Recent posts

#51
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Chicken Plucker - April 20, 2024, 08:52:38 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Militaires Sans Frontieres
- MSF scarf now renders under head (1.5 only)
- Corpses seen as "ugly" precept removed for faction's beliefs. (will only be seen in new games, 1.5 only)
- MSF Battle dress now renders under the head for north view (1.5 only)

[RH2] Rimmu-Nation 2 - Clothing
- Scarf render layer now under head


[RH2] Rimdeed
- Fixed bug with creepjoiners causing red errors when they try to infiltrate rimdeed applications



Progress Report:

Bad Company:


Preview is unfinished.

Faction Backstory:
Bad Company is a Private Military Company founded by Rocko Prince, an Ex-SEAL commander with close ties to the UCIA.
Bad Company is sent wherever and whenever America can't be officially tied to "special activities" that could lead to diplomatic incidents. The PMC is known for close engagements with Gruppa Krovi, its Soviet counterpart. It is a well funded private army used for proxy wars and black operations, with its personnel deployed to complete the most outrageous and dangerous missions that NATCO forces can't be sent to do.

Most notable missions for Bad Company include extracting artefacts in deserted moons, destroying files for corporations in worlds that have succumbed to biological weapons and/or other unexplained anomalies, extract VIPs in regions overcome by total anarchy. Bad Company is often allegedly sent to "clean up" and clear individuals that get in the way of whatever it is the UCIA wants, whether they are high profile or some unfortunate civilian who knows too much.

Alignment:
I may remove the plans for hostility against tribals. Not necessarily compelling for storytelling, will leave them much like Gruppa Krovi, neutral to everyone with some grey areas.

Pawntype composition:

Contractor:
The bulk of the faction's personnel. Not a lot of other special units. Will be seen with relaxed headgear, caps, shemagh scarfs and etc. Will have a mix of ex-military, some other guys (ex-cops and action hero wannabe types) who needed money and had no idea what they were signing up for.

They will look like a dad, basically. The contractors are generic American dads. Also they will be tagged with beards. They will have M4s and you get the DMR for the sharpshooters, no machine gunner. (Subject to change)

Ground Infantry Drone:
GI Drones are robots equipped with the Minimi light machine gun. They are there to fulfil the roles of a machine gunner and operate as part of a team to bolster numbers and firepower. This reduces the rate of human casualties in the field and offers the company a cheaper solution than paying out families who lose their loved ones. That or fighting court battles to not pay them out at all.

Guardian GI Drone:
Guardian GI Drones are a more heavily armored version of the GI drones. They carry either handheld M2HB machine guns or handheld Mk19 grenade launchers. They fulfil the role of a heavy support unit. Typically in missions too dangerous for human infantry, specifically ones that require no friendly identification or human decision makings, GI Drones and Guardian GI Drones are sent en masse to swarm the enemy.

SAG Operator:
SAG (Special Activities Group) operators are equipped for CQB operations and are trained in close combat. They will have a CQB configured M4. These guys are UCIA. They are officially employed with Bad Company, unofficially they're UC Special Forces. Will be wearing their own uniform and body armor.

UCIA Agent:
The traders of the faction will be UCIA agents posing as.. A heavily guarded person wearing a suit. Will come in a suit and a fancy coat, carrying a Glock service pistol with a laser light. Will typically engage in arms dealing and drug trafficking.


Apparel list:
- Python Body Armor
- UTG tactical vest (black)
- UTG tactical vest (tan)
- Flyye Pathfinder webbing
- Shemagh scarf
- Tactical cap
- Eye protection
- Sunglasses
- Ear piece (may or may not make it)
- Backpacks (tbd which ones)
- Polo (colorable)
- Khakis (colorable)

- EXFIL Ballistic (Bad Co)
- FRK 360 Body Armor
- Black war belt (tbd)
- UBAC uniform (wolf grey)

Food and faction knick knacks:
- Mildborough Cigarettes
- Coalition MREs

Notes: We have plenty of cigarettes and rations in the other mods. I may or many not opt out and give Bad Company vanilla packaged survival meals only and no other knick knacks.

Weapons list:

- LA-M4 Raven

- M4 (Bad Co)

- HK G3 VFC

World logo:



Mod is far from completion, so is XOF. Everyone is still a bit busy, and the team is recovering from the gold rush of MSF and Gruppa Krovi, including myself who endured some sleepless nights to get work done. IRL work doesn't help with catching up, the stuff has its own fair share of stress which I'd argue is worse than whatever the mods could throw at me.



Quote from: williamb1995 on April 20, 2024, 01:18:35 PMI'm so excited to see The Ghosts, Cordis Die, Bad Company, Umbra again... I'm going to be able to have factions with modern weaponry like on RH 1, I'm so happy and excited to see that.

Hey william! Good to see you. Yeah me too bro, I'm excited to get the ball rolling. Can even include more than the ideas I listed. Hope my wallet can afford it, and hope my sanity doesn't decrease too much being here on course.
#52
Ideas / Integrate babys and rituals pl...
Last post by Loae - April 20, 2024, 08:38:02 PM
Hello, I would very much like to have pawns assigned with the caretaker role bring baby's with them to rituals. Whether that be for Christmas or to watch a gladiatorial duel, it always seemed odd that we just left the baby's behind. Maybe there could be a very small mood/success chance boost to the ritual as well? I've been hoping this might be added since Biotech dropped but now that we have Anomaly and all the changes happening now, maybe this could be added or someone could create a mod for it.
#53
Releases / Re: [1.5] Bricks Don't Vanish ...
Last post by Ratys - April 20, 2024, 03:15:07 PM
Yadda yadda, 1.5, blah blah. You know the drill.
#54
Releases / Re: [1.5] Mad Skills 1.5-2.7.0...
Last post by Ratys - April 20, 2024, 03:14:57 PM
Yadda yadda, 1.5, blah blah. You know the drill.
#55
Releases / Re: [1.4] RT Mods - it's just ...
Last post by Ratys - April 20, 2024, 03:07:19 PM
I don't even know anymore. We're mostly still alive, that's good I guess?



2024-04-20 CHANGELOG:
  • All mods: now compatible with RimWorld 1.5, with or without DLCs.
#56
Releases / Re: [1.5] Doors Expanded - Doo...
Last post by jecrell - April 20, 2024, 01:51:32 PM
Doors Expanded


Doors Expanded
Version: 1.5.0.0
Updated: 4-20-2024
Description: Updated for RimWorld 1.5 to use the new MultiTileDoor class instead of invisible doors. Saves from 1.4 to 1.5 will need to rebuild their doors in the new 1.5 version.

Download now on...
Patreon
GitHub
Steam
Discuss the mod on...
Discord
Ludeon
#57
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by williamb1995 - April 20, 2024, 01:18:35 PM
I'm so excited to see The Ghosts, Cordis Die, Bad Company, Umbra again... I'm going to be able to have factions with modern weaponry like on RH 1, I'm so happy and excited to see that.
#58
Releases / Re: [1.5] Mousekin Race 1.0.3 ...
Last post by Someoneman - April 19, 2024, 07:51:08 PM
Are Mousekin supposed to be unable to use herbal medicine without making it into poultices? I started getting "low medicine" warnings even though I had harvested a crop of healroot, and later a lot of my colonists died because they refused to use the medicinal herbs in storage.
#59
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Chicken Plucker - April 19, 2024, 07:05:01 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Increased "Butcher" output depending on each mech recipe for the machining bench
- Added chance of steel slag chunk droppings when Mech takes too much damage

[RH2] Faction - Militaires Sans Frontieres
- Increased "Butcher" output depending on each mech recipe for the machining bench
- Added chance of steel slag chunk droppings when Mech takes too much damage

[RH2] Faction - V.O.I.D.
- VOID contact close protection no longer gets stuck on map. Negotiator leaves with the group on empty map just like visitors do.

[RH2] Uncle Boris' - Brainwash Chair
- Fixed bug that causes crashes
- Added addiction removal feature (1.5) (You have to turn this on through mod options)


Current plans:


Found a few artists, we're working on some old stuff and new. I have begun commissions for the following factions:


- XOF
Description: Designed to be a personal enemy to the player as a lot of RH2 factions will be on friendly terms with them. The only exceptions currently I have thought of is 141, Rangers and MSF. XOF may be on friendly terms with V.O.I.D. due to the nature of their overall goal, which is to spread hatred. (Skullface is quite coo coo). Will be lead by a Skullface genome clone. Will have Quiet in a one-off quest as a pawn you can obtain, I know a lot of you cultured folks have been wanting her in her totally plot-related outfit.

In progress: Apparel, Sahelantrophus, Skullface's attire


- Bad Company
Description: UCIA (United Commonwealth Intelligence Agency) backed private forces, linked with horrendous crimes regarding the native tribals of outer rim planets. On friendly terms with NATCO aligned factions. The story with this private security service is that they are the go-to PMC of the UCA. Founded by an Ex-SEAL officer, their number one priority is profit and securing assets for the UCIA. May include special coding where they try to buy out resurrector mech serums for the player, and if the player refuses, they may turn hostile depending on relations. No warning raids that hit you with the relations hit at the same time, rather than some pre-warning. I need them to be unique from Umbra Company in terms of mechanics and characteristics.

In progress: Apparel, Mechs

- Cordis Die
Description: A revolutionary group composed of mostly Latin American mercenaries (Will be coded to spawn with latino shade of skin and latino names so we can have diversity in the factions), ran by a Rebirth cloned Raul Menendez. They utilize the CLAW, AGR and Dragonfly drones. A very dangerous enemy that are on friendly terms with outlander unions, tribals but hostile to NATCO aligned factions. May be released on friendly terms with V.O.I.D. (Because Raul Menendez is kinda chaotic also, just doesn't like governments that guy). Cordis Die will be the result of the Rebirth Project that has gone rogue, and despite me saying how much of a baddie they are, they will be neutral at start to the player. It's out of character for Menendez to pick on the small guys.

In progress: Mechs

- The Ghosts
Description: A counter stealth unit that is comprised of the remnants of US special forces (Different universe from NATCO and etc. , they come from the same world as 141). They also utilize armoured attack dogs. The faction is heavily limited in terms of technology and equipment, as they only have three options for weapons, Honey Badger, (tbd rifle, potentially Remington R5), Chain SAW (LMG)

In progress: Apparel, weapons

Mod on hold:
Deadpool mod
Description: May add Domino in a quest, need to sort through outdated 1.4 code and finalize this mod. All pawns can spawn in one-off quests so you can have rather overpowered marvel characters but I'm holding back for now so it doesn't come out underwhelming. I'm thinking about a few more fan favourites like Psylocke, Elektra or Domino, but I feel the current selection isn't good enough.

Current pawns in Deadpool Mod that are planned to be obtainable:
- Deadpool (Only through initial scenario selection, no other way to obtain him)
- Dreadpool (Evil Deadpool from Deadpool Kills the Marvel Universe)
- Gwenpool
- Evil Gwenpool
- Wolverine (X-23 if spawns as female)
- The Punisher (Man in Black incident)
- Silver Sable
- Black Widow (Endgame attire)
- Shocker
- Crossbones
- Bullseye
- Taskmaster

Factions that are done in terms of apparel and weapon texture but I am putting away in favour of modern stuff:
- Old Republic
- First Order
- Mandalorians

(All require UI textures and sound fx etc)

Currently trying to squash bugs with MSF regarding the pawn quests if MSF is not enabled, and trying to sort out some bugs with Rimdeed not sending pawns. Need my coders to be available and I need to reproduce the bugs (if not easy to reproduce already)



Quote from: ZomDoc on April 18, 2024, 02:06:20 AMDamn. Poor 141. But I'm proud that the Rangers pulled through, I imagine that fight would probably be legendary victory in their history.

Indeed bro, I thought they'd be one of the first to lose and I thought the BH and GK alliance was gonna pull through since they were cleansing out everyone else. I suppose the Rangers hanging back in "stage an attack" mode and only defending when enemies wander nearby proved effective. Was a cool fight, I shoulda recorded it or something, but there's chance for that later when the other factions come.

Quote from: Skynert on April 19, 2024, 08:25:48 AMChicken can you make mission board quests cheaper good sir? ;/

May do later bro, I actually forgot how that thing works so I couldn't just edit it today. Will revisit it when Im free and reduce it by a few silver since you asked.
#60
Releases / Re: [1.5] Dingo's Mods (Mostly...
Last post by Dingo - April 19, 2024, 03:19:18 PM
Mods have been updated for RimWorld 1.5, including a new release of Autoclose Event Notifications.