Vehicle mods yet?

Started by Quasarrgames, July 09, 2015, 11:29:11 AM

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DaemonDeathAngel

Not defending him, but it wasn't necessarily a joke. It was a question. Anyways, you all keep jumping off topic xD

Lonely Rogue

It wasn't a joke. It was a question. Also, I was trying to see who could make the best texture, I've been asking around.
Rimworld: A game where you're kept as entertainment for thousand year old robots, and you just don't know it yet.
Any mod requests?

Mr.Cross

Geeeting back on track now. I could see the use of having a half track or two (Google it) to transport some infantry around the map. But to add helicopters and tanks? It seems a little overpowered especially if the enemies can't use it. And seeing as I have a horrible string of bad luck on RW I don't want to see something agile enough to not be hit by a rocket. And especially see don't want to see something that takes multiple rocket hits to kill. The centipedes are bad enough....

Also, Something (truck wise) that could haul a good amount of stuff would be nice to see.
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DaemonDeathAngel

Half tracks wouldn't be a back idea, but that'd require quite a bit of work, you'd have to find graphics for the vehicles, as well as a building to build them in. The find a way to make the raiders use them if they don't drop pod in. It'd definitely make the game more interesting if someone dfound a proper way of doing it. I have an idea of how the loading/unloading would work, simply take the code of the cryptosleep casket, edit it to where multiple can be put within it, and take away the negative side-effects.

Mr.Cross

You could make the graphics (If your artists) as you can google half tracks and dozens of pictures come up on them. it'll be much easier than trying to find pixilated half tracks from the top down view if you find some one to make them. As for the building, it wouldn't be entirely necessary in the form of deteriorating. It would deteriorate (as all items do), just not as fast as items. Then again raiders would make it a priority. Yes, that could work for Items you want to carry/incapacitated people. The question is whether or not you'd be able to the machine gun that's normally on top one of these work correctly.
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DaemonDeathAngel

I'm simply saying, logically, you should have a construction bay to build the half track in. Also, you'd be surprised how many half tracks don't actually have .50 cal machine gun on them. I used to be in the Marines and only a select few had a .50 cal, generally the ones at the front and back of a convoy, if half tracks were even used at all. Mostly humvees and large transport trucks now.

Mr.Cross

Ah now I understand about the buildings part of you last post. As for the machine gun on the half tracks, I imagine WW 2 half tracks, Though as i'm only 18 as of this year. I'm unsure how many actually had any weaponry on them. Even then, it would be nice to have both varients (With and with out weaponry.) For the simple fact that I would like to make a F.O.B. to be attacked first and would like a quick Extract from there if things go south.
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lude

There is a Cart and Backpack mod that features one vehicle (a cart, derp), there is also a faction mod that features vehicles being used by enemy pawns.

skullywag

Quote from: lude on July 22, 2015, 07:39:20 AM
there is also a faction mod that features vehicles being used by enemy pawns.

technically not true, if its the tanks youre thinking of, they are just pawns textured to look like tanks, still pawns though. Not a true vehicle.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

lude

Quote from: skullywag on July 22, 2015, 07:48:12 AM
Quote from: lude on July 22, 2015, 07:39:20 AM
there is also a faction mod that features vehicles being used by enemy pawns.

technically not true, if its the tanks youre thinking of, they are just pawns textured to look like tanks, still pawns though. Not a true vehicle.
Ahh hmm, so how does it work? Yesterday I saw heads sticking out of the tank and when it was badly damaged, the driver (was probably just spawned/cloned with another look) left the tank which then was immobile.

And there was a head sticking out of it, the Cart mod works tho and perhaps could be used to increase speed, but it's not the best looking solution imho, the tank with the head sticking out and then spawning the enemy minion when it's badly damages is quite a beautiful solution.

skullywag

Which mod are you referring to out of interest (the tanks)?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

lude

https://ludeon.com/forums/index.php?topic=10587.msg119046#msg119046 this is not the one ^ but offers the same functionality
it looked similar but more like a scyther tank, i've seen it before when I chose my own mods, in A11 I only tried the modpacks so far out of lazyness

I just looked at the mods themselves and it's the Glittertech one, in the texture you can even see where the head would be positioned, but it's also "just a pawn" and in the races_tank file I didn't see a way that would spawn the pawn

would there be a way to get colonists offworld and getting them back? (i remember a spaceship being a one way deal)

sending pawns to hammer space and spawning them back when it's time to leave the vehicle or see what the cart mod actually does, i sincerely doubt it allows for the cart to be attacked without having a look at it

skullywag

Yeah the mecha tanks are a pawn textured to look like a tank (basically a centipede) im not sure on the glittertech one but im guessing its still a pawn with the original pawn saved in code and the spawned back in the world when needed. The new tank pawn just having a draw method to draw the stored pawns head over itself. No one that i know of has done a true vehicle that isnt a pawn.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?