RimWorld

RimWorld

XCOM Armor
125 Comments
RogueCmdr 13 Aug, 2024 @ 10:33am 
So happy to see these updated man.. Missed ur mods.
mrcoolize 11 Aug, 2024 @ 3:37pm 
Save our ship compatibility?
velcroboy333  [author] 24 Jun, 2024 @ 11:21am 
Updated for 1.5. No major changes. Let me know if any bugs pop up.
Cheers.
Cat Kraken 16 Jun, 2024 @ 6:34pm 
1.5? :steamsad:
RogueCmdr 10 May, 2024 @ 5:52pm 
any luck with 1.5
velcroboy333  [author] 13 Jan, 2023 @ 1:29pm 
I can probably help. Swing by the Discord :steamthis:
RogueCmdr 13 Jan, 2023 @ 11:46am 
Hey Velcro - do u have any exp in making faction mod.. and adding a custom pawn/races? I have a idea and was trying to figure out how to do it myself but im better at NPC for Space Engineers than Rimworld
velcroboy333  [author] 3 Jan, 2023 @ 4:56pm 
Awesome. Sounds cool
RogueCmdr 3 Jan, 2023 @ 4:48pm 
Cool. ill let you know when i do my fresh Rim-Survivals series. I hoped to have these in it along with RimEffect and Android tier but doubting they will be ready soon
velcroboy333  [author] 3 Jan, 2023 @ 4:45pm 
Yes, It's just dependent on the other ADVENT armor working. So, as soon as that's ready, I'll update the faction mod as well.
RogueCmdr 3 Jan, 2023 @ 4:43pm 
is advent getting 1.4 update too, I was excited to see core and weapons updated
velcroboy333  [author] 3 Jan, 2023 @ 4:42pm 
Happy New Year!
RogueCmdr 3 Jan, 2023 @ 4:40pm 
DUDE U AWESOME! HAPPY New year by the way!
velcroboy333  [author] 3 Jan, 2023 @ 4:17pm 
And all the helmets are up-to-date as well.
velcroboy333  [author] 3 Jan, 2023 @ 4:17pm 
Preliminary update for 1.4. Note: Some armors still need work.

Updated:
EXO/War suits
Advent Trooper
Advent Officer
PSI Armor

In Progress:
Archangel
Wraith
Advent Shieldbearer
Smoker 27 Dec, 2022 @ 8:23pm 
Nice!
PapaEnclave 25 Nov, 2022 @ 5:23am 
ty:steamhappy::lunar2019piginablanket::lunar2019smilingpig:
RogueCmdr 11 Oct, 2022 @ 11:22pm 
Awesome. Glad ur back :steamhappy:
velcroboy333  [author] 11 Oct, 2022 @ 11:06pm 
I'm jumping back in to get things updated for 1.4. I'm prioritizing mods that never made it to 1.3, like this one.

I'm mostly finished with my other projects and the busy season at work is winding down. So, I'm ready to Rim again!
RogueCmdr 11 Oct, 2022 @ 10:47pm 
Hate to check in, just wondering if it coming out soon. I am hoping to do a extreme modded survival series on YT for Rimworld and would love to do the complete set of xcom mods from you in it
Realm Imp 25 Jul, 2022 @ 4:22am 
Hopefully a new retexture also
velcroboy333  [author] 9 Jul, 2022 @ 9:15am 
The hiatus continues a little longer. I apologize. Work has been quite busy lately. Updates are still coming though.
pgames-food 2 Jul, 2022 @ 1:24pm 
ah cool thanks, sorry i missed this post before
Sir Luis 2 Jul, 2022 @ 6:46am 
this mod needs update?
velcroboy333  [author] 18 May, 2022 @ 7:37pm 
@RogueCmdr, good luck with all that.

@pgames-food, yep, not a problem. I keep all the previous versions of my mods available.
pgames-food 18 May, 2022 @ 6:27pm 
hi is it possible to still keep the 1.2 version as part of the mod whenever 1.3 is out?
my main game is still on 1.2 (but with tons of mods i havent been able to upgrade into 1.3 yet (and getting from 1.0 to 1.2 took about 1 year each time lol :)
RogueCmdr 18 May, 2022 @ 6:15pm 
I know how u feel i been trying to get a mod released for over a year on Space Engineers, I had to close my business, drive uber for weeks until i landed a job. Now i have, gotta wait a few weeks for pay and life fully back to normal, (dont know how $5 gas is normal) But then i can finish my mod.
velcroboy333  [author] 17 May, 2022 @ 7:55pm 
I'm also waiting to play again for this and 1 other mod to be finished. So I too am getting anxious for it to be finished. I'm hoping to have a couple slower weeks from work staring Thursday. So, if all goes well and the code cooperates with me, I'll get this finished soon.
RogueCmdr 17 May, 2022 @ 7:42pm 
OKie dokie man. sorry love ur mods and want to be sure to have them loaded when i start back on twitch for my extreme survival rimworld series. thanks for update
velcroboy333  [author] 17 May, 2022 @ 7:36pm 
Yes it is.
I had to completely rewrite the code because some of it broke from 1.2->1.3 and some of it I never liked in the first place.

I'm about 2/3 finished and just need a good couple days to focus on it but between keeping other mods updated and my real job being kind of hectic the last few months, I just haven't had those days yet.

This mod series is at the top of my priority list though.
RogueCmdr 17 May, 2022 @ 7:27pm 
is this going to get 1.3?
RogueCmdr 3 May, 2022 @ 10:37am 
1.3?
velcroboy333  [author] 15 Apr, 2022 @ 8:14am 
Concerning Armors, see the part in the description about sourcing them. If you can provide the art or means to acquire the art, I'd be happy to code them into this mod.

Those particular armors are not on the current to-do list. (It's been a long time since I played that game, and I'm picturing them being fairly low detail/highly pixelated. But I'm still open to the idea.

As for the guns, I feel the same way but I won't rule it out if we could find some good art references to work from .
Cornelius Backgammon 15 Apr, 2022 @ 3:58am 
Say out of interest do you reckon you will ever add the two armours from the first game XCOM UFO Defense? Also weapons to the weapon mod?
velcroboy333  [author] 27 Dec, 2021 @ 10:25am 
Oh, also I just read your message on Ko-Fi. If you come by the Discord channel linked above :steamthis:. I can help you.
velcroboy333  [author] 27 Dec, 2021 @ 9:55am 
Much appreciated ajping. And just to update where I'm at. My main focus right now is on these XCOM mods. I'm hoping to have at least the Core/Weapons released by the end of the week and the Armor/Factions early January. Plus more to come!
ajping 26 Dec, 2021 @ 2:54am 
Awesome mod! I've sent you a small donation via Ko-fi.
velcroboy333  [author] 26 Nov, 2021 @ 11:19am 
It's worth talking about. My Discord is linked above :steamthis:. It would be easier to sort out the details if you come by there.
Chill Gates 26 Nov, 2021 @ 7:47am 
Suggestion if i may, if we commissioned you would you be able to do the species' of the xcom games? maybe to go with the armors? or would that be too much
RogueCmdr 14 Nov, 2021 @ 11:40am 
1.3?
Lady Sorcia 19 Aug, 2021 @ 2:35pm 
I'm honestly still amazed at people asking for the most game breaking mod ever created is compatible with just about every mod that's made... Blows my fkn mind. :mgblush:
Mejiro 21 Jul, 2021 @ 6:27am 
Is this CE compatible?
Aranador 5 Jul, 2021 @ 5:35pm 
Aten Batal, Commander.
velcroboy333  [author] 5 Jul, 2021 @ 4:03pm 
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.
velcroboy333  [author] 19 May, 2021 @ 8:34am 
@RogueCmdr, the cost per charge is 12 Elerium or 60 for a full reload, (Unless you are using he ADVENT mod, then it is 1 Alien Alloy)

Keep an eye, they might have the rest in their inventory or sometimes the stack splits to another cell.

@Aranador, If you look in the game XMLs you can add the tag if you want. (See how it is in the Archangel Suit copy/paste to other armor you want.) I will consider it with the next update but I've been really busy lately and in the middle of another project atm. I've never looked at the AvP mod, but I will when I get the chance and see if it's easy to block the face-huggers.

@Cypress, Same thing, I will consider all these suggestion soon. Thanks for the feedback. As for the Wraith bug, I might ask for more info, as I didn't encounter that during testing. It might be due to an interaction with another mod. I'll let you know when I've had time to further test.
Aranador 2 May, 2021 @ 9:31pm 
After playing with the armours and Save Our Ships for a bit, I have to say, the elerium tier XCOM armours desperately need the EVA tag - A change that only has an effect if playing with SOS2, and that prevents the armours from never being used in what hould be an XCOM themed game. Archangel can retain it's uniqueness by providing buffs against toxic build up and other things (possibly even acid resistance for some compatibility with the amazing Aliens v Predator mod - heck immunity to face huggers would be clutch. Not using AvP pack in my current game though.
RogueCmdr 2 May, 2021 @ 12:47pm 
not sure if this been brought up. the advent shield-breakers when someone recharges them with etherium crystals, they eat the entire stack instead of just 5. I had a stack of 90 and it ate all of them
Cypress, Master Spy of IKEA 28 Apr, 2021 @ 3:36pm 
Soo just a little bit more feedback: I've noticed a strange bug where with the Wraith Armor, when you activate the ability if you click on an entity other than the wearer, you can teleport that entity somewhere else instead. I was able to quite literally teleport rocks away from a mountain with the ability.

I think the Psi-Armor should have some more to it for Psycasts and mental related traits. Maybe a higher neural heat ceiling, faster decay rates like Officer armor, or better mental break thresholds to reflect its status as a Psionic armor that greatly boosts the Psionic and mental capabilities of the wearer.

I think the EXO and WAR Suits should be differentiated some beyond the better weapons. I feel they're too similar in stats and costs. EXO could be very late Industrial or early Spacer, WAR being mid-late Spacer. Reflecting in stats, and resource costs. WAR possibly having a lighter mobility penalty to reflect this.

And thank you for balancing the shields.
velcroboy333  [author] 28 Apr, 2021 @ 9:20am 
@Cypress, After looking I realize the difference, I fashioned the ADVENT shields after the Psy-ability shield which is more"ethereal" vs. the Broadshield packs which are "buildings" (although the reality is that they are a bit of a hybrid.)

Either way, it was intentional for them to last about "3-4" turns. So they should block roughly 3-volleys before disappearing. (Different weapon speeds will have different results.) I have adjusted(increased) the cost of each shield with the next patch which shoul dbalance them a bit better wrt the shield pack.

Other Notes: Archangel armor/helmet has had temperature buff changed from 100/100 to 80/20 respectively.

Texture sizes have all been altered to more reasonable sizes. Thanks for catching that Chrispy.
ChrisPikula 28 Apr, 2021 @ 8:06am 
Cool, thanks!