Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - masterjamie9

#16
Quote from: cashgrany on November 21, 2017, 12:48:14 PM
hi masterjamie9, can I use your mod as a base for mine? I would not use any of your art; just the architecture.

I don't really know what you mean with the architecture as it's just a simple weapons mod.
#17
Here's the 1.1 update for vanilla that I was supposed to do 2 weeks ago. Turned a bit lazy but considering the whole B18 borking situation now seemed like a fine time to update.

This means vanilla 1.1 will work on B18. You'll have to wait for CE to update for Rambo CE to update.

It also introduces the new weapons that were added in the CE version. Tell me what you think about the launchers as they're a bit of a new thing for vanilla. Other than that, not really any new guns.

As usual,
Download is in the OP
#18
Quote from: PouncingFox on November 05, 2017, 09:24:48 AM
I'm quite amazed by this arsenal you've made. You actually made time to create multiple variations of a single gun and you've almost completed the AK family and even the M16. But, aside from just plain preference how do you plan to give purpose to every gun? I mean like for example, you can get the AK47 but, wouldn't you just skip the AK47 and straight to the AKM?

Simply put, I don't. Some weapons may have a bit more purpose in CE than in vanilla and vice versa. For example, when you get to the point that you're crafting weapons, in vanilla I'd likely just skip to the AK-100 series weapons, like the AK-103 and AK-104, which fire 7.62x39mm, instead of making AK-47's or AKM's. However in CE chemfuel's required for the plastic parts of these guns, and thus the AK47 and AKM are a little more viable.
Besides that, there are also guns that are just plain bad choices to use. The FP-45 liberator and the remington model 95 derringer are both incredibly cheap and fast to produce, however they're very worthless guns. The only moments you might find a use in them is when you've just killed your first raider who was equipped with one of these instead of a club and need an extra ranged weapon instead of a knife.

Like joaonunes says it also depends on playstyle. If crafting weapons isn't available to you, you might end up using these weapons anyways due to the game making these available to you instead of the more efficient ones. For example, you've killed a raider that had an AK-47 or there's a caravan selling an old M16 model instead of an M16A4.
There's a very wide choice of weaponry ranging from absolute poor tier to ridiculous caliber rifles. How people will equip themselves is a case of either their preferences (maybe they want to look like a militia with old AK-47's instead of modern AK-100's) or efficiency.

Other than that, I do try to give some weapons a little bit of purpose if they're rather expensive for their uselessness in comparison to weapons of equal value. Many of the high power pistols are rather expensive in the vanilla version. A colonist with a rifle of equal value will find themselves more combat effective than with one of these pistols. However, the high-power pistols will rather serve as a social bonus type of item. Pistols of high status grant a social bonus, like the desert eagles. Along with that wild west like weapons, like the revolvers also grant social bonuses, which goes up with caliber.


Also, I don't think I'm that close to completing the AK and M16 family. For the AK, there's still the RPK's, the AK-12 series, the balanced recoil models (107, 108, 109), the PP-19-01 Vityaz, still quite a few saigas and I haven't even started with the many AK rifles common in other countries, like the Finnish Valmet, the Iraqi Tabuk sniper, the Hungarian AMD and the list could just keep on going like that.
Similarly, the M16's family has a huge amount of variants as well, ranging from 9mm submachineguns to light machineguns.
#19
Quote from: Robloxsina66 on November 03, 2017, 08:42:15 PM
https://gist.github.com/HugsLibRecordKeeper/5ec1ecffca729665a3f9e0ac22c1e97e
I think I realise the issue. I see a lot of errors like these:
Could not resolve cross-reference: No CombatExtended.AmmoSetDef named AmmoSet_300WinchesterMagnum found to give to CombatExtended.CompProperties_AmmoUser CombatExtended.CompProperties_AmmoUser

Could not resolve cross-reference: No Verse.ThingDef named Bullet_300WinchesterMagnum_FMJ found to give to CombatExtended.VerbPropertiesCE VerbProperties(WA 2000)

Could not resolve cross-reference: No CombatExtended.AmmoSetDef named AmmoSet_46x30mm found to give to CombatExtended.CompProperties_AmmoUser CombatExtended.CompProperties_AmmoUser

Could not resolve cross-reference: No Verse.ThingDef named Bullet_46x30mm_FMJ found to give to CombatExtended.VerbPropertiesCE VerbProperties(MP7)

Could not resolve cross-reference: No CombatExtended.AmmoSetDef named AmmoSet_9x18mmMakarov found to give to CombatExtended.CompProperties_AmmoUser CombatExtended.CompProperties_AmmoUser

Could not resolve cross-reference: No Verse.ThingDef named Bullet_9x18mmMakarov_FMJ found to give to CombatExtended.VerbPropertiesCE VerbProperties(PP-19 Bizon-1)

These errors are only for the new ammunitions and not for the old ones (like 9x19mmPara)
Combat Extended recently has gotten an update that adds these new ammunitions. I'm a bad and forgot to mention that this new version of CE (1.7 to be specific) is required as else the game obviously won't find the ammunitions. I'll add that to the OP.

My guess is you got CE 1.6 and thus miss the new ammunitions.
#20
To the guy that deleted his posted pointing out the MKb xml file being just the Stg44, seems I made a fuck up there, I'll fix that in the next update. Thanks for pointing that out.
Along with that, the defnames were intentionally set to the vanilla guns (Gun_AssaultRifle for example) as to replace them. However, if this is causing actual error logs to pop up for you please let me know.

Quote from: Robloxsina66 on November 03, 2017, 05:09:00 PM
yeah I already got the combat extended working heres my mod configs

-snip-

Alright. My guess is I've probably did something fucky and caused incompatibility errors, likely with another weaponspack, since I don't get any errors when I load it with just CE and itself. I'll have to look into that.

Do you have the error logs as well?
#21
Quote from: Robloxsina66 on November 02, 2017, 11:57:18 PM
I had a lot of red errors blowing up in the text box when I activated this mod

What are the errors you're getting? And what mods did you have activated?
I'm going to assume you have Combat Extended active as well the CE version obviously needs Combat Extended to function. If you don't, there's the issue.
#22

Wow there's that CE update people been asking about. After a long while of going through all the guns and flooding NoImageAvailable with new ammunitions for CE it's here.
I've had some extra time to add some weapons with the update, I've mostly been adding weapons that people have suggested so far, though I haven't gotten to all of them yet. Along with that, there's the addition of a few heavy weapons, grenade launchers to be specific.
Along with that, I've listed all weapons in seperate XML files so that unwanted weapons can easilly be taken out.

Also there's no new vanilla version yet. I'll get to getting those new gats in the vanilla version sooner or later. I just want to get this one out.

Here's the weapons dumped into the post in quality fashion.

Taurus Raging Judge
Daewoo K2
Howa Type 89
Tavor TAR-21
Tavor CTAR-21
Zastava M70
Zastava M70 A
Mle 1886 M93
Magazine Lee Enfield
Cx4 Storm
Sterling L2A3
SV-98
Orsis T-5000 .338
Chauchat Mle 1915
M240B
M79
China Lake
XM25 CDTE

Download is in the OP

I had to re-upload this three times as I kept noticing a gun being missing. Shame on me.
#23
Releases / Re: [A17] (v1.0) Rambo Weapons Pack
September 25, 2017, 11:00:19 AM
Quote from: werty112 on September 24, 2017, 01:37:44 PM
There *MUST* be that one weapon mod where my Super-EPOE-Colonist can't handle all guns at once. And This mod is compatible with HC mod?

*EDIT* (after instaling this mod, opens maching table bills) AHHHHHHHHHHHHHHHHH!!!! MY SCREAN BLEEDS!!!!!!

Not sure what you mean by HC mod, but looking at your edit I presume everything ended up fine.

Quote from: pickbullmister on September 25, 2017, 03:56:03 AM
hey. not bad, quite the selection of fine armaments! :)
it seems the Lebel Mle 1886 is missing or the MAS 36 (to have fun in the jungle with the MAT-49 against PPSH and SKS) other than that, congratulations, this is some crazy amount of choice we got now.

bravo! c'est du bon boulot.

Thanks! By the way, the MAS-36 is actually in the pack, you may have missed it.


The lebel I've been considering it but I've been focusing on adding AR's and pistols lately. Besides that the pack still lacks a bit in shotgun variety (like a single autoshotty and a few semi-automatics) and anti-material rifles.
#24
Releases / Re: [A17] (v1.0) Rambo Weapons Pack
September 21, 2017, 02:02:39 AM
All in due time. Currently, I'm busy fixing up a CE Patch for this.
#25
Releases / [1.0] (v1.3.0) Rambo Weapons Pack
September 01, 2017, 04:22:14 PM

Oi you! Do you like a weapon packs that are way too big? Do you enjoy a bills tab so unreasonably large a scrollbar may be required to explore it? Do you like to have large amounts of variants on weapons because that one weapons pack you usually use just doesn't have the specific MP5 you want? Well have I got the mod for you.

Introducing Rambo Weapons Pack, containing a fuckhuge amount of weapons from real life. That's it. It just adds a lot of guns.

Compatibility
This mod modifies vanilla weapons. In the case you have another mod that modifies or removes vanilla weapons, you're going to come across some compatibility issues.
RWP has a CE compatible version now. The compatibility of this version with other weapon packs is unknown.

Plans for the future:
More guns

Feedback
The most important thing I currently need is feedback. Things like balance, if certain guns are overpowered or underpowered. Obviously some guns will always be better than others, but if a certain gun seems to dominates their stage in the game that's a clear sign of imbalance. An example would be if all other mid-tier guns are ignored over AK's, simply because they're cheap to produce. I may tend to do this, but that's my playstyle. I need feedback from other users to get a general sense if this is actually universal or just me.
Ofcourse, suggestions for new guns and all that is appreciated as well. It's always nice to have some attention.
You can post all feedback either in this thread or on the RWP discord.

Download
Version 1.3.0: Vanilla(1.0) | CE(1.0) (Vanilla version not done yet)
Version 1.2.4: Vanilla(1.0) | CE(1.0)

Older versions
Version 1.2.2: Vanilla(B19) | CE (Combat extended unavailable: CE didn't update)
Version 1.2.1: Vanilla(B18) | CE(B18) (CE 0.19)
Version 1.2.0: Vanilla(B18) | CE(B18) (CE 0.19)
Version 1.1: Vanilla(B18) | CE(A17) (CE 0.17)
Version 1.0: Vanilla(A17) (Changelog)
Version 0.2: Vanilla(A17)
Version 0.1: Vanilla(A17)

As usual, back-up your saves if your using the new version on a save with the old version.

Links:
Weapons spreadsheet
Discord
Steam

Some lazy screenshots:

#26
Unfinished / Re: [A17] (v0.2) Rambo Weapons Pack
August 20, 2017, 11:35:56 PM
Eyy, here's that update I was talking about. Version 0.2.

--Changelog--

New weapons:
A whole lot of about 40 guns.

-Pistols
Tec-9
UZI Pistol
Nagant M1895
Colt Anaconda
S&W Model 500
Remington Model 95
-Submachine Guns
American-180
MP7
MP5A1
MP5SD1
UZI
Mini-UZI
Micro-UZI
PP-91 Kedr
PP-9 Klin
PP-91-01 Kedr-B
Thumper Heavy SMG
-Assault Rifles
AK-101
AK-102
AK-103
AK-104
AK-105
AK-74M
AKS-74UB
OTs-14-1A-01 Groza-1
OTs-14-4A-01 Groza-4
SA vz. 58 P
SA vz. 58 V
TKB-022PM
F2000
F2000 Tactical
Galil AR 5.56mm
-Rifles
Winchester Model 1873
-Machine Guns
PKP Pecheneg
RPD
-Sniper Rifles
M21
-Anti-Material Rifles
Barret M82A1
VSSK Vykhlop
-Shotguns
TOZ-34 Sawed-off
TOZ-66 Sawed-off

Balance Changes:

-Increased the accuracy and value of the PTRS-41 and PTRD-41:
PTRS-41
Value 453 > 583
Acc-T 5 > 5
Acc-C 15 > 20
Acc-M 30 > 44
Acc-L 10 > 34
PTRD-41
Value 448 > 578
Acc-T 4 > 4
Acc-C 14 > 23
Acc-M 29 > 41
Acc-L 12 > 31

-Increased .44 Magnum damage from 12 to 13.
-Increased .22 Long Rifle damage from 3 to 4.
-Reduced 9x39mm damage from 14 to 13 (It was also erroneously set to 7, though I suppose that's fixed now)
-Reduced damage for the Charge Rifle from 15 to 12. This was initially set like this because I felt it was underpowered to other rifles, but I think I should leave it as is and instead balance the other weapons around the charge rifle instead of the other way around. May increase pricing on 9x39mm Assault Rifles and Battle Rifles
-Reduced range of the SCAR-L Long Barrel from 35 to 34.
-Reduced range of the SCAR-L Standard from 34 to 33
-Added generateCommonality (0.3) to VSS Vintorez, this was erroneously left out.

Other changes:

-Updated the textures for the Kalashnikovs
-PP and PPK renamed to Walther PP and Walther PPK.
-MP5SD shots are now suppressed, instead of the default SMG sound effect.
-SVU shots are now suppressed.
-Renamed the Charge Rifle to R4 Charge Rifle.
-Halved the speed of all bullets. All bullets now go at 0.125 times their real-life speed. For record, 2 speed in Rimworld is the equivalent of 1 m/s. (Or 1 square per second) 9x19mm goes at a speed of 360 m/s (720 ingame speed), but is set to 90 speed.

--End Changelog--

For now, plans for now are to add a bit more guns, do proper previews of the weapons instead of shitty ingame screenshots, redo some weapon balances, then release as 1.0 and on steam. Then work on CE patches or ideas on research.

Oh yeah, also, you may have noticed that the Thumper Heavy SMG isn't a real gun. Well, you probably didn't because I don't expect anyone here to be a walking gun encyclopedia.

The Thumper Heavy SMG will be the stand-in for the vanilla Heavy SMG, allowing the Tec-9 to be a regular 9mm Tec-9. The Thumper will serve as a simplistic, Rimworld designed submachinegun, chambered in .44 Magnum. The idea itself sounds stupid, to use rimmed cartridges in a submachinegun, which seems to fit perfectly into the supposed mindset of an average Rimworld gunsmith, as I doubt they would know any better.

Download link's in the OP. Remember to backup old saves if you're loading up v0.2 over a save working with v0.1. I didn't come across issues when I've loaded v0.2 over my v0.1 save, but better safe than sorry.
#27
Unfinished / Re: [A17] (v0.1) Rambo Weapons Pack
August 18, 2017, 04:13:44 PM
I've been away for a while, mainly being addicted to Playerunknown's Battlegrounds and Escape from Tarkov, however I've certainly not abandoned this!
I've made a few guns inbetween time when I felt like it, and somebody has pointed me to a spreadsheet which can be used to set up Combat Extended weapons, so I'll probably get to that eventually.
I've also redone the AK's as their proportions were a bit off:
Old

New


A sneakpeek on some of the guns coming up next update:


Quote from: GngBngBus on August 09, 2017, 01:41:48 PM
holy shit sooo many guns! but, does is work with combat extend ??
No, currently this is vanilla only, but I do plan to eventually make a Combat Extended version.

Quote from: Dragoon on August 10, 2017, 03:02:10 PM
Btw the all the variations of the famas cost more than the l85a1 even though it is worse. It has less range, accuracy, and a longer warm up. With a slightly less shorter cooldown.
The FAMAS has a better DPS output than the L85A1/L85A2. Along with that, the L85A1 has rather low durability (55, instead of 100). I'll probably increase the L85A1's pricing to somewhere 400 silver, though.
#28
Unfinished / [A17] (v1.0) Rambo Weapons Pack
July 24, 2017, 07:05:43 PM

Release
Moving the mod to the release section because I feel like it's sufficiently filled with weapons. Well, technically it's never sufficiently filled but you get the point.



Here's a weapons pack I've been working on for a while. If you like unreasonably large weaponpacks that include any variant on certain guns and want a machining bills menu so big you'll want to shoot yourself, you'll like this. It adds about 187 or so guns, variants and such included. At the moment, a lot of these are either popular modern weapons and WW2 guns, though I intend to add even more, like weapons from WW1, vietnam, more modern weapons, etcetera.

The pack modifies vanilla weapons, so if you have any other mod that changes the vanilla weapons, it may conflict with this pack.

But dad, you have a lot of guns, how can it be unfinished??
First off, the pack still needs to be tested on balance, which is where you come on, I need feedback on this. Besides that, I also feel certain categories of weapons are still lacking at the moment. Like the anti-material rifles or revolvers. Along with that, there may be a large amount of small updates and fixes for the moment, which is also why I won't put it on steam yet. (Auto-updates from steam fuck with saves) When I consider the pack to be enough to be "finished", updates will slow down to a weekly-or-longer-schedule.

Anyways, if you've got feedback on balance or suggestions on new weapons, you can post them in this thread or hop on to a discord channel I made for the mod, here:
https://discord.gg/CKK9uHT

Hey, version 0.2 is out, while I didn't notice any savefile corruptions when loading 0.2 on a save with 0.1, I would totally suggest backing up those savefiles.

Weaponstats Spreadsheet:
https://docs.google.com/spreadsheets/d/14Z028qPCNGVSagf1gpX6KMaJnilg5JvXG1A3hDXmdPs/edit?usp=sharing
Theres two pages, one with everything in one big messy list and one that places all weapons in categories.

Future features:
-Research perhaps, so that we can move the problem of a too large bills tab to a too large research tab.
-Revolvers
-Anti-material rifles
-More guns
-Better guns
-Worse guns
-Guns



Here's some rather large and lazy screenshots