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Messages - Felime

#1
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
December 16, 2014, 09:10:19 AM

Project Armory Version 2.17 for Alpha 8 is available!


We are proud to announce that Project Armory 2.17 for Alpha 8 is finally here! We thank you so much for all your support during the update progress!
This update bring new explosive (balanced) ammunition type to the bolters and 4 new weapons including the CS-18 toy gun (that have been laying around  in previous versions unfinished for some reason.) and DL44, DH17 Blaster EE-3 Carbine Rifle from Star Wars. This version also contains some fixes. See the Changelog for more information.

Download:



(as normal some of the mirrors are slow.)


===========================================
Project Armory - Change Log
===========================================

===========================================
(RimWorld) Project Armory - 2.17 (2014-12-16)
===========================================

- [MAJOR] Make the mod compatible with Alpha 8
- [FIXED] The Bren Bullet have weird typo

===========================================
Project Armory - 2.16 Dev (Released 2014-11-16)
===========================================

- [ADDED] Add categories to all weapons
- [ADDED] New Weapon: [Project Armory] CS-18
- [ADDED] New weapon: [Star Wars] DH17 Blaster
- [ADDED] New Weapon: [Star Wars] DL44 Blaster
- [ADDED] New Weapon: [Star Wars] EE-3 Carbine Rifle
- [CHANGED] Bolter and Bolt Pistol secondary explosions added. Stat tweaks. (Need to be tested)
- [CHANGED] Lowered damage on M-81 Pulse Rifle
- [CHANGED] Range is to long SA.58 Tactical
- [CHANGED] Range is to short FAMAS-G2
- [FIXED] Mauser C96 is named M2 Browning
- [FIXED] Vanilla weapons was deactivated and the Pistol missed its texture


Arm yourself with this auto updating banner and support the project and Defend the Colony!

[url=http://goo.gl/umqj5H][img]http://goo.gl/W20kkG[/img][/url]
#2
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
November 01, 2014, 01:14:13 AM
Just so you guys know we're still doing things, have this:



Also doing a lot of deciding on balance and tidying up the mess of weapons we have. Lots of consistency issues.
#3
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 31, 2014, 10:53:07 AM
I meant more of a "For your own use" thing, to make it easier for you to adapt if you decide to redo based on what we change.

Of course, you're perfectly welcome to just snag textures as a base and cherry pick the weapons you like. If you've got questions, feel free to PM me or Evul or get me on skype/steam. (Same name for steam. "Felimes" should get me on Skype. I'm the one with the green cat-lime avatar there.)


As a general question to mod-users, let me know what feels overpowered, underpowered, etc... in the current version.
#4
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 30, 2014, 10:14:55 AM
Quote from: Aristocat on October 30, 2014, 01:01:20 AM
Can I make compatible patch with Immersive weaponry?

Immersive weaponry add Force fire into burst weapons, increase accuracy of sniper weapons, significantly increase fire rate of weapons, and reduce damages so colonist no longer lose limb in single hit.

Also weapons reduce global speed and move speed, Neolithic weapon is generally weaker, Droid is more threatening.

Make sure you keep track of what you change though, as there's a good chance we'll be going through a lot of things and tweaking the balance.
#5
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 25, 2014, 05:35:09 PM
Have you tried the little weapons kit switcher utility that's in your Project armory folder? It's not perfect, but it does what we would do with kits with much less fuss than separate downloads. You can deactivate entire categories at once in there.
#6
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.2
October 24, 2014, 10:17:31 AM
Quote from: mrofa on October 16, 2014, 08:16:28 AM
http://guns.wikia.com/wiki/M1911 (Effective range 50meter)

http://en.wikipedia.org/wiki/Mongol_bow#Range(Effective range 300-500 meter)

As much as its kidna hard to compare effective range of bullet and arrow, i think that in this case bow wins

I'm gonna take the hypothetical imaginations of a philosopher about he prowess of his nation's men with a [citation needed] at the end as probably slightly exaggerated, but:

http://en.wikipedia.org/wiki/English_longbow#Range

Has the longest Mark Shot recorded from an english longbow at 315 meters, which is shooting at an area of the ground a good few meters across, with a maximum arrow flight range of 500 or so meters.

The trouble is that the definition of 'effective range' varies greatly between 1500 and 2014. Effective range for a longbow is the range a formation of archers can fill a formation of enemies with arrows at. The effective range for a modern firearm is the range one shooter can accurately put shots on a man sized target. I don't actually have the expertise to say which has the longer range, but 70m appears to be the range used for olympic archery with modern, sighted compound bows, so the ranges realistically are probably roughly comparable.

Of course, it all takes a backseat to game balance and fun, but yeah.
#7
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 21, 2014, 03:17:01 PM
Got my DLL making up and running. First thing was to add itty bitty secondary explosions to the bolt weapons. Should be in the next version. Thanks to Skullywag for letting me use a little of his code, and mrofa because Extendedbullet had the examples that finally helped me figure out how to add more possible defs.
#8
Thanks! Hope I added the right one! (without numbers)
#9
Starting to do some csharp work, and while you've suggested looking at your code for inspiration, I wanted to formally ask if it's ok before I put anything based off your code in project Armory. (With credit, of course)
#10
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 19, 2014, 12:13:39 AM
You're in luck. All you need to so is install the mod, those two are already included.
#11
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 18, 2014, 11:25:57 AM
Quote from: sidfu on October 18, 2014, 06:30:23 AM
is this already set up to work with TTM or we need to waiy for him to patch?

It works, but I do not believe it's craftable or anything.
#12
I don't mind it for the tools and stuff, even the stronger more expensive stuff, but the no downsides apparel are a bit much.

The tools have the opportunity cost of not giving your colonist a gun, and are specialized, but a massive global work speed buff that doesn't take up a slot, or doesn't take up an important slot feels really strong.

Just my opinion, it's your mod, do what you want!
#13
Quote from: Herc18 on October 16, 2014, 03:31:57 PM
Sorry if this has been stated before but is there anyway to get just the terminal for calling traders?

Don't know if it's the same as the TTM one, but the comm unit in clutter calls traders(and maybe raiders or drives animals insane.)
#14
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 15, 2014, 11:13:19 PM
The default starts with them checked. If you prefer that, then just don't install the rack mod and it's not a problem at all. Alpha 8 appears to have checkall/checknone functionality for racks, so this won't be an issue in a few weeks.

The rack mod is basically there so you can chose specific weapons to put in your armory, and put the ones you don't want in a heap to sell off.
With the mod, you don't check every weapon, you check a single weapon you have in a stockpile and want in your armory.
#15
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 15, 2014, 05:19:21 PM
Gonna recommend everyone pass on the equipment rack download, I think Evul uploaded the wrong file, and it fiddles around with pawndefs which can conflict with other mods.
Should be fixed.