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RimWorld => Releases => Mods => Outdated => Topic started by: RemingtonRyder on September 21, 2014, 01:47:15 PM

Title: [MOD] (Alpha 6) Tougher Pawns (V 1.1.3 / 25.09.2014/ Testers Needed)
Post by: RemingtonRyder on September 21, 2014, 01:47:15 PM
Bear in mind that higher-point pawns won't appear unless your colony is worth quite a bit, but you can use the dev tools to try out bigger groups.

What this does is add new definitions for enemy pawns, and adds two tags to the existing weapons, namely the minigun and the R4 Charge Rifle.

Mercenary Heavy: Equipped with a Minigun and be decked out in power armour.  More silver when dropping loot.

Mercenary Assault: Equipped with an R4 and decked out in power armour.  More silver when dropping loot.

Pirate Thug: Equipped with the best non-power-armour protection.  Has more money to spend on guns, drops more silver when dropping loot.

Pirate Engineer: As with the thug, but smaller loot and comes equipped with an R4.

Because these pawn types have a higher point value, this may reduce the amount of pawn spam when you hit end game.  I don't know for sure yet. ;)

Changelog:

v1.1.0

v1.1.3

Screenshots:

(http://marvinkosh.omniloth.net/wp-content/uploads/2014/09/assaultmerc.jpg)

(http://marvinkosh.omniloth.net/wp-content/uploads/2014/09/engineer.jpg)

(http://marvinkosh.omniloth.net/wp-content/uploads/2014/09/thug.jpg)

You will note from the above screenies that if you use Aparello, the new pawns will choose from the new options available without you needing to do anything. :)


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Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.0.0 / 21.09.2014/ Testers Needed)
Post by: MrDecay on September 21, 2014, 03:15:41 PM
Sounds cool but do you have any screenshots?
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.0.0 / 21.09.2014/ Testers Needed)
Post by: RemingtonRyder on September 21, 2014, 04:06:15 PM
It's not working yet.  But I think I know what's wrong.  When I've got something, then maybe I'll get you a screenie.

(That's kind of why it says 'Testers Needed')
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.0 / 21.09.2014/ Testers Needed)
Post by: RemingtonRyder on September 21, 2014, 04:58:19 PM
Okay, new (working this time) version posted.
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.0 / 21.09.2014/ Testers Needed)
Post by: RemingtonRyder on September 22, 2014, 12:03:17 AM
Some initial thoughts.  The heavy with the minigun tends to end up mowing down a lot of his own guys.  Tempted to leave this as is just for giggles, but no.

To make it a bit less likely, the heavy will spawn in with a larger group, so it's not three or four guys with miniguns riddling six guys in front with bullets.  Snicker.
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.0 / 21.09.2014/ Testers Needed)
Post by: Romi on September 23, 2014, 09:23:47 AM
Nice mod i'm tryng it out and let me know if is not compatibile with some mods.
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.3 / 25.09.2014/ Testers Needed)
Post by: RemingtonRyder on September 25, 2014, 01:23:07 AM
1.1.3 seems fine, not as much minigunnage as before, but the Merc Heavies are popping up with groups now in my test game.
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.3 / 25.09.2014/ Testers Needed)
Post by: Matthiasagreen on September 29, 2014, 05:19:35 PM
have you seen the changelog recently? ;)
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.3 / 25.09.2014/ Testers Needed)
Post by: RemingtonRyder on September 29, 2014, 09:28:54 PM
Quote

  • Added some high-end enemies for the late game: mercenary bruiser and mercenary elite.

Just looked. :)
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.3 / 25.09.2014/ Testers Needed)
Post by: Iwillbenicetou on September 29, 2014, 11:03:53 PM
Add a robo humanoid. Like half scyther, half human. Would be fun to see.
Title: Re: [MOD] (Alpha 6) Tougher Pawns (V 1.1.3 / 25.09.2014/ Testers Needed)
Post by: Romi on September 30, 2014, 10:26:20 AM
Still waiting for updated to add new stuffs and i didn't found problems with this mod.It's clean 100%100 no bugs :D