Non-lethal weapons for A17? (everything I find is outdated or steam-only...)

Started by stigma, July 21, 2017, 11:33:45 PM

Previous topic - Next topic

stigma

Hey all,

Any mods for non-lethal options in A17? Preferably something not too OP - but just to give you some options in dealing with for example friendly colonists going berserk. I know there have been many mods along these veins but I can only find outdated stuff - or stuff on steam workshop that don't have non-steam downloads.

Alternatively, if someone who uses steam would like to grab this for me:
https://steamcommunity.com/sharedfiles/filedetails/?id=918386239&searchtext=Non-Lethal
(after download it's just a matter of grabbing the folder from inside mods folder, it's not a complex operation)
and send me a PM that would be sweet. Posting it publicly probably isn't cool without the mod authors permission though (hence the PM).

-Stigma

Canute

Try the sith lords from the starwars mod.
Their choke can down the target for a while or kill it when it was too strong.
The Jedi skill mind trick can "cure" berserk/manhunter.

stigma

Quote from: Canute on July 22, 2017, 01:11:47 AM
Try the sith lords from the starwars mod.
Their choke can down the target for a while or kill it when it was too strong.
The Jedi skill mind trick can "cure" berserk/manhunter.

I'm looking for something a lot more "vanilla friendly" than that - not a total conversion or large addon pack.
But still, thank you for the suggestion.

-Stigma

Canute

Starwars force isn't a total conversion or large addon.
It just add force power to your pawn's and deflection chance to mellee weapons.

AngleWyrm

Quote from: Canute on July 22, 2017, 02:35:21 AM
Starwars force isn't a total conversion or large addon.
It just add force power to your pawn's and deflection chance to mellee weapons.
Is that an ability the pawn uses on it's own, or something the player does with a force-enabled pawn?

I've been using Rimsenal's Federation "Verdict" Concussion baton for non-lethal combat, as the primary weapon for my animal tamers.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

stigma

Yea, I'm just not looking to add one of those large arsenal packs. Trying to keep it sort of vanilla-ish and not add too much unless it's got a really good reason to be added in. As for the force powers thing - I appreciate the suggestion, but it's not what I'm looking for.

Ideally for non-lethal options it would just be nice to have one on it's own, or a couple that complement each other - like a tazer/stunbaton and some limited-range alternative also.

Skullywag had some nice stuff including non-lethals - but it looks like it's not been updated since alpha9 or something.

I found these on steam workshop, but I don't use steam at all, and there's no external links, so unless someone wants to sub - grab the files and give them to me - I'm kind of stuck on that front:
https://steamcommunity.com/sharedfiles/filedetails/?id=918386239
http://steamcommunity.com/sharedfiles/filedetails/?id=892895644

There is also a very nice gas-trap mod that has a non-lethal option here:
https://ludeon.com/forums/index.php?topic=34213.0
but this also is missing a non-steam link on that one...

-Stigma

Canute

As non-steam user i don't even think about to check there ! :-)

Yep, serveral non-lethal weapons didn't got update to A17/A16
Blowguns, Stun-gun, mellee shocker.

Concussion baton is just a strong blunt weapon, you can use a Jade club too.

I notice the Cyrogenic launcher from Orassans cause alot of pain, but not that much damage. You are geting alot of downed enemys.
But since the weapon got a very big explosion radius you need to be careful not to kill them with the next blast.

You should play many colonies with different races and weapons mods, this alter the gameplay and give you new things to discover and keep the game interesting.

FoxXeL

Hi, I find all non-lethal mods almost useless if you don't have this mod: https://ludeon.com/forums/index.php?topic=27580.0


If you reach the cap of alive pawns or something like that, even smaller injuries that would normally not kill a pawn, will still kill it. So even non-lethal weapons will kill your pawns.

Canute

FoxXeL,
no real nonlethal weapons don't need that mod, because they never kill or doing damage.

But the mod helps alot with regular weapons.

stigma

The non death randomness is a good one too. I use that a lot.

You have to play the game with that mod knowing that it has the potential to break balancing progression curve though since the "artificial deaths" are there exactly to provide an "ideal storytelling" progression. But as long as you know what you are doing and keep this in mind then it sure does make the game feel more natural by removing such a forced mechanic.

It definitely has a lot of potential with the new "prison labor" mod which has a lot of potential. It's already pretty good and is being developed fast with new updates. A no death randomness + prison labor was partly the reason I wanted to dabble in something non-lethal. I don't intend to mass-harvest labor from raids or anything, which is why I'd prefer a balanced non-lethal, but it would make so much sense to be able to increase your chances of live capture on wounded fleeing enemies and such.

-Stigma

ax15r

what about a simple taser gun with some kind of anesthetic injection as melee -Consumed- variant?

rambo


Distman

New version of Gas Trap have non-steam download link now. Check thread.

/Distman

Quote from: stigma on July 22, 2017, 10:18:20 PM
Yea, I'm just not looking to add one of those large arsenal packs. Trying to keep it sort of vanilla-ish and not add too much unless it's got a really good reason to be added in. As for the force powers thing - I appreciate the suggestion, but it's not what I'm looking for.

Ideally for non-lethal options it would just be nice to have one on it's own, or a couple that complement each other - like a tazer/stunbaton and some limited-range alternative also.

Skullywag had some nice stuff including non-lethals - but it looks like it's not been updated since alpha9 or something.

I found these on steam workshop, but I don't use steam at all, and there's no external links, so unless someone wants to sub - grab the files and give them to me - I'm kind of stuck on that front:
https://steamcommunity.com/sharedfiles/filedetails/?id=918386239
http://steamcommunity.com/sharedfiles/filedetails/?id=892895644

There is also a very nice gas-trap mod that has a non-lethal option here:
https://ludeon.com/forums/index.php?topic=34213.0
but this also is missing a non-steam link on that one...

-Stigma

panzerbjorn

I'm actually working on a non-lethal weapon mod pack right now. It adds new weapons and research items across multiple technology levels from Neolithic to Glittertech. I will try to post a link here once it's ready to go, I am working on this on GitHub so you won't need Steam in order to access and use the mod. I will likely create a Steam Workshop package for it as well, though, since most folks play RimWorld via Steam. A basic mod should be ready to play within a week or two depending on how much free time I get to work on it. Nothing really wild or off-topic, I'm creating these weapons in the spirit of RimWorld to be balanced and to fit in with the game's look and feel.