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RimWorld => Releases => Mods => Outdated => Topic started by: Carnov on December 09, 2014, 05:40:39 PM

Title: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 09, 2014, 05:40:39 PM
(http://i.imgur.com/kycEGv5.png)

(http://i.imgur.com/owxWbHZ.png)
Hello everyone !

Description :
This mod simply adds a Faction to the game : The Jaffa.
Jaffa are a fictional race created by the sci-fi tv show Stargate, whose most famous Jaffa character is indeed Teal'c.
Short description :
Slaves of the Goa'uld, the Jaffa are humans from many different worlds, most of whom have been implanted with larval Goa'uld symbiotes. Jaffa have a great sense of honor and nobility backing their oppressed history. Due to their oppression by the Goa'uld, many have become strong and self-sufficient on the battlefield.

Features :
An ennemy faction : The Jaffa
1 common armor for every soldier
3 weapons :

4 different helmets

Download :
( Alpha 8 ) JaffaKree! - Stargate Mod  1.1 (http://www.mediafire.com/download/qerr89aytly3v9z/JaffaKree1.1.rar)

(Alpha 7) JaffaKree! - Stargate Mod  (http://www.mediafire.com/download/86y4j2a885ug716/JaffaKree.rar)

Changelog :

More Info :
Feel free to give me any feedback, bug report or anything else.
Anyway, have fun !

Screens :
(http://i.imgur.com/VZDsEo1.jpg)
(http://i.imgur.com/M7yMfqj.jpg)
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: Igabod on December 09, 2014, 05:47:08 PM
OOooooooh can't wait to try it out!
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: Killaim on December 09, 2014, 06:15:46 PM
now to make a stargate mod that will open randomly spawning waves of these guys charging your guys.
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: StorymasterQ on December 09, 2014, 08:00:03 PM
Butbutbut, the Jaffa are free now!
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: Coenmcj on December 09, 2014, 10:36:32 PM
'It seems that one of your colonists has angered the god, Ra...

A large force of Jaffa Warriors have arrived and are attacking immediately.'


I'll be watching this mod, any ideas or hopes for the future of it?
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: skullywag on December 10, 2014, 07:02:35 AM
I cant stop thinking of Jaffa cakes...
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: Carnov on December 10, 2014, 08:39:53 AM
@StorymasterQ : That's true ^^ just think that some didn't rebel againt their god :p

@Coenmcj : Until A8 comes out, I won't anything else, but after, if anyone has a idea for a bigger stargate mod, why not !
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: rdwulfe on December 10, 2014, 03:21:41 PM
I desperately want this to be updated to 8. I am sitting here watching Stargate SG 1 right now. (Into the Fire, part 2)

Great mod!
Title: Re: [MOD] (Alpha 7) Stargate - Jaffa, Kree !
Post by: Minato on December 11, 2014, 04:23:11 AM
OH MY GOD! I LOVE YOU!!! I F**KING LOVE YOU! XD
I'm speechess... Just... Thank you. You did a really good job there!

I want to see Ori and SG teams next! XD
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 11, 2014, 11:54:45 AM
Well thanks everyone ! I just updated to Alpha 8 :
JaffaKree! - Stargate Mod  ( Alpha 8 ) (http://www.mediafire.com/download/8f0wz2y9vj4oitx/A8_JaffaKree.rar)

I might add SG teams later but if they are allied factions, would be quite pointless imo, unless you kill them anyway to get their gear xD
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: morph on December 11, 2014, 12:33:13 PM
Love it! Weren't there rogue agent's in SG1? NID or something? It's been so long since iv'e watched! Could be a cool hostile group of humans :D
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: StorymasterQ on December 11, 2014, 07:48:08 PM
Add replicators.

..
..
..

GG, everyone!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: JonoRig on December 11, 2014, 07:49:53 PM
Original replicators though, not the human ones...

Also will we see other Goa'uld weapons, like the zat gun, or even a mannable turret (you know the giant staff weapons teal'c liked to carry on a sling in a couple episodes iirc)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Igabod on December 12, 2014, 04:11:52 PM
Definitely need the zat gun. And if you can make it play the actual sound from the show that would be awesome.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 13, 2014, 08:05:15 AM
Quote from: JonoRig on December 11, 2014, 07:49:53 PM
Also will we see other Goa'uld weapons, like the zat gun, or even a mannable turret (you know the giant staff weapons teal'c liked to carry on a sling in a couple episodes iirc)

I'm currently working on the Zat'nik'tel. However,  it would be difficult to have the same behavior as in the series (1 shot stun, 2 shot kill, 3 shot desintegrate). I can only do the stun effect without going into the c# code.
For the giant staff weapon, maybe in the future if I have time. Otherwise, I'll try to add SG teams as a faction. Replicators could be possible, I'll see if I can do it, or if I have the time.

Anyway, thanks everyone for the good feedback !
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: JonoRig on December 13, 2014, 08:24:57 AM
Ah, doesn't need to behave like one, just looks awesome like your staff weapons.

If you do do replicators, and this is just a suggestion, so you can ignore me, I'd have them as an event rather then a faction or an animal that can spawn in any map space at the beginning
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Finvana on December 13, 2014, 04:47:11 PM
(https://lh3.googleusercontent.com/-4x7R1VBGk60/U5nLBU3qgWI/AAAAAAAADIs/4ybyck8DEWs/w426-h320/whos-awesome.jpg)

I mean, seriously.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 14, 2014, 08:36:44 AM
ahah thanks a lot :)

@JonoRig : Actually, I agree with you that the replicators wouldn't fit as a complete faction. Your idea is nice, i like it. Just like those beavers that spawns but instead of eating trees, replicators will eat every metal structure in your base ^^ (don't even know if it's doable lol) but that could be fun :)

And also, I've added the zat'nik'tel now ! It enables to stun your target for a 15 seconds. I can change that if you find it too long or too short, I thought that 15 seconds was nor useless nor too op.

I've updated the first post, or you can download here directly :
http://www.mediafire.com/download/qerr89aytly3v9z/JaffaKree1.1.rar (http://www.mediafire.com/download/qerr89aytly3v9z/JaffaKree1.1.rar)

I've added the original sound of the zat and the staff, sounds much better now :D
Have fun !

(http://i.imgur.com/FL3g75O.png)

Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: JonoRig on December 14, 2014, 08:46:30 AM
Awwww yeah!! the models in this mod are gorgeous, all my colonists are now Jackal guards haha
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Ded1 on December 14, 2014, 12:11:44 PM
I wonder if its possible to make it so if they are shot with again with a zat that they die?  Making it true to the show would be amazing.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: smitj045 on December 14, 2014, 12:42:22 PM
Quote from: Ded1 on December 14, 2014, 12:11:44 PM
I wonder if its possible to make it so if they are shot with again with a zat that they die?  Making it true to the show would be amazing.

Maybe making it do direct damage to the heart with each shot can simulate that?
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: StorymasterQ on December 15, 2014, 12:08:38 AM
Quote from: smitj045 on December 14, 2014, 12:42:22 PM
Quote from: Ded1 on December 14, 2014, 12:11:44 PM
I wonder if its possible to make it so if they are shot with again with a zat that they die?  Making it true to the show would be amazing.

Maybe making it do direct damage to the heart with each shot can simulate that?

No, that's Cupid's arrow :D
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Able1 on December 15, 2014, 10:07:37 AM
This Mod looks great definitely going to try it out.

Can I just be really pedantic though, you say:

Quote from: Carnov on December 09, 2014, 05:40:39 PM
Jaffa are a fictional race created by the sci-fi tv show Stargate, whose most famous Jaffa character is indeed Teal'c.

I may be showing my age but the original story and concept was created from the highly underrated 1994 film 'Stargate' starring Kurt Russell and James Spader http://www.imdb.com/title/tt0111282/ (http://www.imdb.com/title/tt0111282/).  While I really enjoyed the series, it was the film that set the story and introduced the original Stargate concept.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: kokuto on December 15, 2014, 02:11:24 PM
I would like to suggest something that the mod can include. Not only the Jaffa... but the actual  Goa'uld (well their hosts they use to get around in) as opposed to just the Jaffa. Perhaps we can capture more of their tech and turn them into implants for the colonists!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: StorymasterQ on December 15, 2014, 07:50:04 PM
Quote from: Able1 on December 15, 2014, 10:07:37 AM
This Mod looks great definitely going to try it out.

Can I just be really pedantic though, you say:

Quote from: Carnov on December 09, 2014, 05:40:39 PM
Jaffa are a fictional race created by the sci-fi tv show Stargate, whose most famous Jaffa character is indeed Teal'c.

I may be showing my age but the original story and concept was created from the highly underrated 1994 film 'Stargate' starring Kurt Russell and James Spader http://www.imdb.com/title/tt0111282/ (http://www.imdb.com/title/tt0111282/).  While I really enjoyed the series, it was the film that set the story and introduced the original Stargate concept.

There are two O'Neils. One in the series have two Ls (O'Neill), the other in the original movie has one L (O'Neil) and no sense of humor.

Where did I hear this quote? The things that stuck in my head.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Jaxxa on December 15, 2014, 09:32:08 PM
Quote from: StorymasterQ on December 15, 2014, 07:50:04 PM
There are two O'Neils. One in the series have two Ls (O'Neill), the other in the original movie has one L (O'Neil) and no sense of humor.

Where did I hear this quote? The things that stuck in my head.

That would be from Jack O'Neill who mentions it in the episode Secrets, (Season 2 Episode 9)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dragoon on December 16, 2014, 05:07:26 AM
Um wtf? (It's like the zombie mod flashbacks)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: kokuto on December 16, 2014, 11:33:03 AM
Don't worry. Its just a bunch of Jaffa with knives. Nothing a... bunch of sniper rifle and energy turrets can't handle. Plus, you got Horus Guard Yoda! Surely you'll win!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dragoon on December 16, 2014, 12:15:27 PM
I was fighting the jaffa and they cut off both my ring fingers...and nothing else I mean...they just straight for it...it has to have been on purpose. It was their goal this army arrived I fought and killed 4 then they left after taking my ring fingers that was all they cared about they did not flee they just left?!!!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: kokuto on December 16, 2014, 01:09:18 PM
To Carnov, I have a question.

I noticed that the Jaffa pawns (unless its a bug) appear not to be able to accept any bionic implants aside from the vanilla bionics. For example I was using the Cybernetic storm mod but could only heavily modify the baseline non-Jaffa humans. The Jaffa colonists only could read the regular bionics for implants.

Is this some sort of intentional feature or a bug for incompatibility?
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 17, 2014, 08:32:40 AM
@kokuto : It is an incompatibility. But you can fix that really quickly I think. The issue is that all the operations order written in the "human" file of the Cybernetic storm mod are not written in my "jaffa" file.
What you can do is go to your ...\RimWorld657Win\Mods\CyberneticsStorm\Defs\ThingDefs folder and open the "Races_Humanoid.xml" file (with notepad++ for instance) and copy everyting between <recipes> and </recipes> at the end of the file.
Then go to ...\RimWorld657Win\Mods\JaffaKree\Defs\ThingDefs and open the "Races_Jaffa.xml" file and paste everything at the same location, i.e, overwrite everything between <recipes> and </recipes> with the content of the CS mod. I think that should fix the problem ...

@Dragoon : Whaa how did you get that many ? Never got that many when testing it out  :D
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: BajtMe on December 17, 2014, 08:40:26 AM

Bring it on!!    8)



(http://i57.tinypic.com/ae5d91.jpg)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dragoon on December 17, 2014, 11:35:43 AM
idk man but they came for my ring fingers and left the ones who cut them off were all females weird.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Ded1 on December 17, 2014, 12:14:59 PM
Now you gotta make a mod for the wraith from Atlantis.  Those would be some tough enemies.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dead Videos on December 18, 2014, 06:44:42 AM
*hurk* oh my god.... seriously. this mod has all of my love. maybe even all my hugs and kisses too.

( oh lord i'm terrible)

But seriously this looks amazing i don't even care if it breaks my game i'm downloading this right now.
Stargate was the first series i ever really watched growing up my parents loved it and that transferred into me. If you go further with this i highly recommend adding in various other goa'uld weaponry like the Tacluchnatagamuntoron they should definitely be craftable and placeable like turrets but incredibly tiny and hard to hit. Although they might be a bit OP because lets face it, against anyone but the highly skilled SG-1 those tacs would have probably worked and killed the entire party.

it would be pretty amazing if you could make them a thrown weapon like a grenade that spawns a turret version of itself wherever it lands but i have no idea if that is even possible.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: john pretzel on December 18, 2014, 12:05:42 PM
Love this mod! Very detailed and it fits well in the game. Kree Jaffa!  ;D

Can you please advise on this? When using edb prepare carefully, the interface crashes when browsing jaffa wares (pic 1). If I click continue to item selection, and press back, the interface and the wares appear (2nd pic)

Pic 1 (http://i58.tinypic.com/xofygo.png)

Pic 2 (http://i62.tinypic.com/9pywr6.png)

Also, the jaffa have their charact tabs swapped:

(http://i58.tinypic.com/1htlaw.jpg)

Is this an issue with edb's mod?
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 18, 2014, 03:26:00 PM
Thanks guys !
Indeed, the "Tac" might be OP but why not. I'm still not sure what I'll try to add next. For now I like it as a little mod that can be added, but if I were to add other factions like Wraith, SG teams, tok'ra ... should I remove vanilla factions ?

Also, as @john pretzel said, there were a little issue when using EdB prepare carefully. That was my fault as I removed the color generation on the Jaffa equipment because I wanted to keep it the same color for all, which Prepre Carefully didn't like ^^ But I fixed the issue now, you can donwload it, the link on the first post has been updated.

Cheers ! and Kree Jaffa :)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Andouce on December 18, 2014, 03:55:02 PM
I like the mod as it is just adding the Jaffa however I do think it would be alright to expand it to other factions based on Stargate and such.

Maybe though, have them separate so people can choose what factions they would like? I would prefer not to replace the default factions. Just my thoughts :P Awesome mod btw, I love it!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Ded1 on December 18, 2014, 07:19:52 PM
Having more factions is always fun.  Keeping the vanilla and adding new ones is usually the best way to do it (seeing as vanilla factions cant use the new stuff usually anyway).  Adding more factions based on stargate is great but i wouldn't recommend SG teams cause unless there was a gate on the planet they probably wouldn't come to it (and i doubt many players would want to kill the SG teams anyway).  If there was a gate, the Goa'uld would have a stronger presence there (normally that is, and it doesn't seem like the current tech level of the bandits could hold them off for long).  Pretty much hostile races would be the best things to add.  So i would recommend Replicators, Wraith, Nakai, Ori, and maybe even the Unas.  The wraith would have powerful melee and healing and high pain tolerance, the replicators would have a naturally high armor, the Nakai would be a normal race basically, and the Unas would have faster healing than a normal human and high pain tolerance.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: HBKRKO619 on December 18, 2014, 07:24:12 PM
More faction is love, more faction is life but keep the vanilla's one. Everything is on the word "diversity" ^^
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: john pretzel on December 18, 2014, 08:02:36 PM
Works perfect now, thanks!

Just had to add the body parts from cybernetic storm mod to Races_Jaffa.

I also think that adding a Tauri faction to visit the colony from time to time, following the game's logic, as the other tribes but named SG-1, 2 etc could be fun. Imagine both factions meeting in the battlefield and siding with one or the other - a great stargate episode...  ;D

Kel mal tak Tauri!  ;D
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: EdB on December 19, 2014, 01:54:42 AM
Quote from: Carnov on December 18, 2014, 03:26:00 PM
Also, as @john pretzel said, there were a little issue when using EdB prepare carefully. That was my fault as I removed the color generation on the Jaffa equipment because I wanted to keep it the same color for all, which Prepre Carefully didn't like

Apologies that you had to add the color generator--that is a bug in Prepare Carefully.  I will fix it for the next release.  That should not be required. 
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: kokuto on December 19, 2014, 03:29:25 AM
Once again, I'd like to raise the notion of adding the actual Goa'uld (or their hosts) in with the Goa'uld specific armour and weapons we could kill them for.

And perhaps make some sort of implant using the Goa'uld or Tokra... all like some sort of evil scientist.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: decomg on December 19, 2014, 04:07:30 AM
this was the best idea for mods   ;D
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Selgald on December 19, 2014, 07:47:48 PM
Thanks for the mod :)

My wishlist:

The "turret" version of the Jaffa staff (maybe a midgame research)
The sarcophagus as a late game medical "bed" (add a small chance for adding insane evil traits to the people xD)
Add a medical bill to implement Goa'uld (or the brain-dead Goa'uld for the supersoldiers from Anubis) to give super strength and regenration
Add Naquadah, so we can mine it or buy/sell it
Naquadah generators (Mk1 mid game, Mk2 late game)
A Asgard Shield generator to protect against artillery fire
Super Soldier attacks (hard to kill but we can strip the Kull armor ^^)
The name of the "Jaffa staff is "Ma'Tok staff" :)


Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dead Videos on December 20, 2014, 12:52:53 AM
i agree with basically the entirety of the post above. except stripping off the Kull armor that was a very difficult process in the show and shouldn't be easy to do, more thoughts on the Kull further down.

Replicators should be an event rather than a faction similar to mechanoids because getting regular attacks from replicators would/should be devastating i mean we saw how much trouble they caused on the show even the asgard couldn't stop them. And SGC was only moderately effective until they found the ancient's weapon of mass destruction. Although when the replicator event starts it should only be like 1-4 small spider form replicators and they slowly consume resources around their landing zone and multiply. Although it was never shown i'd suspect they could use organic materials like wood to replicate since they can use literally anything, from asgard ships to a rusty old submarine.

As for different factions to add i definitely think adding the Tok'ra would be pretty awesome, they'd use everything the standard jaffa do short of the big scary helmets but be allies at the start rather than hostile. As others have mentioned adding actual Goa'uld to the jaffa faction(s) would be pretty cool as well. although i should mention that the only armor worn by Goa'uld was ceremonial/decorative at best, the only real protection they had was being far away from fighting and the Kara Kesh's shield.

Weapons that could be added other than the TAC's would be fairly limited excluding the SGC's weapons because let's face it with very few exceptions they only used the P90.

The Kara Kesh or hand device would be fairly awesome, although it's function in rimworld would be hard to replicate because all of it's offensive capabilities are very close range, however it's ability to create a nearly impenetrable shield would be pretty amazing, especially if you could replicate the slower projectiles going right through it aspect, that'd be funny, you're completely invulnerable to all those bullets coming at you, but what's that? a bow!? oh crap! you gonna die!

As everyone else said the Staff cannon as a turret would be awesome. probably pretty easy too compared to OTHER weapons to replicate in rimworld. (drones/ deathgliders)

The Tok'Kal was the jaffa equivalent of grenades capable of either rendering it's targets instantly unconscious ( see season 1 finale) or exploding. I'm not sure how difficult a pure stun weapon would be to mod but it would be damned useful. And if you're thrower isn't a good arm it should be completely capable of stunning allies as well.


The Kull warriors if implemented should only be an event as well due to their incredible prowess, considering they would be capable of eliminating an entire rimworld colony singlehandedly even in the late game. Thus the kull disruptor would have to be a researched and then crafted weapon, probably very very expensive to make. Possibly add a second/third research for it that allows the disruptor to be attached to any weapon like the ones in the series ( realistically this would just lower the kull's HP and armor to the point where normal weapons could hurt it, if that is possible)

As for how one would kill a Kull without the disruptor..... i'm honestly not sure. maybe they just have absurdly high armor and HP so it would realistically take an incredibly large amount of sustained fire to kill it. To help with this Kulls should move very slowly, and since in the series they never so much as walk quickly this is reasonable. As for their armor being removable or not i'd argue towards no, because then one suit of armor would in theory be all you would ever need to stop literally ANY attack the vanilla factions could throw at you, even the jaffa would be at a loss because they too were useless against Kulls. All you'd have to do is give it to your best fighter and give him/her a decent weapon ( even a knife or a club ) and have him/her stand outside your base and murder everything as it useless tried to kill them

As far as SG teams go. i'd argue that it should be possible for them to arrive. however maybe not at first, first a jaffa faction has to set up a gate ( or one has to spawn randomly and rarely) in a siege fashion, and if not dealt with quickly the gate will spawn massive amounts of jaffa, but once neutralized there is a low chance that an SG team will come through at some point in the future. Although this would best be left out until you can trade with other factions and try to work it in so you can trade with the SG team/ ask for help from SGC. Maybe as a very,very,very late game research, involving multiple steps like naquadah research you can make/ move gates, limited to one per colony.


Anyway those are just my thoughts on the matter.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Ded1 on December 20, 2014, 03:18:31 AM
Naquadah Generators went up to MK6 (latest version i remember them mentioning).  A MK6 was capable of powering the chair in Atlantis for a few days before burning out.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Carnov on December 20, 2014, 05:22:49 AM
Whoa that's a lot of cool ideas ! :)

I'll try to answer them all.

First of all, the factions. Like you all said, It's better to keep the vanilla faction. Almost every stargate faction were mentioned, but adding them all would be quite impossible.
From what you all said, I'll try to add the Tok'ra first, to have at least one allied faction.
Also, as @kokuto and @Dead Videos said, it would be cool to add Goa'uld themselves ! The issue is that they are not real fighter except when necessary and only use the Kara Kesh shield. So I'm not going to work on that for now, but maybe later :)
I like the replicators as an event too, but for now that won't be my priority. (pretty much because I'm still a noob modder so it might be too difficult for me to add their behavior)
The SG-Teams would be possible but pretty much useless as you've said, so won't add them for now.
The kull warrior are for me too OP. @Dead Videos explained it really well, and even if we can nerf them a little, they won't on top of my list ^^
Adding other weapons (like the Kara Kesh or the Tok'Kal) will depend on how hard it is to reprouce the same behavior in rimworld. Especially the Kara Kesh shield seems quite difficult to implement at my level :p but I admit that would be fun to see an simple arrow go through the shield xD

I really like the ideas that @Selgald mentioned. For the sarcophagus and the medical bill, I'll keep those in my heads but I prefer to work on the other things first.

So I'll probably work on these from now on :
But I don't forget about the others ^^ Just keep in mind that I'm still a real novice in modding, and some ideas might be too difficult for me :(. So if anyone wants to help in any way possible, that'll be gladly accepted :D

Anyway, thanks all for the ideas, I really appreciate  :)!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dead Videos on December 20, 2014, 08:35:03 AM
I should point out that i was wrong, High ranking Goa'uld usually wear shiny *Very shiny* versions of the armor the jaffa wear when out in the field, unless like hathor/Baal they are very confident in their protectors. Presumably their shinier armor is made of sterner stuff than standard jaffa fare, and would be relatively easy to replicate in rimworld, color shift the sprites to a gold/crimson/sapphire/onyx color, add extra stats over jaffa, bam done.

As for you being a novice modder, for a novice you've already done a remarkably good job, if you need help finding sounds/ research i'd be willing to throw my hat into the ring. In nearly every game I play I find a Stargate mod, and none of them work as well as yours. ( which is sad because SG needs more awesome things T.T stargate worlds T.T)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: john pretzel on December 20, 2014, 11:36:01 AM
Carnov,

Elstrages, the creator of cyberstorm mod did some updates to his surgery mod. One of the things he implemented aren't working on jaffas, even with the recipe copy/paste to race.xml, which is human stomach removal. In fact, all human unmodded organs couldn't be implemented in the jaffa. I can extract these from a jaffa, but not put it back or replace with the same item.

What can I do here? Cheers!

Update:

after some tests, it seems that at the moment, installing natural human organs/members isn't an option even in humans. Nano, bionic and cybernetic parts work, so it's not a jaffa issue  :)

Kree!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: kokuto on December 20, 2014, 11:28:05 PM
Regarding the Kara Kesh shield, it may not be fully necessary to try and code it the way its supposed to work at first.

While I am no modder, I think you can break it into two parts initially. First is some sort of 'hand' sprite/icon used to represent it as a weapon which can be given to the pawn user and thus they can fire with it. Second component can be worn as some sort of accessory that provides high armour protection.

I recall the glittertech mod from previous build, the Glitterworld nano armour inside had high levels of damage resistance and made the users rather hard to kill. I think the cyberstorm mod's new armours probably have something similar to that. But in either case, I think cutting the workload down into small bits and working your way up to more advanced ways of implementing the Kara Kesh would work.

This would then allow the fielding of actual Goa'uld pawns.

Edit: I forgot that the Enhanced Defense: Phoenix Edition had personal shields. Perhaps you can speak with the mod maker and figure out how it can be done for the Kara Kesh.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dead Videos on December 21, 2014, 07:39:48 AM
This thread, and this mod, have made me start watching the series all over again. Its a good thing too,  any excuse to watch SG-1 and Atlantis is a good thing. especially when you own literally the entire series on DvD. Man its crazy to think all of that was before blu-ray. You could probably fit each season onto one blu-ray disc. Even more so if you used double sided blu-rays. Hmm since one of the next upgrades for my computer is a blu-ray drive and burner i might just make that happen.

and by the way, the naquadah reactors go up to MK XII and apparently that last version is capable of powering the Atlantis shield for 800 years straight. Granted that was another timeline, but it happened in the show. so yeah... also if you do implement just the MK 1 and the MK2 it should be noted that the MK2 is 600% better in terms of efficiency and power output.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: StorymasterQ on December 22, 2014, 02:43:07 AM
The top thing I remember from the series was "200". Specifically, the string puppets.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: SabakuOokami on December 22, 2014, 10:04:35 AM
Quote from: Dead Videos on December 21, 2014, 07:39:48 AM

and by the way, the naquadah reactors go up to MK XII and apparently that last version is capable of powering the Atlantis shield for 800 years straight. Granted that was another timeline, but it happened in the show. so yeah... also if you do implement just the MK 1 and the MK2 it should be noted that the MK2 is 600% better in terms of efficiency and power output.

Power generators with the possibility of wiping out your base if something goes wrong with them... If anything, it'll make you focus on protecting them against attackers.
The thought of a random pirate/tribal/jaffa (or whatever) beating it to destruction with his weapon is somewhat frightening to think about.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Dead Videos on December 22, 2014, 05:02:05 PM
Quote from: SabakuOokami on December 22, 2014, 10:04:35 AM
Quote from: Dead Videos on December 21, 2014, 07:39:48 AM

and by the way, the naquadah reactors go up to MK XII and apparently that last version is capable of powering the Atlantis shield for 800 years straight. Granted that was another timeline, but it happened in the show. so yeah... also if you do implement just the MK 1 and the MK2 it should be noted that the MK2 is 600% better in terms of efficiency and power output.

Power generators with the possibility of wiping out your base if something goes wrong with them... If anything, it'll make you focus on protecting them against attackers.
The thought of a random pirate/tribal/jaffa (or whatever) beating it to destruction with his weapon is somewhat frightening to think about.

While technically the reactor can only blow up if deliberately set to feedback on itself, i agree that it should explode, the explosion should pretty much be game over if it gets destroyed considering it's power levels.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Henako on December 24, 2014, 11:30:25 PM
What about a possibility of doing a wraith mod for stargate atlantis fans? :P
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Sokengo on December 30, 2014, 12:48:51 PM
I still have problems with the characters tab swapped, for what I see it gives problems with EdB Interfece mod.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: playajigz on December 30, 2014, 02:45:40 PM
Awesome mod! Having a lot of fun with it, hope to see more great stuff! :)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Asero on December 30, 2014, 11:35:26 PM
Agreed. The mod is really well done. Just wished they would attack my colony a little more  ;)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Jaxxa on January 03, 2015, 06:30:38 AM
Quote from: kokuto on December 20, 2014, 11:28:05 PM
Edit: I forgot that the Enhanced Defense: Phoenix Edition had personal shields. Perhaps you can speak with the mod maker and figure out how it can be done for the Kara Kesh.

That was done with lots of C# Code and trial and error  :D

The mod is opensource and I would be happy talking about how it could be implemented.

Although It might be better to hold off on that, it looks like personal shields are going to be in the next alpha version of the game and that is likely to be a much more elegant and robust that what I ended up doing. The shield toggles on and off the devMode colonist damage cheat.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Epyk on January 20, 2015, 05:59:41 AM
Wanted to stop by and say how much I enjoy your mod. Good job!
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Nemesis688 on January 28, 2015, 06:14:47 PM
Quote from: Dead Videos on December 20, 2014, 12:52:53 AM

As for how one would kill a Kull without the disruptor..... i'm honestly not sure.

The first time the Kull warriors were encountered Bra'tac and Teal'c won because it basically died of an heart attack. So while the Kull Warriors were nigh unstoppable their bodies were rather defected. Maybe a death counter could be on them, or a negative health thing like bleeding. Something that would eventually cause them to just die. I don't really recall if their bodies were booby trapped like the Vanir but if they were you could add a random chance for it to explode too.

Maybe make it so if the body is recovered you get the option to research the Kull disrupter. The way I see it working is during the first encounter only one would spawn and the player would just have to wait it out and try and mitigate the damage it causes. As time goes on more will spawn in but by that point the player should be able to kill them effectively.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: DieselpunkCyborg on January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

Also, cool mod. It came with Epyk and it thrilled me when I realized the guys were from Stargate. You might wanna think about nerfing Jaffa armour a little bit, its pretty powerful early on and you get tons of it.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: numen0r on January 31, 2015, 05:11:37 PM
Quote from: DieselpunkCyborg on January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

Also, cool mod. It came with Epyk and it thrilled me when I realized the guys were from Stargate. You might wanna think about nerfing Jaffa armour a little bit, its pretty powerful early on and you get tons of it.

Yea I had the same problem, they're part of the ranged weapons category but are hidden from the inventory slot. you can select them by first hitting X for all weapons, the checking only "ranged weapons" category then manually deselecting everything in that category. The category itself will still show partial selection (the hidden jaffa weapons)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: DieselpunkCyborg on February 03, 2015, 04:51:45 AM
Quote from: numen0r on January 31, 2015, 05:11:37 PM
Quote from: DieselpunkCyborg on January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

Also, cool mod. It came with Epyk and it thrilled me when I realized the guys were from Stargate. You might wanna think about nerfing Jaffa armour a little bit, its pretty powerful early on and you get tons of it.

Yea I had the same problem, they're part of the ranged weapons category but are hidden from the inventory slot. you can select them by first hitting X for all weapons, the checking only "ranged weapons" category then manually deselecting everything in that category. The category itself will still show partial selection (the hidden jaffa weapons)

Ahh that's a clever solution, thanks
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: SilverDragon on February 03, 2015, 05:01:45 AM
Quote from: DieselpunkCyborg on January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

This is because in the Defs\ThingDefs\Weapons_Jaffas.xml there is a little snippet of code like:
    <menuHidden>True</menuHidden>
line 107 for Jaffa Staff
line 156 for Zat'nik'tel

If you remove those lines or just set them to False, they'll be visible in the root menu of weapons. :)
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: kokuto on February 20, 2015, 11:50:32 PM
I hope this gets updated for Alpha 9.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Vonholtz on February 21, 2015, 02:26:08 AM
Quote from: kokuto on February 20, 2015, 11:50:32 PM
I hope this gets updated for Alpha 9.

Me too.
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: Nume on February 28, 2015, 02:07:47 AM
hope they update it,best faction mod
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: UA_Serpent on February 28, 2015, 04:21:37 AM
Here, I've updated it. Don't forget to create new world.
And spawn chance set to 50% from 100

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: HBKRKO619 on February 28, 2015, 06:28:38 AM
Quote from: UA_Serpent on February 28, 2015, 04:21:37 AM
Here, I've updated it. Don't forget to create new world.
And spawn chance set to 50% from 100

Thanks but the 50% you talk about mean that the Jaxxa have only 50% chance to be in the new world created ? Why not keep it at 100% if if it's what I think ?
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: UA_Serpent on February 28, 2015, 09:19:42 AM
Quote from: HBKRKO619 on February 28, 2015, 06:28:38 AM
Quote from: UA_Serpent on February 28, 2015, 04:21:37 AM
Here, I've updated it. Don't forget to create new world.
And spawn chance set to 50% from 100

Thanks but the 50% you talk about mean that the Jaxxa have only 50% chance to be in the new world created ? Why not keep it at 100% if if it's what I think ?

So <raidCommonality>50</raidCommonality> means "only 50% chance to be in the new world created"?
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: HBKRKO619 on February 28, 2015, 11:33:47 AM
Quote from: UA_Serpent on February 28, 2015, 09:19:42 AM
Quote from: HBKRKO619 on February 28, 2015, 06:28:38 AM
Quote from: UA_Serpent on February 28, 2015, 04:21:37 AM
Here, I've updated it. Don't forget to create new world.
And spawn chance set to 50% from 100

Thanks but the 50% you talk about mean that the Jaxxa have only 50% chance to be in the new world created ? Why not keep it at 100% if if it's what I think ?

So <raidCommonality>50</raidCommonality> means "only 50% chance to be in the new world created"?

Ok so I will put this back to 100% in the second I finish to write this post xD
I really don't understand why you made this change, if people activate this mod before playing, it's to have Jaffa in the world they will create o-O It's just pure logic o-O
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: UA_Serpent on February 28, 2015, 12:01:34 PM
Quote from: HBKRKO619 on February 28, 2015, 11:33:47 AM
Ok so I will put this back to 100% in the second I finish to write this post xD
I really don't understand why you made this change, if people activate this mod before playing, it's to have Jaffa in the world they will create o-O It's just pure logic o-O
I've set <raidCommonality>0</raidCommonality>
Created new world
Created new colony, and I have Jaffa colony as enemies.
So "raidCommonality" sets raid chance. Jaffa won't spawn every Raid attack.

For those who want RaidCommonality 100. I've uploaded new archive

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: HBKRKO619 on February 28, 2015, 03:59:44 PM
Quote from: UA_Serpent on February 28, 2015, 12:01:34 PM
Quote from: HBKRKO619 on February 28, 2015, 11:33:47 AM
Ok so I will put this back to 100% in the second I finish to write this post xD
I really don't understand why you made this change, if people activate this mod before playing, it's to have Jaffa in the world they will create o-O It's just pure logic o-O
I've set <raidCommonality>0</raidCommonality>
Created new world
Created new colony, and I have Jaffa colony as enemies.
So "raidCommonality" sets raid chance. Jaffa won't spawn every Raid attack.

For those who want RaidCommonality 100. I've uploaded new archive

OHHHH ok lol. That just proved that my capacity in modding are under level 0 xDDD Thank you anyway for the update  ;D
Title: Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
Post by: wilder on March 01, 2015, 09:22:01 PM
Has this mod been killed off since alpha 9, or are you still working on this Carnov? I absolutely love the armor and i would be loathed to not be able to gear my colonists up with it.