Ludeon Forums

Ludeon Forums

  • December 06, 2019, 08:46:52 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 16

Author Topic: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)  (Read 129359 times)

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
[1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
« on: August 19, 2015, 09:58:33 AM »


Version 1.0 friendly

Welcome colonists ! The United States Colonial Marines are glad to know that you will soon enlist in our ranks ! Or at least buy our surplus equipments to help us fighting pirates and every evil creatures threatening our precious colonies !

This mod introduces Xenomorphs and Colonial Marines factions, weapons and armors of the alien franchise, plus a new USCM trader selling Surplus USCM armors and weapons.

- Current Weapons :

M4A3 Pistol : Standard pistol. it could save your life... Sometimes.


88 MOD 4 Pistol : Low power but more rapid fire than M4A3 pistol.


M4A4 Pistol : Newer version of the M4A3 pistol. A bit more hurtful.


M37A2 Pump Shotgun : Close combat deadly weapon. It can stop a charging muffalo. That's what the advertiser says !


M41A Pulse Rifle : The best friend of the marines. 10x24mm caseless ammunitions with rapid fire. Make them bleed !


M42A Sniper Rifle : Deadly sniper. Ideal for openfield operations.


M56 Smartgun : Heavy auto-targeting machinegun able to deliver a rain of steel on any incoming foe. Nothing should survive a front assault against that. Almost... Just, don't even think to run or work with that thing on your shoulders.


M240 Flamethrower : Maybe the deadliest weapon of the USCM. Make them burn ! [Thanks to Skullywag for the .dll and projectile]


M5 Rocket Propelled Grenade : Four rockets packed inside an RPG. Originaly made against armored targets, the M5 has been mostly used as an anti-infantry weapon, with great success.


(OPTIONNAL) UA 571-C Automated Sentry Gun : Movable Sentry Gun with their integrated power generator. If you want to keep a corridor safe, this is what you need. It hurts a lot and can annihilate entire waves of grouped enemies. But beware, it's a very fragile (and expensive) defensive option !




- (OPTIONNAL) Current Factions :

- United States Colonial Marines Corps :
The elite of the elite. The guys you call to save any virgin in distress across the 300 United States colonized worlds. They got nukes, they got knives, they got sharp sticks and a hell of a stuff and weapons. They will spawn as an independent faction and will behave like any other faction except they will never send trade caravans. You don't buy military stuff from soldiers right ?






IF YOU USE STEAM, PLEASE DOWNLOAD THIS MOD FROM THE WORKSHOP TO KEEP IT UP TO DATE AT ANY TIME
Steam Workshop Collection Link : Click Here

MANDATORY : Core Mod with weapons and equipments

UA 571-C Automated Sentry Gun (Require Core)

Colonial Marines Corps Faction (Require Core)

Xenomorphs Faction

Optional download :
Textures redux 64x64 by Stinkycat752

Translation(s) :
- Russian by Ra30R3


Greatly recommended mods :
- Expanded Prosthetics and Organ Engineering : Because you need to be fixed... A lot !



Coming next :
- Combat Realism version [STAND BY]
- Wayland Yutani Faction and equipments [WIP]
- 341-B Synthetic technician (Bishop)
- Other guns
- Special M56 Armor



Code: [Select]
Changelog :
v2.1 :
- Fixed Xenomorphs replacing other factions visiting or raiding

v2.0 :
- A17 Compatibility for Core, Turret, Colonial Marines
- Added Xenomorphs

v1.40 :
- A16 Compatibility for Core, Turret, Colonial Marines
- Fixed Colonial Marines, Com Console bug

v1.30 :
- Added USCM Marines Faction
- Rebalanced Core mod
- Rebalanced other stuffs
- Fixed bugs

v1.20 :
- Fixed for A14 Compatibility
- Increased Sentry Guns and Smartgun bullet damages from 12 to 15
- Steam workshop released !

v1.19 :
- Fixed crafting bug

v1.18 :
- Added changes for Turrets in the core mod
- Renamed Core mod
- Added Turret Mod as an optionnal mod
- CCL no longer needed

v1.17 :
- Fixed orbital trader not coming
- Changed M56 texture

v1.16 :
- Fixed DLL corrupted but failed...
- CCL is now needed to play the mod

v1.15 :
- Added A13 compatibility
- Armors and helmets are now crafted at the machining table
- Removed turret until MarvinKosh fix the minified turret system

v1.14 :
- Added the ability to use any kind of textile to make USCM clothes and armors, inheriting their colors and properties !
- Fixed some rates of fires
- Fixed a bug on the rocket launcher
- Fixed the shotgun (now it spreads bullets !)

v1.13 :
- Fixed loudness of all "loud" weapons ( Up to -9dB)
- Increased M56 rate of fire
 
v1.12 :
- Fixed sound of the M56 (too loud)
- Fixed USCM Trader to sell shotgun and Rocket Launcher
- Adjusted damages of some weapons to be more efficient than Vanilla and Rimfire ones
- Improved protection of Armors and Helmets

v1.10 :
- Added M5 weapon
- Added UA 571-C Automated Sentry Gun
- USCM Surplus Seller sells M5 an UA 571-C
- Corrected some graphics
- Various weapons rebalancing
- Various text changes


Licence :
- You may contact the creator of the mod before using/editing/modifying this content.

USCM special promotions :
- Walking Problem
- SkyArkhangel
- Skullywag
« Last Edit: December 09, 2018, 01:30:52 PM by Hiztaar »
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

Iwillbenicetou

  • Tester
  • Colonist
  • **
  • Posts: 584
  • Mods are my lifeline
    • View Profile
Re: [A12] USCM weapons and equipments
« Reply #1 on: August 19, 2015, 01:01:18 PM »

Nice mod, and amazing textures. I will definitely have this. Also, another project is starship troopers stuff?
Logged
Mod Help! The basics on how to download mods!

skullywag

  • Global Moderator
  • Transcendent
  • ****
  • Posts: 5857
  • Engineer
    • View Profile
Re: [A12] USCM weapons and equipments
« Reply #2 on: August 19, 2015, 01:36:55 PM »

Nice job. Wassat green pistol in the screenshot?
Logged
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments
« Reply #3 on: August 19, 2015, 01:47:26 PM »

Thanks !

It's a gun from Rimsenal mod : https://ludeon.com/forums/index.php?topic=11160.msg157148#msg157148

I try to balance the weapons with other mods :)

For Starship Troopers, it would be easy, there are barely 3 weapons and a hand of armors too.
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A12] USCM weapons and equipments
« Reply #4 on: August 19, 2015, 03:26:26 PM »

Good job. You can make factions which can wear weapons and armors.
Logged

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments
« Reply #5 on: August 19, 2015, 04:07:09 PM »

What would be nice is that we could buy a USCM relay beacon. During raids, they would have a chance to jump in and help the colony. If one day I turn good at C#, I'll see if it's possible ^^.
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

skullywag

  • Global Moderator
  • Transcendent
  • ****
  • Posts: 5857
  • Engineer
    • View Profile
Re: [A12] USCM weapons and equipments
« Reply #6 on: August 20, 2015, 03:36:44 AM »

Sure its possible. Technically all the code youd need is in my meteorite event mod. A thing (building) that spawns droppods which spawn pawns of faction marine. Simples.
Logged
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments v1.1
« Reply #7 on: August 20, 2015, 01:12:52 PM »

Just updated. I'll take a look at the meteorite mod, thanks Skully :)
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments v1.1
« Reply #8 on: August 22, 2015, 10:15:54 AM »

Guys, I could use some help fighting with the Bishop cyborg. Graphics and xml should be ok but it does not work at all. If someone could give me a hand it would be very much appreciated :)
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

Pandora

  • Drifter
  • **
  • Posts: 57
  • AstroTec Engineer
    • View Profile
Re: [A12] USCM weapons and equipments v1.1
« Reply #9 on: August 22, 2015, 11:13:53 AM »

Like it, glad it's A12. Will be a great addition to my colony.

The_Shaikan23

  • Muffalo
  • *
  • Posts: 7
  • Refugee
    • View Profile
Re: [A12] USCM weapons and equipments v1.1
« Reply #10 on: August 31, 2015, 07:00:25 AM »

It's very fun, I love the movie, but I have two small problems.

The Automated Sentry Gun is a weapon, not a buildable thing, how do I use it?

And the sounds of the guns are way out of synch with the rest of the game, especially the smart gun and the M41A are so loud and screechy that they start to hurt my ears in any firefight.
Logged

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments v1.1
« Reply #11 on: August 31, 2015, 07:33:41 AM »

Hi Shaikan.

So for the centry gun, it's a movable turret. When you buy it you can place it like you place any sculpture. Just make sure there is an energy source or power conduit nearby. If you need to move the turret, you can pack it. It does not need to be maned.

I know for the M56 I reduced the sound level, but are you sure M41A is that loud ?
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments v1.1
« Reply #12 on: August 31, 2015, 07:51:05 AM »

I published the update, if it's still too loud, I'll try decreasing more.
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods

The_Shaikan23

  • Muffalo
  • *
  • Posts: 7
  • Refugee
    • View Profile
Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
« Reply #13 on: August 31, 2015, 10:16:18 AM »

Hi, thanks for the reply.
The Pulse Rifle is loud, but not gamebreakingly so. The M37 though, that shotgun sounds like the Hammer of Thor attacking my speakers. I am not even wearing a headset and it's just way too boomy.
The M56 now sounds just fine, thank you for that update.
I figured out the automated sentry, during testing it shows up in the debug menu for weapons, but I need the minified version which traders do sell, thanks for the info.
Logged

Hiztaar

  • Super Translator
  • Colonist
  • ***
  • Posts: 179
  • We got nukes, we got knives, we got sharp sticks.
    • View Profile
Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
« Reply #14 on: August 31, 2015, 04:22:35 PM »

I uploaded a new version with M37A2 sound decreased. You can download :)
Logged
“What do you mean, "*They* cut the power ?”

[B18] United States Colonial Marines (Aliens) - All mods
Pages: [1] 2 3 ... 16