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Messages - SmartCheetah

#1
Any plans in updating this great mod to Alpha17?
#2
Releases / Re: [WIP] Star Wars - A RimWorld Series
April 19, 2017, 08:42:39 AM
If you guys want, I might send you some WiP sprites I made for Mandalorians. I used to work on a different mod, but didn't have enough time to finish it.

Here are some previews if you'd curious how'd they look.
https://ludeon.com/forums/index.php?topic=5422.msg51741#msg51741

Drop me a PM if you're interested. I'll zip 'em and post on sendspace or somewhere.
#3
If you'd like some kind of help to work on the total conversion mod, count me in. I might create some sprites, work on simple files and stuff like that. Always wanted a sim game like that set in medieval world (or some kind of low fantasy setting)

You can see some simple sprites I've already done in this thread:
https://ludeon.com/forums/index.php?topic=5422.msg238067#msg238067
I know they aren't really medieval - but just a proof that I've got some experience in creating those.
#4
Unfinished / Re: [Mod] Xandalorians (WiP)
July 22, 2016, 07:49:23 AM
Quote from: Kolljak on March 10, 2016, 09:47:55 AM
Is there a reason why your not using their correct name? copywrite? [Spelled] Mandalorians

They were loosely based on Mandalorians, therefore I'd like to call them Xando's. You know, if I'd call them Mandalorians, some people would cry that these armor pieces are not 100% correct or whatever. I wanted to have some freedom while creating those. Same with lore, weapons and other stuff.

BTW: I'm slowly getting back to modding games (abundance of time) and resumed working on that mod. Some things are changing tho'

Current plan is:
- Scenario with player faction Xandalorian clan. - DONE
- Create as many assets unique to this factions as I can(early, leather tech level armor suit, mid-game tech level suit and maybe something else + weapons)
- Introduce NPC faction with same principles.
- Have a research branch unique to this faction. - DONE
- Work on lore, faction-specific traits and proffesions.
- Balance.

For now I've changed some defs to the current Rimworld version and added a player faction. Items and other stuff still need to be changed to the current version. I've also created a new helmet and want to add armor suit to it.



If someone want to help with assets (eg. weapons) or defs, I'd appreciate your help.


REPOST:

Progress. Tier I armor and helmet ready. I've also finished working on technology. Now, I have few choices.

a) Create something for tier2
b) Use "normal" armor and helmet as tier2 for now, eventually adding something in between(faster release)

At this moment we have:
- early xando armor
- xando armor
- veteran xando armor (xando armor with cape)
- commando xando armor(aka mk2)

What I plan adding:

- mid game armor/prototype armor (between early and xando)
- shock troop armor (helmet almost ready)
- heavy troop armor
- scout/sniper armor

Last 3 would be tier 4 alongside commando, so players would have a lot of choices in the endgame.

I'm still thinking if that's the correct branching. If you have some other idea, please share it.
#5
Quote from: 1000101 on July 20, 2016, 03:33:40 PM
Research only has one faction - The Player.

No other faction does research or has knowledge of it.

That being said, you can apply a research lock on the initial project (which will block the entire tree) and use something like a map component to unlock the tree if the proper scenario is selected.

A research lock is fairly easy to implement, just make it have a prerequisite of itself.  But, unless the player is using CCL it will still display the tech in the research window but they can never start it (because it's prerequisite - itself - isn't completed yet).  CCL hides projects which can never be researched (detours a predicate to check if a project is locked out in such a fashion).

A'ight, I get it now! Thanks a lot! :)

That's how I get it done. My faction gets this tech on start, while all the other ones get something like this in the research screen:


Which means - they can't research it without cheating. That's exactly what I wanted :)
#6
Howdy there!
As topic says, I'm curious If I can do that. I was fiddling with ResearchProjectsDef but I havent seen such option. I wanted to create few techs on different tiers available only to that specific faction I created.

Eg. lets call this faction "Space Marines"
On tier1 you could research space marines weaponry, on 2nd tier their armor etc. BUT to be able to do that, you would need to play a scenario as "Space Marines". I know how to create player factions etc. but I need help with faction unique research. Any clues?
#7
Unfinished / Re: [Mod] Xandalorians (WiP)
November 08, 2015, 10:55:48 AM
Didn't have time to work on this project and I'm not really fond of getting back to it.
If any active modder is interested in very old files + sprites I made, I can share them with you. :) Try to catch me on PM or in this thread.
#8
Unfinished / Re: [Mod] Xandalorians (WiP)
August 26, 2014, 01:34:21 PM
Meow!
Little update, as I'm slowly moving to the other city and can't really finish all the stuff :-/


Already finished the armor for commandos. Therefore, art for first version is fully finished(I guess I'll try to improve it with time)
For now it comes with 3 types of armor and 3 helmets.

TODO v0.6 (Most probably first release)
- More classes for Xandalorians.
- Different weapon sets for those classes(Most probably including those from Project Armory)
- Little more balancing
#9
Unfinished / Re: [Mod] Xandalorians (WiP)
August 17, 2014, 11:54:19 AM
New helmets:

Hooded needs more work on the back side. The darker one with red visor is actually Mk2 (It would have different armor alltogether)



After I'm finished with Mk2 and caped armor, I will probably release first version of this mod ^^" Stay tuned!
#10
Unfinished / Re: [Mod] Xandalorians (WiP)
August 16, 2014, 03:39:34 PM
Thanks for tips Bog! They helped me a lot!

So far, I've made some corrections and started working on pawns and factions. Actually, both pawns (just 3 types for now. I'm planning to make officers etc. dressed in different clothes, weapons etc.), and their simple dress code are already in. Also, I can easily make it to generate 2-3 corresponding clans which are at war with each other.

Those things aren't that hard really. There is a lot of playing and tuning if you want to keep it balanced, but that will be taken care of on later date.

For now my priority will be creating more art for things used by these pawns. Therefore, I'll probably concentrate on making "fluff" new-faction mod instead of huge thing with gazillion events and stuff.

Faction screen:


A "little" visit of friendly clan:



EDIT:

Little WiP on prototype caped armor

Not sure If I'd finish and use it tho'
#11
Unfinished / [Mod] Xandalorians (WiP)
August 14, 2014, 11:55:13 AM


Howdy folks!

Well, I'm new to modding 2d games, that's for sure. Still, I wanted to create something for myself, to improve my overall experience with RimWorld. Therefore...

I'm trying to create a mod which will add few events, new persistent "faction" loosely based on Mandalorians, few different types of helmets, body armor and maybe weapons (Altough, project armory is doing magnificent job on that field!)

So far I managed to add an armor+helmet for one of the planned "clans" of Xandalorians. You can't get them without cheating...yet.

Currents plans are:
- More art for different clans, few different types of helmets and armor (Slightly different for squad leaders)
- Events (Xando slave raids, Peaceful Xando visits, Assassination attempts, Battles between two different clans on your territory, wounded Xando drop pod)
- Custom art for Xandalorian ships
- Some lore, altough nothing too deep.
- Backgrounds for Xandalorian characters (eg. Xandalorian slaver)

If you like the idea and want to help me somehow (create the events or more art) feel free to drop me a PM. I'm also interested in working with different modder groups!