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Messages - Chicken Plucker

#1
General Discussion / Re: I MUST COMPLIANT !!!
April 23, 2024, 04:52:58 AM
Hello mate. I suggest you speak to Ramsis in RW Discord to hash this out if its a community/mod related issue. I highly doubt Tynan will get involved unless it directly involves Ludeon Studios or the game
#2
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 23, 2024, 04:28:47 AM
1.5 Updates: Google Drive Link

RH1 Update:
Prison Outfit
- removed the negative symbol for slave suppression stat offset so its +20


Mod stuff:

Hand-to-hand has a known bug with mystery cargo. Waiting on Taranchuk to sort it out. Had a busy week, been resting. Fiendakko is almost done with all XOF uniforms (though we still need skullface and quiet's attire)

TMC is doing guns I asked for for Bad Company and BM420 is yet to do mechs for Bad Company and XOF.

NelsonArts joined the team and was tasked with the new body armor to be used by The Ghosts, they will have a colorable armor and war belt since it's what NA wanted and suggested. I didn't mind since we could play a lot more with colorable stuff.

Meanwhile yours trully has been dossing because I'm a top dosser, obviously the most important job in the crew


Progress Report:
Bad Company





lolkenator3k made the FRK 360 body armor more detailed, I'll also ask for a war belt later so our SAG guys have mag pouches somewhere.



The python plate carrier, would have used PACA but we already have it. It'll be colorable so I dont have to make multiple versions, our UCIA Agents will have them in black while the contractors will have them tan. We dont get many colorable armors in RH2 anyway so this is a nice change of pace.

Also thinking about a short film with these guys starring the Army of Fetid Corpses by BM420, but animation takes a lot of time so we shall see.



Quote from: ZomDoc on April 21, 2024, 07:53:57 PMI like to imagine the Bad Company contractors have a grill day to fit with the dad vibe going on. Have to keep morale up with some good old fashion barbecue.

They get paid quite a bit so they probably go on grill restaurants with the boys for some beer out of work hours

Quote from: Skynert on April 22, 2024, 04:25:14 AMLore and stuff. I like black ops hush hush delta waifu PMC's forces. Also, yesterday I sold to Krovi 500kg of coffee and now we friends.

They're all gonna be wired on coffee now, with caffeine dependence because of you

Quote from: williamb1995 on April 22, 2024, 10:34:46 AMOh ! Rim-munation clothing update, go go! I install

Didn't know people still used it bro, was hoping I could move on with RH2 by now but I was surprised to see RH1 mods having quite a following separate from RH2
#3
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 21, 2024, 07:22:30 PM
1.5 Updates: Google Drive Link

Guys hello. It's very late and I overextended updating all of RH Classic (That we already have here) and then some, such as Jarhead Incident Sounds and Nerfed Portable Generator mod. I don't even have time to make the list pretty since I still have to do admin for work and its already midnight.

I did try to update Rimmu-Nation - Weapons for old times sake with some caveats (i.e. warning not to use with RH2) but it's actually badly broken. Besides the dramas with the old guy who did the balancing, there's that problem. I think it's safe to mark and avoid.

Make sure you go to the RH1 folder (Red Horse 1 folder) for the RH1 mods, so there's no confusion.

Here are the updates:


RH1 list:

Prisoner Apparel:
- 1.5
- Some cleanup done on textures
- modicon.png added
- added slave suppression statoffset.

Detailed Body Textures I
- Mod icon
- Compatibility tag for 1.5 and other versions below
- Removed 0.19 compatibility tag
- New mod preview showing the reskin textures

Detailed Body Textures II
- Added mod icon

T-45b Power Armor
- 1.5 compatibility
- Now tagged to have EVA for SOS 2
- Now has high insulation to stop space compression

[Uru] Rim Seraph hair
[Uru] Kemono Friends Hair
[Uru] Kemono Friends Faces
[Uru] Touhou Hair
[Uru] VOCALOID Hair
- 1.5 tagged with compatibility
- modicon.png added

[CP] DOOM
DOOM Kit Classic
UAC Kit
Retro Joy
Metal Gear Solid - Incident Sounds
Metal Gear Solid - Incident Sounds 2
Chicken Mitchell - Hairstyles
US Military Kit
British Military Kit
Portable Power Generator
Portable Nerfed Generator
Gunny Storyteller
- 1.5
- Modicon.png added
- Crafting benches up to date to stop errors for 1.5
- Assemblies replaced for 1.5 with up to date ones
- Bench fixes. Deleted old RNBuildingBase, changed to vanilla BuildingBase for 1.5 to stop UI errors.
- Added RRS beret for British Military Kit

RH2 list:

Rimmu-Nation 2 - Weapons
- Deleted unused RNBuildingBase since our Bench now uses vanilla BuildingBase as a parent for 1.5

Uncle Boris Radio - Broodman
- new modicon.png to distinguish from the other music mod



Quote from: Skynert on April 21, 2024, 10:09:44 AMNice, very nice.

What in particular, the faction lore or the stuff they have?

Quote from: williamb1995 on April 21, 2024, 11:00:41 AMhaven't you tried to create a patreon like oskar potocki? , this allows you to do devblogs as currently, and to recover some funding for your mods by offering subscribers who offer views on hidden devblogs or other things

could this help you? No ?


https://www.patreon.com/oskarpotocki

No mate, I already have a kofi. Am very grateful of the donations people have given, but I rarely get any. It'd be embarassing to have a Patreon with 0 donors, or one guy who donates a dollar for a month. Not worth it.

I'm not oskar potocki, and no offense to him but I work for the King (God save the Gracious King, who are ya, who are ya) so technically he's paying for the commissions. I'll quit it if I can't handle it, but I'm not gonna push for people to give me money when they don't want to. I already have a kofi people ignore on the steam pages, but again, I'm not entitled to anyone's money (except my employer's) so I'm not gonna bang on about it.

Also the devblogs here are free and it's for myself and whoever wants to see it. No use making it locked behind a paywall.
#4
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 20, 2024, 08:52:38 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Militaires Sans Frontieres
- MSF scarf now renders under head (1.5 only)
- Corpses seen as "ugly" precept removed for faction's beliefs. (will only be seen in new games, 1.5 only)
- MSF Battle dress now renders under the head for north view (1.5 only)

[RH2] Rimmu-Nation 2 - Clothing
- Scarf render layer now under head


[RH2] Rimdeed
- Fixed bug with creepjoiners causing red errors when they try to infiltrate rimdeed applications



Progress Report:

Bad Company:


Preview is unfinished.

Faction Backstory:
Bad Company is a Private Military Company founded by Rocko Prince, an Ex-SEAL commander with close ties to the UCIA.
Bad Company is sent wherever and whenever America can't be officially tied to "special activities" that could lead to diplomatic incidents. The PMC is known for close engagements with Gruppa Krovi, its Soviet counterpart. It is a well funded private army used for proxy wars and black operations, with its personnel deployed to complete the most outrageous and dangerous missions that NATCO forces can't be sent to do.

Most notable missions for Bad Company include extracting artefacts in deserted moons, destroying files for corporations in worlds that have succumbed to biological weapons and/or other unexplained anomalies, extract VIPs in regions overcome by total anarchy. Bad Company is often allegedly sent to "clean up" and clear individuals that get in the way of whatever it is the UCIA wants, whether they are high profile or some unfortunate civilian who knows too much.

Alignment:
I may remove the plans for hostility against tribals. Not necessarily compelling for storytelling, will leave them much like Gruppa Krovi, neutral to everyone with some grey areas.

Pawntype composition:

Contractor:
The bulk of the faction's personnel. Not a lot of other special units. Will be seen with relaxed headgear, caps, shemagh scarfs and etc. Will have a mix of ex-military, some other guys (ex-cops and action hero wannabe types) who needed money and had no idea what they were signing up for.

They will look like a dad, basically. The contractors are generic American dads. Also they will be tagged with beards. They will have M4s and you get the DMR for the sharpshooters, no machine gunner. (Subject to change)

Ground Infantry Drone:
GI Drones are robots equipped with the Minimi light machine gun. They are there to fulfil the roles of a machine gunner and operate as part of a team to bolster numbers and firepower. This reduces the rate of human casualties in the field and offers the company a cheaper solution than paying out families who lose their loved ones. That or fighting court battles to not pay them out at all.

Guardian GI Drone:
Guardian GI Drones are a more heavily armored version of the GI drones. They carry either handheld M2HB machine guns or handheld Mk19 grenade launchers. They fulfil the role of a heavy support unit. Typically in missions too dangerous for human infantry, specifically ones that require no friendly identification or human decision makings, GI Drones and Guardian GI Drones are sent en masse to swarm the enemy.

SAG Operator:
SAG (Special Activities Group) operators are equipped for CQB operations and are trained in close combat. They will have a CQB configured M4. These guys are UCIA. They are officially employed with Bad Company, unofficially they're UC Special Forces. Will be wearing their own uniform and body armor.

UCIA Agent:
The traders of the faction will be UCIA agents posing as.. A heavily guarded person wearing a suit. Will come in a suit and a fancy coat, carrying a Glock service pistol with a laser light. Will typically engage in arms dealing and drug trafficking.


Apparel list:
- Python Body Armor
- UTG tactical vest (black)
- UTG tactical vest (tan)
- Flyye Pathfinder webbing
- Shemagh scarf
- Tactical cap
- Eye protection
- Sunglasses
- Ear piece (may or may not make it)
- Backpacks (tbd which ones)
- Polo (colorable)
- Khakis (colorable)

- EXFIL Ballistic (Bad Co)
- FRK 360 Body Armor
- Black war belt (tbd)
- UBAC uniform (wolf grey)

Food and faction knick knacks:
- Mildborough Cigarettes
- Coalition MREs

Notes: We have plenty of cigarettes and rations in the other mods. I may or many not opt out and give Bad Company vanilla packaged survival meals only and no other knick knacks.

Weapons list:

- LA-M4 Raven

- M4 (Bad Co)

- HK G3 VFC

World logo:



Mod is far from completion, so is XOF. Everyone is still a bit busy, and the team is recovering from the gold rush of MSF and Gruppa Krovi, including myself who endured some sleepless nights to get work done. IRL work doesn't help with catching up, the stuff has its own fair share of stress which I'd argue is worse than whatever the mods could throw at me.



Quote from: williamb1995 on April 20, 2024, 01:18:35 PMI'm so excited to see The Ghosts, Cordis Die, Bad Company, Umbra again... I'm going to be able to have factions with modern weaponry like on RH 1, I'm so happy and excited to see that.

Hey william! Good to see you. Yeah me too bro, I'm excited to get the ball rolling. Can even include more than the ideas I listed. Hope my wallet can afford it, and hope my sanity doesn't decrease too much being here on course.
#5
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 19, 2024, 07:05:01 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Increased "Butcher" output depending on each mech recipe for the machining bench
- Added chance of steel slag chunk droppings when Mech takes too much damage

[RH2] Faction - Militaires Sans Frontieres
- Increased "Butcher" output depending on each mech recipe for the machining bench
- Added chance of steel slag chunk droppings when Mech takes too much damage

[RH2] Faction - V.O.I.D.
- VOID contact close protection no longer gets stuck on map. Negotiator leaves with the group on empty map just like visitors do.

[RH2] Uncle Boris' - Brainwash Chair
- Fixed bug that causes crashes
- Added addiction removal feature (1.5) (You have to turn this on through mod options)


Current plans:


Found a few artists, we're working on some old stuff and new. I have begun commissions for the following factions:


- XOF
Description: Designed to be a personal enemy to the player as a lot of RH2 factions will be on friendly terms with them. The only exceptions currently I have thought of is 141, Rangers and MSF. XOF may be on friendly terms with V.O.I.D. due to the nature of their overall goal, which is to spread hatred. (Skullface is quite coo coo). Will be lead by a Skullface genome clone. Will have Quiet in a one-off quest as a pawn you can obtain, I know a lot of you cultured folks have been wanting her in her totally plot-related outfit.

In progress: Apparel, Sahelantrophus, Skullface's attire


- Bad Company
Description: UCIA (United Commonwealth Intelligence Agency) backed private forces, linked with horrendous crimes regarding the native tribals of outer rim planets. On friendly terms with NATCO aligned factions. The story with this private security service is that they are the go-to PMC of the UCA. Founded by an Ex-SEAL officer, their number one priority is profit and securing assets for the UCIA. May include special coding where they try to buy out resurrector mech serums for the player, and if the player refuses, they may turn hostile depending on relations. No warning raids that hit you with the relations hit at the same time, rather than some pre-warning. I need them to be unique from Umbra Company in terms of mechanics and characteristics.

In progress: Apparel, Mechs

- Cordis Die
Description: A revolutionary group composed of mostly Latin American mercenaries (Will be coded to spawn with latino shade of skin and latino names so we can have diversity in the factions), ran by a Rebirth cloned Raul Menendez. They utilize the CLAW, AGR and Dragonfly drones. A very dangerous enemy that are on friendly terms with outlander unions, tribals but hostile to NATCO aligned factions. May be released on friendly terms with V.O.I.D. (Because Raul Menendez is kinda chaotic also, just doesn't like governments that guy). Cordis Die will be the result of the Rebirth Project that has gone rogue, and despite me saying how much of a baddie they are, they will be neutral at start to the player. It's out of character for Menendez to pick on the small guys.

In progress: Mechs

- The Ghosts
Description: A counter stealth unit that is comprised of the remnants of US special forces (Different universe from NATCO and etc. , they come from the same world as 141). They also utilize armoured attack dogs. The faction is heavily limited in terms of technology and equipment, as they only have three options for weapons, Honey Badger, (tbd rifle, potentially Remington R5), Chain SAW (LMG)

In progress: Apparel, weapons

Mod on hold:
Deadpool mod
Description: May add Domino in a quest, need to sort through outdated 1.4 code and finalize this mod. All pawns can spawn in one-off quests so you can have rather overpowered marvel characters but I'm holding back for now so it doesn't come out underwhelming. I'm thinking about a few more fan favourites like Psylocke, Elektra or Domino, but I feel the current selection isn't good enough.

Current pawns in Deadpool Mod that are planned to be obtainable:
- Deadpool (Only through initial scenario selection, no other way to obtain him)
- Dreadpool (Evil Deadpool from Deadpool Kills the Marvel Universe)
- Gwenpool
- Evil Gwenpool
- Wolverine (X-23 if spawns as female)
- The Punisher (Man in Black incident)
- Silver Sable
- Black Widow (Endgame attire)
- Shocker
- Crossbones
- Bullseye
- Taskmaster

Factions that are done in terms of apparel and weapon texture but I am putting away in favour of modern stuff:
- Old Republic
- First Order
- Mandalorians

(All require UI textures and sound fx etc)

Currently trying to squash bugs with MSF regarding the pawn quests if MSF is not enabled, and trying to sort out some bugs with Rimdeed not sending pawns. Need my coders to be available and I need to reproduce the bugs (if not easy to reproduce already)



Quote from: ZomDoc on April 18, 2024, 02:06:20 AMDamn. Poor 141. But I'm proud that the Rangers pulled through, I imagine that fight would probably be legendary victory in their history.

Indeed bro, I thought they'd be one of the first to lose and I thought the BH and GK alliance was gonna pull through since they were cleansing out everyone else. I suppose the Rangers hanging back in "stage an attack" mode and only defending when enemies wander nearby proved effective. Was a cool fight, I shoulda recorded it or something, but there's chance for that later when the other factions come.

Quote from: Skynert on April 19, 2024, 08:25:48 AMChicken can you make mission board quests cheaper good sir? ;/

May do later bro, I actually forgot how that thing works so I couldn't just edit it today. Will revisit it when Im free and reduce it by a few silver since you asked.
#6
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 17, 2024, 06:21:18 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- GP7 mask east and west being the wrong way fix
- Maxpergroup for the mechs have been increased by 2 for all of them

[RH2] Faction - V.O.I.D.
- Typo fixes for voidtech organs (lungs, kidney, liver) and general description fixes
- VOID contact has a new line of text for the hostile outcome
- VOID contact has a tweaked description just for the sake of some grammar fixes



Just did a battle royale of all our factions.

141 lost first because they spawned in-between Bounty Hunters and Gruppa Krovi who are allies.

MSF lost second because they were busy fighting V.O.I.D. They dealt heavy damage to V.O.I.D. so they ran out of monsters and numbers as well.

BH and GK then overwhelmed Utilitarian who was dealing heavy damage to BH. Meanwhile the Rangers pulled a clutch because after V.O.I.D. and MSF was done, they successfully beat GK and BH. BH retreated after heavy losses and so did GK, to my surprise Rangers utilized their drop shields well and actually beat all the mechs thrown at them. Very cool fight and I hope we get more factions down to see more.
#7
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 16, 2024, 06:05:05 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Backstory grammar errors
- 6b27 helmets are now used by close protection
- closer protection now uses conscript backstory
- Close protection backstories mixed with conscripts
- Close protection, assault and sharpshooter pawntypes can now also choose to use 6b27 helmets
- Close protection, assault and sharpshooter pawntypes now have set balaclava colours
- Juggernaut now has a set balaclava color
- Juggernaut skin color is now defined
- More backstory grammar fixes

[RH2] CPERS - Arrest Here!
- Added harmony as a mod dependency
EDIT:
- Removed harmony.dll for 1.5
#8
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 15, 2024, 06:11:27 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Militaires Sans Frontieres
- Fixed missing Maxi-Cola textures from gene stuff when Biotech is enabled



[RH2] Rimmu-Nation 2 - Weapons
- Weapons now tagged to be tradeable, normal factions will buy them

TO-DO:
- Redo all RH2 armor base coding so it can be tradeable, because if I don't, vanilla coding says I have to manually add a trade tag to all armors manually. No thanks.



Quote from: Skynert on April 15, 2024, 05:10:19 AMDemons... Why not something cute? Im joking. Anomaly dlc made my pawns demon hunters and gave them PTSD. And thank you for OP stuff, I can contain monsters with sentry guns and .50 BMG

No worries pal. Cyberdemons, I tried 2 textures before. I wanna do this right when I get to it, and they're gonna make Metal Gears look like a joke.

Quote from: Rocket_Raccoon on April 15, 2024, 08:32:18 AMThats quite a list there :p
Maybe faction wise start with natco so there is a whole faction to thematically wise fight against more eastern/opfor factions?
I would potentially give funds to it if details are more specific/clear(ie rough time table, content gear/weapon wise etc) 

Here's my idea for NATCO, brief rundown cause I gotta sleep.

Coalition
NATCO Armed Forces

Brief backstory:
Coalition of western military units mainly spearheaded by the UCA (United Commonwealth of America)

Pawntypes:
Soldier types:
UC Army - OCP camo with IOTV, ACH and XM7
Royal Army - MTP camo, VIRTUS, LA85A3
Strayan Army - AMCU (Renamed to SCMU) camo, TBAS, AUGA3
Canadian Army - (Literally didn't change their name. Can't think of a new one.) CADPAT, FPV, CG634 helmet, C7 rifle

UC Marines - Desert MARPAT, GEN III armor, MTV, ECH, M27 IAR
Special Forces (Mixed for all nations) - Multicam, JPC, FAST, CQBR
SEALs - AOR1 camo, JPC, Airframe, CQBR
MARSOC - M81, JPC, FAST, M4A1 SOPMOD
FORRECON - Olive coveralls, GENIII armor, ECH, CQBR

SAD Operators - Black kit, JPC, FAST, CQBR
Description: UCIA black operators. May show up in no notification raids. Rare chance to appear.
UCIA Agent - Suit, JPC, black shades, pistol
Description: Faction trader. Escorted by Marines in caravan.

UCMC Officer - Faction leader, General. Has the officer's uniform with many medals. Won't appear in raids.

War machines
Machine gun ground drone - Machine gun mounted ground drone
Cobra II Mech - A western AI powered mech which has the old school AH-1 Cobra shark paintjob
(No vehicles due to vehicles mod not working with NPCs, and no dependency required for me.)

Faction relationships:
Won't be hostile to Gruppa Krovi and War Mongrels. They're engaging in a cold war, therefore they're afraid to trigger something massive back home, hence the presence of the other "proxy" allies. It gives you a realistic feeling of the politics behind all of this stuff in my opinon.

"Maybe" list:

Pawns:
Ghillie Snipers (Mixed for all nations) - Ghillie suit, JPC, Mix of Coalition DMR and Bolt Action (Whatever is unused or can be repurposed from RN2
EOD unit - Just a pawntype in an EOD bomb suit and a pistol. Perhaps not worth adding.

"Maybe" Added nations:
Korean Republic Army - ROKPAT forest (KRAPAT renamed), MBV, KHB2000 helmet, K2C carbine
French Republic Army - CCE camo, FELIN, HK 416
West German Army - Flecktarn, MOBAST, Batlskin Viper helmets, HK416A8

Description: Put in the maybe pile due to the names. I can set names for a specific culture, having an all english NATCO force means all names are english. Otherwise, other nations can and will complicate that cause now everybody has a mix of english, korean, german, french and etc names that will jumble up Korean names for soldiers who are clearly American. Trying to avoid this. On top of that, simply less work.

"Maybe" incidents:
No alert Ghillie sniper raid incident
No alert Special forces raid incident

"Maybe" feature:
We'd have to add custom defenses and furniture for massive bases that are heavily fortified contending with VOID bases.

NATCO is not gonna be easy because of the SHEER amount of uniforms and weapons involved, along with the coding. I definitely won't plan on doing this first.
#9
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 14, 2024, 03:00:59 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits



Just leaving a list of my plans here.

1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits





Just putting my thoughts on paper here folks, so you know what is planned for RH2 Factions.

Faction roadmap plans:
Factions:

Modern:
Coalition:
NATCO Forces
Description: Coalition forces lead by NATCO (North Atlantic Treaty Coalition) to colonize and occupy other worlds and spread western influence.
This will NOT be the old Coalition mod. This will have a mixture of uniforms from NATO forces, though this will not be a real-world faction and will have it's own lore tied to Gruppa Krovi, the FSSR and the UCA

Ghosts:
Counter Stealth Unit
Description: Remnants of US Special Forces in a fallen earth. They will have dogs, a maximum of three weapons and they will be allied with western factions. Their leader will always have the nickname "Ghost" and may wear Ghost's attire from Capture or Kill in the MW remake, just for the sake of including him somewhere.

XOF:
Covert strike force
Description: A brutal strike force that is allied with western and some eastern based factions and The Fallen Empire, but hostile to tribals, outlanders and the player.

Cordis Die:
Narco-backed Mercenaries
Description: A group consisting of mostly latino mercenaries with drones like the AGR and the CLAW, hostile to western based groups, friendly to eastern based groups.

Will be lead by Raul Menendez, backstory will say that he is a Rebirth Clone

Bad Company:
Private Security
Description: A neutral PMC that will be hostile to friendly tribals and eastern factions

Umbra Company:
Rogue Private Army
Description: A rogue private army that is hostile to everyone except the rough outlander unions and The Fallen Empire

War Mongrels:
Paramilitary Formation
Description: A paramilitary that is allied with eastern based factions and hostile to western based factions except for NATCO Forces (For some reason)

Will also be hostile to all outlanders and tribals. Will be friendly to Fallen Empire. Will have a leader that is always nicknamed "Alpha"

Last Man Contingent
Paramilitary Organization
Description: Paramilitary organization that is hostile to everyone except rough and normal outlander unions and NATCO Forces.

Elite Crew:
Terrorist Organization
Description: Hostile to everyone except Cordis Die, all Outlander unions and all Tribal factions.

Defence Pact plans:
- Factions will have a hidden "defence pact" where if you enlist to one of them, the others in their pact will turn friendly towards you.
- Factions you attack and turn hostile against you under the defence pact will become your enemy, this includes enlisting into an enemy of theirs.
- Some factions will have a "I'm staying out of this" rule where they may ignore the defence pact.
- Thinking about an option where the player can arrange a faction they are +100 with to make peace with another faction they're also +100 with. I.E. You ask NATCO to make peace with MSF, both of which you have +100 with in the comms console, and then you have to attend a peace meeting in the map.

Sci-Fi:

UNSC
United Nations Space Command
Description: Will consist of UNSC Marines and Spartans. Neutral to the modern factions' conflict except for those that are naturally hostile. They have nothing to do with it.

UAC
Union Aerospace
Description: Will consist of UAC soldiers, scientists and engineers. Neutral to the modern factions' conflict except for those that are naturally hostile.

Old Galactic Republic
Ancient Remnants
Description: Will consist of Old Republic Troopers and will be lead by Jedi.

The First Order
Galactic Empire Remnants
Description: Will consist of First Order troopers and a commander in gold armor. Hostile to the old republic and potentially both western and eastern factions.

The Mandalorians
Bounty Hunter Clan
Description: The Mandalorians will be neutral to everyone except First Order and Old Galactic Republic and any naturally hostile faction.

Hostile Entities:
The Demons
Infernal beasts
Description: Will consist of demons from DOOM and cultists in cyberdemonic armor. May spawn with UAC weapons and/or their own.

The "Maybe" List:
Diamond Dogs
Private Forces
Description: Will be lead by Revolver Ocelot (to be determined, may use Venom Snake but he's in MSF mod.). Will have the TX-55 Metal Gear as XOF already has Sahelantrophus. Will have the Ocelot Unit. Will be friendly to MSF and PM.

Praying Mantis
Private Military
Descriptiono: Will be lead by Liquid Snake. Will have GEKKO and FROG units. Will be friendly to MSF and DD. Will have Metal Gear REX and RAY.

MGS Outer Haven plan:
If MSF, Diamond Dogs and Praying Mantis is enabled, after a set amount of days in the map, their faction logos will change to the Outer Haven logo and their faction names will change to "Outer Haven" as well. All of them will be allied and they will then proceed to turn hostile against all factions in the world map. Player relations do not change.

Sci-Fi "maybe" list
MEDUSA
Female Supremacists
Description: Band of all-female warriors who use spacer equipment lead by a woman who is named "Medusa", she is a vatgrown super soldier clone and will always be replaced by such.

USSF
Space Marines
Description: An interstellar coalition which protects planets under their jurisdiction. This is meant to be based on the Space Marines from TimeSplitters, so they will have robo monkeys with plasma pistols, they will have some mechs of their own too like a mechanized T-Rex and some other robots on their team. Just generally the "Good guys". USSF stands for (United Sectors Space Force)

Silk Empire
Supersoldier tribe
Description: Some kind of new dark elf xenotype that were bred to be super soldiers. They have spider themed Mechanoids and their own spacer equipment. Hostile to all. Supremacists.

Questions you may ask:
Which one will you do first?
Whatever it is we can make first. These factions will take time and funding from myself and the team. I don't know how long my team members will continue modding, and you never know if anything will happen to me and one day I just stop posting here. First come first serve, and I also have to try and update the old stuff.

RH1 updates?
I will update most RH1 mods, not all of them. Some are just not worth it for me, like the factions. You can see they will be remade in this RH2 list. As for mods like Rimmu-Nation Weapons, the person who helped code the projectiles threatened to take me to court over having a donations page, so he wants me to not update it anymore unless I rebalance it myself. I can just replace it with RN2 stats but there's also stolen art and images from google in that mod which someone (from CE chat) has had a go at me for, so we're not gonna continue with it to avoid dramas.

Blardy blah Red Horse lore
Many have told me that such and such faction being present in RimWorld doesn't make sense, but I think they just lack imagination. RimWorld is ripe for its vastness in infinite space and the multiverse and so and so, each faction has it's own reason of being there but I've written lore to be broken and with much pieces missing for a reason. Some factions are from the same world, while some are from far away places. Ultimately it's up to the player to come up with the story, but I've left some sense of lore for my factions and I believe it fits with RimWorld's many many list of worlds and planets in its vanilla lore.

I did begin departing from "Earth" and references to our own world as much as possible. This has given me freedom to do a lot more in terms of storytelling and theme.
#10
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 14, 2024, 09:53:48 AM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Raidlootmakers fixed for Gruppa Krovi pawns so they can drop faction items on raids

[RH2] Faction - Militaires Sans Frontieres
- Re-exported the onskin for MSF uniforms to stop white outlines rendering in-game
- The Boss' Will is now the only name for MSF ideology. (1.5 only)
- Re-exported the hairs into high quality .png to stop white outlines rendering in-game

[RH2] Chicken Mitchell 2 - Hairstyles
- Re-exported the hairs into high quality .png to stop white outlines rendering in-game

[CP] Detailed Body Textures II
- 1.5 update in Red Horse 1 folder. First RH1 mod to update.

Gruppa Krovi comments have been re-instated in the workshop. I spoke to a mod and was shown that it was reported, the person was requesting for it to be removed from the workshop. The report claimed that its clearly based off Wagner Group and therefore my mod is "promoting terrorism." Rest assured folks, I'm not promoting terrorism. I'm just trying to make mods for RimWorld.

Quote from: Skynert on April 14, 2024, 04:17:12 AMI assume people was angry in steam comments. Well, Krovi logo is similar to Wag*er Group. I dont care. And steam... average steam commenters are ameba lvl of inteligence. Maybe make My Little Pony PMC next to calm idiots xD

Yeah buddy you were right. Also MLP PMC would be just me committing a war crime IRL, I wouldn't dare do it.
#11
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 13, 2024, 11:32:05 PM
1.5 Updates: Google Drive Link



Mod updates:

[RH2] Faction - Gruppa Krovi
- Preview.png touched up
- Ideology set to "Collectivist"
- Set filter for precepts

[RH2] Faction - Task Force 141
- Ideology set to "Individualist"
- Set filter for precepts

[RH2] Faction - Utilitarian
- Ideology set to "Individualist"
- Set filter for precepts

[RH2] Faction - Bounty Hunter
- Set filter for precepts

[RH2] Faction - Militaires Sans Frontieres
- Ideology set to "Loyalist"
- Set filter for precepts
- Made chance to spawn with "The Boss" or "Boss" in Ideology name higher


Had a rather eventful day, trying to push a fix with V.O.I.D. out but I need to do more tests. Made massive progress with the Ideologies of these factions so the changes here for 1.5 are significant for gameplay and immersion.

First I got muted in RW chat over a misunderstanding, then Gruppa Krovi comments get disabled by Steam in the workshop for reasons unknown. We're modding so hard that we're getting censored over here boys. I hope it doesn't get any worse, cause it's getting a bit cheeky over some mods.
#12
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 13, 2024, 04:22:05 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Plasma Drone description fixed
- Plasma and Tesla Drone attack and explosion volumes lowered
- Kroha launcher volume lowered

[RH2] Faction - V.O.I.D.
- Fixed 1.5 issue where monsters cannot be tended to
#13
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 13, 2024, 12:49:52 PM
1.5 Updates: Google Drive Link



Mod release:

[RH2] Faction - Gruppa Krovi
- New preview.png
- Added RPG-7v2
- Buffed KV-2 Walker's cannon damage (107-127)
- Mechs are now gestatable with Biotech DLC enabled
- More backstory fixes
- Rotary cannon accuracy nerfed slightly

Mod is complete. Time for me to rest. XOF is in the works but we're taking it slow so I don't burn out, may get back to it in 2-4 weeks. At the moment, I'm just on bug fixes and updates for 1.5. I found an issue with Rimmu-Nation 2 rocket launchers being comically powerful, gonna have to revisit them in a bit.












EDIT:


Mod updated:
[RH2] Faction - Gruppa Krovi
- Fixed mod conflict with gestation when [RH2] Faction: Militaires Sans Frontieres is enabled
- Faction backstory grammar fixes. "Secretly borrow"

Shock guys, yet another hotfix by Chicken Pea when he says the mod is "finished"

Just pushed a fix, cheers all.


EDIT:


Mod updated:
[RH2] Faction - Gruppa Krovi
- Tracksuit now covers legs

Hey, it's me again. Volkov has had uncovered lower body this whole time. Just fixed it now, my bad folks.
#14
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 13, 2024, 01:57:31 AM
1.5 Updates: Google Drive Link

Mod release:

[RH2] Faction - Gruppa Krovi
- Initial release (Ludeon)

[RH2] Faction: Militaires Sans Frontieres
- Added minimum range for the rocket and cluster weapon systems of the Metal Gears
- Set flyoverhead node to false in order to allow the Metal Gears to attack inside mountains
- Fixed MSF rations still being labelled ranger rations on recipe def

[RH2] Faction: Task Force 141
- Fixed 141 MREs still being labelled ranger rations on recipe def

[RH2] Faction: Bounty Hunters
- Lowered list order of Bounty Hunters on factions list so they can sit near the rough outlanders

[RH2] Metal Gear Solid
- Fixed K-Rations still being labelled ranger rations on recipe def

[RH2] Rimmu-Nation² - Clothing
- Fixed drawsize for some onskins that had too small of a drawsize
- Juggernaut helmet now covers FullHead

[RH2] Rimmu-Nation² - Security
- Reduced DShK volume slightly

EDIT:
[RH2] Uncle Boris - Brainwash Chair
- Fixed a bug/error that happens when you right click dead pawns
- Arquebus added to credits





Hello folks, too tired to get into detail about what happened but some delays occurred because we had to re-design the KV-2 Walker and I was stuck balancing a lot of stuff.


KV-2 Walker
You guys may be familiar already, this thing has three weapon systems. DShK sentry turret, ML-20 cannon and the Krosha Launcher.


Plasma Drone
A variant of the Stalnoy Mechanized Drone. Fires two shots of red plasma charges that explode on impact.


Tesla Drone
A variant of the Stalnoy Mechanized Drone. Fires a single charge of a Tesla arc that explodes on impact.
(Yep, was a big Red Alert 2 fan, it is totally a reference.)



I also crafted a lot of backstories that is exclusive to Gruppa Krovi pawns.



Enjoy the mod folks. Will sleep because I haven't gotten much lately, then Steam release.



Quote from: ZomDoc on April 12, 2024, 12:21:08 PMThe real question is, does Volkov know my boy Uncle Boris?

Hello Doc, technically no. A lot of the factions here aren't from the same planet/solar system or even universe. They just happen to meet in the same place. I think the interaction would be funny, considering they're very similar in personality and work ethic.



EDIT:

Mod Updated:

[RH2] Faction - Gruppa Krovi
- Grammar fixes for Juggernaut backstory
- Red Army soldier backstory grammar fixes
- Re-exported KMLK and Tracksuit textures to stop white outlines

I'll continue to make fixes when I find them, if you guys find any issues just ping me here. Cheers
#15
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ²
April 11, 2024, 06:31:29 PM
Progress Report: Gruppa Krovi



Coded the KV-2 Walker today and Stalnoy Soldier. Some finalizing with sounds and description needed, along with Stalnoy's weapon system since it currently only has a flak cannon.

TO-DO:
- Finish multicam balaclava
- Finish Edge Tactical shooting glasses
- Finish all display textures
- Code headgear
- Code webbing
- Code armors
- Code juggernaut set

- Replace pawntype apparel
- Replace pawntype weapons
- Code pawnkinds - (In progress)

- Code "Volkov"
- Code backstories
- Code traderkinds
- Code enlistment benefits
- Mech sound effects for weapons
- Mech sound design
- Mech projectile textures
- Code the mechs

- Clean up all descriptions
- About.xml cleanup



"Volkov" test. He's always got this outfit and this beard, but they're different body doubles with different names and backstories.



The KV-2 Mech was fun to balance, had to make it weaker than peace walker but still a deadly main battle tank against pawns.

Here's the list of its weapons:
- 152mm Howitzer Cannon
- "Kroha" launcher
- DShK 1938 machine gun



Stalnoy Soldier has the following weapon:
- Flak Cannon

I've set it as a melee pawn at the moment but I think it needs a different set of weapons.



Mods to be affected:
- MSF Faction will have their "flyoverhead" effect for the weapon systems removed to allow attacks inside mountains
- Rimmu-Nation 2 Security DShK volume to be lowered
- Rimmu-Nation 2 Clothing GORKA clothing drawsize for display to be increased.

I think this will be ready Friday, today is just not a good day to try and force a release seeing as the mod needs a lot more work in terms of bug fixing and balancing. I also have very little time during the workdays to get this done, so unfortunately good things have to wait.

See you all tomorrow with a release.