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#2
Releases / Re: [V1.0] Faction Colors 1.5 (16.03.2019)
March 16, 2019, 05:05:19 AM
Reserved for tutorials
#3
Releases / [V1.0] Faction Colors 1.0 (16.03.2019)
March 16, 2019, 05:05:07 AMDescription:
The big feature of this mod and its namegiver is the ability to define two lead colors for your custom advanved faction. Instead of ragtag outlanders/mercenaries coming in colored like they're in a circus parade, you'll have uniformed soldiers.
Additional features:
Camouflage Colors
Say you create a faction that's supposed to havea regular modern day military. Why would they try to sneak up on your colony wearing bright red and pink power armor during winter assaults, or bright white coats while assaulting your forest-fortress. Not really what you'd associate with tactical brilliance.
You can define your new apparel to be colored according to the biome and season colors. This means green/brown for the temperate regions, khaki for deserts/shrublands, and white/grey for both winter seasons and ice-sheets. Examples are the snipers from the image above.
Note that apparel is colored the second it is created by the game, so all those white armors you got from a winter-assault will remain white in the summer.
Weapon-Sizing
Sometimes you want to have a cyborg shouldering an enormous gun, but the game will still render it tiny. In that case you can use this mod to define the drawing-size of your weapon.
Take a look at hulky Janwaat and his sidekick for comparison:
Included Assets
- Flag Pole (Furniture)
- Federation Flak Uniform
- Federation Helmet
- Federation Armor (Camouflaged)
- Federation Marine Armor
- Federation Marine Armored Helmet
- Bihander
- Greataxe
- Greatmace
- Lance
- Leather Armor
Buildings
Colorable Apparel
Oversized Weapons
Composite Apparel
Cpt.Ohu
Downloads
Dropbox
Steam
Acknowledgements
Using Harmony for detouring.
How to install Dropbox version:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mods in the mod menu in the game.
THIS IS NOT SAVEGAME-COMPATIBLE. Please start a new colony.
Licence
As this is basically a helper-dll with a few examples, you are heavily encouraged to use it for whatever ideas you're working on. Just mention that you've used this framework as a basis.
Like what you see?
Join our Discord Server
Buy me a coffee. [/list]
#4
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
March 14, 2019, 01:04:28 PM
Awesome stuff you got there
I'll add it to the main post if you like.
I'll add it to the main post if you like.
#5
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
March 04, 2019, 12:27:35 PMQuote from: Jan2607 on February 28, 2019, 02:33:02 PM
I got a ghost ship. For some reason, the game generated the image of a ship on a position, where a ship was parking before launch. It didn't disappear when it got launched and it was still there after landing back.
I can't interact with it. It is the one that looks illuminated: https://imgur.com/a/igHkKby
Is there a way to remove it?
You could try to destroy it with the Action-Debug-Menu. Otherwise it would mean sifting through the savegame looking for whatever object this ship may be.
This image indicates that the thing you see taking off had an error and wasn't removed properly.
Quote from: Jan2607 on February 08, 2019, 05:46:52 PM
There is a bug with generating maps for quests: I got several quests for outposts or hidden items and when you get these quests, it also says how many enemies you will get there. And everytime I use dropships to reach the site, I get a whole colony full of 20-30 enemies. Needless to say that my small expedition team got wiped out.
And in one raid for a hidden AI core I didn't find the core.
So generating the quest maps is really bugged at the moment.
The quest maps are still under construction so to speek. Generating an outpost was a quick solution for most normal world objects you can land on, since back then it was only outposts. The checks to see which type of quest hides underneath are coming in the next fix.
#6
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
January 12, 2019, 08:34:58 AM
Thank you all for your initial feedback and those bug reports. I'm actively working on them and have fixed several already. I'm confident I can upload an update this weekend.
I'm glad you guys still like it
I'm glad you guys still like it
#7
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
January 03, 2019, 01:35:19 PM
Well, I made some progress recently. A proper 1.0 release is getting closer now.
As always, there's no ETA. It' done when it's done. If you are interested and don't mind being a tester (with the risk of breaking a savegame) you can go to the Github Page. There you can download a current 1.0 build that allows the most basic mechanics, travel and trade.
As always, there's no ETA. It' done when it's done. If you are interested and don't mind being a tester (with the risk of breaking a savegame) you can go to the Github Page. There you can download a current 1.0 build that allows the most basic mechanics, travel and trade.
#8
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
April 17, 2018, 03:15:42 PMQuote from: phas on April 16, 2018, 11:56:40 AM
I would consider doing a major cleanup/debug/refactor before adding more features. This mod already have a megaton of features, but is buggy as hell. Most of the features that are there and would be fun to play with are unused because of bugs. Also IMHO the code is a mess. I tried to patch OHU dropships for days to make "drop at the edge" work again and I didn't understand most of it. It seemed to me that there were a lot of dead parts and unused code paths. The feeling is that you tried various ways to make it work and this reflects in the code. At the end I was able to patch it but I didn't really understand what I did and probably broke something else.
Sooo, well, that's my opinion. Refactor first, new features after.
Dropship is a bit messy and could use some work, but it was just some proof of concept stuff that in the end caused me to abandon modding RW for a while. So refactoring that is a very low priority right now. It works somewhat and seems to be fun to play. That's enough for me.
And here's what I meant when I wrote "refine". There are a lot of features that are just blank building blocks for a 40k world. I'm now going through them and try to put some more order in. That includes fixing the underlying code for core features. If you have any specific advise on what to clean up and how, feel free to post.
Quote from: Medieval_Man on April 17, 2018, 01:07:35 AM
I seem to be getting a consistent bug where worshipers will get stuck wandering around and won't eat or go to their beds. Sometimes I can break them out of it by drafting/undrafting everyone, but eventually even that doesn't help. Anyone else have this, or know if it's due to mod conflict?
This is a current problem with the sermon system that's fixed in the next update.
#9
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
April 15, 2018, 05:41:04 AMProgressions Post :
With the recent hiring of HawtCrab (designer for Call of Cthulhu) the mod faces a major shift in its direction.
So far this was about building a solid background theme for 40k with a focus on prove-of-concept stuff (see Alien Races, Faction Colors and Dropships).
Now it's time to refine what is there and use the components to build a more interesting way of playing.
A design document is coming up to lay out the future vision for the mod.
If you have some basic modding skills (or want to get some) and you want to help build a 40k mod: We are always looking for helping hands. There are tasks for every skill level from simple XML editing to C# programming and from drawing basic resources to creating Terminator and Dreadnought graphics.
If you are interested, join our Discord-Server and contact me directly so we can discuss the current status of the mod and all the ways you can contribute to it.
#10
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
April 04, 2018, 12:50:14 PM
It latches onto nothing, it's random for now. Vanilla psychic sensitivity is not affected at all. And I cannot say whether I'll be able to make a patch for EdB that includes psyker functionality.
#11
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
April 01, 2018, 07:57:07 AMProgressions Post :
A preview of the new screens for pawn alignment and worship.
Your psykers will accumulate XP to spend on spells.
By doing acts of worship for your selected god you gain favor which can be used on miracles.
#12
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
March 29, 2018, 08:57:53 AMQuote from: smitj045 on March 25, 2018, 09:27:09 AM
This is a great mod. The only issue I have with the mod itself is that the weapons are balanced differently to astra militarum, which really isn't a fair criticism between two seperate authors. This is just plain great.
I have however been having an irritating issue, sorry if it's been mentioned before but I couldn't find any mention of it myself. For some reason my colonists won't wear some of the apparel in this mod without me forcing them to. Even if they spawn with the apparel, they just take it off immediately. It's a minor but irritating bug. Has anyone else encountered this?
Balance is difficult and taste varies. I'm bad at balancing in general, hence I got help.
The apparel bug is something that I haven't yet been able to find the root of.
Quote from: Gugino on March 26, 2018, 01:59:07 PM
sorry im new here only one question sorry of this questions was already asjed but can you play aseldar with this mod?
In theory, yes, but not yet. The mod is mainly aimed at human colonies.
#13
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
March 24, 2018, 05:00:57 PM #14
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
March 23, 2018, 07:52:23 AMQuote from: phas on March 02, 2018, 07:00:09 PM
What about the EPOE patch?
Also would you consider a Rah's Bionics integration instead/also? I find it a lot better than EPOE
I will update the EPOE patch in time, it's just not that high a priority right now.
Quote from: phas on March 02, 2018, 08:58:38 PM
Also the bug that put the dropship in the middle of the map even if you choose "drop at edge" is still preset. But now you can't do "form caravan" from an aircraft dropsite.
Should be fixed in the next update.
Quote from: Heni on March 08, 2018, 11:08:35 AM
Have two bugs, one is that the people stay walking near the altar for a long time until they fall starving, even if i draft them they continue to walk around the altar. The second bug is that some enemies are dressing big pink squares, i think that is a texture bug. When this happen again i will that a print.
I'm reworking the religion system; that bug is noted and shouldn't appear anymore in the next update.
In general I'm in the middle of brainstorming and would like to hear some ideas regarding the following concepts:
I'm letting players choose their patron god. Worshipping that god will accumulate favor, which can be used to trigger events (let's call them wonders).
I'd like to hear some ideas about wonders for the main gods in the mod. This can be anything, from temporary summons, to faction-wide boosts, to just a small resource boost, to world ending ascension to demonhood
Available Gods:
- Emperor
- Chaos Undivided
- Khorne
- Nurgle
- Slaanesh
- Gork and Mork
- Ynnead
- C'tan (at some future point)
Alternative concepts that aren't really gods, but which I would still include in the mechanic
- Greader Good (actions would be fulfilled by the Tau faction)
- Drukhari Depravity (actions would be fulfilled by the Dark Eldar faction)
Keep in mind that those wonders should be somewhat balanced. There will be a cost scale going up to 10.000 points, so if possible include an estimation of where you would put that wonder on this scale.
#15
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
February 16, 2018, 12:37:36 PM
Thanks for the info, didn't spot that on the last edit.