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Topics - orannj

#1
Outdated / [A17] Star Trek: Federation
June 07, 2017, 01:34:01 PM

[h1]Hello and welcome to Star Trek: Federation.[/h1]

This mod essentially covers technologies from the late 24th centuries. I have included DS9 style uniforms, cold weather field jackets, and phasers covering a number of different periods. The plans and goals for this mod are to include more research fields, more buildings for federation flair, expanded races to include other federation races, and more technology to bring the star trek feel to the game. Please let me know if you think of anything you might want to see. :)

See the borg race mod for information on any current issues that you might see in game. Essentially, assimilation currently, beyond humanoids, affects animals if you target them to be assimilated. This will be fixed soon. :P



[[HINT]] - If you're getting raided by the borg, prioritize those with the nanite probes. Otherwise, enjoy watching your population succumb to assimilation. ;D

To be done

--Expanded uniform base for federation characters (Late 24th century)
[strike]--More research opportunities and buildings / furniture associated with that research.[/strike]
[strike]--Expanded federation races (Andorian, Vulcan, [/strike]Klingon.)
[strike]--Fix assimilation to only affect humans.[/strike]
--Add federation backstories and traits.
--Continue to tweak and add borg backstories, traits, etc.
--More variation on borg head and body types.
--IMPORTANT many many prosthetics.


Interested in my other mods?
-Borg Race/Faction - if you only want the Borg, select this mod. Do not run both star trek and borg mod. :)
-Dune - Fremen Faction
-WWII Red Army - Soviet Faction
-WWII Wehrmacht - German Faction
-Napoleonic Age - France/Britain/Prussia



Wanna buy me a coffee?
coffee from ko-fi.


Let me know if you think of anything you'd like to see. You can also join the borg discussion on discord at the  Humanoid Alien Races 2.0 discord channel

Thanks to Thirite & Erdelf for all their help. :)

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=941839892
Drive(for star trek: federation): https://drive.google.com/open?id=0B7d9u6vllEYQWWZ0Wl9nNXBoRXc
Drive(for borg only): https://drive.google.com/open?id=0B7d9u6vllEYQM1FCZUlWb2lrb1k
#2
Hey all. I'm the maker of a few faction mods out - Wehrmacht, Red Army, Dune, Napoleonic Wars. I've decided to do some star trek stuff cause it's missing and I want it. As of right now I have...:

-Basic tech tree to unlock items (and tab.)
-Uniforms for all three branches (Tactical/Ops/Science)
-Hand phaser & Phaser rifle (Will be adding pulse phaser rifle tomorrow as well.)
-Faction system to spawn new federation outposts - this includes traders, parties - basically what you get with any other faction.


Now, what I want to probably add in the short / long term:

- More uniforms (specialized-- think hazard suits, armor, etc.)
- Specialized equipment (Replicators & Power systems)
- Tools (Phaser drills)
- An 'enemy' faction. Maybe borg, I dunno.
________________________________________

That being said, does anyone have any input for what else they may like to see? I'm not too big on coding, but I might be able to scrape something simple together. Generally I like to stick to existing mechanics adapted to my purpose. :)

Thanks!
#3
Help / Drug effect - lower hunger rate?
December 25, 2016, 02:49:36 PM
Hey all. Trying to get an idea on how to do this.

Take drug

Drug gives effect (lower hunger rate).



Attempted to use the metabolism Hediff, but that didn't do it. I'm pretty sure I need to use <hungerRateFactor>, but I'm not sure how to link it from taking the drug to giving the effect.

Any help?
#4
Help / Broken comms console, new factions. [SOLVED]
December 22, 2016, 02:02:36 AM
Hey guys. Trying to figure out what's broken here. I figure I'm probably missing a def file somewhere, but not sure what. Added traders, faction stuff is complete, not sure what else I am missing.

Screenshot attached. Anyone ever come across this?

EDIT: To be clear, I have not touched the core files in any of my mods. This shouldn't be the issue.

[attachment deleted by admin due to age]
#5
Outdated / [A17] WWII Red Army
November 28, 2016, 03:06:21 AM
Hello friends.

Updated A17----
Currently working on-- Sounds!


Here come the Soviets! After a little break, I've got a new faction to play with.

Anywho, let me give you a run down of what I want to include out of this.


Plans:

Infantry
Soviet Infantry: Regular Soviet infantry. Employed in mass assaults, given lower tier weapons and expected to fight to death, no retreat. Equipment: Tunic, Mosin Nagant, PPSh, RG42 Grenade. [color](Done)
Soviet Machinegunner: More veteran than their standard infantry counterparts, machinegunners are equipped with light machine guns. Equipment: DP27, Tunic.(Done)
Soviet Bannerman Conscripts often promoted for valour in combat to bear the glorious flag of the commissariat. They have no weapons, save the flag of the motherland, and inspire troops around them to fight on.Equipment: Tunic, Soviet flag.(Done)

Soviet Scout Infantry: Veteran Soviet Troopers. Picked from rifle divisions for their marksmanship and infiltration abilities. Often equipped with the advanced SVT-40's and Mosin Nagant sniper variants. Equipment: Tunic, Camouflage poncho, SVT-40 , Mosin Nagant (Sniper Variant).(Done)

Artillery / Emplaced Weapons
ZIS 2 Anti Tank: A towed artillery piece, designed to pierce enemy armored hulls. Can also be loaded with HE to provide explosive support against infantry. (Done)

Maxim Heavy Machine Gun: A heavy machine gun infamous for its ability to mow down infantry during the first world war. (Done)

Vodka: Super heavy artillery of ww2 russia, inspired rush b for generations. (Done)


Faction
Developed faction, allowing for raids / assaults(Done).

Research
Research tree to develop various weapon systems. (Done)

Items
Soviet small sculpture: Another decoration from the motherland. (Done).
Soviet flag: Decorate your buildings! (Currently reworking).
More to be added depending on feedback / interest.

Steam Link: Link

Download Link: Google drive
#6
Unfinished / WWII: Next faction?
November 09, 2016, 03:23:16 PM
Hey guys.

I did the wehrmacht mod which adds in the German forces of WWII: https://ludeon.com/forums/index.php?topic=27242.0

I'm nearly at a point where I'm happy with what I've included, so I'm starting to think about what to do next.

I'd like to stick with WWII for a bit. What faction would you like to see added in next?
#7
Outdated / [A17] German Wehrmacht
November 04, 2016, 04:01:31 PM
Hello friends.

A17 Updated-----
Currently working on - Tank unit.


Let me give you a run down of what I want to include out of this.


Plans:

Infantry
Wehrmacht Infantry: Regular infantry of the Heer. Equipped with lower tier weapons, these troops are used to en masse assault enemy positions. Equipment: Field jacket, Mauser 98k, MP40, Stielhandgrenate.(Done)
Wehrmacht Machinegunner: More veteran than their standard infantry counterparts, machinegunners are equipped with light and heavy machine guns. Equipment: MG32, Field Jacket.(Done)
Wehrmacht Captain: Officers command the standard troops around them. Commonly equipped with MP40's. The officers engaged in fighting would often be lower tier officers, i.e. First and Second lieutenants. Equipment: Luger 9mm, MP40, Officers Jacket.

Panzergrenadier Infantry: Veteran infantry of the Heer. Equipped with higher tier weapons, these troops are used to tactically assault enemy positions. Equipment: Field jacket, Panzergrenadier camouflage field poncho(Done), Gewehr43, MP40, FG42, Stielhandgrenate. (Done)
Panzergrenadier Machinegunner: Veteran infantry of the Heer. Equipped with higher tier weapons, these troops are used to tactically assault enemy positions. Equipment: Field jacket, Panzergrenadier camouflage field poncho, MG34(Done)/42

Artillery
Pak38 Anti Tank: A towed artillery piece, designed to pierce enemy armored hulls. Can also be loaded with HE to provide explosive support against infantry. (Done)
2cm Flak Cannon: Towed artillery, designed to support infantry movements. High explosive shells, extremely effective at decimating enemy soft targets. (Done)

Faction
Developed faction, allowing for raids / assaults(Done).

Research
Research tree to develop various weapon systems. (Done)



More to be added depending on feedback / interest. This mod is specifically designed to represent the German army - I will not be adding other forces of WWII to this mod.

I would like to add various non-combat items. Feel free to post suggestions. :)

Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=793443438

Direct DL: https://drive.google.com/open?id=0B7d9u6vllEYQTTZjZzczT3hCWG8
#8
Outdated / [A17] Napoleonic Age
October 30, 2016, 12:28:18 PM


A17 Update---
Currently working on Prussian units.

Hey all.

I'm actually currently doing my graduate school work in history, though, and that is my real passion.

So! In light of that, I have decided to begin a Napoleonic era style mod to represent some of the major factions of that time period.

Rimworld fits pretty well with this, and the industrial era is a nice tech spot to stop for a while. :)

This is a TEST release. Features are included to consider this a normal release. Two factions who can raid, have uniforms and weapons. Only the items outlined below with a (Done) are complete.

Planned features:

Major factions: France(Done), Britain (Done)

Infantry Types:

France:
Line Infantry (Done)
Light Infantry (Done)
Officers

Britain:
Line Infantry (Done)
Rifles
Light Infantry (Done)
Cannon (Done - 4 pdr)
Officers (Done)

Weapons:

Charleville Musket (Done)
Brown Bess Musket (Done)
Baker Rifle (Done)
etc
Sabre Briquet French(Done)
British Rifles Sword Bayonet
British Infantry Officer Sword (Done)
etc
4(Done)12 pd Cannon

Possibly cavalry. They will probably be put in as just a separate pawnkind, since the mechanics of vehicle movement aren't really in.

Please let me know if there is something you would like to see, and especially let me know if you find any glaring problems. Thank you!



DL Link: https://drive.google.com/open?id=0B7d9u6vllEYQT2EyYi11MDZXckU

Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=790242814
#9
Unfinished / [A15 WIP] Napoleonic Age
October 24, 2016, 03:15:03 PM
Hey all.

I've worked on the Tau mod before, for WH40k.

I'm actually currently doing my graduate school work in history, though, and that is my real passion.

So! In light of that, I have decided to begin a Napoleonic era style mod to represent some of the major factions of that time period.

Rimworld fits pretty well with this, and the industrial era is a nice tech spot to stop for a while. :)

Planned features:

Major factions: France(Done), Britain Done
Minor factions: Italy, Austria, Russia, Prussia, German States

Infantry Types:

France:
Line Infantry (Done)
Light Infantry
Cavalry
Cannon
Officers

Britain:
Line Infantry Done
Rifles
Light Infantry
Cavalry
Cannon
Officers

Weapons:

Charleville Musket (Done)
Brown Bess Musket Done
Baker Rifle Done
etc
Sabre Briquets French(Done)/British
Cavalry Broadswords
etc
4Done/6/12 pd Cannon

Possibly cavalry. They will probably be put in as just a separate pawnkind, since the mechanics of vehicle movement aren't really in.



Let me know what you might like to see.

Thanks!
#10
Help / Stumped - Dev mode error log on activating mod.
October 07, 2016, 04:57:13 PM


I have no idea what I did. I made one edit to one of my apparel defs, and suddenly can't load anything. I tried to revert to the original, still getting the error. What the hell does this mean!?
#11
Outdated / [A15] Tau Empire 40k [Updated 10/19/2016]
October 05, 2016, 07:49:55 PM

This mod adds a number of weapons, as well as fire caste armor to your Rimworld experience. Previously in unfinished, I believe this mod has enough content to be considered in a 'release' state. At this point, I'm looking into adding new buildings / armor / traits / security. The weapons have been fairly represented, i.e. enough for a standard squad to operate well. Pulse rifle handles medium ranged engagements, carbines close, calivers as a support MG and ion rifles as your long range sniping operation. Also the kroot rifle for..krootness.


Currently included:

Weapons::

Pulse Rifle
Pulse Carbine
Ion Rifle
Kroot Rifle
Pulse Cavalier
Rail Rifle
Flamer

Armor::
Fire Caste Armor / Helmet
Farsight Enclave Armor
Pathfinder Armor

Buildings::
Tau Walls/Doors

Security::
Drone Turret



Research::

Earth Caste Technology (Turrets / Walls)
Fire Caste Technology (Pulse Weapons / Armor)
Farsight Technology (Advanced Farsight Weapons / Armor)

Traits::

Fire Caste Ancestry (+Shooting / Melee)
Water Caste Ancestry (+Social)

Factions::

Farsight Enclaves (May be hostile, may be friendly)
Tau Septs (More likely to be friendly)

Mechs[1st iteration]::

Currently only including the XV-8 Crisis Suit, and only incorporated in enemy raids. They are big, strong, and pack a wallop.


Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=764156320

-- Added a manual download link. I will try to keep this updated. :)

Manual DL: https://drive.google.com/open?id=0B7d9u6vllEYQdFVkUmZSdGJCLWc