get too excited if I were you.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on October 15, 2018, 06:04:54 AM
Well the project is actually still very much alive. However it's not a priority at the moment and the major issue is my struggle for sprites. I asked some artists I know but they didn't have time yet either. Therefore the project is currently on hold until I get textures for the wolfman and the scaleman.
Once I get them I'll crunch through the rest of the code and release the mod.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Call me Arty on October 15, 2018, 10:37:34 AM
Quote from: Albion on October 15, 2018, 06:04:54 AM
Well the project is actually still very much alive. However it's not a priority at the moment and the major issue is my struggle for sprites. I asked some artists I know but they didn't have time yet either. Therefore the project is currently on hold until I get textures for the wolfman and the scaleman.
Once I get them I'll crunch through the rest of the code and release the mod.

Huh. Color me suprised, and glad to hear it. I'm glad a petty argument about a fictional super-soldiers employment opportunities didn't kill the mod.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on October 15, 2018, 10:44:47 AM
Well to be fair it didn't help much and put the mod onto the backburner for a while. However I still plan to release this mod eventually once I get great sprites and enough time to hammer out various backstories and other coding stuff.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Call me Arty on October 16, 2018, 03:18:06 AM
Quote from: Albion on October 15, 2018, 10:44:47 AM
Well to be fair it didn't help much and put the mod onto the backburner for a while. However I still plan to release this mod eventually once I get great sprites and enough time to hammer out various backstories and other coding stuff.

Alrighty then, wish you luck. Too bad about the creative differences. I still look forward to release.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Planetfall on October 26, 2018, 09:29:16 PM
"I'm mostly in the planning/designing phase right now. I'm looking for input and suggestions. Please keep in mind that I'll try to create a balanced experience. Every subrace will have buffs and drawbacks. I want to create interesting races resulting in new playstyles, not the perfect race everyone will try to get.
What I also need is a talented artist that wants to create some sprites for some of the new subraces that look similar to the vanilla Rimworld artstyle. I'll definitly need sprites for the bear-, wolf- and scaleman but also maybe the shortman.

I'll keep you informed and am looking forward to your opinions."


I've been writing down plans for xenohumans engineered to live on comets. I have some notes (with some typos i bet) and sprite art in the attachments. Neither are finished. I want to redo the head sprite and I haven't made any other skin patterns besides the current one. I plan to have 3 or four options for head shape and 15 or so body patterns (the tattoo like pattern, not the body shape), as well as 10 or so different colors for both the base carapace and pattern, to tell individuals apart.

I'd also be happy to help with sprite work if that is still an issue for you.

Imagur Link Here
https://imgur.com/a/MOJ1i7p (https://imgur.com/a/MOJ1i7p)

Project details and semi outline of goal attached below

[attachment deleted due to age]
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Planetfall on October 26, 2018, 09:47:05 PM
Backstory: After the various mechanoid wars, many systems had much of their void infrastructure turned into drifting clouds of dust and gas. This conundrum weakened economies ravaged by years, decades, of war. Fearing complete collapse, one glitertechsystem turned to the ancient art of Bio forming as baseline humans require a lot of expensive and bulky equipment to work in space, and new mechanoids could be suborned by Malevolent AIs again. The result was an entirely self-sufficient void ecology that was both cheap to set up on a comet or asteroid, and more difficult to hack than even humans (low psionic sensitivity). The first seed ships were launched into the system's comet halo, and while many failed, dozens more took root. Simple plants grew, first fed by the seed ship's supply of radioactive material and volatiles the plants grew large enough to start breaking up the ice in search of radiation and food. Soon, cold gardens drifted through the void... and then the first gardeners awoke. Most baselines call them "lobsters" as their scientific is name ten syllables long and of course the name the lobsters call themselves is unpronounceable by humans (though some tap dancers can almost 'say' it). As soon as the first Lobsters grew of age, raised by carefully monitored machine personas and taught remotely by the brightest human minds, they were found to be extremely skilled miners, void gardeners, and pilots. Soon the first lobsters were seeding other nearby comets with void life and sending volatiles down well to the inner system. Buoyed by their success, the baseline Biotechs and Hab leaders launched thousands more seedships, these new ones now equipped with Johnson-Tanaka Drives.
And so the lobsters spread throughout the stars staying mostly content in their place in society. Why would they want to live anywhere else? Anyway else? This life of mining and living and dreaming under the ice and stars was truly the life they were made for.
Alas, some unfortunate individuals no longer live on some nice comet. They live in a hot crushing hell, where every step is agony, where every breeze of thick wet air stings their unblinking eyes, where the temperature threatens to boil them alive in their own carapaces. A place known as a "habitable terrestrial planet".
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on October 28, 2018, 12:04:22 PM
Interesting suggestion Planetfall.
However I feel like that kind of race would deserve it's own race mod since it's rather different in apperance and stats compared to
baseline humans.

In other news:
Rebelrot offered to do some sprites for me. He started out with the wolfman and the ones he did so far look very good. I'll share them at a later point. Once they're all done I could finish up and release a first alpha or beta version of this mod. Expect it some time early to mid november.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Planetfall on October 28, 2018, 02:06:08 PM
Ok, I'm looking forward to the release.
thanks for the feedback btw.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: alien0gamer on November 18, 2018, 04:02:11 PM
Quote from: mcduff on July 23, 2018, 05:41:12 AM
QuoteSure there could be the insurance worker soldiermorph or a corporate CEO designermate but those should be rather rare.
Genuine question: why?


I'm approaching this from a writing/worldbuilding/storytelling point of view, but why do you think that these populations would be isolated and unchanged, given that the galaxy is apparently a vast mixed up batch of various humans from all over the place? Even the existing "vat grown soldier" trait isn't that restrictive.
Are you picturing these people as sterile, so they can only be vat grown? Is everyone first generation? Are there no planets where breakaway batallions of superpowered soldiers settled to get away from war, separated for hundreds of years from the rest of the galaxy, from which some inquisitive travellers might set out?

Think less human, more genetically engineered slave soldiers.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on November 19, 2018, 06:00:48 AM
Thanks to the awesome rebelrot the mod is progressing.
He created some nice sprites for the wolfmen. Here is a sample of a happy wolfmen family:
(https://media.discordapp.net/attachments/470654702233845760/513400630157639715/TEST_1.png)
Unfortunately I'm a bit busy with work and stuff but I hope to release a beta version soon-ish.
Sprites for the scalemen are still missing but will be coming up next.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: leestriter on November 19, 2018, 09:46:38 PM
Maybe a plant man, needing less food and being a better farmer but with fire and darkness vulnerabilities. Or a sort of hawkman, with incredible sight and speed but very fragile. Maybe a group breed to be harvested for organs, with an immunity bonus. A manbat or batman, darkness advantages bad in sunlight? Just ideas. Love the wolfman sprites.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on November 20, 2018, 03:11:19 AM
Awesome!

I can't wait for a tallmen colony! along with soldiermorphs sleeping in cyrosleep in case of raids along with some regular human and wolfmen doing grunt work there! ;D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Mumin on November 20, 2018, 10:47:22 PM
Hello,
In stargate sg1 there was a group of genetically modified people who was created by one of fake gods to learn how people will change in the future, he changed them so they were extra happy and learn their language basicly in hours, but they lived only 100 days, full mature after week(for fast evolution). So i was thinking how much you can lower their lifespan?
Second idea is to create geneticlly unstable race with high skills, short life and very big skill decay, if you could find one of those guys in ancient cryptosleep casket they would have very high skills (20), you would recruit them in 2 days then they would have lower skills  (18) and after month or so they would have 0 level in every skill and they would'nt be able to learn anything.
Those  people are basicly mutants so third idea is to create sickness forseen for your xenos that would make them retarded slowly:
-hey doctor why i dont feel very well...
-your DNA is decaying so your body starts to malfunction, your insides are changeing into pulp and your heart will stop in a day or two, let me give you this herbs so they wont tell me that i didnt tried to save you.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on November 21, 2018, 04:18:58 AM
Thanks for the different race ideas but for now I'll limit it to the ones I already proposed in the first post.
However I can still expand at a later point and will keep any suggestions in mind.

If you got any balancing ideas for the existing race ideas please let me know. I'm still trying to tweak them a bit so they're actually interesting and not just stat boosts.

I might actually scrap the tallmen and dwarfmen/littlemen. So far I haven't really come up with any interesting stat adjustments that make them fun to play with and make for interesting changed gameplay. The soldiermorphs, designer mates, wolfmen and scalemen will definitely be released though.

In other news: Rebelrot created an additional head for the wolfmen.
(https://media.discordapp.net/attachments/513279994819117057/514420467214581771/wolfman_head_front_EXTRA_.png)

He'll move on to create scalemen sprites next. Once they are all done I expect a beta release soon-ish.
Again: I'm very busy at work right now but I expect to have some more time in 2-3 weeks so I can release a first version of this mod.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: leestriter on November 21, 2018, 10:51:42 AM
Maybe some sort of shut off or killswitch added to soldiermorphs by the creator in case they rebelled? And maybe tallmen could be salvaged as spacers (maybe from generation ships?) instead of low g planets, good scientific and technical skills but generally slower and less resilient? I don't see any use for the dwarf. Maybe wolfman or scaleman could eat directly from corpses without penalty, or as the only food source? Maybe a hibernation state for one of the races, basically a built in stasis?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on November 21, 2018, 11:22:29 AM
dwarves or shortmen, could be actually hard to hit since their sizes are shorter than a human but in the fiction primer it's said that the gravity dwarves have for short and underground dwellings, which have the cabin fever or outdoors need removed since they prefer to be living in their safe bunkers or mountainhomes rather than living outside.

Gravity dwarves i think they could have a chance to replace mercenary grenadiers since from reading about dwarves in different types of media and fiction they make excellent miners and sappers and also demolition experts.




As for tallmen, since they have weaker bones or body parts from low-g adapted gravity enviroments, they should be more better at being scientists, janitors or even artisans or workers.

Tallmen could play the role of long-range weapons, they are good at using sniper rifles or bolt-action and charge lances. But in melee combat or when someone sneaks a shotgunner and blasts the tallman in the face, they fall easily, and it's up for the normal humans or his xenohuman cousins to do their work of fighting instead of them, they prefer it indirectly with sniping and support instead of direct assaults.

I'm fine and happy with soldiermorphs, but i love playing colony with dwarves or a tallguy who sits in the corner of the colony, who just makes sculptures or makes weapons in the smithy. :D

Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Muminek on November 22, 2018, 01:55:51 AM
Well,
proper food is good idea, tallmens should eat more prepared food vegetable prefferd as its hard to get meat in space outposts and small planets. and every shortmen love beer and buffalo ribbs, right?

My idea to balance it is to make all of xenos harder to heal as human doctors have limited knowledge about their organisms (maybe subskill xenomedicine).

Tallmens should prefer things like skygazing, enjoy learning and watching through telescope, be more affraid of dark. Need less spacious interior, but faster developing that "im prissoned inside" debuff ("im accustomed to live in small rooms but i need to see sky and stars on a daily basis". You can't trap that guy in a mountain). Tallmens should have weaker bones that are easier to shatter. ;D

Title: Re: [1.0] Gen-spliced Xenohumans
Post by: XeoNovaDan on November 22, 2018, 08:23:30 AM
Just posting so I can follow this easily :P
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on January 06, 2019, 08:22:18 AM
Is there a playable alpha version, progress or any updates?

I love the Soldiermorphs here being more focused on Combat duties or being Haulers for a while until Cyrosleep research is made...

This Post was kinda getting buried in the second page... But i still want to know if this mod is still in the works as I'm a advocate of the Xenohumans of the Rims. ;D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 06, 2019, 12:44:38 PM
Unfortunately I don't have a publishable version yet. I'm still waiting for some textures for the scalemen and some additional textures for wolfmen heads.
I need to create some more stuff to get everything running. I hope to release an almost finished version by the end of January at the latest.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 08, 2019, 05:19:57 AM
I had some time to continue working on this mod and I rebalanced the races slightly.
Additionally I scrapped the tallmen and shortmen. They just weren't that interesting and I didn't want to simply create dwarves and elves. I feel like the remaining 4 races are interesting enough on their own.
Here is the current rebalanced stat-sheet (I also updated the first post with these stats):

Soldiermorphs
Engineered soldiers to maximize combat effectivness. Backgrounds will be limited to violent one like vat-grown soldier, assassins, other soldiers...
Pain factor x0.8
Does not get negative mood from pain
Hungerrate x0.8
Health scale x1.2
Life expectancy 25 years
ShootingAccuracyPawn +2
ResearchSpeed -0.5
GlobalLearningFactor x0.7
ImmunityGainSpeed x1.2

Designermates
Engineered to be perfect mates. Also includes their descendants. Backgrounds will be limited to various civil and slave backgrounds like pop idol, prostitute, recruiter...
Always has the trait Beautiful, 50% chance for trait Kind
Pain factor x1.4
RecruitPrisonerChance +0.2
SocialImpact +0.2
DiplomacyPower +0.2
PsychicSensitivity +0.2

Wolfman
Adapted to cold biomes this human has a thick fur as well as impressive teeth and claws. Backgrounds limited to various violent tribal and raider backgrounds.
50% has trait bloodlust, 25% chance for Abrasive
light natural armor against blunt and sharp
min comfortable temp -14°C (compared to +16°C for normal humans)
Increased damage with natural weapons (in between normal humans and wargs)
Hunger rate x1.2
TameAnimalChance -0.05
TrainAnimalChance +0.15
MentalBreakThreshold -0.08

Scaleman
Adapted to hot biomes with a leathery thick skin and lower food consumption.
Max comfortable temp 46°C (26°C normal)
Hunger rate x0.8
Natural armor
Tiredness x1.3
ToxicSensitivity x1.5
MoveSpeed 4.2 (down from 4.6)
LeatherAmount 60 (up from 50)

I'm currently in the pre-alpha stage. I'll do some testing in the next few days to get the mod ready for an alpha release. There are also some graphical issues to deal with and I'm still waiting on the artist to create side and back views of the scalemen head plus some more bodytypes. I hope to get it ready soon though, so you can get a sneak peek at the mod.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on January 08, 2019, 05:45:25 AM
Cool! Glad that you're in the pre-alpha stage now...

Kind of a Bummer that you scrapped the Tallmen and Dwarves.

The Dwarves could have stayed with their own things like they always have the Undergrounder Trait and their short sizes being hard to hit similar to attacking manhunting squirrels with ranged weapons thanks to their short size, or having them being better at mining and construction as they emphasize in building or living in a underground or mountain colony... Really a shame for the Gravity Dwarves... :(

Kinda agree that making Tallmen to be interesting on their own is kinda tough to make though...
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Namsan on January 10, 2019, 06:31:20 AM
Wow, It's nice to hear you are still working on your mod!
I wanted to see gravity dwarves, though.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 13, 2019, 11:39:41 AM
I'm closing in on the finish line for the demo version.
I got most of the stuff running and am currently waiting on additional sprites for the heads of the wolfmen and scalemen.
Expect a release by the end of next week.
The demo version will not include seperate backstories for the soldiermorph. It's quite a bit of busywork to come up with some so I didn't do it for now.

In other news: Chickenplucker made an awesome preview image for the mod.
(https://cdn.discordapp.com/attachments/400234259320799240/533743665303126026/o22.png)
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Smexy_Vampire on January 14, 2019, 12:26:58 PM
looking some kinda nice :P im going to add this to my mad siance run
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on January 14, 2019, 01:30:30 PM
Congratulations going close to the demo version, I Can't wait!

I love to get my hands on the Soldiermorphs in my colonies to help fend off in raids or attacking outposts... Looking forward into the Xenohumans coming into the rims! ;D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 18, 2019, 05:25:09 AM
So here is the current version of the Xenohumans mod for download via Dropbox (https://www.dropbox.com/sh/oi1kntiwqzd46w5/AADyDAwrOU2DmHnV8d2IrlhYa?dl=0).
You need both the Alien Races Framework and Jectools for the mod to work.

Please note that it is not yet completly finished. The mod is still missing the custom backstories for the soldiermorphs and additional head textures for the scalemen and wolfmen.
I expect to release the finished version in 1-2 weeks.

Please report any errors and issues you encounter.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on January 18, 2019, 10:20:29 AM
Just downloaded the mod as it all works fine...

However i do have to report an error...

There is something strange with the alignment and the size of the graphics of the Wolfmen, when compared to the Normal Humans, and other Xenohumans such as Soldiermorphs and the Scalemen...

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

It's a bit minor, but it just looks weird as the torso of the Wolfmen is much larger than their clothes and their heads are misaligned...

However the Aside from that, I'm loving this mod! Keep up the good work! ;D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 18, 2019, 10:49:39 AM
Yeah, I'm working on the issue. There are still some missalignments and wrong bodysizes that need to be looked at.
There is a reason why it's not the final release :D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 21, 2019, 05:08:17 PM
I adjusted the alignment of the textures and updated the downloadable file you can find on my Dropbox (https://www.dropbox.com/sh/oi1kntiwqzd46w5/AADyDAwrOU2DmHnV8d2IrlhYa?dl=0).
Once you re-downloaded the file simply paste and replace your local version. It should override without issues.
Please let me know if you encounter any other issues.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Kirby23590 on January 21, 2019, 07:58:47 PM
I did encountered some minor stuff, like...

Soldiermorphs are bothered by Observed Corpses and Witnessing Outsider Deaths and get Mood Debuffs from them, even though Soldiers will get used to seeing death happening around them... And sometimes some of them can Spawn with the Wimp Trait...

I also realized when made a wolfman go in a social fight, wounds that the wolfman made is often dire and kind of scary at the same time... Since the second opponent will often have wounds that are fatal and slowly bleeding to death... I have tested this with an regular human and than another wolfman...

If there was <maxDamageForSocialfight> for the wolfmen and is set to a lower number like 6 or something less or 7... Then it's the damage done in social fights are less scary... But you can keep it since it might be what they are... ;)

So far... It's looking great! :D
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 22, 2019, 05:25:21 AM
Well, you're right.
I reduced the damage for social fights to 6. The wounds will still hurt since the damage is sharp instead of blunt but not as much.
The solidermorphs got the Witnessed outsider death thought removed but not the observed corpse. Trauma of war is still a thing even for people breed for war.
I also removed the wimp trait for them. Additionally I removed the following traits for them: Kind, Too smart, Great memory and Gourmand.
The changes will only affect newly spawned soldiermorphs.

You can download the latest version from my Dropbox (https://www.dropbox.com/sh/oi1kntiwqzd46w5/AADyDAwrOU2DmHnV8d2IrlhYa?dl=0).
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: XeoNovaDan on January 22, 2019, 07:24:13 AM
Hey, is compability with Combat Extended planned?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on January 22, 2019, 08:15:40 AM
I didn't do any extensive testing but I just ran a short test and it worked fine. No conflicts.
If you encounter any conflicts with CE I can take a look and fix it.
TL;DR: The mod should already be compatible with CE.

You can download the latest test version from my Dropbox (https://www.dropbox.com/sh/oi1kntiwqzd46w5/AADyDAwrOU2DmHnV8d2IrlhYa?dl=0).
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: XeoNovaDan on January 22, 2019, 08:26:06 AM
Alright, I'll give it a try with CE. Thanks!
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: XeoNovaDan on January 31, 2019, 08:00:05 AM
Follow-up regarding functionality with CE, an error gets thrown when hovering over a Xenohuman pawn mentioning that pawn having a null BodyType (what determines the 'hitbox' for that pawn regarding ranged attacks). Also, armour penetration doesn't seem to be a thing with Xenohuman melee attacks (CE has custom melee attack tool classes IIRC), and Soldiermorph accuracy bonuses translate to pretty insane weapon handling.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Saebbi on February 02, 2019, 05:27:10 PM
Quote from: XeoNovaDan on January 31, 2019, 08:00:05 AM
Follow-up regarding functionality with CE, an error gets thrown when hovering over a Xenohuman pawn mentioning that pawn having a null BodyType (what determines the 'hitbox' for that pawn regarding ranged attacks). Also, armour penetration doesn't seem to be a thing with Xenohuman melee attacks (CE has custom melee attack tool classes IIRC), and Soldiermorph accuracy bonuses translate to pretty insane weapon handling.

Yeah that's because you have to add both a bodytype and the tool tags introduced by CE.
I'll upload a patch later.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on February 07, 2019, 10:46:58 AM
Thanks to Saebbi I made the mod fully compatible with CE. Additionally now the races also show up in raids from vanilla factions.

I just uploaded and released the mod.
You can find it here:
Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1647782348)
Nexus mods (https://www.nexusmods.com/rimworld/mods/283/?tab=files) (manual download)

I created a seperate topic (https://ludeon.com/forums/index.php?topic=47981.0) in the release section of the forum so please refer to that one in the future.
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Sebastian Cigar on August 02, 2019, 09:55:38 AM
so how do I use this with Prepare Carefully?
Title: Re: [1.0] Gen-spliced Xenohumans
Post by: Albion on August 02, 2019, 02:50:47 PM
You can simply reroll your colonists until you get a pawn of the desired race or change it manually.