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RimWorld => Releases => Mods => Outdated => Topic started by: Shinzy on November 30, 2014, 12:56:55 PM

Title: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on November 30, 2014, 12:56:55 PM
Factions!

Add new faction for your game!

(http://i.imgur.com/tq7uodr.png) (http://www.mediafire.com/download/tiuxuuu7u198wcm/Pirates!.zip)
(http://i.imgur.com/WHDBea7.png)

Yarr harr! ready yerselves ye scurvy land lub.. non scurvy landlubbers! Davy jone's locker waits yeerrr*gakh* *gark* *wheeze*
The magnificent weapon textures by none other than SuperCaffeineDude (http://ludeon.com/forums/index.php?action=profile;u=34138)!










(http://i.imgur.com/n3Dfb5Q.png) (http://www.mediafire.com/download/211qwuawn4tp3bj/Norbals.zip)
(http://i.imgur.com/LUPKr85.png)

Vikings, they're tougher than normal human beings and thrive in colder climates
really, really hate heat.









~The Factions below not yet compatible with Alpha 12d~





-Not Available for Current Alpha, Apologieeees!-
(http://i.imgur.com/fSBoklx.png) (http://www.mediafire.com/download/z1hyof3737xdw9g/PreTranscended.zip)
(http://i.imgur.com/Qp6axC4.png)

The pre transcendents are very, very futuristic and mostly unfriendly
Comes with robotic companion friends!
*Having Apparello active is very much recommended



(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
http://creativecommons.org/licenses/by-nc-sa/4.0/




(http://i.imgur.com/qhvODGh.gif) (https://ludeon.com/forums/index.php?topic=9015.msg89082#msg89082)
Poke the fish for all my other mods
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Ded1 on November 30, 2014, 01:12:28 PM
Nice!  I might add this into the modpack at some point if you dont mind.  Gonna have to wait cause i am starting the research tree atm though.
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Patrykbono20 on November 30, 2014, 02:24:01 PM
Oh Man, to manny Tv :D

Great :D
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Tynan on November 30, 2014, 04:01:18 PM
Wow! These look awesome!
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Shinzy on November 30, 2014, 04:07:17 PM
Quote from: Tynan on November 30, 2014, 04:01:18 PM
Wow! These look awesome!

*faints*
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Ptolisgoodguy on November 30, 2014, 04:48:21 PM
*starts fanning Shinzy* Jeez Tynan could you at least try not to shock people like this.
People can't handle your praise it's too powerful you got to ease them into it.
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Kubouch on November 30, 2014, 05:33:47 PM
Dat rhino! Cool stuff. One don't see many faction mods these days.
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Iwillbenicetou on November 30, 2014, 11:02:49 PM
Quote from: Shinzy on November 30, 2014, 04:07:17 PM
Quote from: Tynan on November 30, 2014, 04:01:18 PM
Wow! These look awesome!

*faints*

*Wakes up to hear that the Vikings were added to the game*
*faints again*
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: SaymonCZ on December 02, 2014, 10:29:29 AM
Could you do like a pack of fractions?
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Shinzy on December 02, 2014, 11:20:21 AM
Quote from: SaymonCZ on December 02, 2014, 10:29:29 AM
Could you do like a pack of fractions?

I can do more factions but I'll keep them separate so you can pick and choose =P
(I've been wanting to do factions since alpha 6 when I started to rack up fair amount of hats and clothing for Apparello And I've actually been doing a mechanoid faction about as long aswell -> very slooowly)
(http://i.imgur.com/ncV4QM5.png)
Teeeaaseeerrs! bam!
But yes I definately wanan do more factions, just need their own unique apparel for each so,
among all the other stuff I want to dooo I can't promise anything would be coming up anytime soon! ;D
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Ptolisgoodguy on December 02, 2014, 02:43:34 PM
Military faction?
Like NCR from Fallout New Vegas or a scrap heap faction that use junk as armour and weapons.
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: HBKRKO619 on December 02, 2014, 04:23:56 PM
More faction is love, more faction is life xD Thanks Shinzy ^^
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Dragoon on December 03, 2014, 12:16:56 PM
Quote from: Shinzy on December 02, 2014, 11:20:21 AM

THOSE LOOK AWESOME what guns are those btw?
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: shadowstreaker on December 03, 2014, 12:26:40 PM
Would a Roman style faction where all peons have similar style traits and abilities to eachother be reasonable? Or can you not set a range for the traits they get and so on?
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Shinzy on December 03, 2014, 01:53:32 PM
Quote from: shadowstreaker on December 03, 2014, 12:26:40 PM
Would a Roman style faction where all peons have similar style traits and abilities to eachother be reasonable? Or can you not set a range for the traits they get and so on?

I'm fairly sure I can only change them between 'tribal', 'raider' or 'civil' and
it would change it for everypawny inside that faction
(I'm not really able to do anything more than the xml allow without having to learn something new and devote some time to it =P)
can only change the apparel/hair they like to wear
and some of the racial stats
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: WarlordToby on December 07, 2014, 02:41:04 PM
Call Dovachin! It is time to change time and graphics because that is just awesome! D, come here fast!
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings"
Post by: Shinzy on December 11, 2014, 04:46:16 AM
Wild update appears!

They're more resistant to cold climates and can't deal with heat too well
Still haven't had time to extensively test them out =P

(p.s. to anyone who cares! I looooooove the new way how clothing gets assigned for pawns)

Edit: Had a visit by "Olaf TRIBALWORDB"? =P I did
The shameful dispray has been fixed!
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Ironvos on December 11, 2014, 02:44:28 PM
awesome, vikings :)

Maybe next you can make some faction that thrives on heat and shun cold.
And that are easily startled but come back in greater numbers...
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Dead Videos on December 18, 2014, 07:07:02 AM
this is awesome, now i can play out my long wondered thought of...

What would win, miniguns or vikings....

O.O vikings with miniguns.... i must capture one and make it happen.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Daelonnn15 on December 18, 2014, 04:33:31 PM
awesome, vikings :)

Maybe next you can make some faction that thrives on heat and shun cold.
And that are easily startled but come back in greater numbers...
[/quote]

NOT THE TUSKENS!!!

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: kenobi87 on December 19, 2014, 02:10:31 AM
Just wanted to say I really enjoy this mod and had a few stories to share.

Firstly, I frequently get friendly viking visitors which is cool, except they dont like other groups very much :] which has led to a lot of free stuff for me after the vikings clean up

Second I underestimated the viking's skill with their weapons... I had a skirmish with a raid of vikings and one of my guys took 2 melee "hits" from a viking with an axe. i checked his wounds after the battle "left hand cut off" "ear cut off" I am now very afraid of letting them get into melee range :/
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Shinzy on December 19, 2014, 05:45:08 AM
Quote from: kenobi87 on December 19, 2014, 02:10:31 AM
Just wanted to say I really enjoy this mod and had a few stories to share.

Firstly, I frequently get friendly viking visitors which is cool, except they dont like other groups very much :] which has led to a lot of free stuff for me after the vikings clean up

Second I underestimated the viking's skill with their weapons... I had a skirmish with a raid of vikings and one of my guys took 2 melee "hits" from a viking with an axe. i checked his wounds after the battle "left hand cut off" "ear cut off" I am now very afraid of letting them get into melee range :/

Youuu don't mess with them vikings! ;D My own experience with them friendly viking visitors is limited to them packing up in my freezer room (I live in a desert) I'm pretty sure they're solely visiting my base for it's freezer =P
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Ded1 on December 19, 2014, 12:18:16 PM
See, when they do that you turn the temp way down and get Vikingcicles.  I do this on my Ice Sheet map and i get soo much stuff from stupid npc's letting me kill them without triggering hostilities.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Arrean on December 19, 2014, 01:09:44 PM
I got few issues with this mod.
1.Norbal Crossbows, are really, really overpowered. In my opinion =)
And second - when you capture and recruit one of the glorious bearded vikings, and have him as one of your colonists - if you double click him, only norbals will be selected, whether hostile or not, and if you double click one of your other colonists, norbals will not be selected.

Aside from that - awesome. It was hard for me to feel something to regular tribes in the game. And norbals are really adding to the stroy experience.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Shinzy on December 19, 2014, 01:40:10 PM
Quote from: Arrean on December 19, 2014, 01:09:44 PM
I got few issues with this mod.
1.Norbal Crossbows, are really, really overpowered. In my opinion =)
And second - when you capture and recruit one of the glorious bearded vikings, and have him as one of your colonists - if you double click him, only norbals will be selected, whether hostile or not, and if you double click one of your other colonists, norbals will not be selected.

Aside from that - awesome. It was hard for me to feel something to regular tribes in the game. And norbals are really adding to the stroy experience.

Oh that would be just cause of how the selection thing works the norbals are their own race and double clicking selects only things of same type (Just like with all the items!) So I'm afraid I can't really do anything about that

I'll see if I make the crossbows spawn with the leaders only so the base archers would go with the bows (then you won't atleast get overwhelmed by heavy hitting long range weaponry) or do you find them op in your own use aswell? I mite have to down the damage then! =P can do that aswell

And thaanks arry! I really haven't had the time to test any sort of balance with these guys (I've just barely made it to second year on my own playthrough)
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Arrean on December 19, 2014, 03:24:18 PM
Well. On selection issues - that's unfortunate, thought it is just a minor mistake, cause, you know when tribes people, or raiders join you still can multiselect them.
I believe it has something to do with modified cold resistance?
Maybe we should call Lord Tynan, and ask if it is possible to wrap all humans into one class, and get an modifiable/addable inherited classes for sub-races, that would have been cool.

On scorpios - yeah they are pretty op all around, my norbal with shooting skill of 3 just singlehandedly absolutely destroyed mechanoid raid, it is a matter of luck, but if it hits right body part it instagibs everything.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Dead Videos on December 20, 2014, 01:00:45 AM
Quote from: Arrean on December 19, 2014, 03:24:18 PM

On scorpios - yeah they are pretty op all around, my norbal with shooting skill of 3 just singlehandedly absolutely destroyed mechanoid raid, it is a matter of luck, but if it hits right body part it instagibs everything.

note to self, capture enough scorpion crossbows for my entire colony.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Evelyn on December 20, 2014, 01:36:55 AM
Oh, good, no horned helms. You are undead to me.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Shinzy on December 20, 2014, 03:17:35 PM
Quote from: Evelyn on December 20, 2014, 01:36:55 AM
Oh, good, no horned helms. You are undead to me.

Yay! the leaders still have small horns on their very ornate leather caps but I hope that's enough for staying undead! ;D
thank you
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Kenkimaru on December 20, 2014, 05:32:03 PM
I found some stuff that I hope can be fixed:
1. The Tabs that show you Health, Thoughts etc. are completely differently organized, noticed that when I had a Norbal prisoner and for a second there I really thought you couldn't even recruit them because the Prisoner tab was not on the right it was on the second from the left

2. The same prisoner had the "naked" mood because he was naked? but he wore the boots and loincloth. I think this is because the loincloth is actually the wrong layer of clothing or something like that.

3. The Crossbow is so freaking powerfull with 40 damage i think its unreal with that much damage it should cost and sell for alot more I think, your idea for the chiefs having them sounds good.

4. The weird fact that they are their own race was mentioned already.

Oh and can you tell me how I change them back so they like heat/cold the same as other colonists because playing even in temperate zones makes them really annoying to have which makes them basically a money source for slave traders only its like the whole race has a permanent "pessimist" trait I really dislike that about them. Personal preferences I guess.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Shinzy on December 20, 2014, 06:47:06 PM
Quote from: Kenkimaru on December 20, 2014, 05:32:03 PM
I found some stuff that I hope can be fixed:
1. The Tabs that show you Health, Thoughts etc. are completely differently organized, noticed that when I had a Norbal prisoner and for a second there I really thought you couldn't even recruit them because the Prisoner tab was not on the right it was on the second from the left

2. The same prisoner had the "naked" mood because he was naked? but he wore the boots and loincloth. I think this is because the loincloth is actually the wrong layer of clothing or something like that.

3. The Crossbow is so freaking powerfull with 40 damage i think its unreal with that much damage it should cost and sell for alot more I think, your idea for the chiefs having them sounds good.

4. The weird fact that they are their own race was mentioned already.

Oh and can you tell me how I change them back so they like heat/cold the same as other colonists because playing even in temperate zones makes them really annoying to have which makes them basically a money source for slave traders only its like the whole race has a permanent "pessimist" trait I really dislike that about them. Personal preferences I guess.

some of the norbals (the thralls and karls) won't spawn with adequate clothing, they're sort of servants so
But you can actually drop clothing in the jail now, naked pawns should automatically wear them then on their own
Anyhow they're naked cause as far as I'm aware they'd need clothing that cover both the chest and legs
so if you'd toss them a t shirt they should be allright

and aye! I'll be tuning down the damage a bit too on the crossbows

I know how you feel =P I'm playing on a desert myself, they've got racial heatstroke passive debuff at all times =P
the easiest way to change their preferred climate thingies you'll need to open the xml file (notepad works)
in -> Norbals/Defs/ThingDefs/Norbals.xml

then find the bit
   <ComfyTemperatureMin>-5</ComfyTemperatureMin>
      <ComfyTemperatureMax>15</ComfyTemperatureMax>

and change the values to 12 and 32 <- those are the default human ones
or just bump the max comfy temp to whatever your zone's average temperature is

And for the 4! they're their own race because I wanted them to have bit more health and they're slightly stronger in melee than base human and ofcourse able to survive better in colder climates so imma not gna do anything about this one! =P *poke*
you'll have to deal with their weirdness! ha!
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Noobshock on December 24, 2014, 05:19:15 PM
wow. looks good.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Dipthong on December 24, 2014, 08:38:03 PM
Thinking of installing this one just for those schmexy hats hehe  :)
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Dragoon on January 02, 2015, 03:54:49 AM
Um I got a girl with a beard...

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Shinzy on January 02, 2015, 06:05:55 AM
Quote from: Dragoon on January 02, 2015, 03:54:49 AM
Um I got a girl with a beard...

Sole survivor, gatherer

Survived the industrial accident in the Y-chromosome factory
and has been gathering facial hair ever since =P

You're well on your way to have your first Rimworldian carnivále!


The pawns sometime (very rarely) ignore the gender tags the hair have

I too have a bearded human, which is also really weird =P cause the beards should
only be able to grow on Norbals
(http://i.imgur.com/EGRbdBN.png)

But there you go! it's normal =P
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Loki88 on January 02, 2015, 11:04:11 AM
Quote from: Dragoon on January 02, 2015, 03:54:49 AM
Um I got a girl with a beard...

She's got a beard and she's flirtatious... I don't even know where to start on that one...

Edit: She's optimistic about it to!
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Evelyn on January 02, 2015, 12:09:39 PM
Probably a tall dwarf.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Laterne on January 02, 2015, 12:15:44 PM
Maaaaaybe:
(http://www0.xup.to/exec/ximg.php?fid=21051561)
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - TRIBALWORDB fix =P
Post by: Dragoon on January 02, 2015, 07:59:21 PM
Quote from: Laterne on January 02, 2015, 12:15:44 PM
Maaaaaybe:
(http://www0.xup.to/exec/ximg.php?fid=21051561)

MY EYES THEY BURN!! (lol)
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: Shinzy on January 05, 2015, 01:16:24 PM
Updated! added a berserker (they'll use the apparello animal hats if that mod is enabled)
also all the norbals will be wielding some of the weapons they wouldn't before cause they had wrong tech level ::)

nerfed the Crossbow damage and only the leaders will have them
and upped most the melee weapon damages a bit
that is all!

Oh! Wild conchita wursts may still appear in your game, I'm sorry (not really) but nothing can be done about that!
Title: Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
Post by: Professor Cupcake on January 05, 2015, 04:59:15 PM
Quote from: SaymonCZ on December 02, 2014, 10:29:29 AM
.. fractions?
*insert obvious joke here*
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: naengmyeon on January 15, 2015, 02:50:08 PM
Having a lot of fun with the inclusion of Norbals. I am running into a possibly major issue though, in that the crematorium doesn't seem to recognize Norbal corpses for disposal. My kill zone is currently littered with the skeletons of a large Norbal raid and it's destroying my colony's morale. XD

I'm going to start building graves now and hope they work, but having the crematorium working for be fantastic.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: Shinzy on January 15, 2015, 04:08:08 PM
Quote from: naengmyeon on January 15, 2015, 02:50:08 PM
Having a lot of fun with the inclusion of Norbals. I am running into a possibly major issue though, in that the crematorium doesn't seem to recognize Norbal corpses for disposal. My kill zone is currently littered with the skeletons of a large Norbal raid and it's destroying my colony's morale. XD

I'm going to start building graves now and hope they work, but having the crematorium working for be fantastic.

Oooh! there should be option in the crematorium! the vanilla cremation recipe only allows specifically human corpses by default (I believe this is cause it was simplest way to have all the animals not being cremated by default instead of bein butchered =P)
you have to configure the bill manually to accept norbal corpses

Prepare some lavish meals ready for the brave cremation crew who has to deal with the skeletons =P I think they'll deserve it ;D
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: Evelyn on January 15, 2015, 05:26:26 PM
... If a human eats a Norbal, do they suffer from the cannibalism thought?
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: harpo99999 on January 15, 2015, 05:31:02 PM
I have had that exact issue in that they do suffer canabilism if eating norbals
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: naengmyeon on January 15, 2015, 05:58:05 PM
Quote from: Shinzy on January 15, 2015, 04:08:08 PM
Oooh! there should be option in the crematorium! the vanilla cremation recipe only allows specifically human corpses by default (I believe this is cause it was simplest way to have all the animals not being cremated by default instead of bein butchered =P)
you have to configure the bill manually to accept norbal corpses

Prepare some lavish meals ready for the brave cremation crew who has to deal with the skeletons =P I think they'll deserve it ;D

Oh! It never occurred to me to check there. Thank you!

And don't worry about the clean up crew. There will be muffalo steaks and potatoes for all tonight! :D
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: Shinzy on January 16, 2015, 03:25:00 AM
Quote from: Evelyn on January 15, 2015, 05:26:26 PM
... If a human eats a Norbal, do they suffer from the cannibalism thought?

Yes ofcourse! they're still humanoid =P
Muffalo steaks and potatoes are so much better, like someone's having
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: chaotix14 on January 16, 2015, 04:36:20 AM
Quote from: naengmyeon on January 15, 2015, 05:58:05 PM
Quote from: Shinzy on January 15, 2015, 04:08:08 PM
Oooh! there should be option in the crematorium! the vanilla cremation recipe only allows specifically human corpses by default (I believe this is cause it was simplest way to have all the animals not being cremated by default instead of bein butchered =P)
you have to configure the bill manually to accept norbal corpses

Prepare some lavish meals ready for the brave cremation crew who has to deal with the skeletons =P I think they'll deserve it ;D

Oh! It never occurred to me to check there. Thank you!

And don't worry about the clean up crew. There will be muffalo steaks and potatoes for all tonight! :D

If the graveyard of un-buried corpses is too large(as in possible to cause mental breaks), you can always use the tried and proven methods of fire(ah, those days before the crematorium, when we'd just stack corpses as a doormat for any raider, be swamped in graves and/or had wildfires of flesh from time to time), now with a long range option(incendiary mortar) so you don't even need to see the corpses.
Title: Re: [MOD] (Alpha 8) Faction - Norbals "Vikings" - Ragers!
Post by: Epyk on January 20, 2015, 06:00:44 AM
Great faction mod and as always, great textures Shinzy.
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on February 27, 2015, 10:08:08 AM
The norbs are back! they have couple new classes like the sages and more importantly whole new level of nordic naming theme
they get some swedishish and finnishish names -> note the ish, all the names are generated of two parts so most of the time
they only sound like a real fin/swe name (can still generate real names aswell obviously!)
oh and the melee guys can spawn with their own norbsonal shield, it's like personal shield but it breaks on drop
and I wanted to give them some beef as they're really melee heavy guys and they'd get killed off too easy

but mostly they're the same old!

(http://i.imgur.com/tlT1cEo.jpg)
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Epyk on February 27, 2015, 11:11:12 AM
Quote from: Shinzy on February 27, 2015, 10:08:08 AM
The norbs are back! they have couple new classes like the sages and more importantly whole new level of nordic naming theme
they get some swedishish and finnishish names -> note the ish, all the names are generated of two parts so most of the time
they only sound like a real fin/swe name (can still generate real names aswell obviously!)
oh and the melee guys can spawn with their own norbsonal shield, it's like personal shield but it breaks on drop
and I wanted to give them some beef as they're really melee heavy guys and they'd get killed off too easy

but mostly they're the same old!

(http://i.imgur.com/tlT1cEo.jpg)

Thanks Shinzy! I'm glad at least one of the human factions got an update!
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: SkyBreach on March 04, 2015, 08:26:41 PM
Thanks for update and share this mod. I love it!  ;D
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: harpo99999 on March 27, 2015, 06:11:41 PM
epyk, I have noticed a issue between norbals and the surgery mods ie can not surgically add the prosthetics/brain implants into norbal colonists/prisoners, using glitter, cyberstorm, extended prosthetics & other mods
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on March 28, 2015, 06:22:21 AM
Quote from: harpo99999 on March 27, 2015, 06:11:41 PM
epyk, I have noticed a issue between norbals and the surgery mods ie can not surgically add the prosthetics/brain implants into norbal colonists/prisoners, using glitter, cyberstorm, extended prosthetics & other mods

Whyyyyyyy you tell this to Epyk!
This is just happening because they're their own race
and I would have to make a compatibility for each of those ones separately

You can use the attachment to 'rehumanize' them, but they're going to be less cool :'(
Still! that should have them work with any prosthetic mod

(Can't quarantee it wouldn't cause any issues with ongoing games so do keep a backup of the mod at the ready! ;D)



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: harpo99999 on March 28, 2015, 06:35:02 AM
sorry shinzy, I did not check the author of the op, just the author of the last post with a picture in it assuming that it was the mod author
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: test_account on March 28, 2015, 05:50:01 PM
Hey. So I noticed that Norbals are a separate race that are able to function like Humans for the purposes of prisons and the like. I'm still developing an understanding of how modding Rimworld works, but are you able to also provide them with separate art assets for body types and the like while doing that?
I guess what I'm asking is if it would be possible to make intelligent non-human races using the same method of whatever you've done here?

Also, regarding the prosthetics issue Shinzy harpo just mentioned. Any quick tips on what might need to be done in order to make them compatible with, say, glitter tech and expanded organs and prosthesis? I think just making a small compatibility patch between three mods that I greatly enjoy using would really help me learn, so I'm interested in doing that.
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on March 29, 2015, 05:57:38 AM
Quote from: test_account on March 28, 2015, 05:50:01 PM
Hey. So I noticed that Norbals are a separate race that are able to function like Humans for the purposes of prisons and the like. I'm still developing an understanding of how modding Rimworld works, but are you able to also provide them with separate art assets for body types and the like while doing that?
I guess what I'm asking is if it would be possible to make intelligent non-human races using the same method of whatever you've done here?

Also, regarding the prosthetics issue Shinzy harpo just mentioned. Any quick tips on what might need to be done in order to make them compatible with, say, glitter tech and expanded organs and prosthesis? I think just making a small compatibility patch between three mods that I greatly enjoy using would really help me learn, so I'm interested in doing that.

For making entirely custom pawns (changing the looks and everything) you'd need some real modzardry, you'll need to be real high level modjuror to conjure up that kind of stuff
I'm just a mid level modlusionist and only able to weave mirages of a mod by drawing arcane power from the xml-element

The compatibilty should be easy enough though! ;D
You'll only need to locate the Races_Humanoid.xml from all the mods
(Mine's called Norbals.xml) and find the recipes bit from the very bottom of each
and make sure they all have the same recipes in them, so they can be used

Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: LustrousWolf on March 29, 2015, 05:09:33 PM
Is it possible you could make the gear worn by the norbals craft-able on the tailor bench? :3
Especially the shoes and helmets, having a medieval colony is so cool o3o.
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on March 30, 2015, 03:26:05 AM
Quote from: LustrousWolf on March 29, 2015, 05:09:33 PM
Is it possible you could make the gear worn by the norbals craft-able on the tailor bench? :3
Especially the shoes and helmets, having a medieval colony is so cool o3o.

I was thinking some while back about making some kind of Apparello link, like a tailor recipe these guys could drop (or something like this) that you could then use to craft their gear
but I'm on a bit of a hiatus nooooww so I don't even know if I'll be touching any of my mods in a while (But I do have whole ton of ideas and plans for almost everything so that's HALF the work done right, right?! I'm not slacking! *shh!*)

I'll just be spamming the forumwws for the time being :p
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: hulksterr on April 05, 2015, 02:19:31 AM
Does anyone know if this will work with the Zombie Mod?
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: LustrousWolf on April 05, 2015, 05:07:15 AM
Quote from: hulksterr on April 05, 2015, 02:19:31 AM
Does anyone know if this will work with the Zombie Mod?

Yes, it does work.

Ok man sure thing :)
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on April 05, 2015, 06:39:53 AM
What lusty wulff said!
This should work with nearly anything!
only thing ofcourse is the non-vanilla implants, you can't plop them on Norbals
but the mods still should all work together like a charm! very nordic bloody raze-pillagey charm with multiple beards
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: LustrousWolf on April 05, 2015, 06:41:59 AM
Quote from: Shinzy on April 05, 2015, 06:39:53 AM
What lusty wulff said!
This should work with nearly anything!
only thing ofcourse is the non-vanilla implants, you can't plop them on Norbals
but the mods still should all work together like a charm! very nordic bloody raze-pillagey charm with multiple beards

Wait so if a norbal arm flew off i cant put on a advanced bionic arm from another mod onto him? OnO
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on April 05, 2015, 06:45:48 AM
Quote from: LustrousWolf on April 05, 2015, 06:41:59 AM
Quote from: Shinzy on April 05, 2015, 06:39:53 AM
What lusty wulff said!
This should work with nearly anything!
only thing ofcourse is the non-vanilla implants, you can't plop them on Norbals
but the mods still should all work together like a charm! very nordic bloody raze-pillagey charm with multiple beards

Wait so if a norbal arm flew off i cant put on a advanced bionic arm from another mod onto him? OnO

uh huh *nods* you'll have to stick with the old and crummy prosthetics ;D
but you can use the "denorbalizer" I attached to one of the posts on the previous page somewhere, that'll make their race human -> so implants from mods should work
Edit:
https://ludeon.com/forums/index.php?topic=7670.msg119291#msg119291
there's the post. (I overlooked the implant mods when I made this or I'd probably kept them human to begin with =P)
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: hulksterr on April 05, 2015, 07:26:35 PM
Thanks for answering guys :)
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Chaplain on April 26, 2015, 02:46:03 AM
So any chance of this mod updating or has it taken an Alpha 10 to the knee?



Excuse me while I punch myself in the face for that one . . .
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on April 26, 2015, 05:30:47 AM
Quote from: Chaplain on April 26, 2015, 02:46:03 AM
So any chance of this mod updating or has it taken an Alpha 10 to the knee?



Excuse me while I punch myself in the face for that one . . .

It used to be a mod like you
but then you punched yourself in the faaaaaace!

I will update this but not right now, Apparello was fairly easy update this time around
and I'd imagine this wouldn't be too too complicated one either but it'd take it's own chunk of time that I want
to put on other things
I don't wannoo spend my little free time moments on staring at a xml file ;D
But starting on 4th next month I have all the time in the world! that's when I'll start to update errything
For now I'll just focus on more enjoyable things =P
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: r4ky on May 17, 2015, 12:38:29 PM
does it work on A10?
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on May 17, 2015, 04:40:06 PM
Quote from: r4ky on May 17, 2015, 12:38:29 PM
does it work on A10?

Not for now sorry! I've slowly just begun to update my mods
way off my estimated 4th of this month =P I'll try to get this one up and running asap!
but I can't give you any eta on it ;D I can't tell how fast or slow I'll be working on it and if I run into any walls
and get much headaches
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: LittleGreenStone on May 17, 2015, 08:37:39 PM
*epic beard spotted*
*notices it's not updated*
*cries a lot like a viking, punching bears and stuff*
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: r4ky on May 18, 2015, 05:45:54 AM
ohh :-[ too bad, but thanks anyway i hope you will end it soon  :P
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Thelostmerc on May 18, 2015, 05:57:49 PM
cant wait for this to be updated i miss this faction not enough in the game imo.
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shtuka on May 18, 2015, 07:34:37 PM
Quote from: Thelostmerc on May 18, 2015, 05:57:49 PM
cant wait for this to be updated i miss this faction not enough in the game imo.
Yeah, you are right my friend, but I afraid this mod is dead. =(
Title: Re: [MOD] (Alpha 9) Faction - Norbals "Vikings" - Now with more nordic names
Post by: Shinzy on May 19, 2015, 06:54:41 AM
Quote from: Shtuka on May 18, 2015, 07:34:37 PM
Quote from: Thelostmerc on May 18, 2015, 05:57:49 PM
cant wait for this to be updated i miss this faction not enough in the game imo.
Yeah, you are right my friend, but I afraid this mod is dead. =(

(http://i.imgur.com/FmtNdox.png)
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Shinzy on May 20, 2015, 11:29:23 AM
(http://i.imgur.com/vHx8FxZ.gif)
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: LittleGreenStone on May 20, 2015, 12:09:39 PM
Quote from: Shinzy on May 20, 2015, 11:29:23 AM
(http://i.imgur.com/vHx8FxZ.gif)

Yes! You are the man!

This mod is the balls!
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Match on May 20, 2015, 06:00:55 PM
squeee! I'm so excited!
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: HBKRKO619 on May 20, 2015, 06:49:42 PM
Thank you Shinzy, great faction :)
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: superiorx on May 21, 2015, 04:09:54 AM
Thanks for the latest update, Shinzy! Stay awesome :D
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: nmid on May 21, 2015, 05:50:46 AM
adding this to my mod list!
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy...  when the chef decided to surprise them dishes from norbal meat  :D ;D ;D
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy...  when the chef decided to surprise them dishes from norbal meat  :D ;D ;D

Norbals are humans?! :O
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy...  when the chef decided to surprise them dishes from norbal meat  :D ;D ;D


Norbals are humans?! :O


No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Adamiks on May 27, 2015, 10:24:06 AM
Quote from: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy...  when the chef decided to surprise them dishes from norbal meat  :D ;D ;D


Norbals are humans?! :O


No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.

I know this, lol ;D That was a joke on non-modding level :D
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: skyarkhangel on May 27, 2015, 10:36:29 AM
Quote from: Adamiks on May 27, 2015, 10:24:06 AM
Quote from: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy...  when the chef decided to surprise them dishes from norbal meat  :D ;D ;D


Norbals are humans?! :O


No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.

I know this, lol ;D Thaw was a joke on non-modding level :D

whose non-modding level? LOL ;D me?  I solved the problem with just adding them to ban filter, but it would be nice if it did in the original mod version  :P
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Adamiks on May 27, 2015, 10:57:36 AM
Quote from: skyarkhangel on May 27, 2015, 10:36:29 AM
Quote from: Adamiks on May 27, 2015, 10:24:06 AM
Quote from: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy...  when the chef decided to surprise them dishes from norbal meat  :D ;D ;D


Norbals are humans?! :O


No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.

I know this, lol ;D Thaw was a joke on non-modding level :D

whose non-modding level? LOL ;D me?  I solved the problem with just adding them to ban filter, but it would be nice if it did in the original mod version  :P

We're both modders ;D This was joke like "Norbals are humans?! But, but.... They are mini tanks! I don't believe in this! You're lying, they are aliens!!!" :P
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Shinzy on May 27, 2015, 11:04:58 AM
Oh I see the meat isn't automatically filtered out of the cook recipes :-[
can I change this without actually fiddling with the vanilla cook recipes? (I mean the human meat is excepted throug those)
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: deadlydullahan on May 27, 2015, 11:07:26 AM
Are there plans to have the Norbal meat become human meat or at least a filter for cooking similar to that with human meat, or can we look forward to Norbal meat not having any negative mood effects? :P
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Shinzy on May 27, 2015, 11:11:55 AM
Quote from: deadlydullahan on May 27, 2015, 11:07:26 AM
Are there plans to have the Norbal meat become human meat or at least a filter for cooking similar to that with human meat, or can we look forward to Norbal meat not having any negative mood effects? :P

I would just change it to human meat but far as I'm aware (which is exactly the opposite of as how far I can throw it! read: very very short) The game generates the meat automatically by the race, so I would just have to make my norbals human
they wouldn't be alien mini tanks or all that special at all then

Edit:
And why on earth would anyone of you wannoo butcher my norbals in to meat to begin with!? Shame on yall!
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: deadlydullahan on May 27, 2015, 11:15:41 AM
Quote from: Shinzy on May 27, 2015, 11:11:55 AM
Quote from: deadlydullahan on May 27, 2015, 11:07:26 AM
Are there plans to have the Norbal meat become human meat or at least a filter for cooking similar to that with human meat, or can we look forward to Norbal meat not having any negative mood effects? :P

I would just change it to human meat but far as I'm aware (which is exactly the opposite of as how far I can throw it! read: very very short) The game generates the meat automatically by the race, so I would just have to make my norbals human
they wouldn't be alien mini tanks or all that special at all then

Edit:
And why on earth would anyone of you wannoo butcher my norbals in to meat to begin with!? Shame on yall!

Well it's not by choice, sometimes when Norbals invade they shoot the only hunter we have and then we're short on meat, so it's a good substitute.
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Adamiks on May 27, 2015, 11:22:16 AM
Hmm.... Maybe "<humanoid>true</humanoid>" will do something (no, i'm not talking about errors ;D)?
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Shinzy on May 27, 2015, 01:16:28 PM
Quote from: Adamiks on May 27, 2015, 11:22:16 AM
Hmm.... Maybe "<humanoid>true</humanoid>" will do something (no, i'm not talking about errors ;D)?
Is that even a thing since A10?
(Edit: my next faction will be full human! so I hope you can deal with some surprises in your meals when butchering norbals which is unethical and horrid and frankly I think It's only right you'll get a backlash!)
Title: Re: [MOD] (Alpha 10) Faction - Norbals "Vikings" 2: Resurrectioning
Post by: Adamiks on May 27, 2015, 01:18:02 PM
Quote from: Shinzy on May 27, 2015, 01:16:28 PM
Quote from: Adamiks on May 27, 2015, 11:22:16 AM
Hmm.... Maybe "<humanoid>true</humanoid>" will do something (no, i'm not talking about errors ;D)?
Is that even a thing since A10?

I don't know. That was a "cheap" idea.
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: Shinzy on June 13, 2015, 12:08:30 PM
Norbals up to date for A11!
I'll be plopping all my factions in this thread in future so!
that is all for now, ta ta!
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: HBKRKO619 on June 13, 2015, 03:44:13 PM
The teasing for the pirate is to strong *-*

Thank you Shinzy :D
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: nmid on June 13, 2015, 04:48:58 PM
Quote from: Bodog999 on June 13, 2015, 04:24:42 PM
There's no need to also start a whole new world and colony, just make a world with the SAME seed as your previous world(s)!
Your world will get overwrited BUT YOU'LL STILL HAVE ALL YOUR COLONIES! And the new factions are in that world then.

!!!
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: llunauk on June 13, 2015, 06:05:14 PM
How about an Alien faction? Cyborg / Mechanical faction? I feel the rimworlds could do with a bit more alienating if you get my drift! 
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: Shinzy on June 13, 2015, 07:14:42 PM
Quote from: llunauk on June 13, 2015, 06:05:14 PM
How about an Alien faction? Cyborg / Mechanical faction? I feel the rimworlds could do with a bit more alienating if you get my drift!

oh something like these guys?
http://i.imgur.com/ncV4QM5.png ;D
I've had those guys till alpha 7 but I've never finished them (I hop around between things too much ::) One day, maybe)
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: llunauk on June 14, 2015, 09:40:16 AM
Ooo!  You can't tease us like that!   ;D
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: Solarstorm45 on June 14, 2015, 10:07:32 PM
Hey would it be possible to release through dropbox as well if thats ok
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: Shinzy on June 15, 2015, 06:21:22 AM
Quote from: Solarstorm45 on June 14, 2015, 10:07:32 PM
Hey would it be possible to release through dropbox as well if thats ok
tis not impossible no! But is there something wrong with mediafire?
https://www.dropbox.com/s/peejqwdzl8r7r6n/Norbals.zip?dl=0
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: nmid on June 15, 2015, 07:02:38 AM
generally no.. but I don't like mediafire :x
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: Adamiks on June 15, 2015, 08:29:38 AM
Dropbox don't have any ads ;)
Title: Re: [MOD] (A11) Factions - Norbals and soon to be more! (13/6/15)
Post by: llunauk on June 15, 2015, 08:37:11 AM
Rise of the Machines Shinzy!  Do it!   ;)
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on June 17, 2015, 06:51:39 AM
YAAAAAARR ME HEARTIEEESS!
Get raidkt!

(http://i.imgur.com/vLC6cG3.jpg)
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Adamiks on June 17, 2015, 06:57:09 AM
Yaar! Pirates, yar aren't pirates without ships, yaarr! They are landlubbers! YAARR!!!

:O

I'm Planetologist now! YAAAARRRRR!!!!! ;D
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on June 17, 2015, 06:59:36 AM
Quote from: Adamiks on June 17, 2015, 06:57:09 AM
Yaar! Pirates, yar aren't pirates without ships, yaarr! They are landlubbers! YAARR!!!

But they are landlubbers with SCURVY!
non-scurvied landlubbers wouldn't understand
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on June 17, 2015, 07:06:28 AM
Quote from: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
but.. but.. they have piratey names and collectable sea shanty lyrics
that's gotta account for something
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Adamiks on June 17, 2015, 07:10:43 AM
Quote from: Shinzy on June 17, 2015, 07:06:28 AM
Quote from: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
but.. but.. they have piratey names and collectable sea shanty lyrics
that's gotta account for something

Ok, boy! I can live with pirates without.... Tfu! Ships! But rum! Make rum, everyone will be happy! Go to work you scumb! Kidnap Tynan if you need! Yaaarrrr!
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Beathrus on June 17, 2015, 09:54:45 AM
...I can't get it because MediaFire won't let me. Keeps asking me to repair download, its prolly my net. But just in case, is there a Dropbox link I can use? x.x

Edit: Woo, Got someone to snag the file and put it on Dropbox.
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: demacrex on June 17, 2015, 10:18:48 PM
Quote from: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
But Pirates have a haven port kinda thing? like a place they can drop anchor and go to land where people don't hate them so you have pirate towns, least in the movies and most games.
Will some have eye patches and peg legs by default? :) hahaha
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on June 18, 2015, 04:58:24 AM
Quote from: Beathrus on June 17, 2015, 09:54:45 AM
...I can't get it because MediaFire won't let me. Keeps asking me to repair download, its prolly my net. But just in case, is there a Dropbox link I can use? x.x

Edit: Woo, Got someone to snag the file and put it on Dropbox.

Ohh! glad you got it downloaded! ;D (Sorry I was aging up a year yesterday! I wasn't checking the forum as often as usual)

@Demacrex! no they don't =P I didn't want to gimp them with extreme limb loss
some of them will have peg legs about as often as normal raiders too but that's it!
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: demacrex on June 18, 2015, 08:37:21 AM
Quote from: Shinzy on June 18, 2015, 04:58:24 AM


@Demacrex! no they don't =P I didn't want to gimp them with extreme limb loss
some of them will have peg legs about as often as normal raiders too but that's it!
*turns* "Nurse prep the OR for surgery, we have peg legs, eye patches and hooks to install"
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: skullywag on June 18, 2015, 10:14:15 AM
Belaterd Appy birfday Shinzy. GAARRR!
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Oxidus on June 18, 2015, 10:34:20 AM
Can you add some function to become the Faction?Like Vikings will have some perks and special buildings + weapons and armor or clothes and skins.
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on June 18, 2015, 11:11:08 AM
Quote from: Oxidus on June 18, 2015, 10:34:20 AM
Can you add some function to become the Faction?Like Vikings will have some perks and special buildings + weapons and armor or clothes and skins.

I wouldn't know how to do something like this, I'm sorry! ;D
Also @Skully, Thank you!
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Beathrus on June 18, 2015, 12:17:42 PM
Quote from: Shinzy on June 18, 2015, 11:11:08 AM
Quote from: Oxidus on June 18, 2015, 10:34:20 AM
Can you add some function to become the Faction?Like Vikings will have some perks and special buildings + weapons and armor or clothes and skins.

I wouldn't know how to do something like this, I'm sorry! ;D
Also @Skully, Thank you!

I think for the next faction you should do 'Nobles' which are medieval based, knights in armor, slaves/serfs, etc.

Also, is it possible to add 'Racial' buffs? Or a common trait to your factions? Like for Norbals, they are all cold tolerant or something; Just add some more uniqueness to them, I mean with the 'Ice Sheet' Biome, Norbals would be perfect.
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on June 18, 2015, 03:24:04 PM
Quote from: Beathrus on June 18, 2015, 12:17:42 PMI think for the next faction you should do 'Nobles' which are medieval based, knights in armor, slaves/serfs, etc.

Also, is it possible to add 'Racial' buffs? Or a common trait to your factions? Like for Norbals, they are all cold tolerant or something; Just add some more uniqueness to them, I mean with the 'Ice Sheet' Biome, Norbals would be perfect.

the next few factions I've thought about making are all more futuristic
there's very small changes I can make to a faction racial wise =P basically just adjust their climate tolerance and health and give them unique prosthetics
so I cannot do any codewizardry with any of my factions, you'd need a real modder ;D
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Beathrus on June 18, 2015, 04:33:49 PM
Ah, Okay. Well, It was worth asking about. xP
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Grynnreaper on July 01, 2015, 09:54:13 AM
yis...I need dis. *grabs the mods and slowly backs out of the room*
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Wild Card on July 01, 2015, 01:26:36 PM
Yey great faction mods. Both are really fun :)
Just one small issue, could you make either your pirates or the vanilla pirates be called something else (corsairs raiders etc) Sometimes it is a bit confusing that both the factions are called pirates

Also any hint on the new faction you hinted at some time ago (more advanced) ??? pretty please  ;D
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on July 01, 2015, 02:36:31 PM
Quote from: Wild Card on July 01, 2015, 01:26:36 PM
Yey great faction mods. Both are really fun :)
Just one small issue, could you make either your pirates or the vanilla pirates be called something else (corsairs raiders etc) Sometimes it is a bit confusing that both the factions are called pirates

Also any hint on the new faction you hinted at some time ago (more advanced) ??? pretty please  ;D

oh!
the 'new' faction I've been testing them for cupla days now on my own game
they're pretty freaky =P but I'm still missing some bits and I haven't been feeling up to work on them too too much ;D
(http://i.imgur.com/L6CYJbJ.png)

I'll rename the pirates to corsairs (and maye tune down the amount of raiders they send, too ..aaand have the witch doctors to carry weapons :-[ )
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Wild Card on July 01, 2015, 02:55:53 PM
OMG those armors

Any story on them ? who what where? do they eat colonists? norbals? mechanoids? what`s with the lightsaber :).. stuff like that
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: Shinzy on July 01, 2015, 03:34:22 PM
Quote from: Wild Card on July 01, 2015, 02:55:53 PM
OMG those armors

Any story on them ? who what where? do they eat colonists? norbals? mechanoids? what`s with the lightsaber :).. stuff like that

Oh lore wise they're the just on the brink of *transcension (Edit: I keep mixing this word up with ascension, also I never remember how to spell it *ahem*) they'll be very advanced and have lot of the cybernetic bodyparts attached by default
also that is not a lightsabre! duh! it's Blazephazerblade and it sets things on fire
and at the moment it makes melee really fun ::)
Title: Re: [A11] Factions - There be pirates! Yarr! (17/6/15)
Post by: demacrex on July 02, 2015, 01:30:43 AM
Quote from: Shinzy on July 01, 2015, 02:36:31 PM

(http://i.imgur.com/L6CYJbJ.png)
I sat here for a awhile trying to figure out a funny and awesome way to say it but all I can say is I need this hahaha
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 02, 2015, 05:48:54 AM
@Gynnreaper, you better back right back in the room! there's new mods for you! *intense stare*

Here they are! on the front page
did a quick small tiny update for Pirates! aswell (they should spawn little less pawns for attacks and maybe possibly won't be so easily mistaken for the vanilla pirates namewise ;D)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: kaptain_kavern on July 02, 2015, 07:51:19 AM
Can wait to try :p
My next colony sheriff will be named Lt Shepard in order to fight those .... Geth Transcendants

::)

(http://a.yfrog.com/img10/7025/jpe.png)
(http://img4.wikia.nocookie.net/__cb20090125024722/masseffect/images/a/a9/ArmatureLanding.png)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Dragoon on July 02, 2015, 07:52:56 AM
Quote from: Shinzy on July 01, 2015, 02:36:31 PM
-snip-

Damnit shinzy that looks so frikin awesome that this is my face when you say you haven't been feeling up to work on them (http://cdn.playbuzz.com/cdn/97914878-2fde-44d5-a56d-2af4f9af5956/f7805388-accb-43f1-be01-faf8f0a493dd.gif) but still I gotta say (https://amandashoesmaker.files.wordpress.com/2014/06/nick-miller-do-your-thing-girl.gif).

I also just read your latest post.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Beathrus on July 02, 2015, 08:42:06 AM
Can someone send me a dropbox link for the updated 'Pirates!'. Mediafire is disliking me again, after I snagged Pre Transcended. :/
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: LustrousWolf on July 02, 2015, 09:01:57 AM
Damn cant wait to try this one xD

Next faction should be an evolved animal species or something crazy like that xD
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: nmid on July 02, 2015, 09:08:32 AM
yummy..
I have so many factions, my faction page is so long that it takes me one min to scroll to the end of the list...
and I have to make sure they all trigger without being spammy :p
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 02, 2015, 10:22:13 AM
Quote from: LustrousWolf on July 02, 2015, 09:01:57 AM
Damn cant wait to try this one xD

Next faction should be an evolved animal species or something crazy like that xD

Mm not quite! =P
next one's gna be something like these guys here

(http://i.imgur.com/18HJVkJ.png)



Stop hoarding factions Nmiddy!
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Beathrus on July 02, 2015, 10:33:31 AM
Quote from: Shinzy on July 02, 2015, 10:22:13 AM
Quote from: LustrousWolf on July 02, 2015, 09:01:57 AM
Damn cant wait to try this one xD

Next faction should be an evolved animal species or something crazy like that xD

Mm not quite! =P
next one's gna be something like these guys here

(http://i.imgur.com/18HJVkJ.png)



Stop hoarding factions Nmiddy!

I know nmids pain! Using your factions + Ish's + More Faction Spawn = 4 of each faction.

Faction list gets loooong. But there are so many enemies I can make or call on for help. xD
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Dragoon on July 02, 2015, 11:25:36 AM
I like their helmets it reminds me of e.v.a from halo
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Wild Card on July 02, 2015, 02:53:37 PM
Yey it`s out. Good job man can`t wait to try it
Hey maybe in the future of rimworld there can be a more biological and mutant way to transcend to a higher being, not just mechanical? wink wink nudge nudge :P
Maybe and Future being key words here
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 02, 2015, 03:09:24 PM
Quote from: Wild Card on July 02, 2015, 02:53:37 PM
Yey it`s out. Good job man can`t wait to try it
Hey maybe in the future of rimworld there can be a more biological and mutant way to transcend to a higher being, not just mechanical? wink wink nudge nudge :P
Maybe and Future being key words here

you know those shoulder tanks in previous page don't have skull and alert signs on them for no reason!
(http://i.imgur.com/UY3Rx9k.png)

(let's just say there may or may be some crazed scientists and cultists involved)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: soulkata on July 02, 2015, 03:23:43 PM
Great work!
:)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Wild Card on July 02, 2015, 03:26:21 PM
Sry Shinzy apparently my eyesight is shit :p damm happy i blundered close to what/who they will be though. Seriously i do hope some of your factions if not all get a place in vanilla :D
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Dragoon on July 07, 2015, 02:03:11 AM
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: nmid on July 07, 2015, 04:20:28 AM
Quote from: Dragoon on July 07, 2015, 02:03:11 AM
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).

This should help

Quote from: nmid on June 23, 2015, 06:12:24 PM
Quote from: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)

add
<weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>
to whichever weapon or weapon base you want edb prep to show.

Currently it's only in BaseHumanGun Thingdef.. adding it to an individual gun or to the parent class (under this)
<ThingDef Name="BaseGun" Abstract="True">
will work.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 07, 2015, 05:38:30 AM
Quote from: nmid on July 07, 2015, 04:20:28 AM
Quote from: Dragoon on July 07, 2015, 02:03:11 AM
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).

This should help

Quote from: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)

add
<weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>
to whichever weapon or weapon base you want edb prep to show.

Currently it's only in BaseHumanGun Thingdef.. adding it to an individual gun or to the parent class (under this)
<ThingDef Name="BaseGun" Abstract="True">
will work.



I wouldn't advice doing that! they vanish on drop so it's not really the best option
I'll add it to my list to make chance of them dropping "self destruct system defective" weaponry

I'm just trying to balance the loot ;D you already get high amounts of high quality charge rifles whenever they attack
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: nmid on July 07, 2015, 01:21:14 PM
Ah...
so
<weaponTags>
      <li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?

while
<weaponTags>
      <li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?

I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.

Any clarification will help better my hac.. chea... understanding of the weapons :)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: kaptain_kavern on July 07, 2015, 03:07:39 PM
For the edb part i found info in that thread : https://ludeon.com/forums/index.php?topic=13593.msg144152#msg144152

If it can help


Edit : I just realized i point you to one of your post  [K_K] sry
But i recall reading that for items to be shown in EDB they have to be in a trader "store" but : I can't find where it was and i don't know how to make items appears in trader screen ...
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 07, 2015, 03:34:41 PM
Quote from: nmid on July 07, 2015, 01:21:14 PM
Ah...
so
<weaponTags>
      <li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?

while
<weaponTags>
      <li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?

I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.

Any clarification will help better my hac.. chea... understanding of the weapons :)

Nonono! advance gun tag will let some of the pirate mercenary pawns and spacers spawn with the weapon
gun tag lets almost every pirate or villager spawn with the weapon

if you want to remove the 'destroy' on drop thing from the weapons
you need to open the PT_Gunso.xml in the thingDefs of the mod
and remove the bit
    <menuHidden>True</menuHidden>
and remove or change the 'true' to 'false' in
    <destroyOnDrop>True</destroyOnDrop>
and if you want treaders to carry it you need to also remove the
    <tradeability>Never</tradeability>

Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: kaptain_kavern on July 07, 2015, 04:15:21 PM
Thx senpai ;)

Now all is clear for me
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: TimTumm on July 07, 2015, 04:23:01 PM
Has anyone tried with with 11b?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 07, 2015, 08:19:59 PM
Quote from: TimTumm on July 07, 2015, 04:23:01 PM
Has anyone tried with with 11b?

I have! (and they work as intended!)
Title: guns usability, guns drop, guns on edb page
Post by: nmid on July 09, 2015, 03:04:57 AM
Quote from: Shinzy on July 07, 2015, 03:34:41 PM
Quote from: nmid on July 07, 2015, 01:21:14 PM
Ah...
so
<weaponTags>
      <li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?

while
<weaponTags>
      <li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?

I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.

Any clarification will help better my hac.. chea... understanding of the weapons :)

Nonono! advance gun tag will let some of the pirate mercenary pawns and spacers spawn with the weapon
gun tag lets almost every pirate or villager spawn with the weapon

if you want to remove the 'destroy' on drop thing from the weapons
you need to open the PT_Gunso.xml in the thingDefs of the mod
and remove the bit
    <menuHidden>True</menuHidden>
and remove or change the 'true' to 'false' in
    <destroyOnDrop>True</destroyOnDrop>
and if you want treaders to carry it you need to also remove the
    <tradeability>Never</tradeability>

Ty.. now I know how to stop them from exploding + appear on traders.
Any tips on how to make it 'properly' appear on the edb page?
Title: Re: guns usability, guns drop, guns on edb page
Post by: Shinzy on July 09, 2015, 06:40:22 AM
Quote from: nmid on July 09, 2015, 03:04:57 AM
Ty.. now I know how to stop them from exploding + appear on traders.
Any tips on how to make it 'properly' appear on the edb page?

just spawning one in may be the simplest way to start with one ;D
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: skullywag on July 09, 2015, 01:44:13 PM
The way EdBs code works as long as its "primary" equipment and has weapon tags it should appear, those are the only 2 rules i believe...
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 09, 2015, 01:58:35 PM
Quote from: skullywag on July 09, 2015, 01:44:13 PM
The way EdBs code works as long as its "primary" equipment and has weapon tags it should appear, those are the only 2 rules i believe...

so in that case they should be show up and be equippable with edb's thing if you'll fix the 'destroy on drop' and 'menu hidden'
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: zknight on July 23, 2015, 10:27:13 PM
I need some help. None of the pirates from the Pirate faction spawn with any weapons.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Nerve on July 24, 2015, 12:00:26 AM
Are they able to siege, sap, and visit?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: zknight on July 24, 2015, 01:21:47 AM
They can raid.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 24, 2015, 05:00:31 AM
Quote from: zknight on July 23, 2015, 10:27:13 PM
I need some help. None of the pirates from the Pirate faction spawn with any weapons.

Oo! thanks, my last quick update seemed to screw their tech level up a bit!
they don't wannoo spawn with anything I'll have it fixed right away

Edit: Hokiday! Done done! added a dirk for Voodoo doctor
and fixed a small bug where some graphics didn't work without having Norbals active :-[
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: harpo99999 on July 24, 2015, 07:31:04 AM
hay shinzy (the battered ram) does this mod work with 11d?
btw which batter did you get coated with?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 24, 2015, 09:09:34 AM
Quote from: harpo99999 on July 24, 2015, 07:31:04 AM
hay shinzy (the battered ram) does this mod work with 11d?
btw which batter did you get coated with?

Hayoo Harpy!
Yes! they all work (mostly, probably) as intended!

I use Lamb-O-Tar brand Batter tiles, the kind with aluminium layering
the batter tiles are interlocking and all edges have been very well rounded!

It's very comfortable to wear as there's patchwork fluffings for inside!
The patches range from cold to warm colours and all depict cars of different kinds, trucks, bugs, you name it!

one of the patches has white umbrella and stars I'm pretty sure it's not intentional (might be a stray patch in the Lamb-O-Tar patching department patch bin)

all the images on the patches are thick and white silhouettes, the warm coloured ones have nice almond colour wavy lines and golden polka dots, the cold ones are very bare aside from all the cars
The umbrella one is blue and makes me very sleepy whenever I sneak a glance at it! (Very fortunate It's visible only when I'm ready to remove the batter tiles!)

Can recommend! but do check the fluffing for misprints, okay?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: harpo99999 on July 24, 2015, 05:52:09 PM
it looked like it was one of the flour based batters, possibly BEER batter, so you should be careful about how hot it is where you are, after all you do not want to be a battered lamb roast do you?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 25, 2015, 06:51:51 AM
Quote from: harpo99999 on July 24, 2015, 05:52:09 PM
it looked like it was one of the flour based batters, possibly BEER batter, so you should be careful about how hot it is where you are, after all you do not want to be a battered lamb roast do you?
Who wouldn't want battered lamb roast! I mean I've all the ingredients here, too! There's no stopping me now!
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: harpo99999 on July 25, 2015, 06:01:35 PM
but do you have the MINT sauce or jelly to go with the beer battered lamb?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 26, 2015, 06:39:26 AM
Quote from: harpo99999 on July 25, 2015, 06:01:35 PM
but do you have the MINT sauce or jelly to go with the beer battered lamb?

I AM in MINT condition! does that count?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: harpo99999 on July 26, 2015, 08:00:15 AM
Quote from: Shinzy on July 26, 2015, 06:39:26 AM
Quote from: harpo99999 on July 25, 2015, 06:01:35 PM
but do you have the MINT sauce or jelly to go with the beer battered lamb?

I AM in MINT condition! does that count?
so you have been peppered, and have not been sauced or jellied.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: mokonasakura on July 26, 2015, 11:50:34 PM
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 27, 2015, 07:48:33 AM
Quote from: mokonasakura on July 26, 2015, 11:50:34 PM
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Blunt!
They're practically just a small grenade (with half of the damage and explosion radius of 1 cell!)

Oh, how do you find them? is there a lot of them during a raid? I could make them much rarer
and I possibly need to adjust how many norbals attack during a raid in general, too ;D (I've gotten the impression they scale maybe just bit too much, I haven't really ever played to real late game with them as enemies ;D)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Mrshilka on July 27, 2015, 07:56:10 AM
Depending on the raid size you will usually see 2 or 3 in a raid of 20 up to over 80 in raids over 1000.
From experience I focus fire them down asap:)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 27, 2015, 02:14:12 PM
Quote from: Canute on July 27, 2015, 10:14:11 AM
Thor's hammer, i like them.
But they scared me at the first time. But it is a good thing they don't drop :-)
Maybe some different noise effect, the kabumm is too heavy for that little explosion.

Oh I tried! the game doesn't actually let me give it any other sound cause it's a bomb
And so it has to be an explosion =P
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: mokonasakura on July 27, 2015, 07:23:06 PM
Quote from: Shinzy on July 27, 2015, 07:48:33 AM
Quote from: mokonasakura on July 26, 2015, 11:50:34 PM
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Blunt!
They're practically just a small grenade (with half of the damage and explosion radius of 1 cell!)
I felt like legolas, the guy would could kill everything in one shot the entire war, vs the orc with a torch, a normal orc that had no armor yet couldn't be killed in one shot. You say its just one square but the difference between the hammer and the frags is the hammer blows up right away. The norbals, from what I hear, are supposed to be naturally tougher then the basic raider so focusing them down before they get in range is a difficult thing to do. If the hammer hits your guy once that guy is dead, maybe not immediately but he will die because the hammer will either shred his leg or foot making it so he moves at 50% or something around that number. I also didn't really expect an exploding hammer, I know some nord mythology so I already guessed it was supposed to be thor hammer but when you are playing the game you don't see guy with hammer>guy with repeating crossbow>guy with other thing that look melee. When I finally did run into hammers the kept hearing explosions but it took me a while to figure out what was going on.
Oh, how do you find them? is there a lot of them during a raid? I could make them much rarer
and I possibly need to adjust how many norbals attack during a raid in general, too ;D (I've gotten the impression they scale maybe just bit too much, I haven't really ever played to real late game with them as enemies ;D)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 27, 2015, 07:29:41 PM
Quote from: mokonasakura on July 27, 2015, 07:23:06 PM
I felt like legolas, the guy would could kill everything in one shot the entire war, vs the orc with a torch, a normal orc that had no armor yet couldn't be killed in one shot. You say its just one square but the difference between the hammer and the frags is the hammer blows up right away. The norbals, from what I hear, are supposed to be naturally tougher then the basic raider so focusing them down before they get in range is a difficult thing to do. If the hammer hits your guy once that guy is dead, maybe not immediately but he will die because the hammer will either shred his leg or foot making it so he moves at 50% or something around that number. I also didn't really expect an exploding hammer, I know some nord mythology so I already guessed it was supposed to be thor hammer but when you are playing the game you don't see guy with hammer>guy with repeating crossbow>guy with other thing that look melee. When I finally did run into hammers the kept hearing explosions but it took me a while to figure out what was going on.

Thank you! I'll halve their damage and maybe some other balance changes all around
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Computica on July 27, 2015, 09:52:30 PM
Just make a custom damagedef for the hammer, I actually made the PreTrans much harder. I gave them the ability to always spawn with bionic parts. I made there boss use mk2 shields so they can use ranged weapons. I also made it so they don't retreat.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: skyarkhangel on July 30, 2015, 02:50:04 PM
Hi, Shinzy!

Norbals EPOE compatible SK_patch
https://yadi.sk/d/9PPL0U7-iBh7t
;)
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on July 30, 2015, 07:19:50 PM
Quote from: skyarkhangel on July 30, 2015, 02:50:04 PM
Hi, Shinzy!

Norbals EPOE SK_patch
https://yadi.sk/d/9PPL0U7-iBh7t
;)

I'll plop your link on the op!
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Match on August 24, 2015, 07:30:12 PM
I believe this should be compatible with alpha 12, testing it out and will report back.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Match on August 24, 2015, 11:30:42 PM
Looks like it will need a minor xml update, no doubt Shinzy is on top of it!
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on August 25, 2015, 05:28:56 AM
Quote from: Match on August 24, 2015, 11:30:42 PM
Looks like it will need a minor xml update, no doubt Shinzy is on top of it!

Mmmh.. h-uh? *rolls off the bed* Yes I'm SO on top of this right now you wouldn't believe!
I'm just waiting a few days till you all get really attached to your nuzzlepets and then update so you have to restart!
This is the plan!
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Fruitsmoothy on August 30, 2015, 12:50:08 PM
Please...*on hands and knees* patch this...I cant play much longer without pirate songs...
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Shinzy on August 30, 2015, 01:32:21 PM
Quote from: Fruitsmoothy on August 30, 2015, 12:50:08 PM
Please...*on hands and knees* patch this...I cant play much longer without pirate songs...

I'll try to pump out atleast the Pirates! out on tuesday (I assume that's your favourite one out of these!)
I'm quite busy, tuesday's my only "freeday" next week, need to prioritize what I do on my free time ;D and it's mostly either playing and/or watching a show

Oh but do feel free to take some breaks if your knees begin to hurt during this time
and wash your hands before you eat anything!
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Iwillbenicetou on August 30, 2015, 07:53:30 PM
You are so awesome Shinzy. But I do expect the finished product on my desk by tuesday.
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: harpo99999 on August 30, 2015, 07:56:35 PM
and then there is the ORIGINAL source for pirates ie VIKINGS, so the norbals are also wanted
Title: Re: [A11] Factions - The Pre Transcendents are heeeere! *beep* (02/7/15)
Post by: Fruitsmoothy on August 31, 2015, 05:49:34 PM
Shinzy,

You are a god among men.
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: Shinzy on September 01, 2015, 02:56:10 PM
A bright beam of light bursts from the clouds as a godly figure descends from the skies bearing gifts. This occurence is entirely unrelated and can safely be ignored.

About 800 yards from there a sewer lid pops open with a gloopy smack. Shrouded in a puff of green cloud Shinzy crawls out and lets out a pitiful croak "updaaate! uuuupdaaate! Pirates be up to daate" After which Shinzy slinks back down the sewage pipe



On a side note: I didn't really have the chance to play with them too long
so bear that in mind! you mite find some bugs (I didn't run in any on my tests so I'm farily confident about there being none!)
Get to the front page or pick it up right here!

Shinzy emerges from the hole once again and casts 'copy paste' and grabs the sewer lid and slides it on the hole while disappearing again

(http://i.imgur.com/tq7uodr.png) (http://www.mediafire.com/download/tiuxuuu7u198wcm/Pirates!.zip)
(http://i.imgur.com/WHDBea7.png)

Yarr harr! ready yerselves ye scurvy land lub.. non scurvy landlubbers! Davy jone's locker waits yeerrr*gakh* *gark* *wheeze*
The magnificent weapon textures by none other than SuperCaffeineDude (http://ludeon.com/forums/index.php?action=profile;u=34138)!




Edit: The other factions follow soon!
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: bewby on September 02, 2015, 01:20:17 PM
Thanks so much!
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: Wild Card on September 05, 2015, 08:27:42 AM
Arrrrrrg weeee need moar factions....errrr...i mean looot !!!!!!
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: Facade on September 05, 2015, 02:53:40 PM
So I played with Pirates quite a bit in A11, and I'm wondering if Lyrics/Shanties are still ridiculously OP.

A drop pod fell and had a few hundred Lyrics and making a Shanty took one lyric. My base was full of absurdly "beautiful" shanties in just a short while.
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: Shinzy on September 05, 2015, 04:00:47 PM
Quote from: Facade on September 05, 2015, 02:53:40 PM
So I played with Pirates quite a bit in A11, and I'm wondering if Lyrics/Shanties are still ridiculously OP.

A drop pod fell and had a few hundred Lyrics and making a Shanty took one lyric. My base was full of absurdly "beautiful" shanties in just a short while.

Oh! thank you I'll need to make them not come in drop pods
Do you feel they drop from the pirates during raids too often, too?
I'll probably have them be less beautiful, aswell

But for now, yes they're probably just as OP as you found them to be in A11
I never had them drop in hundreds via drop pods on my own playthroughs (And I don't recall ever recieving any feeedback on theeem besides you! So thank you! ;D)

@WC, I'll have the Norbals up tomorrow at some point!
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: Facade on September 05, 2015, 07:16:23 PM
Quote from: Shinzy on September 05, 2015, 04:00:47 PM
Oh! thank you I'll need to make them not come in drop pods
Do you feel they drop from the pirates during raids too often, too?
I'll probably have them be less beautiful, aswell

But for now, yes they're probably just as OP as you found them to be in A11
I never had them drop in hundreds via drop pods on my own playthroughs (And I don't recall ever recieving any feeedback on theeem besides you! So thank you! ;D)
It was hard to tell how many I got from raids since I stopped collecting them after a while!

Personally, I'd increase the number of lyrics required to make a shanty as well, to bring it more in line with the other arts. Maybe four per? Since most of the verses are four lines from what I remember.
Title: Re: [A12] Factions - Thar be pirates! (01/9/15)
Post by: FridayBiology on September 05, 2015, 09:16:26 PM
Pirates with Advanced Intelligent Parrots that can haul 2 items :3
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on September 06, 2015, 02:46:44 PM
Them norbals are ready for A12!
(also did a quick update for Pirates, the sea shanty lyrics shouldn't drop en masse
and the shanties themselves are not quite as pretty)

(http://i.imgur.com/n3Dfb5Q.png) (http://www.mediafire.com/download/211qwuawn4tp3bj/Norbals.zip)
(http://i.imgur.com/LUPKr85.png)

Vikings, they're tougher than normal human beings and thrive in colder climates
really, really hate heat.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: FridayBiology on September 06, 2015, 10:41:55 PM
i'd like to see wooden armor/breast plate to help prevent forward facing damage but, slows movement. As an early defence garment that could be constructed at a work bench/tailor bench.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on September 13, 2015, 09:12:14 PM
May I please get a dropbox link? I can't snag things from Mediafire.. I'd like Norbals and Pirates please!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on September 14, 2015, 05:39:48 AM
Quote from: Beathrus on September 13, 2015, 09:12:14 PM
May I please get a dropbox link? I can't snag things from Mediafire.. I'd like Norbals and Pirates please!

Hmph! you may! for now!
https://www.dropbox.com/s/t2134rbivtdk4hg/NorbsAndPiratesForBeathrus.zip?dl=0
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on September 14, 2015, 09:56:45 AM
Quote from: Shinzy on September 14, 2015, 05:39:48 AM
Quote from: Beathrus on September 13, 2015, 09:12:14 PM
May I please get a dropbox link? I can't snag things from Mediafire.. I'd like Norbals and Pirates please!

Hmph! you may! for now!
https://www.dropbox.com/s/t2134rbivtdk4hg/NorbsAndPiratesForBeathrus.zip?dl=0

Thank you, Shinzy!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Herc18 on September 14, 2015, 03:17:49 PM
So how's that mutant faction coming along?? :D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Match on September 14, 2015, 09:31:25 PM
Quote from: Herc18 on September 14, 2015, 03:17:49 PM
So how's that mutant faction coming along?? :D

To bounce off this, I had an idea that I want to toss out there. If you're looking for a generic pawn for the mutants, have you thought about warboys from the mad max universe?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on September 15, 2015, 06:11:06 AM
Quote from: Match on September 14, 2015, 09:31:25 PM
Quote from: Herc18 on September 14, 2015, 03:17:49 PM
So how's that mutant faction coming along?? :D

To bounce off this, I had an idea that I want to toss out there. If you're looking for a generic pawn for the mutants, have you thought about warboys from the mad max universe?

Hercy! it's at the bottom of my priority list ar the moment! but I have like roughly 30% of the graphic bits done
I can only promise they'll be out before A13 =P hehe
Oh and I'm definately going to have something warboys inspired in there, they fit this faction like a glove by the way the look ;D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Match on September 15, 2015, 07:39:48 PM
I can't say how excited that makes me! May Joe himself carry you to walhalla!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: flankspeed on October 11, 2015, 03:42:52 PM
Cool mod.

I wish the Norbal boots were craftable. Any plans for that?
I occasionally get them from drop pods, but traders hardly ever seem to have them.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on October 11, 2015, 04:19:47 PM
Quote from: flankspeed on October 11, 2015, 03:42:52 PM
Cool mod.

I wish the Norbal boots were craftable. Any plans for that?
I occasionally get them from drop pods, but traders hardly ever seem to have them.

Get his other mod you can craft the boots with it.

https://ludeon.com/forums/index.php?topic=5085.0
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: flankspeed on October 11, 2015, 06:28:56 PM
Quote from: Beathrus on October 11, 2015, 04:19:47 PM

Get his other mod you can craft the boots with it.

https://ludeon.com/forums/index.php?topic=5085.0

Thanks. I didn't know about that one. It says A11...does it still work ok with A12?

Edit: NVM someone in the thread says it works with A12 so I'll give it a whirl.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: RIPCadbury on December 18, 2015, 02:56:32 PM
I'm really enjoying both the pirate and norbal mod, for the most part.

The thing that really, really ruined it for me is that norbal shield. 1 guy carrying a shield managed to destroy 2 of my farms, all of my solar panels and killed 3 people. After a while I stopped counting how many times he got shot...

While I do appreciate why it exists, I would like to know if there is a way I, personally, can remove the shield from the norbal mod.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on December 20, 2015, 01:20:35 PM
Quote from: RIPCadbury on December 18, 2015, 02:56:32 PM
I'm really enjoying both the pirate and norbal mod, for the most part.

The thing that really, really ruined it for me is that norbal shield. 1 guy carrying a shield managed to destroy 2 of my farms, all of my solar panels and killed 3 people. After a while I stopped counting how many times he got shot...

While I do appreciate why it exists, I would like to know if there is a way I, personally, can remove the shield from the norbal mod.

Yes! There is, am not at my files right now but if you can find the pawn kind defs
And open the file where all the pawn types are defined
Most of the melee people have a line like  <requiredApparel> or so
You should spot the bit when you see it :p
Anyway theres a reference to "norbsonal shield" or so remove all of those you can find
And that *should* do it
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Techgenius on December 21, 2015, 09:58:53 AM
Game crashes if I use the Pre-Transcen-geths with Ykara's EPOE (https://ludeon.com/forums/index.php?topic=10571.0)
Also, can it work with Orion's More Mechanoids? WIM able to reprogram the robots and use them.

I second that wish for a Military faction, not NCR, but more like a Space-Traders Federation or
Ex-Army Brotherhood of Rimsteel (what are you doin with that energy weapon citizen? dontchuknow you put your life in risk for abusing that technology? better hand that over or were gonna raid your base and steal your techs and research benches)

Brotherhood of Rimsteel is high-tech, because they take all those shiny beep-boop machines, high-tech stuff and energy weaponry from locals, raid abandoned military bases and research stations, if you have many tech items, BoRs will hunt you down, power armored, varying between scribes, knights, paladins and Elder.

Since I'm close to Fallout, how about a super-secret Science faction? ultra-high tech, that use Androids/Synths to do their bidding? (Yeah you guessed it.. I'm talking about the Institute, pretty genius aren't you?)

Rimstitute Inc. uses high tech weaponry, droids, synths and mercenaries, their motives are secret, they may attack at random, or not at all, they may even trade with you if you're high-tech enough, but beware of angering the BoRS.



Title: Re: [A12] Factions - Norbals & Pirates (06/9/15)
Post by: Shinzy on December 22, 2015, 12:04:06 PM
Quote from: Techgenius on December 21, 2015, 09:58:53 AM
Game crashes if I use the Pre-Transcen-geths with Ykara's EPOE (https://ludeon.com/forums/index.php?topic=10571.0)

I have not updated the faction for this alpha yet! (And I doubt I will at this point of time)
Edit: I realize it wasn't clearly enough stated it was for previous alphas =P my bad! I put a nice red notice up for it
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Techgenius on December 22, 2015, 06:20:59 PM
Oh no! :'(

Well.. at least 2016 isn't so far way :P
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Justas love on April 10, 2016, 03:42:10 PM
13?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: bewby on April 10, 2016, 04:12:57 PM
I hope this gets updated for 13 :)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on April 10, 2016, 04:16:12 PM
Quote from: bewby on April 10, 2016, 04:12:57 PM
I hope this gets updated for 13 :)

After I get Apparello done (It may take a while still with the current speed)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: bewby on April 10, 2016, 04:29:15 PM
cool, no rush, take your time.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Korn.Mil on April 14, 2016, 05:39:40 AM
i'm hope to see this mod for A13 too
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Theloner33 on April 14, 2016, 05:56:08 PM
Agreeing with Korn here, would love to see the Norbals invade Alpha 13.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on April 15, 2016, 06:27:01 AM
Unless a14 is right around the corner, then you'll probably have your chance to get decked in the schnoz by some norbal berserkers this alpha!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Wild Card on April 15, 2016, 06:38:02 AM
Yey :) what about pre transcendant berserkers?
Aaaaaaaaaaaaand mutant beserkers ?:D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on April 15, 2016, 08:29:16 AM
Quote from: Wild Card on April 15, 2016, 06:38:02 AM
Yey :) what about pre transcendant berserkers?
Aaaaaaaaaaaaand mutant beserkers ?:D
Mutants are missing quite a bit of graphics
but all the other guys should make their appearance shortly after another
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Wild Card on April 16, 2016, 04:20:58 AM
As a suggestion for mutants...if and when they get done:
Could you make them another race...like norbals are diffrent (or used to be) from regular humans so could this mutants. And maybe mess with their stats...ie more hitpoints better metabolism and bloodflow, less something. You know make them feel like something diffrent not just same vaniila pirates with cool looking gear.
Smt like this:
Eysight 125%
Metabolism 125%
Hearing 80%

and so on.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: SadisticNemesis on April 16, 2016, 06:02:43 AM
Could you do the transcendants first? only had a little time with them in alpha 11 and they interest Me massively :)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on April 16, 2016, 06:22:42 AM
Quote from: SadisticNemesis on April 16, 2016, 06:02:43 AM
Could you do the transcendants first? only had a little time with them in alpha 11 and they interest Me massively :)
Quote from: Wild Card on April 16, 2016, 04:20:58 AM
As a suggestion for mutants...if and when they get done: -snip snap-

I'll see what I can do when I get around to it :P Now I'd like to upload all the current ones all at once cause they need a new world to work (or atleast a world re-seed) But I ain't gon promise nothing just yet ;D

Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Wild Card on April 16, 2016, 06:26:24 AM
Well whatever you can do is fine :D Much apreciated
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: SadisticNemesis on April 16, 2016, 07:07:37 AM
I'll take what I can get, the factions are amazingly done.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: hwoo on April 16, 2016, 07:20:30 AM
Can you add to to a current running colony alpha 13 and it wouldn't crash it?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: harpo99999 on April 16, 2016, 07:27:19 AM
Quote from: hwoo on April 16, 2016, 07:20:30 AM
Can you add to to a current running colony alpha 13 and it wouldn't crash it?
yes but it will not show up as the races NEED a new world seed to be placed on the map so that they CAN work and visit/raid/sell
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Jordan Huitema on April 26, 2016, 10:02:52 PM
any news on a A13 update?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on April 27, 2016, 04:30:11 AM
Quote from: Jordan Huitema on April 26, 2016, 10:02:52 PM
any news on a A13 update?
Don't think I can start before next week I have couple irl deadlines to worry about until the 2nd
but after, if everything goes as smoothly as I think I could get them out in like cupla days
and then you guys get to find all the bugs fun new unintentional surprises ;D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Commander Blackwatch on May 02, 2016, 07:38:57 AM
Awesome Great job Dude :D
Keep making new faction Great Job

Rate
100/100
100/100
100/100

-The Blackwatch :D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Topper on July 18, 2016, 11:22:45 PM
any chance for an alpha 14 update? These factions were interesting!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on July 19, 2016, 07:56:52 AM
I would like to get them for it but I hardly got them up for last alpha
so I don't wanna go promise anything just yet ;D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Stephanuz on July 22, 2016, 01:14:52 PM
You know a mod is good when you miss it in the new Alpha.
Can't wait to see Norbals return <3
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Topper on July 23, 2016, 06:31:06 PM
is this modder still around? Someone else adopt this?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on July 23, 2016, 06:35:27 PM
Quote from: Topper on July 23, 2016, 06:31:06 PM
is this modder still around? Someone else adopt this?

Haven't seen them in a while.. I'll adopt this for sure! might take a while to get it done though
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Topper on July 24, 2016, 12:00:53 AM
Quote from: Shinzy on July 23, 2016, 06:35:27 PM
Quote from: Topper on July 23, 2016, 06:31:06 PM
is this modder still around? Someone else adopt this?

Haven't seen them in a while.. I'll adopt this for sure! might take a while to get it done though

Thats really nice of you to help out with this one. The last guy wouldnt do an update unless we brought him a polydactyl underage prostitute, whom he would later chop up and consume. I'd have to go in the next day and clean up all the twiddly bits left over as if I didnt have anything better to do. He was quite difficult to work with let me tell you :)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: harpo99999 on July 24, 2016, 04:58:16 AM
shinzy, you might want to warn the modder that there is this somewhat miffed NORBAL that WANTS to raid the new colonies in a14 area, and if HE does not the HE WILL RAID and KILL all modders that are attempting to tprevent HIM from RAIDING the new areas
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: salsa24 on August 07, 2016, 01:50:22 PM
I like the ¨By Thor's epic pecs¨ XD. But really, nice mod.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Hydromancerx on November 21, 2016, 02:07:12 AM
Are their any plans to update the Pirates and Vikings to Alpha 15?

I saw they were in the Hardcore SK pack but I was wondering if there was a stand alone version.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on November 21, 2016, 09:34:27 AM
Quote from: Hydromancerx on November 21, 2016, 02:07:12 AM
Are their any plans to update the Pirates and Vikings to Alpha 15?

I saw they were in the Hardcore SK pack but I was wondering if there was a stand alone version.

Oh the plans are all there
Sadly my free time is what it is and I've wanted to use that on other things entirely
I did make a loot carrier bear (and elephant) and some conquistador equipment for the norbals and pirates but nothing major
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Hydromancerx on November 21, 2016, 04:27:40 PM
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.

Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on November 23, 2016, 12:18:28 PM
Quote from: Hydromancerx on November 21, 2016, 04:27:40 PM
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.

Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.

Oh just find the relevant xml files from the core mod
you can find everything in folders of same name and then just cross reference them
change things that have been changed to the 'new' form seen in the vanilla xmls
it's really simple actually but just.. really.. dull work which is partly why I don't use much of my free time on thaaaaaat instead of other things
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on December 21, 2016, 04:10:29 AM
Shinzy I've missed your mods! ʕ•ᴥ•ʔ
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on December 23, 2016, 05:08:31 PM
Quote from: Beathrus on December 21, 2016, 04:10:29 AM
Shinzy I've missed your mods! ʕ•ᴥ•ʔ

(http://i.imgur.com/FH77VQc.png)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on December 23, 2016, 08:38:19 PM
Quote from: Shinzy on December 23, 2016, 05:08:31 PM
Quote from: Beathrus on December 21, 2016, 04:10:29 AM
Shinzy I've missed your mods! ʕ•ᴥ•ʔ

(http://i.imgur.com/FH77VQc.png)

...Yes. I miss them that much. ʕ•ᴥ•ʔ Don't worry though, I am not a ᶘ ᵒᴥᵒᶅ, just a thorough enjoy-er of all your mods.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Hydromancerx on December 28, 2016, 08:00:52 PM
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze?  ::)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on December 29, 2016, 10:59:56 AM
Quote from: Shinzy on November 23, 2016, 12:18:28 PM
Quote from: Hydromancerx on November 21, 2016, 04:27:40 PM
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.

Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.

Oh just find the relevant xml files from the core mod
you can find everything in folders of same name and then just cross reference them
change things that have been changed to the 'new' form seen in the vanilla xmls
it's really simple actually but just.. really.. dull work which is partly why I don't use much of my free time on thaaaaaat instead of other things

Can I get an example of this.. and maybe a crash course in what needs to be done?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Justas love on January 22, 2017, 04:48:25 PM
oh man, really want to play this, i don't know why i didn't in a12...
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Hydromancerx on June 05, 2017, 03:01:06 AM
Quote from: Hydromancerx on December 28, 2016, 08:00:52 PM
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze?  ::)

Er I mean Alpha 17. ;)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on June 05, 2017, 07:28:19 AM
Quote from: Hydromancerx on June 05, 2017, 03:01:06 AM
Quote from: Hydromancerx on December 28, 2016, 08:00:52 PM
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze?  ::)

Er I mean Alpha 17. ;)

Kap is doing some a17ification on two of these right now but I'm not gon touch them until I fix Apparello :p
There's hope though, Hydroman! Theeereeees hoooope
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: kaptain_kavern on June 05, 2017, 10:47:18 AM
Aye yahrdmiral Shinzy

I'm on to it

Just need moar peg legs and hook-hands. Lost some while slashing head-less pirates (true story lol)

Oh and we need a Parot-on-shoulder bodypart BTW


Then I'm gonna put some late 80/early 90's heavy/power-metal for making the Norbalz. Provided ThoRIM gave me strength and honor !
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Hydromancerx on November 02, 2017, 02:45:12 PM
Quote from: Hydromancerx on June 05, 2017, 03:01:06 AM
Quote from: Hydromancerx on December 28, 2016, 08:00:52 PM
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze?  ::)

Er I mean Alpha 17. ;)

Ahem ... Alpha 18.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: kaptain_kavern on November 03, 2017, 12:20:47 PM
If Shinzy-gami read this... I'm still there bud
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?

nooo I'm not even trying until the 1.0
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Modraneth on April 13, 2018, 03:41:02 PM
Quote from: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?

nooo I'm not even trying until the 1.0
thats so bad  :-\
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on January 01, 2019, 11:39:00 AM
Quote from: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?

nooo I'm not even trying until the 1.0

So... 1.0 is here..
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on January 03, 2019, 07:37:26 AM
Quote from: Beathrus on January 01, 2019, 11:39:00 AM
Quote from: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?

nooo I'm not even trying until the 1.0

So... 1.0 is here..

This is a fine year for updating some mods, this 2019! ;D
Tackling the way out of date xml's is going to be pain though, I will possibly have to build this one from ground up again
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Canute on January 03, 2019, 08:38:27 AM
Is this your New year promise ?
To rebuild all your mod's to current modding technics ? :-)
I wish some other modder (who update their mod from release to release) would do that too.
But unfortunatel many of these modder just did these update service and lost further interest on rimworld modding.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on January 04, 2019, 02:51:57 PM
Quote from: Shinzy on January 03, 2019, 07:37:26 AM
Quote from: Beathrus on January 01, 2019, 11:39:00 AM
Quote from: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?

nooo I'm not even trying until the 1.0

So... 1.0 is here..

This is a fine year for updating some mods, this 2019! ;D
Tackling the way out of date xml's is going to be pain though, I will possibly have to build this one from ground up again

Not gon' lie. Every time I come back to Rimworld, I tend to check your mods first.
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting

There's still many, many months left in 2019!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: harpo99999 on May 05, 2019, 06:50:00 PM
not as many as there WAS.
this VIKING wants to raid and if the mod(s) are not finished SOON will RAID YOU!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on July 28, 2019, 12:05:44 PM
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting

There's still many, many months left in 2019!

We love ya' Shinzy! Do ya best!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on December 17, 2019, 09:29:21 AM
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting

There's still many, many months left in 2019!

S-Shinzy...
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on December 18, 2019, 03:14:25 PM
Quote from: Beathrus on December 17, 2019, 09:29:21 AM
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting

There's still many, many months left in 2019!

S-Shinzy...

There's still like what, 13 days left, Psshhh. I've updated a mod in less
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on December 18, 2019, 09:36:29 PM
Quote from: Shinzy on December 18, 2019, 03:14:25 PM
Quote from: Beathrus on December 17, 2019, 09:29:21 AM
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting

There's still many, many months left in 2019!

S-Shinzy...

There's still like what, 13 days left, Psshhh. I've updated a mod in less

I Believe in you!
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: harpo99999 on December 19, 2019, 02:09:52 AM
but can the buttered ramp manage to DEBUG theupdated mod by the end of the year?
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Beathrus on December 19, 2019, 02:14:39 PM
Quote from: harpo99999 on December 19, 2019, 02:09:52 AM
but can the buttered ramp manage to DEBUG theupdated mod by the end of the year?

(https://i.kym-cdn.com/entries/icons/facebook/000/022/004/4ddb349345a6377085d8eb6a2ccd9d2d165d31fa2637ed58dc1c4c2bcb12ee46.jpg)
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Morichar on May 09, 2020, 08:01:11 AM
Still waiting, still have hope
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Hjkma on May 12, 2020, 03:47:59 AM
Morichar, here you go:
https://steamcommunity.com/sharedfiles/filedetails/?id=2083552082
https://steamcommunity.com/sharedfiles/filedetails/?id=2080806635
https://steamcommunity.com/sharedfiles/filedetails/?id=2082398447
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Shinzy on May 12, 2020, 04:26:57 AM
Hjkma, thank you! This was really nice of you
I really haven't had the brain capacity to give as much attention to these mods as I've wanted to ;D
Title: Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
Post by: Morichar on May 31, 2020, 02:22:06 PM
OOH GOD, please have my childrens