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Messages - Vellarain

#16
Unfinished / Re: [B18] Weaponology
February 11, 2018, 04:33:57 PM
Thanks! I am working in 128x128, i saw that other modders were already working with this larger format over rimworlds 64x64. I need that extra space anyway because the muskets are just such long beasts!
#17
Unfinished / Re: (B18) Weaponology
February 11, 2018, 03:40:06 PM
I agree with you on all accounts, I want this mod and each era of firearms has a significant difference in feel and how they impact the game. I want my muskets to project plumes of thick smoke and for them to sling lead ball projectiles. while the later iterations of modern military weapons will shoot smokeless with little flash but the bullet will streak towards its target with red/green tracers, tracers that I hope to actually make light up the area they travel over.

So its time to show that I am seriously taking on this project.

I opened up GIMP, turned on some mario paint music to get into the mood and for the first time ever I attempted to make some gun textures.

https://www.dropbox.com/sh/d28slpno9sy37q6/AAAtwMZXNrgKduwUsjaoucLza?dl=0

Those are the first era weapons, The Musket, The Matchlock Pistol and The Blunderbuss. Both the pistol and rifle have a cherry wood stock while the shotgun I went with a lighter chestnut color. I included a black outline to make the texture pop a little more so the look of the gun does not get too lost in the game.

in terms of the tech costs to get into each era of weapon, I am aiming for something rather dramatic so each tier will have its moment to shine and not just get steamrolled past. I am thinking the initial cost will run at around 3000, though it will be quite the slog for the tribal game mode just to break into the first era of firearm. The raw power difference between bow and gunpowder will be quite high to make it worth while.
#18
Unfinished / [B18] Weaponology
February 11, 2018, 05:45:20 AM
I have finally decided to dip my feet into this modding community, and by dip I mean diving in head first.

This is mostly because I want to add a tiered progression of fire arms to the game, but in a way that the player will actually spend some time with the early era guns before moving on to bigger and badder toys. I also plan to keep the names to the more generic flavor that Rimworld employs.

The tiers are broken down like this.

Muzzle loaded weapons, basic and easy to craft, you only need some steel and wood to get your first lead slingers. What they lack in speed and range they make up for by packing one hell of a punch when they land their shots. I am debating between giving them long warm up times to simulate loading, or giving the pawn a hefty cool down period considering they shouldn't be able to run and load.

The kind of guns you can expect to see are the Matchlock Pistols and Rifles, plus the fearsome blunderbuss, would love to work in an actual shrapnel spread with that bad boy.

The late 1800's brought us the Lever, Breech and Cylander weapons, Lots of classic fire arms to be found here from just after the civil war. Fire power will drop but accuracy and the rate of fire will notably improve. There will be a small component cost with this tier since there are some more complex moving parts being employed.

Expect to see guns like a Repeating rifle, The long rifle, single action revolver and a double barrel shotgun.

After that would be around Turn of the 19th century fire arms, so Bolt action rifles, semi auto carbines and full auto machine guns. I really want the more rapid firing machine guns to be fully mounted weapons before introducing their more mobile counterparts. Damage will actually climb again because of the heavy cartridges that were in use at that time, but accuracy will remain about the same for this tier, but the rate of fire will be quite a noticeable boost.

The guns of this era are The wood stock bolt action rifles, those peppy first attempts at a rapid firing weapon, the clunky yet intimidating water cooled machine guns and the first pump action shotgun.

This takes us to World War II era tech, which is simply a more refined version of the previous, the bolt actions will be more accurate than ever, the submachine gun will make its debut, but so will its heavier cousin, the assault rifle. The machine gun will be able to leave its mount but also sport even deadlier streams of fire power, You can also expect the first Anti material rifle to show up to deliver 20mm rounds against those tough centipedes.

Next up we delve into the Cold War era of guns, the focus is rapid and accurate fire and the component cost of this tier of weapon will be much more significant than the others. The hard hitting days are not as important with this tier, instead it is all about saturating the target with bullets. The revolver will be joined by the standard semi auto pistol and the first semi auto firing marksman rifle rears its head to fill the range gap between the classic bolt action and the assault rifle. Though the assault rifle is not as clunky as its predecessor and can fire further with more consistent results. The light machine gun will join it as a more sustained fire option to punish anything out of cover, while the heavy mounted machine gun will pulverize anything foolish enough to enter its cone of fire. There will be a semi automatic shotgun for those pesky infestations.

Then we come to the 'Modern' tier of fire arms, this is usually where most mods stop, but I want to push beyond the 20th century with this mod. This tier has been so overdone that I cant really surprise anyone here, I am just gonna work really hard to make the textures pop all that much better. You are going to see weapon skins like the LVOA AR15 platform, the AA12 full auto shotgun, the barret semi auto 50 cal, the S&W magnum 500, the vector sub machine gun, the m240 machine gun, all that good stuff.

So that leaves me with the potentially game breaking future tech, which there are many ways to go about this, I am going to stick to kinetic kill weapons for the time being but maybe in the future when I improve with adding effects and I should be considering I am already looking at tracers and large billowing smoke discharges from black powder weapons. I just need to make sure my creations look unique and give you all something nice to see your pawns shooting with.

I do know that I plan to include a class of market/scavenge only high end weapons, the issue I have there is making it so they only spawn with a high quality, don't want to be seeing any good or lower variants of the 'end game' weapons cropping up.

TLDR: this is my ambitious road map so far, I am already working on the textures for the pre 1800 stuff and ill share those with you all later tomorrow!