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Poll

Galactic Empire vs US Marines. Who will win?

The freakin' MARINE CORPS BABY OOH-RAH SEMPER-FI!
- 19 (11.4%)
Galactic Empire. It's treason, then.
- 31 (18.7%)
This is ridiculous, the Army would step in and run over everyone with their Camaros
- 2 (1.2%)
This is ridiculous, the Navy would step in and sing YMCA during the fight
- 3 (1.8%)
This is ridiculous, the Air Force would be in a 5 star hotel dropping MOABs
- 5 (3%)
This is ridiculous, the Space Force would send in Master Chief
- 27 (16.3%)
Russia.
- 79 (47.6%)

Total Members Voted: 166


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Author Topic: [1.0] (WIP) Project Red Horse: Tacticool Expansion  (Read 69149 times)

Chicken Plucker

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #555 on: May 15, 2019, 04:55:25 PM »

NOTE: YOU MUST REPLACE ANY EXISTING UMBRA COMPANY MOD FOLDER WITH THE NEW UPDATE TO GET THE TANK CODING WORKING PROPERLY

Sorry for yelling.

Updates and download links are available in the front page


Umbra Company
- Removed DeathComp.dll within folders to fix compatability with upcoming faction mod "Last Man Mercs" which utilizes tanks.


Last Man Mercs
- T-55 blunt and sharp protection has been reduced
- T-55 health has been reduced
- T-55 now spawns LMMC soldiers upon death
- T-55 move speed reduced

Realistically, the T-55 was very slow compared to modern tanks or even the Centipede mechanoid in-game. It also had the lack of protection modern-day MBTs have. Let's exclude the trophy systems, there's lack of proper side skirt armor protecting the treads, the treads of the T-55 are exposed. Well placed shots from high-powered rounds could disassemble the tank treads and cause the tank to be immobile.

With all this, I've made the T-55 less harder to kill. I may buff the 100 mm cannon before I finalise the mod for Steam release, increasing damage and range.
________________________________________________

Progress Report - The Elite Crew

Two bad guys coming to Steam Workshop soon, everyone's been so comfortable with about 3 good guys full of friendly special forces from games we know, it's about time we have more unfriendly faces besides ol' Umbra Company getting scraps on their own.

Some previews made for Elite Crew. Made a variety of M65 jackets, one new green uniform from CS:Source and one "Boss" outfit variant that includes a tactical vest based on another CS:Source model. Other than that their uniforms are randomized, different apparels since they're not exactly organized in terms of uniform.


Quote
Description:
The Elite Crew, sometimes referred to as the "1337 Krew" or "Leet Krew", is a Terrorist faction, Middle-Eastern fundamentalists based on world domination and other evil deeds.


Typical elite crew terrorist unit, randomised outfit colors





Cold weather M65 jackets with ALICE harnesses, comes in three colors






Special elite units (Like the Gold Nova guys, rest of the faction is silver. hihi csgo joke Rip.)


Shemagh from Rimmu-Nation Clothing with Aviator glasses, similar to the old CS:Source model but less accurate in terms of looks.



Concept shemagh that only covers the face, not the whole head. Will show hairstyle. May not make it in final version. It was to commemorate the "Dad" terrorist model, the one that looks like a total dad with the beard and stuff.

Anyways, let's talk weaponry.


So I'm trying to strictly go for CS:GO weapon selection unlike the use of dragunov and AK-74U from the B18 version. I've also handpicked Terrorist sided weapons from the game, and narrowed it down to the most commonly chosen weapons.



This means I have to finally get off my butt and make the melee weapons! Not only this, I have to make yet another two weapons uncraftable:

- G3SG1
- C4


You may notice their weapon selection is very small, but the catch is- since most of their units are not wearing body armor, their weapons will be high-powered. The likes of for example, the P90, AK47 (their only assault rifle option) and last but not least the AW50. The AW50 should be on it's own, but for the sake of making sure their snipers aren't only spawning with a .50 BMG bolt action, there's the L96A1 to weigh out the pawntype options to 50/50.

The Elite Crew is highly skilled, their weapons are powerful but they are just mere men made of flesh.

Note to self:
I have to get that recipedefs sorted ASAP before more weapons become uncraftable to stop people from being left with just a toothpick to craft for Rimmu-Nation Weapons.

___________________
Question:




Umbra Company was originally meant to have BTR-70 and an MBT-70. Should they be added in?

This will mean that Umbra Company will become more powerful than they already are, which was always the intention. Due to lack of updates on the mechanoid .dll, these mechanoid pawntypes were never added in on time.

What are your opinions? Leave them as they are, or make Umbra Company as terrifying as they were during B18?

Most mech weapons also destroy on drop, yet What The Hack somehow keeps track of them and restores them along with the mech, when its hacked from downed state. I assume same would transpire with the cannon. When there will be a way to change weapons for mechs, that ll be another story entirely... Seeing a tank shooting bullets out of its cannon will be funny. xD

Well, it would show the weapon being held by the mechanoid. For example, an AK-47 (if you had no other weapon to give your mechanoid), you will see a tank holding it like this..

« Last Edit: May 15, 2019, 05:00:44 PM by Chicken Plucker »
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Madman666

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #556 on: May 15, 2019, 08:06:48 PM »

Lol, that would be hilarious. A tank holding a gun, lmao. And with Roolo's Dual wield mod, it could be even more tacticool by... holding TWO! AK-47. This is priceless, i must have this.
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dninemfive

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #557 on: May 16, 2019, 01:19:05 PM »

Quote
Umbra Company was originally meant to have BTR-70 and an MBT-70. Should they be added in?

I would vote no. Personally, I'm against most factions (with the exception of established, state-based militaries like the US) having tanks, since it doesn't make sense that armored vehicles would be common on rimworlds. The BTR-70 would be OK, though if you want to give Umbra Company armored support the UGR from MW3 (or another small ground-based drone) would be a more appropriate choice IMO.

By the way, do you still want airstrikes when the US Army attacks? I should be able to whip something like that up if you want.
« Last Edit: May 16, 2019, 01:21:25 PM by dninemfive »
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sumghai

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #558 on: May 16, 2019, 05:05:19 PM »

Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.

Chicken Plucker

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #559 on: May 16, 2019, 09:21:20 PM »



New Elite Crew preview



Worked on outfits for the two famous "Dads" in CSGO. People call them "Dad" because out of all the terrorists in-game, these guys aren't even wearing masks, they just have really nice beards. Dads lookin' out for their family, working full time jobs as terrorists cause McDonalds rejected their job applications.
(surprisingly they prefer someone with a few years experience over the grill)

Will make these hairstyles spawn for their pawns.

Waiting on Jecrell's codes:
- Faction body restriction
- Faction gender restriction

With this two combinations, military factions can have fitness standards AND gender restrictions when it matters. It is my intention to make Elite Crew only spawn males, along with the Russian Military that don't have female infantry soldiers.


Uniform has been re-colored to more accurately match the Elite Crew from CS:GO. I may keep the old highly colorful versions for Rimmu-Nation.

Speaking of gender restricted factions..



MEDUSA

MEDUSA is a private army from a distant world that consist of female soldiers. Nomads without a nation, they go world-hopping looking for land or a means of gaining the necessary resources to finally find their own place to call home, where they can set the rules. Men are treated as second class citizens by this faction, save from those who decide to hire the services of the group or those tagged as "VIP" under contract. Typically those who do not fit those categories are kept as slaves or executed if deemed as "useless".



MEDUSA utilise the infamous "Go-Juice" drug, standard-issue for their ground infantry.


Concept pawntype

They are hostile. Highly untrusting of outsiders, women who aren't a part of their sisterhood are considered weaklings, typically those who are seen socialising with free men (non-enslaved) as if they were equals.

The leader of this group is an AWOL vat-grown soldier that is highly traumatised by the surgical operations done to her body during her time in the vat. Scientists burned through her memory were men, and with the lack of developed mind on the vat-grown's part, a dangerous ideology was born.

After setting free some female slaves she found in some Urbworld her pod crashed in, MEDUSA was formed. Having child-like naivety, the vat-grown soldier does not realise her own strength. Flocks of abused and orphaned young women, brought in by a promise, unable to fight for themselves were later forced to take Go-Juice frequently which resulted to many deaths by overdose. How the drugs were acquired were through organised robberies of government shipment.

Despite the many lost lives of sisters through trial and error, MEDUSA has grown stronger than ever sporting their own reactive armors and developing better combat techniques from experience and being able to traverse through worlds with their ships.

EDIT: Sorry I'm very sleepy, spent like 2 million years checking grammar
________________________________
Lol, that would be hilarious. A tank holding a gun, lmao. And with Roolo's Dual wield mod, it could be even more tacticool by... holding TWO! AK-47. This is priceless, i must have this.

And if you cannot afford two AK-47s, craft two short bows for your tank as a temporary solution for ranged warfare

Quote
Umbra Company was originally meant to have BTR-70 and an MBT-70. Should they be added in?

I would vote no. Personally, I'm against most factions (with the exception of established, state-based militaries like the US) having tanks, since it doesn't make sense that armored vehicles would be common on rimworlds. The BTR-70 would be OK, though if you want to give Umbra Company armored support the UGR from MW3 (or another small ground-based drone) would be a more appropriate choice IMO.

By the way, do you still want airstrikes when the US Army attacks? I should be able to whip something like that up if you want.

Without getting too much into lore of Red Horse

They have the MBT-70 for the same reasons our colonies can have solar power, heating systems, charge rifles and etc. It's research and development. Umbra Company isn't supposed to be attached to our earth, they're self-sustaining. The founding leader IS earth so he knows what tacticool gear to give UC soldiers, but they manufacture these themselves as player colonists craft their own gear.

This was supposed to be a segway to players being able to craft their own tanks but we all know that stuff got cancelled. There would have been a way for players to research MBT models through eras, advancing from Sherman WWII tanks to modern-day M1A1 Abrams. MBT-70 is just another one on the list, where the blueprints are made available through the use of a Multi-Analyzer and a Hi-Tech research bench

Also about the US Army airstrikes, I MAY include it in a rare raid event, but I probably won't since it's super unfair for players. I'm thinking don't waste your time unless you want the feature in there yourself, I won't hold it against you at all if you won't bother. They will have Alliances backing them up anyway (contract buying system for these PMCs etc.) when it's all up

Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.

Oh I see, thank you!

I don't plan on giving any other factions backpack though, even though you have patched it for CE it sadly remains unpatched for vanilla

Guys sorry I'm outta time again, falling asleep here. 2AM, been busting out textures and stuff. See you all later.
« Last Edit: May 16, 2019, 09:48:37 PM by Chicken Plucker »
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Skynert

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #560 on: May 17, 2019, 05:17:11 AM »

Finally, a worthy opponent. Our battle will be legendary :D
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LiteEmUp

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #561 on: May 17, 2019, 05:24:10 AM »

so question: are these tanks something you can ride on or they behave like a "living" organism??
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rawrfisher

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #562 on: May 17, 2019, 08:23:27 AM »

They are mechanoids.  You can ride them if you use what the hack and the giddyup mods.
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Chicken Plucker

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #563 on: May 17, 2019, 06:31:21 PM »

NOTE: All new updates for the following mods must be installed to ensure 100% compatibility with the new faction mod

Updates and download links are available in the front page


(Currently all updates here are early access and have not been uploaded in Steam.)



- Elite Crew Added


Last Man Mercs
- New tank crew pawntype
- New CVC helmet for tank crew
- Reduced faction base population in map generation
- Categories fix for LMMC combat uniform
- Albion has fixed possible issues with "What The Hack?!" by disallowing tank crewmen from spawning if tank belongs to player faction.



Rimmu-Nation Clothing
- Appareltag tweak for handgun holsters, compatibility fix for Elite Crew

Rimmu-Nation Weapons
- Several Elite Crew weapons made uncraftable for compatibility, including ALL grenades. Will be added back in an upcoming Rimmu-Nation weapons update, a major update that sees melee being added and a new recipe system for many weapons.

Task Force 141
- Removed backpack related .dll since it was unused and may cause mod conflicts

Umbra Company
- Removed backpack related .dll since it was unused and may cause mod conflicts

EDIT: sorry I forgot
Chicken Mitchell Hairstyles
- Elite Crew hairstyles added

so question: are these tanks something you can ride on or they behave like a "living" organism??

They are unusable for players without the assistance of mods as rawrfisher has said, it is just a bunch of mechanoids that give the illusion of being used since they drop units upon death.

Finally, a worthy opponent. Our battle will be legendary :D

Which faction are you referring to?

Guys I've gotta cut right now and sleep. It's about 12AM and I got work in 5 hours. I did what I could to bring the Elite Crew back, took the entire day of me just being in bed and being an utter mess. I tried so hard and got so far.


Anyways, no time to type a wall of text, cheers all and enjoy the new factions! Currently they're not finalised yet, I've got to fix Rimmu-Nation Weapons before a Steam release since too many weapons have been taken off the crafting bench and that new recipe system is way overdue.
« Last Edit: May 18, 2019, 02:03:09 AM by Chicken Plucker »
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sumghai

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #564 on: May 18, 2019, 01:49:06 AM »

As a player, I'm probably going to hold off on updating my own copy of RN Weapons until the melee update, as it is important for my colony/outpost to retain the ability to manufacture grenades and maintain its inventory.

Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.

Oh I see, thank you!

I don't plan on giving any other factions backpack though, even though you have patched it for CE it sadly remains unpatched for vanilla
AFAIK, backpacks aren't really needed in vanilla, so I wrote the patch to only patch the backpacks for CE and equip faction pawns with backpacks if CE is running.

The reason for the whole backpack rigmarole is because CE handles pawn gear/item capacity differently to vanilla:
  • In vanilla, RN faction pawns can carry up to 35 kg of gear/items, including armor, weapons and RN MREs, Nuka-Colas etc.
  • Combat Extended imposes an extra CarryBulk (i.e. volume") capacity limit to pawns, so a pawn cannot carrying extra items that exceed either the bulk or mass limit, whichever comes first.
  • Combat Extended also generally tries to make sure all pawns with weapons are equipped with the appropriate ammo, which again adds more mass and bulk.
  • In the context of RN factions, what usually happens is that every time a RN faction pawn gets spawned, they get loaded all with all sorts of armor, MREs, Nuka-Colas, medkits, which often exceed the default CarryBulk limit; this means they have no capacity to carry any weapon, or if they do carry weapons, they don't have ammo to go with it.
  • The RN factions that include backpacks are patched so that the RN faction pawns wear those backpacks, raising their CarryBulk and mass limits, and thus giving them more room again to carry weapons and ammo.
  • Consequently, without the backpack patches I already included, your hostile RN faction pawns will arrive on the map without being able to fight immediately, or possibly even make a beeline for your colony's ammo stores and get shot up by your colonists on the way - a hilariously bad gameplay scenario.

If you don't want to bother with making backpacks for use with CE, that's fine - I can just patch your faction pawns to use CE's own backpacks, although they don't look as nice as yours.

I won't raise this issue again, but I thought I'd just provide the full context behind it.



Aside - here's a quick little showcase of a outpost I built using CE, RN, LWM Deep Storage and RimNGE - NERV Odawara:


(Full size)

(Entire map for scale)

Austupaio

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #565 on: May 19, 2019, 06:11:57 AM »

Just started using this mod for the first time about a week ago and you've done a crazy amount of updating even in that time span, nice work. The whole mod project is a little difficult to decipher, it took me a while to decide which folders I wanted to download off Google Drive, but the content is great and fills the niche between the old west Rimworld and the jump to sci-fi very well.

I like the criminal organizations you're adding now, though I'm cautious to add them to my save game with all your other content (will it all play nice or require a new game?), I think it's a good contrast as MSF, TF141 and Umbra Company do blend together a bit. Especially since in my current game, I used the MSF start scenario and immediately allied with 141 and Umbra.
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dninemfive

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #566 on: May 19, 2019, 02:50:34 PM »

Generally factions can be freely added to but not removed from saves, though you will need Faction Discovery for them to actually show up.
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Ink.

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #567 on: May 20, 2019, 02:31:18 AM »

Hey CP, quick question because I've found what appears to be a bug but I can't be certain if it what produces it comes from one of your mods or CE itself. Anyway, the question being: does Rimmu-nation Clothing and/or weapons introduce a ballistic shield or is that a CE thing?

Because if it is, I'm not sure if you know or not but I've discovered recently that when you give your colonists a bionic arm (whether it be vanilla or EPOE), they no longer can wear ballistic shields as it says they're missing a required body part. I'm not sure if ballistic shields come from you or CE, so I figure I'd mention here before CE.
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rawrfisher

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #568 on: May 20, 2019, 03:31:36 AM »

I'm fairly certain Ballistic shield would be a CE thing.
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exegert

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Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« Reply #569 on: May 20, 2019, 07:43:33 AM »

Thanks for your great mods. Medusa looks really interesting. Any ETA?
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