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Author Topic: [A13]Faction mod: "Wild Rim"  (Read 12788 times)

Kyos

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[A13]Faction mod: "Wild Rim"
« on: May 08, 2016, 05:34:48 AM »


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Welcome to the lawless Rimworlds!

Mod Feature: insignificant subfaction of bandits with primitive firearms and explosives and cool names. Like the Sand Vipers, or Ghost Riders.
Tested properly tested and compatible with Alpha 13 now

* Adds two mob types, the bandit and bandit boss.
* Bandit factions are to be considered slightly above tribals but still below pirates on the threat scale.
* Bandits prefer small numbers due to budgetary concerns.
* Adds a few western themed guns
* Adds bandit masks.
* I can not be bothered to add indians and giant steam spiders as of writing.
« Last Edit: May 09, 2016, 02:32:27 PM by Kyos »
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Shinzy

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Re: [A13]Faction mod: "Wild Rim"
« Reply #1 on: May 08, 2016, 06:37:04 AM »

Ooh nice I love how toony the guns look ;D
And it looks like you forgot some (WIP?) hats in the display folder =P you working on some wh40k mooood? eeeeh?

Anyway! I just wanted to say you could have the scarf protect the "Teeth" instead of eyes, so you could then wear them in combination with the eyewear from some other mods

Coyote riders
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Kyos

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Re: [A13]Faction mod: "Wild Rim"
« Reply #2 on: May 08, 2016, 06:44:23 AM »

Ooh nice I love how toony the guns look ;D
And it looks like you forgot some (WIP?) hats in the display folder =P you working on some wh40k mooood? eeeeh?

Anyway! I just wanted to say you could have the scarf protect the "Teeth" instead of eyes, so you could then wear them in combination with the eyewear from some other mods
Coyote riders
Huh, was wondering if I had forgotten something...
Thats actually from another mod of mine I have yet to release, featuring faceless hordes of militant mooks. This tiny mod was just something I cranked out for giggles. (Using Apparello as a base for the commissarr/commander cap. because drawing from scratch is hard).. Same with the 'toony guns' sadly~ I ripped those wholesale from Z. Then modified them. Then modified them even more.

Bandit masks updated!
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Orion

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Re: [A13]Faction mod: "Wild Rim"
« Reply #3 on: May 08, 2016, 06:54:00 AM »

Care to show a screenshot?

Kyos

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Re: [A13]Faction mod: "Wild Rim"
« Reply #4 on: May 08, 2016, 07:13:07 AM »

I Suppose!
Basicly: Poorly equipped wannabe pirates without siege or drop-pod capability.
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Korn.Mil

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Re: [A13]Faction mod: "Wild Rim"
« Reply #5 on: May 08, 2016, 07:13:36 AM »

I Suppose!
Basicly: Poorly equipped wannabe pirates without siege or drop-pod capability.
Its seems nice mod, but i getting some errors over
there
And yeah, this dude is right, you need to put some more work into this mod :)
« Last Edit: May 08, 2016, 07:17:54 AM by Korn.Mil »
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Kyos

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Re: [A13]Faction mod: "Wild Rim"
« Reply #6 on: May 08, 2016, 07:38:54 AM »

What Dude is right? Nobody said anything about it until you. Just now.

Mod is working fine. It was errenously drawing a faction reference line from another faction mod that it was originally based on.
It's fixed now.
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Justas love

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Re: [A13]Faction mod: "Wild Rim"
« Reply #7 on: May 08, 2016, 11:59:30 AM »

You should contact JackeryFox, he has recently made a mod called Rimworld Westernization project, it adds west themed guns and bullets (it requeres combat realism). You should both mod together and bring back the west theme that I have been waiting for a long time.
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Bob_Namg

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Re: [A13]Faction mod: "Wild Rim"
« Reply #8 on: May 08, 2016, 12:25:54 PM »

What timing! I messaged Anonemous2 who made the historic weapons pack if I could put together a pre-industrial faction mod for him, if that goes anywhere I'm interested to see the kinds of games one would have using them at the same time..
« Last Edit: May 08, 2016, 12:27:46 PM by Bob_Namg »
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Korn.Mil

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Re: [A13]Faction mod: "Wild Rim"
« Reply #9 on: May 08, 2016, 03:41:16 PM »

What Dude is right? Nobody said anything about it until you. Just now.

Mod is working fine. It was errenously drawing a faction reference line from another faction mod that it was originally based on.
It's fixed now.

Calm down :d i am glad that you fixed, i am gonna use this mod, its pretty good but needs some more improvements
« Last Edit: May 09, 2016, 06:19:35 AM by Korn.Mil »
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Justas love

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Re: [A13]Faction mod: "Wild Rim"
« Reply #10 on: May 08, 2016, 07:24:25 PM »

Combat realism?
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Korn.Mil

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Re: [A13]Faction mod: "Wild Rim"
« Reply #11 on: May 09, 2016, 09:06:45 AM »

Its still lots of errors showing, take a look
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Justas love

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Re: [A13]Faction mod: "Wild Rim"
« Reply #12 on: May 09, 2016, 02:05:50 PM »

Dude you have 7000 mods enabled, do you really think it will be compatable with all of those in the early alpha of the mod. Geeez
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Kyos

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Re: [A13]Faction mod: "Wild Rim"
« Reply #13 on: May 09, 2016, 02:33:00 PM »

Probably drop-box not updating properly. Cleared cache. Try re-downloading it.
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Korn.Mil

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Re: [A13]Faction mod: "Wild Rim"
« Reply #14 on: May 09, 2016, 03:31:22 PM »

Dude you have 7000 mods enabled, do you really think it will be compatable with all of those in the early alpha of the mod. Geeez
Haha :D not really, its just about 60.
Well... I am helping, i reporting errors for developer and giving my personal advices.
Lietuvis?
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