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Author Topic: [1.0] Talons Faction 1.9 New pawns and races (29/10 update)  (Read 68201 times)

MarcTheMerc

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Soldiers of fortune, they don't care who you are or what you do. The only thing they care about is the amount of silver in your stockpile and the stockpiles of others. Mercs are loyal to two things silver and their brothers in arms

This mod adds a new faction which fills a role between outlander and pirates.

Mercs can be friendly or hostile.

New Pawns
Mercenary Medics
Mercenary Commanders
Mercenary Landsknects
Mercenary Giants
Mercenary Blood Talon
Mercenary Anti Mechanoid Unit
Mercenary Giant Juggernaut

New Mechs
EXO-19 Mech suit

New Race
Giants
Vat grown Abomination

Guns
pulse energy sword
pulse heavy machine gun
pulse energy pistol
Pulse energy sniper
AM Rail Rifle
Blood talon Rifle
Giant Cannon
Laser Cannon
UEPOS Rifle.
Plasma Cannon

Also also new to A14 1.1
Armour
talon elite power armour
Blood Talon power armour






License
Talons can be included in modpacks my only request is if you do is credit me and drop me a message so I can check it out.
Feel Free To tear Talons apart to figure out how it ticks its how I learnt modding.
Please do not reupload unless you are adhearing to the above rules..


Workshop link = http://steamcommunity.com/sharedfiles/filedetails/?id=747647690
« Last Edit: October 28, 2018, 10:19:00 PM by MarcTheMerc »
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Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

joaonunes

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Re: [A13] Talons Faction
« Reply #1 on: May 29, 2016, 07:43:30 PM »

Should this mod have any compatibility issues with mods that affect factions?
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Jakub k.

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Re: [A13] Talons Faction
« Reply #2 on: May 30, 2016, 06:25:16 AM »

you should make an alien faction,or maybe a mech faction which has mech armor and giant lasers which destroy worlds.<-my suggestions
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MarcTheMerc

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Re: [A13] Talons Faction
« Reply #3 on: May 30, 2016, 11:50:31 AM »

Should this mod have any compatibility issues with mods that affect factions?

Don't think so.As far as i know it run smoothly with rookis federation and ferals so yes its compatible.

you should make an alien faction,or maybe a mech faction which has mech armor and giant lasers which destroy worlds.<-my suggestions

You may be interested in rooki's federation however mechs are whithin the realm of posibilities. ;)
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"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

soulkata

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Re: [A13] Talons Faction
« Reply #4 on: May 30, 2016, 07:45:03 PM »

Print, please
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MarcTheMerc

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Re: [A13] Talons Faction
« Reply #5 on: May 30, 2016, 08:02:46 PM »

print? sorry? what do you mean?
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"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

joaonunes

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Re: [A13] Talons Faction
« Reply #6 on: May 30, 2016, 08:06:13 PM »

print? sorry? what do you mean?

Think he means print of the faction relations or something :p the gear they usually carry, etc...
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MarcTheMerc

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Re: [A13] Talons Faction
« Reply #7 on: May 30, 2016, 08:13:02 PM »

They will carry generic vanilla gear which are carried by pirates or outlanders and can be either hostile or friendly.
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"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

joaonunes

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Re: [A13] Talons Faction
« Reply #8 on: May 30, 2016, 08:20:16 PM »

I think you missunderstood my previous question relative to compatibility...

Does this mod have any issues with Hospitality, Scheduled Caravans, More Factions Spawn and Combat Realism for example?
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MarcTheMerc

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Re: [A13] Talons Faction
« Reply #9 on: May 31, 2016, 10:43:22 AM »

I think you missunderstood my previous question relative to compatibility...

Does this mod have any issues with Hospitality, Scheduled Caravans, More Factions Spawn and Combat Realism for example?

I can verify its compatable with hospitality, I can not with the others
however i believe there no reason it would be incompatable.
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"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

joaonunes

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Re: [A13] Talons Faction
« Reply #10 on: May 31, 2016, 12:58:12 PM »

I think you missunderstood my previous question relative to compatibility...

Does this mod have any issues with Hospitality, Scheduled Caravans, More Factions Spawn and Combat Realism for example?

I can verify its compatable with hospitality, I can not with the others
however i believe there no reason it would be incompatable.

if you look at the xml files from CR, scheduled caravans and such they edit the values for each faction type, so I wonder, does this faction have a new type or does it use one of the already existing ones? (spacer, tribe, etc). If you don't use any of these types there might not be any direct incompatibility issues with those mods, but the increased number of factions of your type won't change, and the only obvious reason for this mod to be incompatible is if you edit the same files as the other mods 8)
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MarcTheMerc

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Re: [A13] Talons Faction
« Reply #11 on: May 31, 2016, 06:50:36 PM »

It shouldnt do, my best advice is try it and let me know if things explode.
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"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

joaonunes

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Re: [A13] Talons Faction
« Reply #12 on: May 31, 2016, 07:25:00 PM »

It shouldnt do, my best advice is try it and let me know if things explode.

Very encouraging xD Ok I'll try it

EDIT: Just tested it. Nothing blows up, but only one faction spawns. If someone wants to spawn more "Mercs" the def file must be edited. Now I have a total of 16 factions (5 tribal, 5 midworld, 2 spacer and 4 mercs) spawning when I create a new world xD

EDIT 2: Every hair type in Rimsenal has a tag to say which faction type can spawn pawns with that hair. Maybe you could add some hair with the tag relative to your faction type. Pretty sure your faction at this moment will only spawn with the vanilla hairs... At least then the mercs would look a bit different, even if just in hair xD
« Last Edit: May 31, 2016, 07:57:49 PM by joaonunes »
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MarcTheMerc

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Re: [A13] Talons Faction
« Reply #13 on: May 31, 2016, 09:24:14 PM »


EDIT: Just tested it. Nothing blows up, but only one faction spawns. If someone wants to spawn more "Mercs" the def file must be edited. Now I have a total of 16 factions (5 tribal, 5 midworld, 2 spacer and 4 mercs) spawning when I create a new world xD

EDIT 2: Every hair type in Rimsenal has a tag to say which faction type can spawn pawns with that hair. Maybe you could add some hair with the tag relative to your faction type. Pretty sure your faction at this moment will only spawn with the vanilla hairs... At least then the mercs would look a bit different, even if just in hair xD

Good to hear explosions are below expectation.

regarding the hair i'll consider it but at the moment i'm working on custom pawns at the moment.
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"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0'' It adds mercs

FridayBiology

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Re: [A13] Talons Faction
« Reply #14 on: June 01, 2016, 12:12:00 AM »

Very handy to have friendly spacers, Is there anyway that you could allow them to have better weapons/gear when they come to help defend our colony?
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