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Topics - James009

#1


Star Trek: Fall of the Federation

This mod is currently developing for all the Star Trek fans and enthusiasts. It currently adds in Federation uniforms based on the Star Trek Voyager or Deep Space Nine style uniforms. The uniforms are pretty standard jumpsuits that are slightly better then default clothing and they come in a number of colors representing the various departments.

  • Red = Command
  • Gold = Operations (Engineering/Security/Tactical)
  • Blue = Medbay/Science
  • Green = No clue.

I've also begun adding in Star Trek style weapons including hand phasers and phaser rifles complete with SFX.


Screenshot taken while using Ultimate Overhaul Modpack.


Screenshot of V0.2 hand phaser weapons firing.


Screenshot of V0.2 phaser rifle weapons.


Screenshot of V0.2 combadge.


Story
Based in the late 2360 the premise of this mod is that the Federation has fallen upon hard times with the war against the Dominion and the Borg not going well. Outstretched and thinned your ship went down on an isolated and desolate planet far away from Federation influences. But you could also be on an extended away mission or establishing a Federation outpost or colony with little Federation support.

Use EdB Prepare Carefully to create your own story.

DOWNLOAD!
V0.03a

Versions

  • V0.01 - Initial release. Adds Federation uniforms.
  • V0.02 - Phasers! Adds Federation hand phaser weapons from TOS and TNG era and TNG style phaser rifles complete with graphics and SFX. Implemented TNG era combadges that act as accessories. Changed uniforms to be department specific, non-craftable, without quality levels, and not constructed out of any materials (make them consistent and uniform).
  • V0.03 - Faction! Implemented the Federation faction which can have colonies, outposts, or maybe a ship in the area to help you out. They currently have two types of personnel (officers and enlisted). This will be expanded later.

Future Plans

  • Add in a Commsbadge that helps improve social.
  • Add Federation weapons (phaser, phaser rifle, ect.)
  • Add Federation equipment (tricorder, hypospanner, hypospray)
  • I might change the uniforms to specifically be a particular department and offer bonuses. For example, I'd have a Blue Medical Uniform which would help with medicine and science. Please give feedback on this idea.
  • Change uniforms to be static textures with pre-defined colors.
  • Add in TNG and TOS style uniforms.
  • Add a Federation faction (higher tech, nice, good traders).
  • Transporters?
  • Aliens.

Trivia

  • SFX must be monotone (and .wav) in order to work.
  • I changed uniforms to non-craftable so the different crafting materials wouldn't mess up the appearance and stats.
  • Best way to experience this mod is to spawn the necessary items via godmode or use Prepare Carefully to acquire them as they shouldn't be buildable or tradeable.

If anyone would like to help develop this mod, please contact me via PM.

[attachment deleted due to age]
#2
Ideas / Adventuring like Fallout Shelter
June 18, 2015, 12:06:16 AM
So, Fallout Shelter is a big hit and I think one of the greatest things it does is allow you to send out your dwellers to go adventuring into the Wasteland. As time passes they go on little adventures where they find interesting things, fight, get hurt, or make friends and it's all displayed in a cool text summary (graphic and graphic).

There is so much potential for this as you could just scout the surrounding world tiles for things like resources, you could discover new factions, you could send out your good talkers to improve relations with factions (and have funny little stories about their visits), or you could just kill bandits and pirates (which could reduce the amount of baddies hitting you).

This would also make the whole world map VERY useful as the world now has a meaning and would be interactive. Maybe you could use this to start a new-game-plus by sending out a group of hardened survivors with good supplies to make a new colony.

Colonists could:

  • Explore/Scout
  • Scavenge
  • Patrol or attack hostiles
  • Conduct diplomacy with other groups
  • Conduct trade with other groups
  • Conduct research

Again, as they do these tasks you'd get some sort of a fancy looking summary of their adventures or exploits and it's possible for their skills to increase as they're doing these.

I think it'd fit in nicely with Rimworld and offer some great player experiences. Modders could possibly also add their own adventures and quests for colonists to go on which would help expand the game's life a bit too.

It works for Fallout, it'd work well in Rimworld.
#3
Ideas / Management, Leadership, and Roles
March 17, 2014, 02:03:32 AM
I feel like one thing that Rimworld is missing is a "noble" system from Dwarf Fortress. For example, at the beginning your best leader (highest social skill) or colonist should be designated as the Expedition Leader. This guy (or gal) would help to keep unhappy colonists sane and would have a buff against going insane himself. This guy could also have a cool control room or desk to sit at on his free time (we need more flavor!).

You could also have roles such as:
- Chief Medical Officer- Is designated as the main medic and is also responsible for stocking Medbay (when we have a medical zone for healing injured). Gives a bonus (based on medical skills) to all healing.
- Chief Science Officer- The designated Scientists who helps oversee R&D. Gives a bonus (based on research skills) to all research projects.
- Warden- You can specifically designate one person as the Warden (can have a staff of Baliffs or prison guards to help).
- Head of Security- Appoint a primary defender who can help bolster defenses. Gives a bonus (based on combat skills) to all people fighting in a radius. Can conduct patrols around the base in off-time (we need patrols).
- Psychiatrist- Appoint a person to help with sanity issues of your colonists. Helps with re-recruiting friendly prisoners and preventing people who are unhappy from breaking.
- Chief Engineer- Is the main person in charge of construction, maintenance, and repair projects. Gives a bonus (based on construction and repair skills) to all building and repair actions.

Only certain colonists could become certain roles, they'd have to be well skilled and able to perform the function. However, being appointed to these roles would make them happier and give them a bit more respect from within the community.

Anyways, I'm sure we could come up with a ton more unique roles that you could have in your little outpost. Things such as Assassins, Courtesans, Merchants and Traders, and Soldiers would be welcomed additions. The number of roles available can also scale with the size and population of your outpost unlocking more options over time.

From here you could go wild and implement defensive squads, medical teams, and a command structure with your base... however deep you want to get with it. If you use the options you have a bit few more features, if you don't then you simply don't.