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#496
Mods / Re: Starship Troopers (Movie Variation)
May 19, 2017, 10:20:47 PM
I just launched STARSHIP TROOPERS ARACHNIDS 1.0 for A16.

https://ludeon.com/forums/index.php?topic=32625.0

I think you guys would be interested~
#497
[1.0] STARSHIPTROOPERS ARACHNID VER5.0



Another fan-service mod based on yet another cult-favorite movie/novel: Starship Troopers!

If you dunno what it is, watch this:
https://www.youtube.com/watch?v=MSGzJ05OWgI


This mod, introduce the main antagonist: the Arachnid, or affectionately known as "Bugs" by the soldiers in the film, into the RimWorld. Now you can build an outpost on this forsaken planet and fight off these vile creatures, just like in the movies!

BACKSTORY:
As the United Citizen Federation expanded its territory across the Galaxy, it came into contact with the Arachnid Species covering an area of it. The Federation initially considered the Arachnids to be a less advanced civilization. However, to avoid conflict, the region of space the Arachnids had colonized was Quarantined to prevent any humans settling within it. Despite this unofficial colonies were created, on Arachnid planets often ending in the Arachnid attacks of these poorly defended colonies leading to massacres.

After 5 consecutive Bug Wars against the Arachnids, the United Citizen Federation remains unable to prevent Arachnids' spread in some parts of the known galaxy. While they were wiped out within the Glitterworlds' systems, the "Bugs" had since expanded their territory into the Rim Worlds, where military operations against them is limited. However this became a huge threat to the new colonies that are currently being built on the Rim Worlds. They may only have just arrived in the Rim Worlds, but they will never stop until they conquer every single planet in the Rim Worlds.

FEATURES:
– 18 different arachnid invasions types that escalates over 3 years (so it wont be game ending before you are ready for them)
– 8 different bugs drawn from the Starship Troopers movie franchise (with 1 from a SST game)

———-

FORUM LINK: https://ludeon.com/forums/index.php?topic=32625.0
NON-STEAM DOWNLOAD: NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-starshiptroopers-arachnids-ver5-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=928992405

ADVANCED ANIMAL FRAMEWORKS REQUIRED: http://walkingproblem.com/2018/11/18/1-0-advanced-animal-frameworks-3-1/

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem
FEED ME A MEAL: https://ko-fi.com/walkingproblem
——

STARSHIP TROOPERS ARACHNIDS VER4.1 HARDCORE ADDON!



A hardcore addon to make bugs attacks more frequent.

In this addition, the Arachnids will be more active in attacking your colony

– Recommended for those players who are looking for a more "Starship Trooper-ish" experience.
– Recommended for those players who are finding the original Arachnid mod not challenging enough.
– Recommended for those players who are really proud of their colony's defense and fortifications.
– Not recommended for noobs.
– Not recommended if you want a more balanced game that blends in well with other mods.

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/starshiptroopers-arachnids-ver4-1-hardcore-addon/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1166864112

Credit: @Disnof of twitch.tv/disnof for doing a extremely long run through that exposed the need for such an addon.

——

MOD CONFLICT:
Simple SideArms – to ensure the mod do not cause TankerBugs and Plasma Bugs to stop using / dropped their range weapon totally upon getting hit/melee – please go to Mod Settings, and choose LoadOutOnly preset.

——

CHANGELOG VER 5.0
– Updated to Rimworld 1.0
– Scorpion Bugs now attacks colonists' buildings instead of "deconstruct"
– Scorpion Bugs now attacks enemies like any other bugs
– Plasma Bug, Plasma Grenadiers and Tanker Bugs "bullets" are now resized to their "correct size"
– There might be changes to the stats of various bugs, as part of the update.
– Introduced "Arachnid Exoskeleton" as the leather, instead of "arachnid leather", which is extremely good in its own way
– Now you can acquire Arachnid Legs from Warrior Bugs, Hopper Bugs and Firefly Bugs corpse, which can be used as an effective melee weapon
– Butchering giant bugs will give you Arachnid Carapace, a new high value and extremely high quality building materials, perfect for making weapons and structures
– There might be other changes, which I cannot remember due to the size of the update

CHANGELOG VER 4.2
– Tanker Bug armor and health increased
– Bombardier Bug explosion on death reduced, slight increase in triggered explosion

CHANGELOG VER 4.1
– Revamped the entire air attack mechanics
– Added a new incident: Arachnid Sustained Air Raid
– Bombardier Bug's explosion is nerfed
– Hopper Bugs and FireFly Bugs no longer drop down in pods, but as themselves
– All air attack incidents are revamped

CHANGELOG VER 4.0
– Updated to B18
– The melee attacks may feel a little different due to the B18's new melee system

CHANGELOG VER 3.0
– Added 4 more new Bugs: Plasma Grenadier Bug, Scorpion Bug, FireFly Bug, Bombardier Bug
– Totally revamped the invasion incidents: changing/improving the existing 6, and expand it to 18 incidents.
— All Out Assault
— Giant Assault
— Fire Assault
— Hopper Air Infiltration
— FireFly Air Infiltration
— Air Raid
— Escorted Giant Assault
— Warrior Siege
— Plasma Support Assault
— Plasma Bombardment
— Scorpion Bug Threat
— Tanker Bug Threat
— Plasma Grenadier Assault
— Warrior Encirclement
— Warrior Raid
— Bombardier Entrapment
— Bombardier Bombardment
— Arachnid Infestation
– All incident's frequency and delayed first attack (ranging from 2 season to 3 years)
– Changed Tanker Bug's attack into a more realistic flamethrower
– Plasma Bug's plasma burst can now fly over walls and mountains
– Plasma Bug's plasma burst explosion radius reduced and made very inaccurate
– Added custom codes for Plasma Bug's targeting without line of sight
– Added custom codes for Scorpion Bug attacking of structures
– Created custom codes for Bombardier's IED ability
– Graphic size of Hopper and Warrior Bug is reduced
– Armor for Tanker Bug is revamped to make it very resilient to Firearms
– Added dessicated graphics for all bugs

CHANGELOG VER 2.2
– Added Mod Update Note to inform Steam users about Mod being updated.
– Redid spawning codes so that Warriors bugs no longer spawn and move in the same cell
– Hopper Bugs attacks will now be dropped across the colony instead of into just one cell
– Added Arachnid Encirclement incident: warrior bugs to encircle and surround the colony on spawn
– Added Arachnid Giant Bugs incident: tanker-plasma bug combination attack
– Adjustment to Bugs invasion incident's likelihood
– Bug invasions will only happen after 2 seasons.
– More serious invasions will only happen after a year.


CHANGELOG VER 2.1
– Added Plasma Bugs
– Added codes to forbid Hoppers dropping into mountain room/caves
– Added texture for Plasma Bug's plasma burst and Tanker Bug's fire burst
– Added Plasma Bugs Bombardment incident
– Reduced likelihood and frequency of Bugs invasion incidents.


CHANGELOG VER 2.0
– Updated to A17
– Total revamp of how aggression is generated
– Brand new behaviors for Arachnids
– Arachnids will actively hunt down all non-insect faction pawns
– Tanker Bugs now have powerful ranged flamed based weapon
– Special custom coded behavior for Tanker Bugs to switch between ranged and melee attacks
– Added Hopper Bugs
– New/Revamped incident: Heavy Assault (All 3 species of bugs combining to devastating effect)
– New incident: Aerial Assault (Hopper Bugs will invade from above)
– Balancing to numbers of bugs spawned

——

VIDEOS:

Starship Troopers Arachnid 4.1: All Out Assault
https://www.youtube.com/watch?v=BZY11shiz1M

Starship Troopers Arachnid 4.1: Revamped Air Attacks
https://www.youtube.com/watch?v=_BxWkMiL0lU

——

SCREENSHOTS:






#498
Releases / Re: [A16] Minions Ver 3.1 !!!!!
May 19, 2017, 11:55:35 AM

Just completed a long mod conflict testing:

RIMSLAVES 1.1 / MINIONS 3.1
KNOWN MOD CONFLICT:

Hunt For Me
- seriously affect work to only sporadic mining/sweeping

Hardworking Animal
- causes the slaves/minions to only sweep floor
- will not do other jobs

( also tested is Smarter Food Selection - no conflict found)
#499

Just completed a long mod conflict testing:

RIMSLAVES 1.1 / MINIONS 3.1
KNOWN MOD CONFLICT:

Hunt For Me
- seriously affect work to only sporadic mining/sweeping

Hardworking Animal
- causes the slaves/minions to only sweep floor
- will not do other jobs

( also tested is Smarter Food Selection - no conflict found)
#500
Quote from: mikex155 on May 17, 2017, 09:11:22 PM
i can confirm the same... straight to the banner, no DL. You'll get it patched in no time :3
Quote from: Cabdono on May 17, 2017, 07:37:44 PM
Can't seem to be able to download 1.1 from your website, link sends me to the mod's banner

Sorry sorry, I made a mistake when I made the link to the download button.

Haha, its fixed now! My bad!
#501


RIMSLAVES 1.1 UPDATE RELEASED!

This is a quick update to resolve some of the pressing issues with RimSlaves...
namely: balancing, temperature and work slaves problem.

I have adjusted the "nuzzlings" for the various slaves to make them less often, in order not to make the nuzzling overpowered, especially for Sallys. I also adjusted the costings for the slaves accordingly.

I also raised the temperature range so that the slaves stop dying instantly in the artic biomes.

And finally, removing caravan abilities from the Work Slaves. People are unable to buy the work slaves from caravans because they are "pack animals" or "caravan animals". So we have to make a choice between either feature – so I have to choose the most important one to remain in the mod.


OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/rimslaves-1-1-update-released/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/


VER 1.1 CHANGELOG:
– improved balancing in nuzzling (lesser) and costing (more expensive for sallys)
– increase temperature range for the slaves
– created slave-specific job codings apart from the minions mod to remove error
– removing caravan ability from work slave
– weaker health for work slave

#502
Quote from: AngleWyrm on May 14, 2017, 10:16:12 PM
I tried setting up a salt mine (vegetable garden) with a bed, a food spot and a salt storage palette. The colonists use the salt mine and drop salt into the nearby storage, but when I assign a work slave to a small zone that includes only those things they just mill about. I'm guessing that's a mod interaction issue?

Also, when the slaver faction shows up it seems they don't want to buy my prisoners. As a suggestion for improvements going forward, maybe make them trade in prisoner slaves as well?



Not sure why. Because in my tests, the slavers do buy my prisoner. =x

=\
#503
RimSlaves is now the Number 1 most popular mod of the week (or the past 7 days, after other mod popular mods dropped off in their download numbers)



....and 4000 subscribers milestone!



Thank you everyone for all your support!

I will be continuing my development of this mod, and hope to expand on its content for you guys!

Cheers!
#504
Quote from: beeeboop on May 14, 2017, 12:26:44 AM
Quote from: Walking Problem on May 12, 2017, 07:17:12 PM
Quote from: beeeboop on May 12, 2017, 04:47:19 PM
Nice. Sounds cool. No bugs yet. I know that there was such a mod for an older version of the game. If you haven't already, I recommend taking a look at it.
Yeah I somewhat read about it before.

But I probably wont be doing the same thing (or have the ability to). Lets see how

Thanks for the help. For some reason the worker slaves aren't growing plants now?? I haven't tried the soldier ones, but the other ones work fine. I'm playing with Vegetable Garden and a few other mods.

Yeah they cant grow plants yet. Because I havent figure out the codes to make that happen~

LOL
#505
Hi all,

for those who are facing problems with this mod, please refer to my mod list arrangement as a reference to how to arrange your mods:



Let me know if you still facing errors and what are the mods your think might have caused it. I can test.
#506
Quote from: beeeboop on May 12, 2017, 04:47:19 PM
Nice. Sounds cool. No bugs yet. I know that there was such a mod for an older version of the game. If you haven't already, I recommend taking a look at it.

Yeah I somewhat read about it before.

But I probably wont be doing the same thing (or have the ability to). Lets see how
#507
Quote from: beeeboop on May 12, 2017, 04:07:45 AM
Are any other mods required? I'm having some sort of issue, but I'm not sure whether it's an incompatible mod or a missing requirement.

Also, by Prisoner-Slave do you mean exploiting prisoners?

No other mods is required. It can actually run independent of the Minions mod (they use the exact same codes for the working) - but which is also why the slaves mod is looking for Minions (an error if you do not have minions mod) - but doesnt affect the game.

---

Yes exploiting Prisoners to work hard labour. But I not sure if I have that capability to make that a reality yet. haha
#508
Quote from: GlitchKs on May 11, 2017, 12:57:47 PM
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Nope. Because they are "animals"

Do the Sally's "nuzzle" at a higher rate than normal? Sorry that made me laugh.

I don't think I would feel comfortable with the morality this mod brings up. Different stroke for different folks I guess. That is the best part about mods. Don't like? the Don't use.

The setting is every 2 hours if I didnt remember wrongly. The mood boost is 12, same as lovin.

this mod just like all most, arent for everybody. I dun insist ppl to use it~
#509
Quote from: Canute on May 11, 2017, 03:10:22 AM
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Quote from: wickerworks on May 10, 2017, 07:12:00 AM
I tried this mod today. Funny thing happened. Slave vendor walked into my base during winter. All the slaves he was selling died of hypothermia very soon after.

Suggestion: Disable the vendor from coming when the temperature is bad. I think the Orassan mod already does something similar.

Hmmm.... There isnt such an option in the xml... Not sure how that is set by Orassan

In the mod design, we will need to keep them warm in the house when winter hits (its by design) - rather than giving them Minions-like temperature tolerance.
Yep they should have a -30C tolerance, since they can't equip appearals.
Maybe -50C then you can use them at very cold biomes too.
Or create subclasses with different temp. tolerances, even at GoT there are races who live at the ice and desert only.

In considerations. But it would be weird to have all your colonists die of cold and the slaves wearing warm nice clothes....
#510
Quote from: AngleWyrm on May 10, 2017, 08:02:32 PM
What are the differences between a Maiden and a Work Slave?

Maiden mainly haul, cleans the house and give massages (maintaining the colony).

Work Slaves do hard labour like mining, harvesting, lumbering...