[B18] TiberiumRim: Factions - Which side are you on?

Started by Telefonmast, July 15, 2017, 12:37:22 PM

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kubolek01

Quote from: SihvMan on October 10, 2017, 02:44:36 PM
So, if you research GDI tech, you get relation buffs with GDI and penalties with Nod, and vice versa with Nod Tech. What happens to faction relations if you research both? Are both good, both bad, neutral?
In exact, max good will of one or "die moda*/&a" behavior of other side. Because you join them in fight tbh.
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

getfreur

good mod, but why is the GDI soldier armor more like from tiberium sun while the nod militant armor is not?

Telefonmast

This mod doesn't focus on a specific game. Ideas and concepts are taken from the whole franchise and build a whole Tiberium universe.
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getfreur

i see, but would not be better the militia armor be more recemble to the militant armor from the second tiberium war and kane wrath? the brotherhood have far greater understanding of tiberium then the GDI, but this armor appears that they are space pirates of some sort, just my personel opinion.

Telefonmast

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getfreur


Telefonmast

Yes I do plan on adding more.
It takes time though but there are lots of ideas left unfinished.
Telefonmast - Ready to give you good phone connection!
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getfreur


Telefonmast

Planned features include:

Tiberium Harvesters like in the C&C games.
Improved nod laser fence and inhibitor fence (pylons connecr to each other instead of needing to place multiple like a wall)
Faction super weapons, C&C3 style Ion Cannon for GDI and aurora bomb/tiberium superweapons for Nod.
GUI for special abilities.
Nod and GDI mech vehicles.
TCN (Tiberium Control Network) world structures to control tiberium growth on the world.
Scrin invasion, scrin will start invading your planet and builds threshold towers for you to destroy.
Possible mission GUI at the end.

These will not be done anytime soon, just ideas.
Telefonmast - Ready to give you good phone connection!
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getfreur

The idea about harvester and faction super weapons are the ones that are more interesting and more easy to implement in my opinion.
The harvester i think you can make something like the robots but it's like a colonist that don't do nothen only harvesting and hauling, a rare artifact in the rim that only need to recharge in a batterie to continue work and need to "rest" for not overheating.
The superweapon i think you can make for the GDI the ion cannon and for nod a missile that when hit it's target transform the place in a green tiberium zone and those that are there become viceroids.

kubolek01

Quote from: getfreur on November 22, 2017, 05:11:10 PM
The idea about harvester and faction super weapons are the ones that are more interesting and more easy to implement in my opinion.
The harvester i think you can make something like the robots but it's like a colonist that don't do nothen only harvesting and hauling, a rare artifact in the rim that only need to recharge in a batterie to continue work and need to "rest" for not overheating.
The superweapon i think you can make for the GDI the ion cannon and for nod a missile that when hit it's target transform the place in a green tiberium zone and those that are there become viceroids.
We have some Ion Cannon like weapon, it's called OPAL and is a separate mod. Wanna look in it for rules of behaviour?
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

Telefonmast

Thanks for the help but I have my own concepts for each new feature.
Harvesters will be bots with only one function though, but the Ion Cannon ist not just going to be a boring static laser.
Telefonmast - Ready to give you good phone connection!
- My mod project

getfreur

you know any way to make GDI and NOD settlements use the mod structures and defeses then vanilla? because that would be a great thing attack a NOD fortress running against the obelisk.

CannibarRechter

Hello,

I was reading over the Defs for the GDI apparel,  and I cannot find any stat specific to shielding from Tiberium. Did you, perhaps, reuse one of the others, such as heat or electric?

Thanks.
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Telefonmast

Quote from: CannibarRechter on December 02, 2017, 04:12:24 PM
Hello,

I was reading over the Defs for the GDI apparel,  and I cannot find any stat specific to shielding from Tiberium. Did you, perhaps, reuse one of the others, such as heat or electric?

Thanks.

There is not stat. It's a tag in the defName called "TBP".
Telefonmast - Ready to give you good phone connection!
- My mod project