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Messages - Hiztaar

#31
I mean. The drawing is good, but proportions are not ;)

The ammo rack is not that long, and the sub-barrel part is supposed to be a bit longer than the cannon, for example. But the drawing style is rendering very well, I like it :)
#32
Nice job for the weapon style. But Rimworld is not that cartoon style (weapons have simple drawings but realistic ones nonetheless). You should maybe keep the form an scale of size and details with your drawing style. :)
#33
I updated the 3 mods. So please keep me aware of any bug :)
#34
It works with hospitality yes. Not tested with other mods :)
#35
I may fix the issue on DL version. The steam version is fixed already :)
#36
You can kill Colonial Marines and loot their corpses. Or you can wait for them to die. They carry USCM weapons.
#37
Hi Deimos,

Thanks for the feedback :)

I'll try to fix the sounds of the sniper and the shotgun.

For the Armor, it's very tanky (the cloth version offers less protection than vanilla power armor [Edit : I decrease the Blunt resistance to 30, it was ideed OP] ) but protect only torso and shoulders (and arms for the time being but I'm going to remove that at the next update), making it a very good choice to protect vital parts but keeping the rest of your body vulnerable. I'll take a look at prices but the base prices should be the following (I set a base price for "generic" stuff from the US Colonial Marines Faction and I will copy/paste this to the core mod stuff :
- M10 Ballistic Helmet : 1000c
- Pilot Helmet : 1100c
- (Comparison) Power armor helmet : 2000c
- USCM M3 Armor : 3000c

I decreased the speed of shotgun bullets (120) but it's fast on purpose (very low range), as I changed the way shotgun works compared to vanilla. The bullet speed of the USCM sniper rifle is 150. I increased shotgun damages by 1 per bullet so it can deal up to 48 damages per shot if all bullets reach the target.

I did not create recipes for weapons on purpose. It would be almost game breaking to be able to craft them by getting the good bench and good resources early. The high amount of money to buy them allows a better scaling of the game. With the USCM faction, it's possible to loot Marines Corpses to get weapons now. I'll work on a base prices for USCM weapons by introducing Wayland Yutani faction and it's new weapons and armors.

Thanks for the ai_incendiary by the way, I totally forgot that :]

I fixed the display value of USCM turrets. They indeed require no power as they are "self powered". Then can be deployed anywhere on a battlefield. But as you can see, they are very low HP and cost a lot of bucks. But I see what you mean. During Solar Flares they are still on. I'll make them consume and generate power at same time :).

I never updated the mod in here. I think I should take the time to do so but I'm not sure anyone download from this place.

For the Acid Blood, I don't think there is a way to make it work without C#. It should be a function that spawn a random direction invisible "shot" with 0-2m radius that leaves a filth on the ground (filth on impact exists with the flamethrower) and deals acid damage, same as burn but without the flame. Plus the mechanic behind is a bit different. You can stop a fire, you cannot neutralise molecular acid until it stops dissolving by itself. So it should be a lasting effect that could spread on organs or limbs.
It needs introducing a new damage type so armors should have a special parameter to resist such damages same as <ArmorRating_Heat>.
#38
Mod updated for A14 and Steam workshop released. Please if you use steam, download it directly from the workshop !
#39
i thought about it. But it would need coding and I still have no coder to work with me on the mod :S
#40
You could but it does not work as a stand alone if you don't have the traderkind from the core mod. You can take it and merge, removing all entries for other materials then it would work on existing save games :)
#41
Right now, I don't because I would need skills in C# that I am unfortunately deprived. As I found nobody to help me, it will be simple attacks with a melting pot of xenos at first.
#42
There is a Marine Tshirt in your world. Maybe one of your colonists wears it or a visitor looted it while dying somewhere.

Plus PersonalShieldMKII > Lot of references from one of your mods who add mkII things are missing. If you find the Tshirt you'll can see if it works. But it looks like the mod that adds MKII things will force you to create a new colony. Try finding the shirt then remove USCM mod. Tell us what happens then.
#43
CR_ReloadLabel > You used Combat Realism ?
#44
Well actually USCM changes the way Toils_Recipe works, so you may have some problems removing it and playing an existing game. But it would still work. There may be a problem with other mods, but that's weird. Do you have a crafting order in progress ? Like crafting clothes or weapons ?
#45
What are the mods you added ?