RimWorld

RimWorld

XCOM Weapons
136 Comments
velcroboy333  [author] 24 Jun, 2024 @ 10:32am 
Updated for 1.5. No major changes. Let me know if any bugs pop up.
Cheers.
velcroboy333  [author] 13 Sep, 2023 @ 9:17am 
@NullPug, sorry I took a while to answer but this mod does not give these parts quality by default. Maybe you have another mod that is adding that?
NullPug 1 Jul, 2023 @ 11:02am 
Does the quality of the PCS matter? or could I just equip awful quality PCS into all my pawns for no drawbacks?
chrisque1 29 Mar, 2023 @ 10:35pm 
Love this mods :cozybethesda: tnxs
TheKiryuKisser 9 Feb, 2023 @ 9:06pm 
awesome!
Rawzbeef 18 Jan, 2023 @ 4:37pm 
OH Nice ! "^"
velcroboy333  [author] 3 Jan, 2023 @ 2:00pm 
1.4 update is here! :resist:
velcroboy333  [author] 30 Dec, 2022 @ 12:04pm 
I was hoping to get this done this week but I never got around to it. I'm hoping to resume work on it next week, if all goes well.
TheKiryuKisser 27 Dec, 2022 @ 12:32pm 
is there anyplans to update this to 1.4?
你的队友 14 Nov, 2022 @ 1:15am 
1.4?
velcroboy333  [author] 9 Jul, 2022 @ 1:29pm 
Make sure the mod updated by unsubbing and resubbing. Make sure you wait for the progress bar to finish each time. And try again. If the bug is still there please let me know
BlindingPhoenix 9 Jul, 2022 @ 12:41pm 
I tried to build the turrets just the other day, and the graphical bug was still there. It's a shame, because I really wanted to use them.
velcroboy333  [author] 27 Jun, 2022 @ 9:17am 
Sorry, just noticed the comment about the Arc Blade. The cost has been adjusted. (I forget about the 10x multiplier sometimes.)

Also, fixed the turrets not rendering. (And added them to the list of textures that need to be upgraded.)
NoOne_ReaVen 26 Jun, 2022 @ 6:05pm 
I have encountered a grafical bug with the turrets, they are built normaly but upon being finished only the base is showing while the Chassi/Body and Barrel are missing
Joshyan 23 Apr, 2022 @ 3:28am 
Arc blade requires 750 gold to make?
Is that bug or intention?
velcroboy333  [author] 18 Apr, 2022 @ 9:25am 
Actually, with further testing, the 10x is applying, in the recipe but for some reason it doesn't factor into the final market value....I have no idea why :steamfacepalm:
velcroboy333  [author] 18 Apr, 2022 @ 9:21am 
Duration of effect will also be reduced from 9 hours to 4.5.
velcroboy333  [author] 18 Apr, 2022 @ 9:19am 
So, there is a bit of an overhaul coming for it. (Partially until Berserkers are included) One thing I noticed while tweaking is that the silver cost is off.

The game is weird, depending on where you code the recipe, in some places there is a 10x multiplier for "small volume" items. But in others there is not. So when I moved the recipe the 10x was no longer applying. That alone will jack up the cost to over 1100. Which is where I'm going to leave it for now.

The stat modifiers are also being capped. So, they will boost as they do now but also have a ceiling. I'm also removing some redundancy. Ex: Carry capacity stacks with Manipulation, or Immunity Gain Speed stacks with Blood Filtration. Overall, it will be a bit more balanced.

I'll probably update by the end of the day, depending on what all I can get done with other parts of the code.
Teleported Bread 18 Apr, 2022 @ 1:10am 
good mode but in my opinion overdrive serum has way to cheap value for benefits. That should be 5000+ mininum
BULLSHIIIT 27 Feb, 2022 @ 2:21am 
Пожалуйста, добавь поддержку combat extended :3
velcroboy333  [author] 31 Jan, 2022 @ 9:45pm 
Updated for 1.3.

Changes now require the XCOM - Core mod.

@magic_boi, CE is not planned at this time. Perhaps someday if I ever get around to learning
all the changes and finding the patience to make gobs of patches. Until them, your best bet is to go to the CE Discord channel and request compatibility be made there.

@Gaiashield, thank you. I hope you enjoy the update.
magic_boi 28 Nov, 2021 @ 3:38am 
Is/will this be compatible with CE? Great mod and a big fan of both rimworld and xcom 2 hahah also thank you
Gaiashield 21 Nov, 2021 @ 12:57pm 
Please take your time to update this to 1.3. I will favorite this and add when you do get it done.
But also take care of your health great mod author. :3
velcroboy333  [author] 17 Nov, 2021 @ 7:30pm 
If you're using this mod on 1.3, it's not ready yet. Close. I've been working on it all week. If you are on 1.2, I'll need some more info. A log would help.
Armedwithpuns 17 Nov, 2021 @ 6:45pm 
Hey I'm getting a ton of red 'exception' lines in the bug log when the game finishes loading into the main menu from this mod
RogueCmdr 14 Nov, 2021 @ 4:22pm 
Awesome!
velcroboy333  [author] 14 Nov, 2021 @ 1:04pm 
All of the XCOM mods are close to being finished. I'm just working out some issues with the armors.
RogueCmdr 14 Nov, 2021 @ 11:40am 
1.3?
Frost_the_dragon90 8 Sep, 2021 @ 10:18pm 
:BL3Facepalm:
velcroboy333  [author] 5 Jul, 2021 @ 6:07pm 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
Nishe 26 Jun, 2021 @ 1:14pm 
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velcroboy333  [author] 17 Jun, 2021 @ 9:22am 
New Textures for the Shadow Chamber and Overdrive Serum! See slideshow above :steamthis:

Credit: EROK
pgames-food 12 Jun, 2021 @ 10:16am 
thanks for update :)
velcroboy333  [author] 10 Jun, 2021 @ 9:32am 
Hey guys, I dropped an update today that should make melee weapons much more balanced on all levels. Most attack speeds have been adjusted slightly and cost to manufacture has gone up significantly.

X-Sword: Same
Arc Blade: DMG and AP reduced. The ability to stun gives the attacker more chances to land blows.
Fusion Blade: DMG reduced Cooldowns increased. Replaced ingredients, Steel-->Uranium, Industrial Component-->Spacer
Katana: Now uses Plasteel instead of steel. Work amount and Skill Requirement have been increased. DMG has been drastically decreased, however, speed and AP have been increased.
NaitNait 24 May, 2021 @ 11:24am 
@Joshyan that really has nothing to do with the mod, it's Rimworld's combat system. Values can be adjusted in the scenario and there are mods that changes these things.
Joshyan 16 May, 2021 @ 3:23am 
I have Shooter LV20 miss sniper shot too many time already.
Richard Mc Nutbuster 16 May, 2021 @ 3:11am 
i'm assuming these weapons dont ever hit the moments you need them? would really break my xcom immersion otherwise.
velcroboy333  [author] 2 May, 2021 @ 10:05pm 
Feel free to come by the Discord. It's easier to discuss things more in-depth there.
Aranador 2 May, 2021 @ 9:33pm 
When I get a moment to compose a longer post, I will make some recommenations with the weapon tech tree. Right now, I can research gunsmithing, then into magnetic weapons, and have tier 2 sniper and cannon weapons, without eer having been able to build ballistic tier equivalents. I have some thoughts on how to better package the whole shebang.
Aranador 28 Apr, 2021 @ 5:29pm 
Yah after some fiddling, I identified the problem, which was, of course, user error. If you select the rifle specilization while you have the weapon equipped, it doesnt recognise the weapon, dropping and re-equipping was all it took to get it working. When I was fighting mechanoids, I wasn't thinking about dropping my gun ! I appologize for wasting your time on that.
Having the enemies not turn up with the XCOM stuff sounds like a good idea - XCOM should have to salvage bits and make their own armours, rather than fish them off opponents.
velcroboy333  [author] 28 Apr, 2021 @ 11:02am 
Hmm, I've looked in both these mods and I haven't found anything that stands out. I do remove some vanilla tags from the upper tiers (Plasma and Boss tier) It's possible that is why those don't get recognized. I remove these to prevent lower tier enemies from showing up with them.

Wondering if you've tested with the X-Assault and/or Mag rifles?
Aranador 28 Apr, 2021 @ 8:17am 
That would be sweet. What would be madness, would be to create XCOM classes entirely. Might be something to back burner. Anyway, I am having a load of fun with my XCOM 3 game :P Seems we must have been captured by aliens and put into some sort of asteroid station. But I feel like I am missing out on the ADVENT fun by being up in space, so I am going to restart with the standard 'crash landed' setting. Anyway, have a great day.
velcroboy333  [author] 28 Apr, 2021 @ 7:59am 
I can take a look. It is probably a simple tag. I'll be rolling out some updates today/tomorrow across the XCOM series. So, if it's an easy fix, I'll include it.
Aranador 28 Apr, 2021 @ 7:55am 
Hmm, an interesting "problem" for you. The XCOM rifles are not considered 'Assault Rifles' by the Rim of Magic Mod. I know the rifles from Rim Laser are considered for this, so it must be possible, but I have no idea what tags might be needed for this. I was using Rim of Magic to provide XCOM 'classes', specialist is technomancer, sharpshooter is sniper, and the others are Super Soldiers, which is where this assault rifle problem pops up. I don't know if this is something you would care to fix though - I can use the Rim Laser weapons though, they're old school XCOM after all :P
velcroboy333  [author] 3 Apr, 2021 @ 1:31pm 
I do agree and will consider it in the next update. But...I'm worried that changing it now will cause issues for players that already have bills set-up/in progress in their saves. So, I would have to do some testing first to make sure it wouldn't break anything.
Side1iner 3 Apr, 2021 @ 1:05pm 
Ah! Good thing I asked, I would never have thought it was a smithy thing. With all respect, I think you should change that. It's much more intuitive and 'logical' for all the advanced things to be made at the advanved benches, although I see your point with keeping the swords together.
velcroboy333  [author] 3 Apr, 2021 @ 8:42am 
Bladed weapons are made at the smithy. I could see why you'd think Fab Bench as it's advanced tech. But I figured I'd leave all the swords in one place.
Side1iner 3 Apr, 2021 @ 7:43am 
Where do I craft the Fusion Blade? I have done the research and I thought it would be craftable at the Fab Bench. But it's not.

Any other req besides from the actual Fusion Blade research?
velcroboy333  [author] 26 Mar, 2021 @ 11:20am 
Ok, should be fixed now. Thanks for pointing it out.