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Messages - Cpt.Ohu

#196
Progressions Post :



Working on negative consequences for refusing to pay. Now if you refuse, a team of 5 members of the Adeptus Arbites will come to your base.
Once they arrive, you have 1 hour to send out the governor on your own, otherwise they'll come in and arrest him. If they can't reach him (due to being blocked by defenses) or they are attacked during their duty, you've officially committed treason and the arbitors (along with the Imperial Guard in orbit) will become hostile.

An example can be seen here, as governor Evan is offering up a last prayer before the Arbites arrest him:



Now the arrest itself may not seem that spectacular. What may be more of interest is the way by which the arbitors arrive and leave. Wandering in from afar, or coming in by one-way droppods is a bit inconvenient for an intergalactic police force. So they'll swoop in from the sky in an Imperial Aquila Lander.

Introducing: Ships for suborbital and near-orbital travel.




Running on chemfuel, these may be used by AI for air raids, the abovementioned arrests and maybe visitors/traders. They can come in and take off in any direction.

I'm working on making them use the transport-pod system so you'll be able to build them yourself and conquer the planet with your small fleet. No more unreliable drop-pods for those who got the tech and ressources.

Weapon systems are on the agenda, however this will be more of a turret-like implementation, so ships aren't completely vulnerable when grounded. So no bombing runs or dogfights for now.

I may release this module separately for other people to use at some point.

#197
Thank you, I've updated the first page according to your suggestion. Presentation isn't my strongest point.

However Faction Colors is not a requirement, I'm using a slightly modified version and it gets shipped with the base mod.
#198
Quote from: TrashMan on March 06, 2017, 08:34:26 AM
You could also avoid that and simply send a suitable colonist to the chapter in question, and he returns as an astartes? I think it possible to change race. But again, not lore-frindly for an astartes to return (unless on some important mission). Maybe you can call in astartes help sometimes?

Well, that would be the idea of being a recruiting world. You are under protection by a chapter and if xenos / chaos invade, they'll send help.

Different scenarios would be a nice addition, are you interested in implementing them?




Update




New features:


- Tithe system basics:

You can request to be acknowledged by the Imperium at the CCC, which triggers the calculation of tithes. You can build a tithe-container that has to be filled with ressources over time.

At the moment this is set to testing-parameters, meaning the tithe-collectors arrive within the next day to collect. Currently there are no consequences to paying or refusing other than you have to request acknowledgement again.

Later this will occur once a year, and you'll get one week extra time while they prepare in orbit. Refusal/Inability to pay will have consequences.

- Mechanicum Templates:

You can now obtain templates from the Adeptus Mechanicum in order to build and manufacture advanced tech. This is based on research that you can buy if you got high enough relations with the Mechanicum. Access via the CCC.

Power Armor is now even more difficult to manufacture on your own, as it requires several advanced components and rare resources. Basically you have to create a working template on a specialized workbench that you can then assemble on the basic machining table.
#199
Outdated / Re: [A16] Faction Colors 1.2 (06.03.2017)
March 06, 2017, 04:48:18 PM
Thanks, didn't spot that on my setup. Should be fixed now.
#200
@ Tenshi: There is a feature missing that enables setting the player faction colors. That was an error on my part since I uploaded the advanced version of the assembly without adjusting the defs / textures.

@ Koni: It looks like the tintmap for your item texture can't be located, hence the texture remains white. Look at the filenames and check for spelling errors.

Update:

- new Tab: Coat of Arms. Allows you to specify your faction colors and a bannertype to rally around:



I'm still trying to get the actual preview onto the GUI. There is now a flag pole under Misc which lets you design your banner.
#201
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 28, 2017, 12:57:54 PM
You are right on track with making a separate race. That would have been my suggestion as well.

The creation of space marines itself is so complex and difficult lorewise, I'm not sure this should even be possible for a colony just starting out on a new planet, even ignoring the fact that the chapter whose geneseed you're taking would probably like to have a word or two.

And once you have created your own Space Marine, what should he do? Even with frequent raids, it would seem odd to me to have an Astartes just chilling among crops for days on end.

Personally I'd add them in as another type of enemy/ally with a lot power. I imagine you can be designated a recruiting world, and your patron chapter will help you out by sometimes sending singular marines to your aid, who may be a former colonist that you provided.

Tough enemies are interesting anyway, since a single chaos SM would wreak havoc among a colony.

What I would enable is the option of advanced implants via the above mentioned MSU. So you could still create enhanced humans, but no full SM.

The combined trait is a good idea. I got something similar running with Orks, Dark Eldar and Chaos already.


As for textures, I've sent you a PM.
#202
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 27, 2017, 02:57:27 AM
@Techgenius:

The biggest problem for the entire system is scale. RW will probably never be able to handle the population and economics required to simulate something more than a backwater planet. One regiment alone contains thousands of members, the complex way individuals are simulated would result in the savegame becoming too bloated to play.

Currently you are designated a frontier world with barely any civilization. Specialization is as of yet unfeasible for such a planet. You would be part of the Imperium just because they want to oversee you and not lose your (potential) ressources to enemies. The tithes themselves are negligible in comparison to what would actually contribute to the Imperium GDP, this is about loyalty.

The subjugation of the other factions is on the agenda. However as I said, that requires a whole new way of diplomacy. It's also not that realistic that your tiny new colony gets to decide that you're providing a governor now. Maybe I'll change it around so in the beginning you are required to pay the tithe for another factions governor.


In the end though, this is still RW, with a focus on individual stories, and not a 4X strategy game. I'd like to give the player some endgame options so even if your colony dominates the planet, there are still a few more challenges for you. Tithes, uprisings and xeno invasions will be part of that.



@ Jovus:

Thank you for taking the time!
I think you got lucky in your playthrough. Currently powers are really prevalent because the mod is still in a testing phase. Later on the assignment of power level will be redone so that Omega and anything > Iota will be extremely rare.

The white/pink textures are there because for some apparel I didn't create the proper variations for all bodyshapes, since there's no such thing as fat Eldar or thin orks. I think I know the answer to the race-restriction bug, it should be fixable.
#203
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 24, 2017, 09:28:05 AM
Progressions Post :



A bit more insight on the workings of the Tithe system.

Tithes get calculated like a tax progression based on colony wealth instead of income. A total market value of goods to be provided is calculated and then distributed among specific tithes.

You build containers specified for tithe-storage. In the ITab you can select which tithes should actively be loaded into the container. Depending on the total amount requested, you'll have to build several containers to satisfy the tithe demand.

Collection will mean a ship appearing in orbit by the end of a year (+- a couple of days due to WarpTravel being unpredictable) and giving you one week time before all containers are transported offworld.

If the tithes aren't ready or you simply refuse to pay, you'll get attacked by the IG. And I'm talking a big offensive since you have basically rebelled.









Currently the system isn't quite lore-fitting yet, as the tithe should be based on an entire planet, not just a faction. This would require your faction to dominate the others and demand tribute in order to pay the Imperium. Lacking proper diplomacy in RW, this would require another set of functions. On the other hand it might be another step towards long-term goals of colony development.

I'd appreciate some conceptual input on this before I go any further.
#204
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 22, 2017, 07:57:18 PM
Thank you for reporting. I fixed the bug for the upcoming update.

@Techgenius:

I'm not sure how much control over IG I would give the player. If anything you'd be tasked with building a PDF, since you are a colony governor and not an Imperial General or anything like that.

Buildable/Mannable Outposts would be interesting however and the idea about patrols isn't bad either.
#205
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 22, 2017, 05:57:06 AM
Progressions Post :



Introducing the Mechanicum Surgical unit.



It's basically a cryptosleep-casket which allows operations to be performed directly on the pawn. It also allows for advanced surgical options like installing Mechadendrites.

Based on the Detour of PawnRendering done by Thirite and Erdelf such implants may now be displayed directly on the body as seen here:






Additionally I'm working on integrating a Tithe system.

On the CCM you may now request acknowledgement by Imperial authorities, whereupon the pawn you have sent to negotiate will be declared governor of the planet in the eyes of the Imperium. Your faction is now responsible for providing the Imperial Tithe. Your tithes are calculated based on your colony wealth. There are different tithes, ranging from raw ressources to manufactured items. You'll have to build containers designated as Tithe storage that will be collected once the tithes are due. Excluding this collection of the tithes, the above is almost fully integrated.

In return you'll eventually get access to better technology and you may request Imperial assistance in case you're troubled by more than interanl struggles with Outlanders/Pirates (meaning Xenos or Chaos).
#206
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 16, 2017, 11:44:30 AM
The mod is in a playable state, with a lot of new stuff lacking some depth and new mechanics that haven't been subjected to proper long-term testing. Also mod compability hasn't been a priority.

Therefore you can add the mod when keeping in mind that the final result of your mod setup may throw errors or/and unexpected events.


It's still listed as WIP because it isn't finished. The whole project has gotten quite big for a single person to handle and I don't feel quite satisfied yet with everything. I may go for an initial release, if only to draw in more people and more feedback.
#207
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 13, 2017, 09:04:57 AM
Thank you,  I'll get them in once I'm back from abroad.
#208
Mods / Re: Calling all servants of the Emperor
February 10, 2017, 03:42:13 PM
The Emperor protects...

I think Tynan mentioned 40k to be one of the inspirations for Rimworld and I'd be happy to see more of this universe coming into the game. I'd also welcome anyone with some ideas who wants to work on something big.

I'm not so sure however that there are that many modders working on 40k. We have your Astartes weapon mod for A14. Then there was a Tau Empire mod for A15 which looks dead. Then there's Astra Militarum, atm the only properly released 40k mod for A16. That's about all that I can remember over the last two years.

When i started there were a couple people working on Guardsmen and Space Marines, but they basically all went on to do other things before releasing anything.

Your call is appreciated, but I think most servants have other priorities right now.
#209
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
February 10, 2017, 02:20:10 PM
That would be the way for possession to go, thanks for your input.

Unlocking more powers as the demon takes over is interesting. I'd still try to mask it up in a general psyker exhaustion hediff so you can't immediately tell if a pawn is affected. The different tiers can be easily implemented by disease stages.

Possession should still always end in the death of the pawn and probably the destruction of the colony (or at least almost). Even if you manage to contain it, the Imperial and probably the Xeno factions present wouldn't ignore such an event.

If people want to savescum, let them. To me that's still more of a hassle than waiting a couple of seconds for a mana bar to regenerate.

Quote from: GovernmentSpook on February 09, 2017, 04:43:43 AM
Any hints on that other great mod in the future?

I'd rather not, it might cost you your sanity  ;)
#210
It is a FactionColor problem that I fixed a while ago, i just forgot that the uploaded version isn't updated yet. Should work normally now.

Quote from: solidcordon on February 05, 2017, 07:19:01 PM
You are aware that a thrumbofur armoured robe at legendary quality is significantly better than powered armour aren't you? :)

Well, it is the hide of the legendary Thrumbo, a creature equivalent to the Nemean Lion! Puny sci-fi armors pale in comparison  ;)

In all seriousness, it's mainly there for modders to have a template on how to use the assembly, balancing wasn't on my mind when creating it.