[1.0/1.1] The Shin-Ra Company Mod 0.0.5.2 *just updated*

Started by asierus24, November 30, 2018, 04:42:56 PM

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asierus24

The Shin-Ra Company v:0.0.5.2 for 1.0 and 1.1
A Final Fantasy VII mod

Album with more pictures:
UPDATED VERSION by Mlie HERE:[/b]


REQUIRES FOR 1.0:

-Alien Races Framework 2.0 for 1.0 by Erdelf:


-Jectstools for 1.0 by Jecrell:
                           
REQUIRES FOR 1.1:

-Harmony:
-Alien Races Framework 2.0:
-Jectstools by Jecrell:

Download

Link updated with every update comment

ONLY ENGLISH AT THIS MOMENT

Load Order for 1.0:

   -Core
   -Alien Races Framework 2.0 for 1.0 (must always load before)
   -Jectstools for 1.0(must always load before)
   -(other mods needs and cores)
   -Shin-Ra Company mod

Load Order for 1.1:
   -Harmony
   -Core
   -DLC
   -Alien Races Framework 2.0 (must always load before)
    -Jectstools
   -(other mods needs and cores)
   -Shin-Ra Company Mod

ANY FURTHER UPDATES WILL ONLY APPLY ON 1.1 VERSION, 1.0 VERSION WILL REMAIS AS IT IS.

Small Lore Intro:
(On a alternate history of Final Fantasy VII )After discovering that Gaia, the Shin-Ra Company home planet was about to become unhabitable soon, the company started a program to colonize other worlds, this led them to the Rimworlds, worlds full of life and full of Lifestream to use, you are on the early stage of this colonization effort, but be carefull, the Rimworlds are not safe and you must contact the company to receive support using the research tables.

Each Colonization Stage will grant you access to new advanced equipment.

PD:This was my first mod, so suggestions and constructive criticism are welcome.

Detailed Mod Info
This mod adds Final Fantasy VII Weapons,Armors,Apparels,Implants,New Buildings,New Resources,Craftable Robots,Monsters,New races(Gaia Humans,robots),New Traits ,backstories and a new scenario.

For more in-depth information about all added on this release, have a look at the About folder on the mod, there you can see pictures of all items added and more info on the production of the new resources.


In total this mod contains:
-New Scenario to start as Shin-Ra Colonists.
-New Technology tab containing 21 nodes to research.A Gaia human pawn its needed on  colony to research them.(what unlocks what described on each node)
-18 New weapons, divided on 3 tiers, Stage 1, Stage 2 and Stage 3.(3 of them is only usable by robots).(looking for feedback on balance)
-2 New Defensive Turrets. (4 for 1.1)
-13 New apparels & Armors, including a new power armor.
-3 Craftable Robots, 2 military ones, and a utility one(used to caravans transport).(they are like pawns but they don't need rest and can't do most of things) <--- removed on 1.1 due to errors, will come later.
-Robots can be repaired part by part with operations. <--- removed on 1.1 due to errors, will come later.
-2 New Implants (Jenova Cells implants, One for Gaia Humans and other for Normal Humans.(potentially deathly operations, but grants big bonuses).
-New Orbital Trader that only sells Shin-Ra Equipments/Things.
-23 New backstories, containing both adulthood and childhood ones.
-3 New races: all removed on 1.1 due to errors, will come later.
     -Gaia Humans: Are more likely to survive the Jenova Cells Implant Operation, some even start with it, like SOLDIER members.( can spawn as refugees,on cargo pods or in slavers)
     -Shin-Ra Robots: Craftable Robots like the Heli Gunner Security Bot or the Hauling Crane bot.<-removed on 1.1 due to errors, will come later.
     -Shin-Ra Robotic Tank: An A.I Controlled Light Tank very usefull on assault raids. <--removed on 1.1 due to errors, will come later.

-7 New Traits unique to Gaia Humans and Crafted Robots. <--- Some removed on 1.1 due to errors, will come later.
-1 New Mechanoid that can spawn on hives/ships/raids. <--- removed on 1.1 due to errors, will come later.

-2 New beds like buildings only usable by robots to be repaired/parked. <--- removed on 1.1 due to errors, will come later.
-1 New Medical bed with increased healing factor, also recommended for apply Jenova Cells Implants with less death chance.
-2(1 on 1.1) New Workbenchs, to craft Robots and Special weapons.
-4 New Resources used to craft most of the new equipment.
-4 New Buildings.
-1 New natural Building based of the Steam Geyser, but required by the new buildings.<--removed on 1.1 due to error, lifestream processor now builds on top of Steam Geyser.
-New Sounds and Effects for nearly all added.

-A new way of producing energy: Lifestream Processing into Mako, but be carefull, this technology can convert your lands to dead wastelands with time!. (lands will regenerate if you deconstruct the mako processing building)



Also sorry my bad english, if you find typos or errors here or in the mod please report them.


known issues/incompatibilities:

   -minor error log that does nothing (or at least don't seems to do anything bad)
   when you build a robot, if you build robots turn auto open off on dev mode.
   
   -the only one that can cause problems it's Combat Extended  mod,
   the weapons added by Shin-Ra Mod do not use ammo and
   can be OP with the mod activated, there may be more issues.
   
   -ANY mod that alters these files may be incompatible (not sure):
    CommonMapGenerator.xml <-- (this for sure causes problems if other mod uses it)
    BasePlayerMapGenerator.xml
    BaseFactionMapGenerator.xml
    EncounterMapGenerator.xml
    EscapeShipMapGenerator.xml

  -Sometimes, if you don't have any robot repair beds (Recharge station or Tank Repair station)
         they will use medical beds,i don't known how to prevent this atm.

  -Remember to lock the Medicine use on your robots, they don't heal this way and you will waste meds, they have their own repair operations. (they require toolboxes & MakSteel to appear)

-There may be more, please if you find any report it here.


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Sub-Mods
Shin-Ra Company Gelnika v:1.0 for 1.1
Shin-Ra Space Gelnika Space Plane MK I
Manufacturer: Shin-Ra Shipyards
Fuel Capacity: 2000 units
Fuel Type: Mako Barrels
Maximum Cargo Capacity: 2500kg

Offensive Capabilities: Bomber (6 bombs)
(to bomb just load any shell and a pilot)
This sub-mod Adds a new  usable airship fueled with Mako Barrels, using SRTS Expanded as base.


REQUIRES:

DOWNLOAD AIRSHIP SUBMOD:

known issues:
report any.

Author/Mod Team
Asierus24 - lead developer, coder(XML,minor c#), artist.

Want to help? just pm me!.


Credits
   -Squarenix for most of the sounds(later modifed by me),inspired from artworks and
   the awsome final fantasy series.
   -Jecrell (Ludeon forums)for his: how to make a rimworld mod step by step tutorial.
   -Jecrell and his team for Jectstools.
   -Erdelf for his Alien Races Framework.
   -Findsounds.com and the recordist for free royalty jet bomber sound.
   -FueledByOCHD for his help on Ludeon Forums, Natural Lifestream Pools
   are possible due to his small guidance on map generation.
   -fluffy and BrokenValkyrie for his Range Animal Framework.
     -Cpt.Ohu for his awsome OHU Dropships Mod.


License/Permissions for Shin-Ra Corp Mod:

-Can modpack makers include your mod in their modpack?

   - PM me on forums for permission first.

-Can other modders make derivative mods based on yours?

   - PM me on forums for permission first (required mods not included on this license, check their pages for info).

-Can other modders do translations of your mod?

    -Yes, Please do it, this mod is only on english atm. PM a link of your translation and i will add
           it here.

-Can other modders do Patches for your mod for Compatibility?

   -Yes, Please do it. PM a link of your patch and i will add
           it here.
-----Gelnika addon has different license and it's free to use,modify etc, check license inside.----



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

asierus24

Minor update release:
The Shin-Ra Company Mod 0.02
Changelog:
  -Decreased the rate at wich the lifestream processor poisons the map.
  -Decreased the area poisoned by the lifestream processor.
  -Fixes some typos on descriptions.


save compatible.

Main post dropbox link also updated.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

asierus24

Minor update release:
The Shin-Ra Company Mod 0.02 HOTFIX

Changelog:
  -Materia Condenser tech requirements fixed, now it's enabled when researching lifestream studies tech instead of Orbital techs.

save compatible.



Main post dropbox link also updated.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

cerealfyfy

Mod looks great! Any plan to continue developing the mod?

asierus24

well i have little time to mod atm :) sorry late response. maybe in the future i retake the work on the mod.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

cerealfyfy

Thanks for the reply. With ver 1.1 out and FF7 remake coming soon, I think its the prime time to update the mod  8)

asierus24

Updated for 1.1. playable also on 1.0.

Changes for 1.1:
-Removed robots, new races, traits and backstories, they will come again later.

Changes for 1.0:
-Minor Fixes.
-All content.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

asierus24

Update released:
-Readded the Gaia human race and all the traits, backstories etc.
-Updated the Gelnika Plane Addon (separate download).

-Fixed lots of things.

The mod it's now dependant of:
-Jecstools.
-Harmony
-Humanoid Alien Races 2.0

Please report any issues
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

asierus24

My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

Canute

Not sure about the last update, but many weapon's arn't smeltable even when they are craftable.
Is that intended ?

asierus24

Quote from: Canute on May 23, 2020, 06:09:19 AM
Not sure about the last update, but many weapon's arn't smeltable even when they are craftable.
Is that intended ?
yes atm they cannot be smelt, will have a look at them soon. you can only destroy them.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

asierus24

Update released:
-Added 1 new tech.
-Added 1 new Turret.
-Added 1 new resource.
-New Explosion effects for weapons using Mako plasma/Materia.
-Rebalanced all turrets.

1.1 now requieres Jectstools.

If you see mayor bugs , please unsub an resub before reporting them, some may be caused by steam workshop not updating corretly the files.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

Canute

You created a toxic fallout based on the Mako.
Visitor groups don't ask if they should leave or enter on this event like they do when other hostiles events/enemies are on the map.
Not sure if this is vanilla behavior or a feature from Hospitality.
But it would be nice if you made it that it would recognize too.

asierus24

#13
Quote from: Canute on May 23, 2020, 08:50:39 AM
You created a toxic fallout based on the Mako.
Visitor groups don't ask if they should leave or enter on this event like they do when other hostiles events/enemies are on the map.
Not sure if this is vanilla behavior or a feature from Hospitality.
But it would be nice if you made it that it would recognize too.
uhm.. i think it's Hospitality thing, will check.

PD: Yea confirmed the alert of negative events when visitors come  is from hospitality as without it, even vanilla toxic fallout don't get the alert.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0

asierus24

UPDATE RELEASED:
-Lifestream pools disabled due to an error, the Small Lifestream to Mako Processor will now build on top of steam geysers.
-The Small Lifestream to Mako Processor now takes much time to kill the mayority of plants on the map (can take years).

-New turret added: Shin-Ra Gatling Turret

-Revised & rebalanced all turrets.
-Reduced all cost of rearming SR turrets.
-The Shin-Ra Missile Artillery turret now deals half damage(was op) and takes longer to shot.

-Added Mako Explosion effect to all mako related volatile things.

-Other minor balance.


please report any issue and remember to unsub and resub to avoid errors.
My mods:
[1.0/1.1] The Shin-Ra Company Mod
https://ludeon.com/forums/index.php?topic=47138.0
[1.1/1.2/1.3] Early Firearms Mod
https://ludeon.com/forums/index.php?topic=48939.msg460152#msg46
[1.1/1.2/1.3][SRTS Expanded]Aircraft & Bombs
https://ludeon.com/forums/index.php?topic=52594.0