[1.4-1.5] (WIP) Red Horse ²

Started by Chicken Plucker, February 13, 2021, 09:46:24 PM

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What upcoming faction mod are you looking forward to most?

The Ghosts
1 (25%)
Cordis Die
0 (0%)
Bad Company
2 (50%)
XOF
1 (25%)
Umbra Company
0 (0%)

Total Members Voted: 4

Chicken Plucker

#420
Progress Report: Gruppa Krovi



Coded the KV-2 Walker today and Stalnoy Soldier. Some finalizing with sounds and description needed, along with Stalnoy's weapon system since it currently only has a flak cannon.

TO-DO:
- Finish multicam balaclava
- Finish Edge Tactical shooting glasses
- Finish all display textures
- Code headgear
- Code webbing
- Code armors
- Code juggernaut set

- Replace pawntype apparel
- Replace pawntype weapons
- Code pawnkinds - (In progress)

- Code "Volkov"
- Code backstories
- Code traderkinds
- Code enlistment benefits
- Mech sound effects for weapons
- Mech sound design
- Mech projectile textures
- Code the mechs

- Clean up all descriptions
- About.xml cleanup



"Volkov" test. He's always got this outfit and this beard, but they're different body doubles with different names and backstories.



The KV-2 Mech was fun to balance, had to make it weaker than peace walker but still a deadly main battle tank against pawns.

Here's the list of its weapons:
- 152mm Howitzer Cannon
- "Kroha" launcher
- DShK 1938 machine gun



Stalnoy Soldier has the following weapon:
- Flak Cannon

I've set it as a melee pawn at the moment but I think it needs a different set of weapons.



Mods to be affected:
- MSF Faction will have their "flyoverhead" effect for the weapon systems removed to allow attacks inside mountains
- Rimmu-Nation 2 Security DShK volume to be lowered
- Rimmu-Nation 2 Clothing GORKA clothing drawsize for display to be increased.

I think this will be ready Friday, today is just not a good day to try and force a release seeing as the mod needs a lot more work in terms of bug fixing and balancing. I also have very little time during the workdays to get this done, so unfortunately good things have to wait.

See you all tomorrow with a release.

ZomDoc

The real question is, does Volkov know my boy Uncle Boris?

Chicken Plucker

#422
1.5 Updates: Google Drive Link

Mod release:

[RH2] Faction - Gruppa Krovi
- Initial release (Ludeon)

[RH2] Faction: Militaires Sans Frontieres
- Added minimum range for the rocket and cluster weapon systems of the Metal Gears
- Set flyoverhead node to false in order to allow the Metal Gears to attack inside mountains
- Fixed MSF rations still being labelled ranger rations on recipe def

[RH2] Faction: Task Force 141
- Fixed 141 MREs still being labelled ranger rations on recipe def

[RH2] Faction: Bounty Hunters
- Lowered list order of Bounty Hunters on factions list so they can sit near the rough outlanders

[RH2] Metal Gear Solid
- Fixed K-Rations still being labelled ranger rations on recipe def

[RH2] Rimmu-Nation² - Clothing
- Fixed drawsize for some onskins that had too small of a drawsize
- Juggernaut helmet now covers FullHead

[RH2] Rimmu-Nation² - Security
- Reduced DShK volume slightly

EDIT:
[RH2] Uncle Boris - Brainwash Chair
- Fixed a bug/error that happens when you right click dead pawns
- Arquebus added to credits





Hello folks, too tired to get into detail about what happened but some delays occurred because we had to re-design the KV-2 Walker and I was stuck balancing a lot of stuff.


KV-2 Walker
You guys may be familiar already, this thing has three weapon systems. DShK sentry turret, ML-20 cannon and the Krosha Launcher.


Plasma Drone
A variant of the Stalnoy Mechanized Drone. Fires two shots of red plasma charges that explode on impact.


Tesla Drone
A variant of the Stalnoy Mechanized Drone. Fires a single charge of a Tesla arc that explodes on impact.
(Yep, was a big Red Alert 2 fan, it is totally a reference.)



I also crafted a lot of backstories that is exclusive to Gruppa Krovi pawns.



Enjoy the mod folks. Will sleep because I haven't gotten much lately, then Steam release.



Quote from: ZomDoc on April 12, 2024, 12:21:08 PMThe real question is, does Volkov know my boy Uncle Boris?

Hello Doc, technically no. A lot of the factions here aren't from the same planet/solar system or even universe. They just happen to meet in the same place. I think the interaction would be funny, considering they're very similar in personality and work ethic.



EDIT:

Mod Updated:

[RH2] Faction - Gruppa Krovi
- Grammar fixes for Juggernaut backstory
- Red Army soldier backstory grammar fixes
- Re-exported KMLK and Tracksuit textures to stop white outlines

I'll continue to make fixes when I find them, if you guys find any issues just ping me here. Cheers

Chicken Plucker

#423
1.5 Updates: Google Drive Link



Mod release:

[RH2] Faction - Gruppa Krovi
- New preview.png
- Added RPG-7v2
- Buffed KV-2 Walker's cannon damage (107-127)
- Mechs are now gestatable with Biotech DLC enabled
- More backstory fixes
- Rotary cannon accuracy nerfed slightly

Mod is complete. Time for me to rest. XOF is in the works but we're taking it slow so I don't burn out, may get back to it in 2-4 weeks. At the moment, I'm just on bug fixes and updates for 1.5. I found an issue with Rimmu-Nation 2 rocket launchers being comically powerful, gonna have to revisit them in a bit.












EDIT:


Mod updated:
[RH2] Faction - Gruppa Krovi
- Fixed mod conflict with gestation when [RH2] Faction: Militaires Sans Frontieres is enabled
- Faction backstory grammar fixes. "Secretly borrow"

Shock guys, yet another hotfix by Chicken Pea when he says the mod is "finished"

Just pushed a fix, cheers all.


EDIT:


Mod updated:
[RH2] Faction - Gruppa Krovi
- Tracksuit now covers legs

Hey, it's me again. Volkov has had uncovered lower body this whole time. Just fixed it now, my bad folks.

Chicken Plucker

1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Plasma Drone description fixed
- Plasma and Tesla Drone attack and explosion volumes lowered
- Kroha launcher volume lowered

[RH2] Faction - V.O.I.D.
- Fixed 1.5 issue where monsters cannot be tended to

Chicken Plucker

#425
1.5 Updates: Google Drive Link



Mod updates:

[RH2] Faction - Gruppa Krovi
- Preview.png touched up
- Ideology set to "Collectivist"
- Set filter for precepts

[RH2] Faction - Task Force 141
- Ideology set to "Individualist"
- Set filter for precepts

[RH2] Faction - Utilitarian
- Ideology set to "Individualist"
- Set filter for precepts

[RH2] Faction - Bounty Hunter
- Set filter for precepts

[RH2] Faction - Militaires Sans Frontieres
- Ideology set to "Loyalist"
- Set filter for precepts
- Made chance to spawn with "The Boss" or "Boss" in Ideology name higher


Had a rather eventful day, trying to push a fix with V.O.I.D. out but I need to do more tests. Made massive progress with the Ideologies of these factions so the changes here for 1.5 are significant for gameplay and immersion.

First I got muted in RW chat over a misunderstanding, then Gruppa Krovi comments get disabled by Steam in the workshop for reasons unknown. We're modding so hard that we're getting censored over here boys. I hope it doesn't get any worse, cause it's getting a bit cheeky over some mods.

Skynert

I assume people was angry in steam comments. Well, Krovi logo is similar to Wag*er Group. I dont care. And steam... average steam commenters are ameba lvl of inteligence. Maybe make My Little Pony PMC next to calm idiots xD

Chicken Plucker

#427
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Raidlootmakers fixed for Gruppa Krovi pawns so they can drop faction items on raids

[RH2] Faction - Militaires Sans Frontieres
- Re-exported the onskin for MSF uniforms to stop white outlines rendering in-game
- The Boss' Will is now the only name for MSF ideology. (1.5 only)
- Re-exported the hairs into high quality .png to stop white outlines rendering in-game

[RH2] Chicken Mitchell 2 - Hairstyles
- Re-exported the hairs into high quality .png to stop white outlines rendering in-game

[CP] Detailed Body Textures II
- 1.5 update in Red Horse 1 folder. First RH1 mod to update.

Gruppa Krovi comments have been re-instated in the workshop. I spoke to a mod and was shown that it was reported, the person was requesting for it to be removed from the workshop. The report claimed that its clearly based off Wagner Group and therefore my mod is "promoting terrorism." Rest assured folks, I'm not promoting terrorism. I'm just trying to make mods for RimWorld.

Quote from: Skynert on April 14, 2024, 04:17:12 AMI assume people was angry in steam comments. Well, Krovi logo is similar to Wag*er Group. I dont care. And steam... average steam commenters are ameba lvl of inteligence. Maybe make My Little Pony PMC next to calm idiots xD

Yeah buddy you were right. Also MLP PMC would be just me committing a war crime IRL, I wouldn't dare do it.

Chicken Plucker

#428
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits



Just leaving a list of my plans here.

1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits





Just putting my thoughts on paper here folks, so you know what is planned for RH2 Factions.

Faction roadmap plans:
Factions:

Modern:
Coalition:
NATCO Forces
Description: Coalition forces lead by NATCO (North Atlantic Treaty Coalition) to colonize and occupy other worlds and spread western influence.
This will NOT be the old Coalition mod. This will have a mixture of uniforms from NATO forces, though this will not be a real-world faction and will have it's own lore tied to Gruppa Krovi, the FSSR and the UCA

Ghosts:
Counter Stealth Unit
Description: Remnants of US Special Forces in a fallen earth. They will have dogs, a maximum of three weapons and they will be allied with western factions. Their leader will always have the nickname "Ghost" and may wear Ghost's attire from Capture or Kill in the MW remake, just for the sake of including him somewhere.

XOF:
Covert strike force
Description: A brutal strike force that is allied with western and some eastern based factions and The Fallen Empire, but hostile to tribals, outlanders and the player.

Cordis Die:
Narco-backed Mercenaries
Description: A group consisting of mostly latino mercenaries with drones like the AGR and the CLAW, hostile to western based groups, friendly to eastern based groups.

Will be lead by Raul Menendez, backstory will say that he is a Rebirth Clone

Bad Company:
Private Security
Description: A neutral PMC that will be hostile to friendly tribals and eastern factions

Umbra Company:
Rogue Private Army
Description: A rogue private army that is hostile to everyone except the rough outlander unions and The Fallen Empire

War Mongrels:
Paramilitary Formation
Description: A paramilitary that is allied with eastern based factions and hostile to western based factions except for NATCO Forces (For some reason)

Will also be hostile to all outlanders and tribals. Will be friendly to Fallen Empire. Will have a leader that is always nicknamed "Alpha"

Last Man Contingent
Paramilitary Organization
Description: Paramilitary organization that is hostile to everyone except rough and normal outlander unions and NATCO Forces.

Elite Crew:
Terrorist Organization
Description: Hostile to everyone except Cordis Die, all Outlander unions and all Tribal factions.

Defence Pact plans:
- Factions will have a hidden "defence pact" where if you enlist to one of them, the others in their pact will turn friendly towards you.
- Factions you attack and turn hostile against you under the defence pact will become your enemy, this includes enlisting into an enemy of theirs.
- Some factions will have a "I'm staying out of this" rule where they may ignore the defence pact.
- Thinking about an option where the player can arrange a faction they are +100 with to make peace with another faction they're also +100 with. I.E. You ask NATCO to make peace with MSF, both of which you have +100 with in the comms console, and then you have to attend a peace meeting in the map.

Sci-Fi:

UNSC
United Nations Space Command
Description: Will consist of UNSC Marines and Spartans. Neutral to the modern factions' conflict except for those that are naturally hostile. They have nothing to do with it.

UAC
Union Aerospace
Description: Will consist of UAC soldiers, scientists and engineers. Neutral to the modern factions' conflict except for those that are naturally hostile.

Old Galactic Republic
Ancient Remnants
Description: Will consist of Old Republic Troopers and will be lead by Jedi.

The First Order
Galactic Empire Remnants
Description: Will consist of First Order troopers and a commander in gold armor. Hostile to the old republic and potentially both western and eastern factions.

The Mandalorians
Bounty Hunter Clan
Description: The Mandalorians will be neutral to everyone except First Order and Old Galactic Republic and any naturally hostile faction.

Hostile Entities:
The Demons
Infernal beasts
Description: Will consist of demons from DOOM and cultists in cyberdemonic armor. May spawn with UAC weapons and/or their own.

The "Maybe" List:
Diamond Dogs
Private Forces
Description: Will be lead by Revolver Ocelot (to be determined, may use Venom Snake but he's in MSF mod.). Will have the TX-55 Metal Gear as XOF already has Sahelantrophus. Will have the Ocelot Unit. Will be friendly to MSF and PM.

Praying Mantis
Private Military
Descriptiono: Will be lead by Liquid Snake. Will have GEKKO and FROG units. Will be friendly to MSF and DD. Will have Metal Gear REX and RAY.

MGS Outer Haven plan:
If MSF, Diamond Dogs and Praying Mantis is enabled, after a set amount of days in the map, their faction logos will change to the Outer Haven logo and their faction names will change to "Outer Haven" as well. All of them will be allied and they will then proceed to turn hostile against all factions in the world map. Player relations do not change.

Sci-Fi "maybe" list
MEDUSA
Female Supremacists
Description: Band of all-female warriors who use spacer equipment lead by a woman who is named "Medusa", she is a vatgrown super soldier clone and will always be replaced by such.

USSF
Space Marines
Description: An interstellar coalition which protects planets under their jurisdiction. This is meant to be based on the Space Marines from TimeSplitters, so they will have robo monkeys with plasma pistols, they will have some mechs of their own too like a mechanized T-Rex and some other robots on their team. Just generally the "Good guys". USSF stands for (United Sectors Space Force)

Silk Empire
Supersoldier tribe
Description: Some kind of new dark elf xenotype that were bred to be super soldiers. They have spider themed Mechanoids and their own spacer equipment. Hostile to all. Supremacists.

Questions you may ask:
Which one will you do first?
Whatever it is we can make first. These factions will take time and funding from myself and the team. I don't know how long my team members will continue modding, and you never know if anything will happen to me and one day I just stop posting here. First come first serve, and I also have to try and update the old stuff.

RH1 updates?
I will update most RH1 mods, not all of them. Some are just not worth it for me, like the factions. You can see they will be remade in this RH2 list. As for mods like Rimmu-Nation Weapons, the person who helped code the projectiles threatened to take me to court over having a donations page, so he wants me to not update it anymore unless I rebalance it myself. I can just replace it with RN2 stats but there's also stolen art and images from google in that mod which someone (from CE chat) has had a go at me for, so we're not gonna continue with it to avoid dramas.

Blardy blah Red Horse lore
Many have told me that such and such faction being present in RimWorld doesn't make sense, but I think they just lack imagination. RimWorld is ripe for its vastness in infinite space and the multiverse and so and so, each faction has it's own reason of being there but I've written lore to be broken and with much pieces missing for a reason. Some factions are from the same world, while some are from far away places. Ultimately it's up to the player to come up with the story, but I've left some sense of lore for my factions and I believe it fits with RimWorld's many many list of worlds and planets in its vanilla lore.

I did begin departing from "Earth" and references to our own world as much as possible. This has given me freedom to do a lot more in terms of storytelling and theme.

Skynert

Demons... Why not something cute? Im joking. Anomaly dlc made my pawns demon hunters and gave them PTSD. And thank you for OP stuff, I can contain monsters with sentry guns and .50 BMG

Rocket_Raccoon

Thats quite a list there :p
Maybe faction wise start with natco so there is a whole faction to thematically wise fight against more eastern/opfor factions?
I would potentially give funds to it if details are more specific/clear(ie rough time table, content gear/weapon wise etc) 

Chicken Plucker

#431
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Militaires Sans Frontieres
- Fixed missing Maxi-Cola textures from gene stuff when Biotech is enabled



[RH2] Rimmu-Nation 2 - Weapons
- Weapons now tagged to be tradeable, normal factions will buy them

TO-DO:
- Redo all RH2 armor base coding so it can be tradeable, because if I don't, vanilla coding says I have to manually add a trade tag to all armors manually. No thanks.



Quote from: Skynert on April 15, 2024, 05:10:19 AMDemons... Why not something cute? Im joking. Anomaly dlc made my pawns demon hunters and gave them PTSD. And thank you for OP stuff, I can contain monsters with sentry guns and .50 BMG

No worries pal. Cyberdemons, I tried 2 textures before. I wanna do this right when I get to it, and they're gonna make Metal Gears look like a joke.

Quote from: Rocket_Raccoon on April 15, 2024, 08:32:18 AMThats quite a list there :p
Maybe faction wise start with natco so there is a whole faction to thematically wise fight against more eastern/opfor factions?
I would potentially give funds to it if details are more specific/clear(ie rough time table, content gear/weapon wise etc) 

Here's my idea for NATCO, brief rundown cause I gotta sleep.

Coalition
NATCO Armed Forces

Brief backstory:
Coalition of western military units mainly spearheaded by the UCA (United Commonwealth of America)

Pawntypes:
Soldier types:
UC Army - OCP camo with IOTV, ACH and XM7
Royal Army - MTP camo, VIRTUS, LA85A3
Strayan Army - AMCU (Renamed to SCMU) camo, TBAS, AUGA3
Canadian Army - (Literally didn't change their name. Can't think of a new one.) CADPAT, FPV, CG634 helmet, C7 rifle

UC Marines - Desert MARPAT, GEN III armor, MTV, ECH, M27 IAR
Special Forces (Mixed for all nations) - Multicam, JPC, FAST, CQBR
SEALs - AOR1 camo, JPC, Airframe, CQBR
MARSOC - M81, JPC, FAST, M4A1 SOPMOD
FORRECON - Olive coveralls, GENIII armor, ECH, CQBR

SAD Operators - Black kit, JPC, FAST, CQBR
Description: UCIA black operators. May show up in no notification raids. Rare chance to appear.
UCIA Agent - Suit, JPC, black shades, pistol
Description: Faction trader. Escorted by Marines in caravan.

UCMC Officer - Faction leader, General. Has the officer's uniform with many medals. Won't appear in raids.

War machines
Machine gun ground drone - Machine gun mounted ground drone
Cobra II Mech - A western AI powered mech which has the old school AH-1 Cobra shark paintjob
(No vehicles due to vehicles mod not working with NPCs, and no dependency required for me.)

Faction relationships:
Won't be hostile to Gruppa Krovi and War Mongrels. They're engaging in a cold war, therefore they're afraid to trigger something massive back home, hence the presence of the other "proxy" allies. It gives you a realistic feeling of the politics behind all of this stuff in my opinon.

"Maybe" list:

Pawns:
Ghillie Snipers (Mixed for all nations) - Ghillie suit, JPC, Mix of Coalition DMR and Bolt Action (Whatever is unused or can be repurposed from RN2
EOD unit - Just a pawntype in an EOD bomb suit and a pistol. Perhaps not worth adding.

"Maybe" Added nations:
Korean Republic Army - ROKPAT forest (KRAPAT renamed), MBV, KHB2000 helmet, K2C carbine
French Republic Army - CCE camo, FELIN, HK 416
West German Army - Flecktarn, MOBAST, Batlskin Viper helmets, HK416A8

Description: Put in the maybe pile due to the names. I can set names for a specific culture, having an all english NATCO force means all names are english. Otherwise, other nations can and will complicate that cause now everybody has a mix of english, korean, german, french and etc names that will jumble up Korean names for soldiers who are clearly American. Trying to avoid this. On top of that, simply less work.

"Maybe" incidents:
No alert Ghillie sniper raid incident
No alert Special forces raid incident

"Maybe" feature:
We'd have to add custom defenses and furniture for massive bases that are heavily fortified contending with VOID bases.

NATCO is not gonna be easy because of the SHEER amount of uniforms and weapons involved, along with the coding. I definitely won't plan on doing this first.

Chicken Plucker

#432
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- Backstory grammar errors
- 6b27 helmets are now used by close protection
- closer protection now uses conscript backstory
- Close protection backstories mixed with conscripts
- Close protection, assault and sharpshooter pawntypes can now also choose to use 6b27 helmets
- Close protection, assault and sharpshooter pawntypes now have set balaclava colours
- Juggernaut now has a set balaclava color
- Juggernaut skin color is now defined
- More backstory grammar fixes

[RH2] CPERS - Arrest Here!
- Added harmony as a mod dependency
EDIT:
- Removed harmony.dll for 1.5

Chicken Plucker

1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - Gruppa Krovi
- GP7 mask east and west being the wrong way fix
- Maxpergroup for the mechs have been increased by 2 for all of them

[RH2] Faction - V.O.I.D.
- Typo fixes for voidtech organs (lungs, kidney, liver) and general description fixes
- VOID contact has a new line of text for the hostile outcome
- VOID contact has a tweaked description just for the sake of some grammar fixes



Just did a battle royale of all our factions.

141 lost first because they spawned in-between Bounty Hunters and Gruppa Krovi who are allies.

MSF lost second because they were busy fighting V.O.I.D. They dealt heavy damage to V.O.I.D. so they ran out of monsters and numbers as well.

BH and GK then overwhelmed Utilitarian who was dealing heavy damage to BH. Meanwhile the Rangers pulled a clutch because after V.O.I.D. and MSF was done, they successfully beat GK and BH. BH retreated after heavy losses and so did GK, to my surprise Rangers utilized their drop shields well and actually beat all the mechs thrown at them. Very cool fight and I hope we get more factions down to see more.

ZomDoc

Damn. Poor 141. But I'm proud that the Rangers pulled through, I imagine that fight would probably be legendary victory in their history.