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Messages - LewisDTC

#1
Shouldn't conflict at all - possibly if the mods use the same Def's, though in that case the mod further down in the load order should take priority.

In hindsight, I should go through and add a unique tag to all my Def's, but doing so would be a big change that required new safe files as it would wreck saves.
#2
That's probably because I repurposed some of the existing research ID's for my weapons: notably Multibarrelled Weapons and Charged Shot, which now unlock the minigun and charge tier of weapons respectively. Bad etiquette I know, but those techs were just so... cluttery.

However! As they still use the same IDs then any mods that use those techs will still work: they just appear in my panel with altered text.

(That, and the next update will add at least 6 towers to the game)

As for adding the mod to the Steam workshop? Nope - no intention of doing so. The community there is something I want no part of and I don't want to support a modding platform that tried to endorse locking mods behind a paywall. I will will possibly also upload on the Nexus in the future as a site I have used for a long time and have a lot of respect for.
#3
Heh, I'm glad your enjoying it!

Just realized I never posted a link here so here goes - this mod has been superseded by a new rebuild, which can be located HERE.
#4
So, I've been playtesting this and so far... nothing of concern. Some weapons showed up a little earlier than I expected (a visitor offered to sell my a laser rifle in my first couple of weeks) but these seem to be isolated instances: just the random nature of Rimworld I guess.I'm pretty astounded that I managed to not screw up anything major as far as I have been able to tell: but it's a good thing!

In the full V1.0 release I'm going to fine tune the balance, add a couple of extra weapons (hopefully) and start working on adding turrets based on each of the more advanced tiers: Gauss, Laser, Rail, Plasma and Charge.

The intention when I'm fully finished with this is to have weapons gradually increase in power from tier to tier, but without overshadowing earlier tiers to such a point where it's pointless fighting back against enemies armed with better guns than you. To this end, while higher tiers should have better stats on average, each is given a specific purpose: for example, Gauss Weapons deal heavy damage, Laser weapons sustain higher rates of fire and so on.

As such, turrets will follow a similar structure: the Rail turret will fire powerful, long range shots similar to those fired by the Rail Lance, while Plasma turrets will have limited range and poor accuracy but be capable of suppressing an area in front of them with ease.

I also hope to redo the graphics for the Vibro and Power weapons in 128x128 but honestly, their art already looks pretty nice in 64x64 so it's a low priority.

--- UPDATE / WIP ---

Hacked together some nice looking turrets based off existing heavy weapons: the Machine Gun turret (Replaces the standard Improvised Turret), The Minigun Turret, The Gauss Cannon Turret and the Lance Turret.

#5
Outdated / Re: [B18] Mod Announcements Thread
December 27, 2017, 07:37:15 PM
Armory Advanced is a completely new version of my old weapon expansion mod - rebuilt from the ground up!

https://ludeon.com/forums/index.php?topic=37876.0

It is intended to vastly improve the number of weapon in the game, offering a little more diversity and a sense of progression without sacrificing the standard Rimworld feel or aesthetic.
#6
Heh, yeah the Gauss weapons were initially inspired pretty heavily by the fallout 4 Gauss rifle, then mixed and modified. I had a lot of fun with them.

As for stat benefits - they are already there! Axes give a benefit to plant cutting with knives giving a smaller bonus, and the pickaxe gives a bonus to mining with other blunt weapons providing a smaller bonus.

---------------

Minor update: significantly improved the appearance of Flintlock weapons. Also added detailed info to the OP if anyone fancies a bit more info on the mod now.
#7
In total, I think there are a total of about... 30 guns and 20 melee weapons? Then there's 5 non-firearm ranged weapons and a flamethrower too. That's a very rough guess: I'm not at my pc at the minute.
#8
Many thanks!

Yeah, I feel that the art is a significant step forward from what I had before - I've been working on getting the quality up across the board, all while trying to keep withing the classic Rimworld asthetic. Some stuff still needs updating (most of the flintlock stuff is still only 64x64 for example) but generally those haven't been redone yet because they still look pretty nice at those resolutions.
#9

(Formerly LewisDTC's Weapon Expansion)

Long time no see Rimworlders. So I got back into Rimworld, got my ass into gear and rebuilt my weapon expansion from the ground up for B18. It took some figuring things out, some luck and a whole lot of trial and error: but here it is with a swanky new name: ARMORY ENHANCED.

What does this mod do?
Armory Enhanced was created with a single goal in mind: to preserve the feeling and aesthetic of Rimworld while adding new and interesting weapons into the game. This mod adds a whole lot of new weapons built into a tiered progression system, so as your colony becomes more advanced, so does it's armory.

This mod doesn't aim for ultra realism. It doesn't add 'real world' guns or hundreds of weapon variations with no real distinction. It creates a 6-tier system for both firearms and melee weapons along with relevant research projects to unlock them. All images are either drawn from scratch by myself or consist of heavily edited Rimworld stock images. Most are 128x128 to give them a little extra clarity.


Firearms

Early Firearms
Early Firearms involve flintlock and similar weapons. With the 'Early Blackpowder Weapons' technology you will be able to craft these with relative ease at any crafting spot. Some tribal societies have also progressed this far, and you might find these types of weapon in the hands of their chieftains or other elite warriors.


Simple Ballistics
Unlocked with the 'Gunsmithing' technology as usual, these guns are the most basic you can craft at the machining table. Pirates and other Rimworld colonies will often be found wielding these.

Automatic Ballistics
With the 'Blowback Operation' technology, automatic firearms are developed. These are typically lighter and faster than their less advanced variants, though sometimes pay for this with minor penalties to their damage and accuracy. Wealthier Pirates and colonies will often be found wielding these as well.

Electromagnetic 'Gauss' Weapons
Crafted at the new 'Advanced Machining Table' after 'Electromagnetic Weapons' have been researched, Gauss weapons are heavy and slow, but deliver massive stopping power. These are considered advanced guns, and will be carried by more capable enemies and allies.


Directed Energy Weapons
More commonly known as Lasers, Directed Energy Weapons are able to deliver sustained bursts of firepower without sacrificing accuracy. They deal heat damage, which bypasses some conventional armors. These are also considered advanced guns, and will be carried by more capable friends and foes.


Railgun Weaponry
Improving on Gauss technology with the 'Rail Weapons' research, Railguns trade the raw damage of Gauss weapons for reduced weight and exceptional accuracy. Railguns are considered elite firearms, and will sometimes be carried by those with access to such weapons.


Microfield-Contained Superheated Plasma Weaponry
Plasma weapons are a refinement on Laser weapons: dedicated to dealing raw damage. They are cumbersome, inaccurate and fire slow projectiles, but each shot has a small blast radius and can potentially deal significant damage. Plasma guns are also considered to be elite firearms, and will sometimes be carried by those meriting such equipment.


Mag-Charge Weapons
Only after researching both Rail and Plasma technology will you be able to research Mag-Charge Firearms. These weapons combine technologies to deliver focused, deadly firepower with superior speed and precision. Mag-Charge weapons are the final tier of elite firearms, and be carried only by elite enemies with the wealth to afford such rare weapons.



Melee Weapons

The Humble Club
A cudgel, a stick, a lump of stone barely shaped into a weapon. The club is the most primitive weapon - crafted quickly and cheaply at a crafting spot. This is the only weapon in it's tier.


Primitive Weapons
Consisting of the Knife, the Hatchet, the Warclub, the Ikwa and the Spear, these weapons are crafted at the crafting spot with significantly more time and effort than the simple club. They are more damaging, and some have some utility in activities other than war.


Simple Forged Weapons
Unlocked alongside the forge as usual, these weapons are refined to perform their specific purpose with greater efficiency. They include the Dagger, the Shortsword, the Axe, the Pickaxe, the Mace and the Claw.


Advanced Forged Weapons
Requiring the new 'Advanced Smithing Techniques' research, these weapons are further improved designes of existing patterns: the Longsword, the Battleaxe, the Greatmace, the Glaive and the Talon.


Vibroweapons
Requiring further research and access to a machining table, Vibroweapons are crafted from Components and Steel and included blades which vibrate at exeptional frequencies to further enhance their cutting power. They include the Vibroknife, the Vibrosword, the Vibroaxe and the Vibrolance.
(Animated artwork: not yet updated - still 64x64)

Power Weapons
The pinnacle of melee weaponry - Power weapons are crafted at the Advanced Machining Table after being researched. They are expensive and slow the wielder down, but pack enough punch to take down an unarmored target in a single strike.
(Animated artwork: not yet updated - still 64x64)


Other Weapons

There are a handful of other weapons hidden away inside this mod as well - though rather than list them all here, you will need to discover them for yourself!


What is the state of the mod?
V0.9b Is my 'Early Release Candidate' build: I've done some testing and it seems to hold together well enough: raiders appear with the right equipment when they should, weapons don't fire flaming elephants and so on... though I have yet to extensively test it yet and some minor work needs doing (some artwork is still only 64x64 for example).

You can download this HERE

As a request: I would ask that if anyone finds a bug, to let me know so I can squish it promptly. That, and to leave me some feedback. Did you like it? Did you not? Most importantly - why? Getting feedback lets me know that there are people using this, and keeps me motivated to continue development.


Changelog
V0.9b: Second release candidate. Light playtesting performed. Flintlock weapons artwork significantly improved. Some art still not updated to 128x128 (mainly Power Weapons and Vibroweapons).
V0.9a: First release candidate. Minimal testing performed to quash critical errors - some art not updated to 128x128.



Next Update...
...will definitely include the following:
- Slight rebalancing of statistics
- Turrets!


...will probably include the following:
- Updated Vibroweapon artwork
- Updated Power weapon artwork

...will possibly include the following:
- A new weapon class (Shock Weapons)
- a puppy! (probably not...)


Licence
Don't steal stuff. It's pretty simple. If you want to craft a mod based off this, go for it - that's pretty cool! Just... don't go bundling my mod (or it's assets) up with your own. And don't just go ripping my assets either: I work hard on those things! If in doubt - ask! I'm pretty protective of my work but I see myself as a reasonable kind of guy.

This extends to users of scummy Russian sites (*cough* http://lttlword.ru/rimworld-mod-dtc-weapons-expansions *cough*) trying to fill my stuff with malware and pass it off as your own. Seriously guys? C'mon, you don't even know what DTC stands for...

The above being said however, I went AWOL once and chances are I might again in the future. If that happens, here's my official authorization for somebody to pick the thing up, dust it off and continue updating and developing it for future versions of Rimworld, as long as I'm not around.

ludeon.com is currently the only place for this mod to be located, and I would like to keep it that way - at least for the time being.
#10
At that stage, my last colonists were bleeding to death and missing limbs: sadly, there was no coming back from what happened. I have to say though, Rimworld often feels cheap to me when it throws absurd stuff at you for no real reason, but this was what I define as an enjoyable loss.
#11
I've actually just returned to Rimworld and started looking into updating my old mods. Unfortunately, I took a look at some of the changes made to how weapons function in B18 and... well, at first glance I was pretty stunned. (Melee weapons don't have damage values any more? What the...?)

On a side note, sorry about the unexpected hiatus to anyone who was waiting for me. I see that some kind folks have taken it upon themselves to keep things ticking over in my absence: It's kind of humbling that people enjoyed the mod enough to go to those lengths, so thank you. Long story short, I ended up with a job while also at college and managing two dnd groups... in addition to just being terrible at time management. I kinda just stopped playing Rimworld for a while and with it, modding.

I do hope to get this thing updated, complete with new weapons and stuff (I've actually already done a ton of the art, including upscaling and editing my old stuff) but it's likely going to take a while while I figure out how weapons work now. Truth be told, I was making things up as I went along while updating to A17 so I need to figure out things like mass and weight properly now as well.

[attachment deleted by admin: too old]
#12
Stories / The Little Tortoise That (evidently) Could...
December 21, 2017, 10:41:47 AM
I am absolutely gutted that I didn't think to screenshot any of this at the time. I know, I know... "Pictures or it didn't happen" and all that but even without them I feel I need to share this with y'all.

So, I've recently returned to Rimworld after a long hiatus. Been playing and getting back into it, downloading a load of the new mods - that good stuff. I've been playing a lot of Rough, Ironman Randy Random and I'm pretty certain that is what I was playing when this happened.

So I'm playing Crashlanded. Have about 7 colonists and we're doing well: temperate forest with a mountain fortress, decent defenses involving chain-link fences, security barriers and massed low-level firepower (an assault rifle, a bolt action, a few pistols and some recurve bows). A raid turns up: a whole army of tribal warriors with bows. We fight them off with only one casualty and a few non-lethal injuries. Nothing too bad - and we managed to capture a decent looking prisoner out of the affair. Considering the dead guy was going through pretty bad withdrawal effects, I saw it as a net gain overall.

Within the same day, another event drops. Specifically, a poison ship drops out of the sky, right outside our perimeter walls. It was a problem because we didn't really have the firepower to take on mechs, but it needed to go. I healed up my guys over a couple of days and built some defensive positions to take on the ship from out of sandbags. A couple of my guys were missing fingers or toes - even a couple of eyes here and there - but we were about as prepared as we were going to be. We launch the attack.

Immediately, a centipede with a grenade launcher (I forget the name of the weapon - a charge blaster?) appears alongside a scyther. We fight for a little while and two colonists are knocked down. It's looking bad, but the scyther is dead.

Event: Flashstorm.

Great. Just great. Fire starts spreading across the map. The centipede is between my colonists and their base and we are taking a lot of hits. Another colonist goes down. Things are going really bad and I'm pretty certain I'm going to lose this game to a combination of poor decision making and sheer bad luck. It turns out I'm correct, but not for the right reason.

I zoom out to see how bad the fire is and make a quick sweep of the map. While I do this however, I notice that the explosions caused by the mechanoid's weapon have stopped. I flick back to the battle and see it facing away from my colonists - engaged in a fierce brawl with an enraged manhunter tortoise.

...It takes me a few seconds to process this...

The little hero is tanking the single most dangerous thing in the game. Not only that, but it's doing a pretty damn good job at it too. I start laughing, and I have my colonists stand down. I issue the order for those still standing to rescue the others. I watch as they weave around the fire caused by the flashstorm and one falls from his injuries: dropping the guy he was carrying. The fire catches them and they start burning alive. Meanwhile, the others are limping (extremely) slowly back to safety. Too slowly, it would seem.

From behind them, another motherf*#king tortoise leaps in and attacks. I'm stunned again: all of my colonists are bleeding out or burning to death. I move over to see whats happening to the centipede... and it's dead. Killed by the same tortoise that has come after my guys. He's still on half health.

I quit the game after that and rolled up a new colony, but let me tell y'all that I've now got a whole lot more respect for the hard shelled little buggers.
#13
Sorry for being quiet for so long folks - I've come down pretty sick and not had chance to do any work on the mod.

Long story short with the smelting thing: I based all of my weapons off a single one (cant remember which but I copied and pasted it to save time) and suspect it might have not had any smelting info: so naturally none of mine do either. I'm planning to do a last round of bug fixes today and then get the new upload up.
#14
Hmm.. I think I might know what's happened so I'll check it's working for the next update. Long story short - I don't think I've ever actually smelted a weapon in Rimworld so it's just not something I thought to test. :)
#15
Power Pilum eh...? *Scribbles in notebook*

An industrial tier bow already exists in the misc pack (the Compound Bow) and is crafted at the machining table once advanced machining is researched. It is comparable with the Gauss rifle in terms of its overall efficiency with a greater firing rate but lower damage - generally a very nice weapon even when lasers start to become mainstream.

I'm unlikely to add any more modern bows until I get around to working on some alternative weapon tiers, which wont be until I've at least done some work on armors and turrets. This will likely include throwing weapons and such which continue to be effective into the late game.

Unless I decide otherwise, y'know? Not very good at sticking to plans - I might decide to do more weapons at any given time really. (I call it the procrastination curse but really I'm just indecisive.)