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RimWorld => Mods => Releases => Topic started by: Jernfalk on October 31, 2018, 02:10:40 AM

Title: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Jernfalk on October 31, 2018, 02:10:40 AM

(https://i.gyazo.com/1bb6287e0b50ee9a7462f15c91f0bda5.png)

Description

Adds the Skeletal Legion faction to the Rim. Relentless warriors of the past who will constantly seek the living. They don't build bases, they destroy yours.
Their ranks consist of four types of skeletons so far:
Skeleton Runner
(https://i.imgur.com/kOejf0u.png)
These might be frailer than their fellow cursed, but they can run down fleeing/retreating colonist with ease and keep them busy as the horde approaches.

Skeleton Peons and Skeleton Archers
(https://i.imgur.com/Qwyhidg.png)(https://i.imgur.com/u6bpgxO.png)
These are the bulk of the Skeletal Legion. They don't bleed, are very resistent to cutting/piercing weapons, don't feel pain and have the numbers to overwhelm base defences.

Fallen Heroes
(https://i.imgur.com/eEIj5ti.png)
These are the elite of the Legion, clad in armor and with the best Legion weaponry, these walking tanks are sure to cut down a pawn or two if not given the proper respect.

The Skeletal Legion won't appear before 25 days have passed. So brace yourself and fear the inevitable.

Download
v1.0:
modv1.4:
(http://i1032.photobucket.com/albums/a409/wingbull/DropboxDownloadButton_zpsgrq5odp9.png) (https://www.dropbox.com/s/5znmdtd6xjb5d4w/%5Bv1.0%5D%20Jernfalk%27s%20Skeletal%20Legion.zip?dl=0)(https://cdn.discordapp.com/attachments/270668468045479936/507158242418229259/steam.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1553741992)

Compatibility
Should be compatible with any other mod. Safe to add on an old save, but be sure to use the "Faction Discovery" mod for them to be added in.

Changelog:
05/11/2018 - v1.4 - Fixed Skeleton Legion raid percentage chance: Now they will only have a 20% chance to be the raiders, like all vanilla factions.
02/11/2018 - v1.3 - Custom body parts and fixed minor bugs that no one noticed. Readjusted Skeleton raid sizes, class proportions, and weapons.
01/11/2018 - v1.2 - Rebalanced Skeleton raids to be less all-consuming.
31/10/2018 - v1.1 - Changed Skeletons to be categorized as "Animals" for the purpose of using graves, being cremated and butchered. Making it easier to clean up.

License
Can include in modpacks with credit. Can reuse/edit code with credit.

Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (31/Oct/2018)
Post by: zmadz on October 31, 2018, 02:17:14 AM
well that was fast man gj :) Happy Halloween \o/ 
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (31/Oct/2018)
Post by: Jernfalk on October 31, 2018, 02:20:44 AM
Quote from: zmadz on October 31, 2018, 02:17:14 AM
well that was fast man gj :) Happy Halloween \o/

Thanks mate! Happy Halloween!
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (31/Oct/2018)
Post by: Canute on October 31, 2018, 04:43:17 AM
Just curious.
What happen when the Skeletal Legion meet Zombies from zombieland ? :-)

Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (31/Oct/2018)
Post by: Bunkier on October 31, 2018, 06:26:54 AM
2Sp00ky4m3
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (31/Oct/2018)
Post by: Jernfalk on October 31, 2018, 11:45:16 AM
Quote from: Canute on October 31, 2018, 04:43:17 AM
Just curious.
What happens when the Skeletal Legion meet Zombies from zombieland ? :-)

Good question, haven't played that yet. It depends on what happens when Mechanoids enter a zombie map since they have the same Thoughts. Also depends on your settings on Zombieland on what the zombies attack.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.1 - 31/Oct/2018)
Post by: Jernfalk on October 31, 2018, 12:18:54 PM
Did a small update on a little bug where they were still showing as mechanoids on storage and recipes. Now they'll show up under the "animal corpses" tab. Also, I know ModDB's link is down. I'm contacting them to clear that up! =D
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.1 - 31/Oct/2018)
Post by: jpinard on October 31, 2018, 01:42:43 PM
Cool idea!
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.1 - 31/Oct/2018)
Post by: Rex705 on October 31, 2018, 09:01:15 PM
Cool I always wanted someone to do something with skeletons :)
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.2 - 01/Nov/2018)
Post by: Jernfalk on November 01, 2018, 01:17:55 PM
Patch:
01/11/2018 - v1.2 - Rebalanced Skeleton raids to be less all-consuming.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.

I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: Jernfalk on November 04, 2018, 01:30:45 PM
Quote from: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.

I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.

Really? I'm using it myself and I'm getting a pretty varied bunch of factions attack. Are you using any other mods? If yes, can I take a look at the list? ^^
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: Torann on November 04, 2018, 01:40:24 PM
Freakin' awesome, Jernfalk!

I was just thinking that I still need to make my 'undead' from A RimWorld of Magic look more undead...

Curious if you'd be interested in doing a collaboration where pawns raised by the Necromancer class would look like or become a part of the skeleton legion?
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: Jernfalk on November 04, 2018, 03:44:10 PM
Quote from: Torann on November 04, 2018, 01:40:24 PM
Freakin' awesome, Jernfalk!

I was just thinking that I still need to make my 'undead' from A RimWorld of Magic look more undead...

Curious if you'd be interested in doing a collaboration where pawns raised by the Necromancer class would look like or become a part of the skeleton legion?

That would be awesome! Lets talk more about in PM or over discord!
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: kaplahworm on November 05, 2018, 12:35:54 PM
Quote from: Jernfalk on November 04, 2018, 01:30:45 PM
Quote from: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.
I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.
Really? I'm using it myself and I'm getting a pretty varied bunch of factions attack. Are you using any other mods? If yes, can I take a look at the list? ^^


This is a screen shot of my mod folder
https://i.snag.gy/msVhHl.jpg


This is what happens when I load the save without the mod
https://i.snag.gy/yRcAFT.jpg


If I reactivate the mod there are no issues and I can play normally, but only with Skeletal Attacks. I'm on Casandra Classic rough if that helps at all.


I'd love to be able to keep your mod in my load order if possible. Maybe I could edit the file to find the spawn rate or something?
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: Jernfalk on November 05, 2018, 05:06:06 PM
Quote from: kaplahworm on November 05, 2018, 12:35:54 PM
Quote from: Jernfalk on November 04, 2018, 01:30:45 PM
Quote from: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.
I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.
Really? I'm using it myself and I'm getting a pretty varied bunch of factions attack. Are you using any other mods? If yes, can I take a look at the list? ^^
This is a screen shot of my mod folder
https://i.snag.gy/msVhHl.jpg
This is what happens when I load the save without the mod
https://i.snag.gy/yRcAFT.jpg
If I reactivate the mod there are no issues and I can play normally, but only with Skeletal Attacks. I'm on Casandra Classic rough if that helps at all.
I'd love to be able to keep your mod in my load order if possible. Maybe I could edit the file to find the spawn rate or something?

Thanks for the help! I just updated it! Check dropbox.

05/11/2018 - v1.4 - Fixed Skeleton Legion raid percentage chance: Now they will only have a 20% chance to be the raiders, like all vanilla factions.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: forgottensage on November 05, 2018, 11:48:15 PM
Now if only skeleton legion was playable. I would kill for a legion of the dead mod XD
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Jernfalk on November 06, 2018, 12:23:01 AM
Quote from: forgottensage on November 05, 2018, 11:48:15 PM
Now if only skeleton legion was playable. I would kill for a legion of the dead mod XD

I do plan on making a playable version in the future but might take quite a while.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: kaplahworm on November 06, 2018, 04:09:35 PM
Quote from: Jernfalk on November 05, 2018, 05:06:06 PM
Quote from: kaplahworm on November 05, 2018, 12:35:54 PM
Quote from: Jernfalk on November 04, 2018, 01:30:45 PM
Quote from: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.
I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.
Really? I'm using it myself and I'm getting a pretty varied bunch of factions attack. Are you using any other mods? If yes, can I take a look at the list? ^^
This is a screen shot of my mod folder
https://i.snag.gy/msVhHl.jpg
This is what happens when I load the save without the mod
https://i.snag.gy/yRcAFT.jpg
If I reactivate the mod there are no issues and I can play normally, but only with Skeletal Attacks. I'm on Casandra Classic rough if that helps at all.
I'd love to be able to keep your mod in my load order if possible. Maybe I could edit the file to find the spawn rate or something?

Thanks for the help! I just updated it! Check dropbox.

05/11/2018 - v1.4 - Fixed Skeleton Legion raid percentage chance: Now they will only have a 20% chance to be the raiders, like all vanilla factions.
So, you are going to hate me butttttttt, now I only get hunter packs, no skeletons, no raiders. Honestly, I've got a feeling it might just be my game and not the mod.
Hopefully I haven't buggered it up for anybody else , who wasn't having any problems.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.3 - 02/Nov/2018)
Post by: Jernfalk on November 07, 2018, 09:47:42 AM
Quote from: kaplahworm on November 06, 2018, 04:09:35 PM
So, you are going to hate me butttttttt, now I only get hunter packs, no skeletons, no raiders. Honestly, I've got a feeling it might just be my game and not the mod.
Hopefully I haven't buggered it up for anybody else , who wasn't having any problems.

The skeleton-only bug was a real thing and I fixed it. But the "manhunter-only" must be from somewhere else. I ran several tests and it seems to be spawning both kinds of events. HERE (https://pastebin.com/SAqMy2f8) is one of the logs, if you feel curious. ^^
If you want to make one too, it would be interesting. Simply activate "Developer Mode" in the options menu. Some buttons will appear on the top of the screen. Click "Open debug logging menu." then click "Future Incidents Current Map" and "-All comps-" on the pop-up menu that will appear. Then, on the top buttons again, click "Open the debug log." and click the log on the very bottom of the list then the "Copy to Clipboard" button.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Pandora1999 on November 10, 2018, 10:16:21 AM
Same with that guy, is there a way to remove this mod, I love it but itssssssss toooo overpowered if mixed together with dire raid
Like damnnnnnn i get like 1000 skeletons in 1 dire raid, fuck meee HAHAHAHAHA
and they dont retreat like human factions, in humans, you can kill like 100 in dire raid and they will flee but in skeleton, maaaaan they wrecked me, i killed 600 but theres 400 more like seriously
anyway my concern is, is there a way to remove this mod???
"Dont Misinterpret"
I love the mod, it adds new terror in the game, but combined with the mod dire raid, its inevitable that heavily defensed base will be overrun,
i will show some screen shot when a dire raid with skeletons of 1000 comes
theres also a bug that the skeletons pass through the gate like magic
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Jernfalk on November 10, 2018, 02:31:08 PM
Quote from: Pandora1999 on November 10, 2018, 10:16:21 AM
Same with that guy, is there a way to remove this mod, I love it but itssssssss toooo overpowered if mixed together with dire raid
Like damnnnnnn i get like 1000 skeletons in 1 dire raid, fuck meee HAHAHAHAHA
and they dont retreat like human factions, in humans, you can kill like 100 in dire raid and they will flee but in skeleton, maaaaan they wrecked me, i killed 600 but theres 400 more like seriously
anyway my concern is, is there a way to remove this mod???
"Dont Misinterpret"
I love the mod, it adds new terror in the game, but combined with the mod dire raid, its inevitable that heavily defensed base will be overrun,
i will show some screen shot when a dire raid with skeletons of 1000 comes
theres also a bug that the skeletons pass through the gate like magic

They were balanced to be hard, but fair. It's understandable that mods that raise raid difficulty would cause it to become unbalanced ^^ Anyway, thanks for trying out the mod =D About removing it, it's never 100% safe to remove any mods, so if you want to try, I suggest making a back-up of your save first then destroying every and any Skeletons and Skeleton Corpses on the map and only then attempt to remove the mod from the list. Still, it's very likely that it will cause errors.
About the "magically going through gates" bug, can you elaborate on it? Things like the type of gate, the mods you have, if it happened during a specific action... Any and all details that might help to identify what caused the bug.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: kimp101 on December 09, 2018, 12:35:05 AM
Are there files for B19? Looking to play this on my older game as some mods i mainly use don't have the new version out.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Jernfalk on December 09, 2018, 12:18:32 PM
Quote from: kimp101 on December 09, 2018, 12:35:05 AM
Are there files for B19? Looking to play this on my older game as some mods i mainly use don't have the new version out.

Sadly not. I'd make a "downdate" but I don't have B19 anymore, so testing to make sure it works wouldn't be possible.
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: LWM on August 02, 2019, 04:52:55 PM
I am loving this mod, but I have a couple of issues:

1.  There are a lot of errors about bad body parts.  A lot.
2.  See #1.  Somehow they don't set off some traps - they can still get hurt, but trap is still set.  ...weird?

I would LOVE two things:
1.  If the corpses were not animals.  I have a storage mod (Deep Storage) and it took me a while to realize that my meat hooks were filling up with skeletons.  CreepyAF, but not actually helpful for the colonists.  If it were possible to create a new corpse type, that would be awesome.  Best case, as far as I'm concerned, would be leaving human corpses....desiccated human corpses.
2.  If I could adjust the % chance of skeleton raids.  I would enjoy playing a game where each year the number of skeletal raids increases....and maybe the frequency of raids.  Dooooooom.  But I'd like that as a mod option.

I would be happy to help/collaborate with coding or xml, if you would like either 1. or 2. to happen.

My tiny colony of survivors is having a lot of fun right now...er...freaked out about living skeletons attacking.

Ooooooo!

3.  Bad mood hediff "Fought with living skeletons.  How can we kill what's already dead?"

--LWM
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Jernfalk on August 04, 2019, 08:33:35 PM
Quote from: LWM on August 02, 2019, 04:52:55 PM
I am loving this mod, but I have a couple of issues:

1.  There are a lot of errors about bad body parts.  A lot.
2.  See #1.  Somehow they don't set off some traps - they can still get hurt, but trap is still set.  ...weird?

I would LOVE two things:
1.  If the corpses were not animals.  I have a storage mod (Deep Storage) and it took me a while to realize that my meat hooks were filling up with skeletons.  CreepyAF, but not actually helpful for the colonists.  If it were possible to create a new corpse type, that would be awesome.  Best case, as far as I'm concerned, would be leaving human corpses....desiccated human corpses.
2.  If I could adjust the % chance of skeleton raids.  I would enjoy playing a game where each year the number of skeletal raids increases....and maybe the frequency of raids.  Dooooooom.  But I'd like that as a mod option.

I would be happy to help/collaborate with coding or xml, if you would like either 1. or 2. to happen.

My tiny colony of survivors is having a lot of fun right now...er...freaked out about living skeletons attacking.

Ooooooo!

3.  Bad mood hediff "Fought with living skeletons.  How can we kill what's already dead?"

--LWM

Hey! Thanks for trying the mod, glad to see it still gets attention after so long!
The mod was done with XML only as a Halloween thing, which is why it is so limited and faulty (Like having to set them as "animals", allowing them to rot and be butchered). I was going to overhaul it into a C# polished version and solve all the problems you mentioned (apart from the trap, that is new to me) but then life happened as it does with everyone.

My main goal was to add a "Lich" kind of enemy that could raise more skeletons from the dead and even add skeletal animals, which would also be raised by the Lich. If you are interested in using the code or something, do call me on Steam (nick: Jernfalk).
Title: Re: [v1.0] Jernfalk's Skeletal Legion Mod (mod v1.4 - 05/Nov/2018)
Post by: Junn_Sorran on October 21, 2019, 02:39:12 PM
Is there a way to remove this mod safely?
If I try to load a save without it the pawn list is empty, all pawns, animals and prisoners stop moving and a message appear "everyone is either dead or gone".