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Messages - Cpt.Ohu

#181


Description:

The third spinoff to come from my main mod is here.

This mod adds spaceships for suborbital travel to the game. They work similar to transport pods, but are of course reusable and offer the possibility to hop around the world map way faster than traveling by foot.

Features

  • The OHU Dropship: A sturdy all-purpose aircraft with a focus on cargo capacity and range.






    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 1500 u
    Maximum Cargo Capacity: 1000 kg
    Defensive Capabilities: 1x Light Caliber Front Gun
    Offensive Capabilities: 1x Payload Slot



  • The OHU Kestrel: A smaller variant of the regular dropship. Limited cargo area and passenger seats and high fuel consumption are compensated by +50% speed.






    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 500 u
    Maximum Cargo Capacity: 185 kg

  • The OHU Albatros: A lightweight glider used for gentle travel. Very fuel efficient over long distances.






    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 100 u
    Maximum Cargo Capacity: 80 kg


    • Installing light caliber weapons for ground defence.



    • Settling new tiles or going down for further planning.
    • Visiting faction bases to trade or carry out an aerial assault.


    • Simple fleet management to launch several ships at once.


    To do

    • Enabling bombing runs.
    • Proper fleet management

    Author/Mod Team
    Cpt.Ohu

    Downloads


    OHUShips 1.55 - A17

    OHUShips 1.57 - B18





    Discord-Server
    Since the development of my 40k mod and the dropship mod are tied together, join us on the 40k Discord channel in the dropship-corner.


    Acknowledgements
    Using Harmony for detouring.

    How to install:
    - Unzip the contents and place them in your RimWorld/Mods folder.
    - Activate the mods in the mod menu in the game.




    Licence

    As with my other releases, you are encouraged to use this as a basis to create your own aircraft.
    If you want to redistribute this mod, please ask first.
    If you'd like to create your own spin-off, please ask first.


    Guide to cargo loading

    Since there is a lingering problem with pawns thoughts getting messed up, here is a guide written by SpaceDorf on how to prevent such an error while playing.

    Quote from: SpaceDorf
    What I do now :

    Select the Pawns in the passengers tab which I want to take with me on the flight.
    Select the Cargo on the Items Tab until I have everything, or the boat is full.
    Then I deselect all pawns but one or two.
    Set the Number of Min Haulers at the bottom between 2 and 4 and let them at it ..
    When the Thumbtwiddler Squad starts getting comfy in the boat, the others keep loading,
    until I get a nice little message like with the Launchpods.

    Then I send the rest of the crew into the dropship.
    Problem is, that there can only be one cargo interaction at the same time, either loading or boarding. When to many Pawns try to load they get confused and don't know whos turn it is.
    Refuelling does work in parallel but getting 3000 Units of fuel is a bitch :)

    When you have done the above .. be patient and ignore the pawns until the ship is loaded .. it's like boiling water.
    Don't look, it will happen.



    FAQ

    Q: Where can I find the ship?
    A: Oddly enough, it's in the Ship category. You need to research Shipbuilding Basics to unlock it.

    Q: Can I start with a ship?
    A: Yes, there is a new Scenario Part "start with a ship" which replaces droppod-arrival.

    Q: Where are the ship turrets?
    A: Currently there is only one turret type, which is a vanilla improvised ship turret. You can craft the required template on a smithy and then install it on the ship (Gun Turret research required).

    Q: Where are the ship bombs?
    A: Bombs aren't implemented yet. There is a slot on the examplary dropship, but for the moment: no dropping fiery death from above for you.

    Q: Can I add this to an existing save?
    A: Yes, but be careful. There is a hidden world object that keeps track of ships in orbit so they don't get deleted by accident. If you add this during play, this object has to be created and placer onto a new position. I can't guarantee it will work every time.

    Q: Can I remove this from an existing save?
    A: No. You will have objects present that suddenly miss their code foundations.

    Q: Can I submit ship designs?
    A: Of course. More variety is always welcome. I can't promise to put in every design however.

    Q: Where are the other ship and items from the screenshots?
    A: Not in here, they are from my 40k mod.
[/list]
#182
I can release the ships as standalone because they're pretty much independent from the rest.

Other modules are difficult to cut since they were never intended to be played separately. What packages would you even put together?
#183
Quote from: The Scout on April 22, 2017, 07:35:43 AM
i may be wrong but arnt the imperial guard the Hammer of The Emperor? anyways amazing work on his angels of death.

Yeah, I got them mixed up. The Hammer is already in...
#184
Since I haven't looked at compabilities yet, it'll probably be a huge mess  ;)



Progressions Post :



The Angels of Death are coming...

#185
Quote from: SpaceDorf on April 19, 2017, 09:50:27 AM
After Staring at this beautiful Mushroom for several minutes,

why don't you use the Crashlanding Mod to Simulate the arrival of a Ork Space Hulk ?

Well, the short answer would be: Because I can write my own code with more flexibility ^^

Speaking of which....

Update




  • New Scenario: Frontier World

    You start with a spaceship and 5 colonists. This is a rather easy start that explains some of the new gameplay features.
  • New Ork textures (see above)
  • Additional books
  • Recoded Sermon System
  • Minor Bugfixes for Ships
#186
Progressions Post :



Worklist:

  • New Ork textures:
  • Redone Sermon system (you won't notice a lot)
  • Bugfixing for ships
  • Added more books to read

Still to do

  • Creating a custom scenario with a starting ship. This will also include a description of gameplay changes

New build will be out soon.
#187
Mods / Re: Calling all servants of the Emperor
April 12, 2017, 03:29:58 PM
Quote from: ChaosChronicler on April 06, 2017, 07:14:11 PM
speaking of guardsman is QuantumX's mod compatible to Corruption? Really like his bolter emplacements and imperial power sources and would like to see them along with your mod

It should be compatible. There isn't any overlap that leads to mod mismatches as far as I know. However in some aspects QuantumX and I are offering different products for the same purpose. This will lead to quite a few duplicate items (guns, armor, resources, plasma generators; the entire Imperial Guard basically). If you don't mind that, you can play them together.

Quote from: cesarjunior233 on April 08, 2017, 02:45:22 PM
Spess Mahreens mod ?

Space Marines will make an appearance in Corruption before long.
#188
Thanks, and nice that you got it working, I haven't even tackled mod compability myself because I'm afraid as to what I'll find ^^
#189
Outdated / Re: [A16] Faction Colors 1.3 (04.04.2017)
April 07, 2017, 07:12:30 AM
For purposes of updating I think it would be easier to link a dependency, but if you want you can ship the DLL with it.
#190
Quote from: johiah on April 01, 2017, 04:22:43 PM
I suggest adding Tyranids as a twist on the bug hive event, but different. Something like a digestive pool that will birth new rippers and other creatures, and the ripper will consume grass and trees and slag and everything before diving back into the pool, adding more rescources.

Would be cool, however I'm lacking in the art department, so no Tyranid textures that would work for now.

Quote from: Source on April 04, 2017, 06:38:37 PM
Amazing textures, specially the spaceships ones, otherwise, you should add a transmitter to develop signal in the colony, with that signal you can comunicate with every colonists in a long or close distance, as a example; when a caravan is travelling, or you have to comunicate with a faction from another world having the enough signal force to contact them, you can fuse this with the navegation console that you post before, it's just a idea.

Well, the idea of the new console is that it's capable of receiving and transmitting messages over the whole subsector. I'm not sure I'll add another layer of complexion there for now. Contacting other planets is an idea for long-term however.




Update




New features:

- Ships: Yes, they are here. You can build them from the ships tab via godmode, load them with colonists and items, visit and trade on other bases and assault enemies. Fleet management is in there, but not quite finished. Have fun jumping around in your shiny new mode of transportation.

Some screens:



This shows the fleet management tab. This is designed to let you control more than one aircraft at the same time and keep track of ships.

You can either launch the ship individually or launch the entire fleet, which will then travel to the specified location.

Currently you can perform pretty much the same actions as with transport pods. On empty tiles you can either settle permanently or simply land your planes for further actions. On faction bases you can trade with them, make a friendly visit or assault the settlement. Upcoming will be an option to bomb a settlement if you have bombs attached to your planes.


#191
Outdated / Re: [A16] Faction Colors 1.3 (04.04.2017)
April 04, 2017, 04:00:09 AM
Updated the mod to current Harmony version.

Also disentangled the base assembly and the example mod for those who do not want the examples provided in the game.
#192
Hey there, thank you for your appreciation!

The last build that was available for download wasn't updated to the new alien races framework, hence the bugs with alien apparel (and a few other things). I'm trying to get a semi-stable version together with the new aircraft. Might still take a few days before I can put it up for download again.

Most of the new alien factions are intended as brutal lategame challenges. A dark eldar raid should test the limits of your colony, as should be the case with an ork invasion or an eldar intervention. If they come in too early, you're screwed.

The demons make mechanoid sounds because that's what they were based on and I haven't had the time to either create my own sounds or find some that fit ;)

The mad boomrat isn't by me, it might be from Clutter by Mrofa.
#193
Unfortunately, the highlighted area isn't the actual position. Rather it's the size of the object, but adjusted for drawing position. A projectile has to hit the actual position.
#194
Yeah, should have disabled the download earlier. I was lacking behind in updating to the new Alien Race Framework.

Also: The aircraft isn't in there yet. Progression posts are behind the scenes posts about what I'm doing atm. I'm still working on making travel feasible. Should be in a playable state soon though.
#195
Thank you, I'll add them to the defs for the next upload together with some options to install them via the MSU.



Progressions Post :



Got the weapon-systems working. You can now define several weapon slots for your ship and which weapons are available for installing. In this case I got a Valkyrie with one front and two wing slots:



System is based on turrets. The main reason to include something like that is to make ships more defendable. On one hand you'll be able to land in front of an enemy base and try to shoot it to bits, and on the other hand once the AI lands for a raid, you can't just sneak up on the ship.