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RimWorld => Releases => Mods => Outdated => Topic started by: Armorer on December 16, 2014, 07:22:07 PM

Title: [MOD] (Alpha 8) Imperial Guard
Post by: Armorer on December 16, 2014, 07:22:07 PM
(http://i.imgur.com/DVM8UDh.jpg)
Hi everyone,
This mod intoduce
-combi weapons
-two new factions: Imperial Guard  and Orks
-some ammo consume turrets

Screens:
new orks
(http://i.imgur.com/rBp47iq.jpg)
Imperial Guard charging throug wire
(http://i.imgur.com/zaXDGIH.jpg)

Contributions:
Berengar - new Orks textures

Stuff used from other mods:
Source/Dll for ammo consuming turrets from  EnhancedDefence https://ludeon.com/forums/index.php?topic=6636.0 (https://ludeon.com/forums/index.php?topic=6636.0)
Textures for weapons/bullets from Projects Armory https://ludeon.com/forums/index.php?topic=1950.0 (https://ludeon.com/forums/index.php?topic=1950.0)
Textures for Apparel from Apparello mod https://ludeon.com/forums/index.php?topic=5085.0 (https://ludeon.com/forums/index.php?topic=5085.0)
Textures for barbedwire from The Great War Mod https://ludeon.com/forums/index.php?topic=6056.0 (https://ludeon.com/forums/index.php?topic=6056.0)


Link to the mod
https://mega.co.nz/#!lFZ3lQDb!f3l_lt0BoTjLBN1j1n28iXQ5g8zeXpMOhhzx_CutomM (https://mega.co.nz/#!lFZ3lQDb!f3l_lt0BoTjLBN1j1n28iXQ5g8zeXpMOhhzx_CutomM)

link for just combi-weapons dll and some exaples
https://mega.co.nz/#!AMg2iaLC!g1xZyV80y_GwNG-g8kj_Lf8w-cp_7SWL49UuwHibNd8 (https://mega.co.nz/#!AMg2iaLC!g1xZyV80y_GwNG-g8kj_Lf8w-cp_7SWL49UuwHibNd8)
Raiders equiped with combi-weapons
(http://i.imgur.com/f4CdICA.jpg)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Iwillbenicetou on December 16, 2014, 07:47:17 PM
Put some links to the creators and ask them, So your mod will survive and I will be happy.
Also some pictures. Please?  ;)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: decomg on December 16, 2014, 07:51:57 PM
screens?   ;)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: JuliaEllie on December 16, 2014, 08:25:58 PM
FOR THE EMPEROR!!

nice mod - too bad its put together from bitz of stolen mods. You should paint it red to go faster.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Viperlol on December 16, 2014, 08:34:23 PM
THANK YOU THANK YOU THANK YOU
Seriously, Rimworld needs more 40k mods, you should really make some more mods/factions/items/anything 40k related!
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: millenium on December 16, 2014, 11:14:11 PM
im not sure if this is possible but i would add grot and ork to the humanoid list for the butcher table.
its not exactly cannibalism but i don't think they taste all that good.

otherwise this mod is great for the icesheet mod to get meat.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: kokuto on December 16, 2014, 11:40:53 PM
If only you could add the Tau or Astartes.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: exbeer on December 17, 2014, 05:13:49 AM
so am i getting  this right , the wepon it has in his hand, that changes to another gun after one shoots it a little  ?
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Viperlol on December 17, 2014, 05:15:53 AM
Quote from: exbeer on December 17, 2014, 05:13:49 AM
so am i getting  this right , the wepon it has in his hand, that changes to another gun after one shoots it a little  ?
A "combi" weapon is 2 weapons put together, so a combi plasma/bolter will fire a few bolts and then a single plasma and then back to bolts.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: JuliaEllie on December 17, 2014, 05:24:20 AM
Quote from: Viperlol on December 16, 2014, 08:34:23 PM
THANK YOU THANK YOU THANK YOU
Seriously, Rimworld needs more 40k mods, you should really make some more mods/factions/items/anything 40k related!

I second this!
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: kokuto on December 17, 2014, 05:25:44 AM
I was looking at this earlier, where did the Imperial Guard and Ork stuff go?
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Berengar on December 17, 2014, 05:48:59 AM
Arghh... an warhammer mod would be epic!
Intressting that no one ever start something like that..
Hrm.. i personal have 2 projekts working on, so i dont have the time. But when someone want to start a projekt like that, i have an massive amount of 40 textures somewhere in my archive. Mostly Imperial and Chaos stuff. Ohh, and orcs and Grotze.
When there is intrest, i can rework them, and send them to that modder.



Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: JuliaEllie on December 17, 2014, 05:58:12 AM
Quote from: Berengar on December 17, 2014, 05:48:59 AM
Arghh... an warhammer mod would be epic!
Intressting that no one ever start something like that..
[snip]

*cough cough* Blood Pact *cough*

I would love to make a WH40k mod but my list is too long already and I also caught a cold or maybe even the flu

(http://i.imgur.com/iAZfSR2.png)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Berengar on December 17, 2014, 06:01:59 AM
Hehe.. i know that.
Hrm.. why not making an comunety project out of that?
Im sure there was an Projekt like that already..
And i think many modders will spend some stuff to that.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: kokuto on December 17, 2014, 06:12:24 AM
I just hope someone gets to doing it so that the intergalatic, inter-sci-fi battle royale can begin.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Viperlol on December 17, 2014, 06:50:33 AM
Armorer, would it be possible to have after an attack event from the orks, that there bodies generate spores where ever the were killed. Spores would spread and cultivated grots and squigs. This is just a suggestion which would make ork encounters all the more dangerous.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: JuliaEllie on December 17, 2014, 07:12:59 AM
Quote from: Viperlol on December 17, 2014, 06:50:33 AM
Armorer, would it be possible to have after an attack event from the orks, that there bodies generate spores where ever the were killed. Spores would spread and cultivated grots and squigs. This is just a suggestion which would make ork encounters all the more dangerous.

This is getting out of hand.. Call the Astartes
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: PapaDookie on December 17, 2014, 07:30:11 AM
it's just a colonial backwater. once orks get a foothold all that's important is denying the filthy xeno's another planet. i say call for an exterminatus. the planet holds no value to the imperium
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Viperlol on December 17, 2014, 07:54:46 AM

Quote from: JuliaEllie on December 17, 2014, 07:12:59 AM
This is getting out of hand.. Call the Astartes
"Er, ah dis is dah kaptan mastah git of wots in charge of da Ultra mahroons, wut do you need us Adeptus Orkstartes for?"
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: WalkerPete on December 17, 2014, 10:16:37 AM
(http://i.imgur.com/uBMDpec.jpg)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Killaim on December 17, 2014, 10:30:28 AM
butchering orcs - should make veggies.

Also make a cryostasis throne (needs to use alot of gold) :D
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: noahdaorkyboy on December 17, 2014, 03:34:52 PM
it would be cool if you made the ig in to rimworld maybe you could have crashed on the planet while the iggies were doing a planet-wide purge and labeled you a traitor. that would be awesome...
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: millenium on December 17, 2014, 05:35:31 PM
Quote from: Viperlol on December 17, 2014, 06:50:33 AM
Armorer, would it be possible to have after an attack event from the orks, that there bodies generate spores where ever the were killed. Spores would spread and cultivated grots and squigs. This is just a suggestion which would make ork encounters all the more dangerous.

There a mod purple ivy I think was the name that would be perfect for this.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Demonlord091 on December 18, 2014, 12:36:17 AM
Quote from: JuliaEllie on December 17, 2014, 05:58:12 AM
Quote from: Berengar on December 17, 2014, 05:48:59 AM
Arghh... an warhammer mod would be epic!
Intressting that no one ever start something like that..
[snip]

*cough cough* Blood Pact *cough*

I would love to make a WH40k mod but my list is too long already and I also caught a cold or maybe even the flu


Yes, Blood Pact was pretty cool when it actually worked.  Real shame you discontinued it.

I was one of the ones it did Not work for, but I have a stronger PC now and would have liked to try it one last time.

This mod does seem interesting though, so it's worth a shot.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: JuliaEllie on December 18, 2014, 01:15:40 AM
Quote from: Demonlord091 on December 18, 2014, 12:36:17 AM
Quote from: JuliaEllie on December 17, 2014, 05:58:12 AM
Quote from: Berengar on December 17, 2014, 05:48:59 AM
Arghh... an warhammer mod would be epic!
Intressting that no one ever start something like that..
[snip]

*cough cough* Blood Pact *cough*

I would love to make a WH40k mod but my list is too long already and I also caught a cold or maybe even the flu


Yes, Blood Pact was pretty cool when it actually worked.  Real shame you discontinued it.

I was one of the ones it did Not work for, but I have a stronger PC now and would have liked to try it one last time.

This mod does seem interesting though, so it's worth a shot.


Yes I fcked up on the port from alpha 6 to alpha 7 and lost interest in it. The effort to repair the whole thing didnt justify the benefit in my opinion. The more I think about it the more I want to cut out its Progenoid Glands and make a new polished WH40k mod from it. When I get better I will give it a shot I think.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Armorer on December 18, 2014, 03:12:28 AM
Reload the mod, ask for permissions for stuff etc.

Quote from: PapaDookie on December 17, 2014, 07:30:11 AM
it's just a colonial backwater. once orks get a foothold all that's important is denying the filthy xeno's another planet. i say call for an exterminatus. the planet holds no value to the imperium
No way! Fight to conquer the Armageddon back from Orks once again!

Quote from: millenium on December 17, 2014, 05:35:31 PM
Quote from: Viperlol on December 17, 2014, 06:50:33 AM
Armorer, would it be possible to have after an attack event from the orks, that there bodies generate spores where ever the were killed. Spores would spread and cultivated grots and squigs. This is just a suggestion which would make ork encounters all the more dangerous.

There a mod purple ivy I think was the name that would be perfect for this.
When I figure out "HOW TO" code events and other stuff I'll add that to mod

Quote from: JuliaEllie on December 17, 2014, 07:12:59 AM
Quote from: Viperlol on December 17, 2014, 06:50:33 AM
Armorer, would it be possible to have after an attack event from the orks, that there bodies generate spores where ever the were killed. Spores would spread and cultivated grots and squigs. This is just a suggestion which would make ork encounters all the more dangerous.

This is getting out of hand.. Call the Astartes

When you say Astartes you mean some choas marines that finish job that orks haven't make by themselves?
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: TrashMan on December 18, 2014, 08:00:36 AM
GOT OFF MY PLANET XENO SCUM!!

(http://img2.wikia.nocookie.net/__cb20111027134352/es.warhammer40k/images/1/15/Space_marine.gif)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Armorer on December 18, 2014, 08:59:43 AM
Quote from: TrashMan on December 18, 2014, 08:00:36 AM
GOT OFF MY PLANET XENO SCUM!!

(http://img2.wikia.nocookie.net/__cb20111027134352/es.warhammer40k/images/1/15/Space_marine.gif)
Just no. No astarses in this mod. Just foul xenos and those brave men that give their lives in the name of the Emperor
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: millenium on December 18, 2014, 02:42:07 PM
we already have power armor and space marine origin story. technically this makes them astartes but not really.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Krantz86 on December 18, 2014, 04:04:57 PM
aaargh! the ork have overrun the outpost! if only we had a manufactorum! call the deatwatch! call Yarrick

seriously we need a manufactorum, to craft a steady source of equipment

also i've noticed that combiweapons and conscript lasguns tend to "break" disappearing during the battles, is that intentional?

Nice job btw
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Armorer on December 18, 2014, 04:41:32 PM
Quote from: Krantz86 on December 18, 2014, 04:04:57 PM
also i've noticed that combiweapons and conscript lasguns tend to "break" disappearing during the battles, is that intentional?
No, it's my fault. I fix it in the next release.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Berengar on December 18, 2014, 04:44:39 PM
Maybe just my fault, but i think the orcs are a bit too strong.
Besides, great mod^^
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: caesius on December 19, 2014, 04:38:39 AM
this mod + bloodpact mod would be coooool....

i think warhammer40k mod project is very cool and would be very epic.

if i had proper skills, i would do it by myself...
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: JuliaEllie on December 19, 2014, 10:01:35 PM
The Imperium needs you! (https://ludeon.com/forums/index.php?topic=8387.0)

FIRST RELEASE!! WOHOOO FOR TEH EMPRAH!! (https://ludeon.com/forums/index.php?topic=8515.0)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: TrashMan on December 24, 2014, 03:36:39 AM
XENOS DETECTED.
IMPERIAL GUARD OVERWHELMED.

DEPLOY ASTARTES.

http://www.wallpapervortex.com/wallpaper-39366_warhammer_40k_space_marine_terminator_space_marines.html
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Vonholtz on January 19, 2015, 03:00:48 AM
I am kind of new to using mods and I am a fan of the WH 40K stuff. So I am running some 40K mods. I have JuliaEllie deep strike mad as well as this mod. So fare I like this mod.

So what I want to know is do I have a bug or do grots drop sandstone rocks when you kill them. And if they are why do they?
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: DaggettBeaver on January 25, 2015, 01:21:33 AM
Hey Armorer, i tested your Mod since i wanted some more factions, but i ran into something... umm.. strange.
I had this "crashed ship part" incident and usually when you attack that thing... well, mechanoids spawn. You can imagine i was quite surprised as a horde of orcs stormed out of the crashed ship part. So my question is: Is that intended?!? Did anybody else have this problem? I have a couple of other mods installed, but nothing that should alter the "crashed ship part incident"...
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Vonholtz on January 25, 2015, 01:41:06 AM
Quote from: DaggettBeaver on January 25, 2015, 01:21:33 AM
Hey Armorer, i tested your Mod since i wanted some more factions, but i ran into something... umm.. strange.
I had this "crashed ship part" incident and usually when you attack that thing... well, mechanoids spawn. You can imagine i was quite surprised as a horde of orcs stormed out of the crashed ship part. So my question is: Is that intended?!? Did anybody else have this problem? I have a couple of other mods installed, but nothing that should alter the "crashed ship part incident"...
I have had the same thing. I think that is as intended. If you know any thing about Warhammer 40K thats how ork's get to other planets. They drop down in scrap star ships or hollowed out asteroids. I do not mind the orks or the mechanoids. But I would like to see it random one or the other. But both make it a bit hard. The fast attack ork's add in with the hard to kill mechs are hard to deal with at the same time. Also I am not sure it this was as intended or not but the ork's that come out of the ship part have no weapons. It might be the way it is in the 40K universe that they get to the new world and then have to get weapons. I seem to remember some thing like that in some of the lore. Or maybe it just a bug.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: DaggettBeaver on January 25, 2015, 02:25:10 PM
yeah, i thought it could be intentional in regards to warhammer lore, but i agree that it would be a lot better if "Orcs land in a crashed ship part" would be a different event from "Mechanoids land in a crashed ship part". Especially since you could then change the text, since the wrong text is the most irritating part of that incident. (as well as the mix-up of orcs and mechs...)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: SilverDragon on January 25, 2015, 02:35:17 PM
Maybe the orks were the reason why parts of that ship are falling on the ground in the first place? ;D "WAAAGH c'mon boys, rip it apart for more bits, we gots a proper fight comin' so get all the dakka!"
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Vonholtz on January 25, 2015, 04:58:29 PM
Quote from: SilverDragon on January 25, 2015, 02:35:17 PM
Maybe the orks were the reason why parts of that ship are falling on the ground in the first place? ;D "WAAAGH c'mon boys, rip it apart for more bits, we gots a proper fight comin' so get all the dakka!"
Yep I agree. "hayz wwhat'z thiz red button for?"....."Redz one make it go fazter, push it"

Hey who here played orks in WH40k and did not feel it was a good battle less you have killed a few of your own boyz. LoL :o
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Vonholtz on February 19, 2015, 11:31:48 AM
Love the mod. I hope it will be getting a alpha 9 update?
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: deadmeat5150 on February 24, 2015, 09:05:03 PM
Quote from: SilverDragon on January 25, 2015, 02:35:17 PM
Maybe the orks were the reason why parts of that ship are falling on the ground in the first place? ;D "WAAAGH c'mon boys, rip it apart for more bits, we gots a proper fight comin' so get all the dakka!"

Silver you should find a 40k game to do a series on.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Armorer on March 10, 2015, 08:05:15 AM
updated to alpha 9 link https://mega.co.nz/#!tQhXyLaT!cczstRwIO4YIwHjHdooGRui-aTIwYxrUIVb2iKaiEyw (https://mega.co.nz/#!tQhXyLaT!cczstRwIO4YIwHjHdooGRui-aTIwYxrUIVb2iKaiEyw) may be unbalanced, contained bugs, etc.
change log:
- fragment explosions from the combat realism mod
- textures from defend this colony mod, and 5x stronger walls
- add armored pawns that ignore incoming damage less than their armor value
- imperial stuff avaliable through imperial combat trader


this mod is not yet playable but you always can have fun in developer mode by making defence line and enemy assault force like this:
(http://i.imgur.com/o5BA4Yr.jpg)

and remember to fight tanks you need special anti-tank weapon (like meltagun, autocannon turret, MissleLauncher with krack missle, anti-tank rifle or outflank  with vanilla sniper rifle)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Vonholtz on March 10, 2015, 11:37:10 AM
Nice to know your still working on it. We so need more 40K mods.  :)
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: XenoII on June 14, 2015, 05:13:03 PM
I hope this mod is still being worked on, it always gave me the best raids.  Nothing else has came close to the thrill of it.
Title: Re: [MOD] (Alpha 8) Imperial Guard
Post by: Modraneth on September 01, 2017, 07:47:23 PM
this will go to a17 ? maybe as a new race ? new playable race?