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Messages - Viper717

#1
Quote from: Corran1327 on February 22, 2015, 09:58:54 PM
Has this  been Confirmed compatible with A9D

The version linked a few posts up from "Monotonical" i've tested and is working with A9.

Cheers
#2
Quote from: Lithial on August 26, 2014, 11:10:47 PM
Idk if its been asked yet but any chance of superior crafting intergration?? :P

Theres been no requests for it thus far, but i can see how difficult it will be to integrate, if its not too hard then i can start working on that.

Cheers
#3
Quote from: 2rok on August 17, 2014, 10:45:07 AM
Please update to alpha6! This is my favorite mod I can't live without it!!!

Hey 2rok,
Glad to hear you're enjoying the mod, i've just tested the current build with the latest game version and its working great!
Please let us know if you encounter any bugs!

Cheers
#4
Yes, sorry ill fix the zip file.
I thought we already fixed it.

-=Edit=-
Fixed the file in all zips.
#5
Update 1.2 now live!

Changed in this version;
GE-X6 shotgun emplacement
Futuristic texture pack
#6
Outdated / Re: [MOD] (Alpha 5D) Knockouts v1.0
July 25, 2014, 02:09:06 PM
Quote from: Rary on July 25, 2014, 02:04:13 PM
Hi, im new to Rimworld forums,where can i download this mod? Today i downloaded like 5 more becuase they had a link where to download them. So im just asking where can i download this mod because there is no download link   ???

The file is attached to the opening post, right at the bottom you will see the file Knockouts.rar

Cheers
#7
Quote from: chris84567 on July 23, 2014, 04:30:50 PM
I am having a hard time installing this I put the file I downloaded in my mods folder but it did nothing. Can anyone help?

Did you extract the file to your mods folder? Or did you try to place the zip file within your mods folder?
You need to extract the zip to the folder Rimworld\Mods\
Then once that is complete boot up the game and activate the mod from the "Mod" menu.

Cheers
#8
Quote from: forsaken1111 on July 21, 2014, 11:29:05 AM
Using these in my current colony. I only have two of the crossbow emplacements so far but they've let me hold off two attacks of 12+ tribals. I do wish they were a tad more accurate, right now I have a lot of repairs to do after each assault due to friendly fire.

Still, loving it. Using the 'WW2' textures right now.

I've been toying with the idea of an accuracy upgrade for that particular turret which is researchable, is that something that you'd be interested in or would it be better if it was just more accurate from the start?

Cheers
#9
Update 1.1 now live!

See first post for updated download links and change log.
#10
Outdated / Re: [MOD] (Alpha 5) Gun Emplacements
July 19, 2014, 12:35:28 PM
Quote from: Cyst on July 19, 2014, 12:05:26 PM
Downloading now. Not because it sounds awesome but because I have no idea how it'll work. You have all the turrets? Or you have 1, then it changes into the next one with researches?
In any case, "man powered" has such a sweet, enhancing sound, especially in this game. :D
There's 5 emplacements currently the first one, GE-X0 is unlocked from the start without any research. Once your research Improved Emplacements it will allow you to build the next tier of emplacements.

I'm actually going to be posting an update to the mod shortly with a new weapon (Mortar) and a few other skin choices.

Also, glad you find these cool, if you have any feedback we'd be glad to hear it
Cheers
#11
Quote from: Architect on July 15, 2014, 04:24:00 PM
I'm running on nothing at the moment, so I'll keep this brief. I would rather remain developing this mod myself. I will always aid anyone who wishes to make add ons for this mod in anyway I can, or just in general make mods. I am incredibly impressed with the time Jerethi has put into learning his way round my mod, seeing as I can hardly find my own way round it at times. However I see this as something of a challenge to face now, and It's kinda one I wanna take on my own. Those of you that have been with BP+ from the beginning may have noticed that my demeanor has changed quite significantly since I first started making this mod and joined the forum, just look at the front page of this thread if you want. All I have to say to that is as a 17 year old kid resitting the year under an exam period, trying desperately not to get kicked out of my sixth form, I'm kinda under a lot of stress, and even if I wasn't I'm under some serious time constraints.

All that gubbins aside, I'm turning shit around day by day, heading out of civilisation for a week or so to clear my head, get a life goal, clear my attitude again, and come up with some sick ideas for this mod ;) You can expect an alpha 5 release of BP+ in 10 - 50 mins. Bare with me guys, if I ever do have to give up this mod, and it will take some serious battering to make me do so, it will go to capable hands, and that is something I will personally guarantee.

That is some amazing and exciting news, i'm a pretty new modder but if you need any help with anything let me know!

Looking forward to your updated release and congratulate you on finding time to keep updating this mod even with your busy schedule

Cheers!
#12
Outdated / Re: [MOD] (Alpha 5) Gun Emplacements
July 15, 2014, 02:46:24 PM
Quote from: BetaSpectre on July 15, 2014, 02:26:27 PM
Well, I most certainly should have refrained from driving while texting with my phone.

Anyway what I mean't to say.

I would like to see a mod that would increase the the accuracy of the colonist's Mortars preferably with several research options.

We can certainly look into making a "better" mortar, or possibly even just including some upgrades for the stock mortar.

Quote from: Ramsis on July 15, 2014, 02:35:14 PM
Can I request a skin pack that makes the turrets not look so high tech? Sorry, they just look too silly for my liking :(

We will have a look to see what we can come up with for an alternate "lower tech" skin pack. But it should be do-able.

Cheers
#13
Outdated / Re: [MOD] (Alpha 5) Gun Emplacements
July 15, 2014, 10:53:31 AM
Quote from: BetaSpectre on July 15, 2014, 10:33:20 AM
Acurracy is golden raider vs colony mortars one made by a certified t ech and one by a dumb gun

Beta,
I'm not entirely clear as to what you're saying here. Are you saying that the raider motars currently have a greater accuracy than the mortars that the colonists can make?

Cheers
#14
Outdated / Re: [MOD] (Alpha 5) Gun Emplacements
July 14, 2014, 11:15:26 PM
Sorry you caught me as i was uploading them

Cheers!
#15
Description:
Defense is a key factor in survival, but as of right now there aren't many options. As nice as it is to have a wall of improvised turrets, the energy strain can be overwhelming. We have brought you a new alternative choice. These turrets are powered by colonists.

With a set of mannable turrets, we take the energy requirements out of the equation by allowing your colonists to defend themselves. With a variety of turrets to choose from, as well as upgrades available, we allow you to play the game as you want to.


Features:
Adds 7 manned emplacements to the game.
Adds research for both emplacements and emplacement upgrades

Research Items:
Unlocks
Improved Emplacements - Using proper blueprints to improve your standard turret mount. This allows you to improve your turret capabilities by adding a variety of guns.
Advanced Emplacements - With better working knowledge of turrets you can create stronger turrets then before.
GE-X5 Enhanced Mortars - Unlocks the GE-X5 Enhanced Mortar with higher precision and fire rate over the standard mortar. Warning: Large explosion on destruction

Upgrades
GE-X0 Flammability - Newly designed coating applied to the GE-X0 decreases its flammability.
GE-X1 - GE-X4 Flammability - Newly formulated flame retardant substance derived from the GE-X0 research can now be applied to non-wood surfaces.
GE-X0 Armour Plating - Increase the HP of the GE-X0 by 200.
GE-X1 Armour Plating - Increase the HP of the GE-X1 by 200.
GE-X2 Armour Plating - Increase the HP of the GE-X2 by 200.
GE-X3 Armour Plating - Increase the HP of the GE-X3 by 200.
GE-X4 Armour Plating - Increase the HP of the GE-X4 by 200.
GE Burst Upgrade - Increase the number of shots per burst for the GE-X1, GE-X3, & GE-X4 by 2.

Mod Team:
AfroHarrison - Designer / Lead Artist
Viper717 - Designer / Lead Developer

Mod Variations:
From left to right;
GE-X0 - Modified Crossbow, GE-X1 - Modified MP40, GE-X2 - Modified RPG7, GE-X3 - Modified Dragunov, GE-X4 - Modified M41-A, GE-X5 - Enhanced Mortar, GE-X6 - Modified SPAS-12

"Stock"

"Colourized"

"Just The Tips"

"WW2"

"Futuristic"


How to use:
- Each turret has an additional cost of silver, to account for the cost of the gun that is attached. This is to balance the game.
- Once placed, you can man these turrets the same way as the core game mortars by drafting a colonist, and right click the turret of choice.
- Some turrets may require additional research before they can be selected.
- GE-X0 can currently shoot over walls

These turrets were based off of weapons in Project Armory.


Download:
Please note all downloads contain all texture variants, instructions below on how-to change.
Gun_Emplacements_Stock - 1.2
Gun_Emplacements_Colourized - 1.2
Gun_Emplacements_JTT - 1.2
Gun_Emplacements_WW2 - 1.2
Gun_Emplacements_Future - 1.2

How to install:
- Unzip the contents and place them in your RimWorld\Mods folder.
- Activate the mod in the mod menu in the game.

How to change texture packs:
- Go to your RimWorld\Mods\Gun Emplacements\Defs\ThingDefs folder.
- Add ".off" to the currently active "GunNestsThings" file
- Remove ".off" from the texture pack you'd like to use.

Changelog:

1.2 - Added GE-X6 modified SPAS-12 shotgun, Added futuristic texture pack
1.1 - 2 New texture packs, Enhanced Mortar added, re-structured textures
1.0 - First release


User License: