[B19] Raiderpedes, The Weapons of Destruction

Started by Jdalt40, November 05, 2016, 01:28:08 PM

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Jdalt40

The Raiderpedes

QuoteThere were once the Mechanoids, which left nothing behind but scrap metal of their enemies weapons, but over time the communities around them built up defenses, most outposts were able to hold off a mechanoid attack after the year 4473....
Then the pirates came up with their greatest invention....

Features!
-Adds in a type of mechanoid which spawns in pirate raids
-2 times the health of normal centipedes
-20% more sharpness armor
-20% more blunt armor
-A lot faster than the centipede
-Hard to kill
-You can 'butcher' them at the machining table for;
             -250 Steel
                 -150 Plasteel
                 -5 Components

-Does not kill the pirates in the raid nor other pirates
-Does not require a new colony!


Incoming Features!
-Colony made Raiderpedes (Look a bit different and are for military only)
-Malfunctioned Raiderpedes (Extremely powerful)
-New Malfunctioned Raiderpede faction (Hidden faction)
-Specialized or improvised Raiderpede weapons
(Less/More powerful weapons for pirate raiderpedes)
Done!


Download
Github
Steam Beta 19



Thanks to:
-erdelf (For helpful advice)
-Skullywag (For helping me out on important issues)
-A Friend (For the Raiderpede Texture and the new weapon texture)
-And everybody else on Discord!

Canute

Quote-Does not kill the pirates in the raid nor other pirates
Since they are mechanoids they will spawn on a crashed ship too.
But since they are friendly to pirates, what happen to other mechanoids ?

Jdalt40

I never actually thought of them spawning on psychic ships or poison ships, but I'll fix that later.
But because of the mechanoids being in the pirate faction, they will attack every other faction, including mechanoids :)

dninemfive

First of all, I really like the concept, and the texture look really good. However, these seem really overpowered, and that they're much faster doesn't make sense (shouldn't they be weighed down?). I would use this mod if they were nerfed a bit.

Jdalt40

Updated to Alpha 16!
New Features Include;
-Added a pirate cannon to Raiderpedes, be careful it's powerful!
-Raiderpedes are less common in raids (2-3 in 8000 point raids)


Umbrador


Jdalt40

Please download new update!
Major bug fixed!

Stops the potential game breaking error from happening when a Raiderpede spawns in a siege, I have removed them from sieges.
Please update if you want to guarantee a stable game with this mod.

SpaceDorf

I like the raiderpedes, it is awesome and fearsome, but I think the butcher amount is a bit overpowered compared to the amount of ressources you get from normal mechanoids.

Also I find it strange when Mechanoid Attacks include Raiderpedes.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Jdalt40

Quote from: SpaceDorf on April 03, 2017, 12:05:30 PM
I like the raiderpedes, it is awesome and fearsome, but I think the butcher amount is a bit overpowered compared to the amount of ressources you get from normal mechanoids.

Also I find it strange when Mechanoid Attacks include Raiderpedes.


Hey SpaceDorf, glad you like the challenge, I'll be thinking of making the butcher amount less overpowered.
Also sorry for the Raiderpedes being in Ancient ruins and Mechanoid raids, I have not found a way yet to deal with this issue.

I will also be creating entire Raiderpede raids, that way you will have to deal with the Raiderpedes without the pirates fleeing halfway through the battle (they will still start leaving when half of their raid is destroyed, to get repairs from the pirates nearby).

SpaceDorf

Don't be sorry.
I allready guessed it was some technical issue.
It is just a bit strange .. but you could still argument, the mechanoids took them back.

Some of my most intense battles where with those mechanoid attacks .. or a ancient room heist ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Jdalt40

Quote from: SpaceDorf on April 04, 2017, 06:46:21 AM
Don't be sorry.
I allready guessed it was some technical issue.
It is just a bit strange .. but you could still argument, the mechanoids took them back.

Some of my most intense battles where with those mechanoid attacks .. or a ancient room heist ..
Lol yeah, one of my first tests playing with my own mod killed off my colony in 5 seconds :D .
I walked straight into an ancient ruin room expecting my guns to be able to kill any mechanoid showing up, Raiderpedes came out instead :D .

Jdalt40

Oh and I might be adding Raiderpede armour walls (walls that are the same colour as the Raiderpedes, maybe a bit stronger than steel ;) )

Lethe

"Incoming Features!
-Colony made Raiderpedes (Look a bit different and are for military only)
-Malfunctioned Raiderpedes (Extremely powerful)
-New Malfunctioned Raiderpede faction (Hidden faction)"

QwQ You know, now that you mention it, I do need giant raiderpedes in my colony.

Cool mod! Neat idea for the walls.