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A: only armors of halo for unsc
B: only mod that adds the classic Green battle Spartan Armor that looks really close to game 1 or 2
I would love to see a 1.1 update, in fact i am looking to see if my learning of programming could let me make a updated one, but i am not confident.
I love how this mod is only the armors.
Sorry if it seems i am complaining, I just felt the end game armor needed a reasonable buff, and did my own comparisons.
without you posting this I would never have any mod of this type, SO THANK YOU.
Now that my computer is working again, I shall enjoy may more days of rimworld, with its many awsome mods.
last i checked the armor pen applies to each layer flat, so if you reduced 45% for the top layer armor and 45% from the clothing skin layer that is how it works.
also each layer is checked individually on the resistance so they dont really stack directly anyways. Last i checked
it is my belief that a rim pawn in rim world should be able to carry a Main gun, a sidearm, and at least 10 days of rations.
This change is to allow that, (the increase to carrying is only while on map, not caravaning)
I added toxic sensitivity resistance to both ODST and the Mjnor armor sets. it just made sense
and the tempature tolerance needed buffing on both those too. (they now feel like what they should be doing).
sorry for very late reply but I cannot post his mod with tweaks without permission, in previous chat page I stated my changes and what i did, you can edit the def files yourself (its only basic knowledge) and even copy paste coding from say the Orassan cat race mod to add in like toxic sensitivity bonuses and such.
I remember now after a full reinstall on my computer, that I really buffed these armors so they acted close to halo lore, and still fit in with rimworlds balancing.
I am actually redoing the tweaks i did to it now, today to make sure I can caravan with them again.
The mod is currently for 1.0
I actually had to do a fair amount of buffs (additional bonuses) and cold temp tolerance up'd a bit.
And lower the weight due to how caravan weighting worked
(so you can carry enough food for up to 10 days but you only had the armor two weapons and a sleeping bag at most then.)
If i could of added in the chest piece increasing caravan weight id have done that instead and increased the weight but sadly that is beyond my skill. (and a few i know).
(cause a guy in full Mjolnir cant carry more then 1.4KG-4KG extra weight)
which means they cant carry much food for trips.
that or add back packs that are their own slots. (aka i use the belts for Ranged sheild belts)
Advanced Shields by dninemfive
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1417354001&searchtext=Shield
a ranged shield belt in there, is going to act like the shield on halo for you spartans. while adding some nice shield options for the melee peeps, (including raiders)
I buffed the heat and blunt i believe on the Mjolnir, by a point or two. (cant remember orignal #)
I BUFFED THE INSULATION, really this was needed, especially if the ODST armor is going to claim in its desription to have internal climate controls XD.
CB armor- got buffed to 28 (so base -28 C)
ODST -got buffed to 48 ( so base -48 C)
Now Mjolnir in halo lore supports them in space (near -270C) so i figured we want at least near HALF that.
Mjolnir -buffed to 110 (so base -110 C)
I also removed the skin layer on ALL armors, and did tests with legendary clothing of the highest armor, and frankly that would be tough to do (especially without mods) and it was actualy fine.
Even a poor steel Knife got a lucky hit or two from a raider. 4 damage each hit spread across two body parts. which was masterkwork Mjolnir, with legendary buttondown hyperweave shirt. So these changes are fair and still in line with halo lore, and power armor of the vanilla is still near parr, on stats vs cost. (as I saw in Practical testing).
overall increase the cold temp tolerance, and allow Bottom layer clothing and the armor is still fair for vanilla and even for most mods at that point.
I should know, i use over 200 mods, and 4-5 of them race mods that add strong weapons.
ODST armor is a no go for me. -21.5 at masterwork level is only good for summer
I guess it is unfair of me to compare it to much harsher modded conditions.
@Enlonwhite It is good against vanilla enemies. Stronger modded enemies with more powerful gear as well as armor conflict with modded nanosuits make it less viable. Unless you make it act as multilayered armor. Each independent layer have independent roll for dmg intercept, which is quite more important than very high protection stats. Well, unless that mechanic did change in B19.
I did not make comparisson between better qualities.
@Flormich can you please take a look at those values?
It would be nice to have a feature to tweak armor in maintenance workbench. Like add thermal module, CBRN module (would be great if it could be integrated with some popular mods introducing radiation, like rimatomic), rucksack for higher carrying capacity in exchange for speed to be used for battle quests and so on.
I strongly suggest Thick Armor mod to go with this mod.
Real problem that is directly affecting me is unsuitability of the armor for low temperatures. ODST are hell jumpers operating in extreme conditions but their advanced armor can't handle temperatures below -9C(normal quality). Average temperature in my colony is -25C
Since it occupies all layers there is nothing I can do to make it viable as battle armor in -35C to -60C fights.
@╬Ģ◊иŽФ⚡∀mηЯΛ¥╬: It's not a bug, armor don't have shield because if they have, they can't use ranged weapons. And if I make the armor stronger, I will increase its cost too because I don't want a "cheat" armor that you can have so easly.