RimWorld

RimWorld

[RH2] Faction: Bounty Hunters
116 Comments
dagobert dogburglar 30 Mar @ 6:18am 
For some reason, none of the RH2 series mods SOS2 compatibility seems to be working anymore. Have tried messing with load order. Are you up to speed with how it works now? They need decompression and hypoxia resists now versus just an eva tag.
ПОТОМ 14 Oct, 2024 @ 1:24pm 
БАУНТИ ХАНТЕЕЕР
Kier 23 Aug, 2024 @ 1:40pm 
Ah I understand. Interestingly enough I had no CE compatibility problems with your mod, only that when receiving the free guns, they did not come with ammo. The bounty hunter colony did not sell any ammo either.

Thank you for taking the time to let me know, I hope that the vehicles are updated to account for your mod in the future.
Chicken Plucker  [author] 23 Aug, 2024 @ 12:06pm 
@Hulk Swolgan - I've spoken to my coder about this, it's the other way around. It's because the vehicles are actually heavily modified pawns, and your colonists are in the vehicles' inventory.

It's like when people come to me and say my mod is incompatible with CE, the fact is it's their coding that makes a lot of changes in-game and it affects vanilla stuff, like my caravan activities being tied to visiting the base, your vehicle is the "pawn" and your colonists need to dismount to have it be available to them. It's something on their end due to how the vehicle is coded.

Once your pawns dismount, they'll be out of the "inventory" (interior of the vehicle) and you should see the caravan options. Frankly, it's beyond this mod to fix, cause then I'd have to hire a coder to sort out something in the vehicles mod, probably significant amounts.
Kier 22 Aug, 2024 @ 9:23pm 
Sadly your mod is not totally compatible with vehicles. Whenever I try to do any sort of world interactions with any of the bounty bases like training, guard duty, or medical services while in a vehicle caravan the options do not work. Being in a normal caravan works though.

I was really hoping I could have an armored truck and do missions. The other interactions like the bounty menu, storage, and free supplies work though
Chicken Plucker  [author] 15 Aug, 2024 @ 6:57am 
@Radiosity - Enlistment is a feature that lets you join the factions in my RH2 modlist

@Gary Oak - Thanks for pointing it out, have been extremely busy even during my time off so I'll have to do it when the next round of updates come along.
Radiosity 14 Aug, 2024 @ 5:32am 
Man, couldn't have found this mod at a more perfect time. Just putting together a new mod pack (featuring the new Greyscythe cybernetics mods + GiTS cyberbrains), and this mod will fit in perfectly with what I'm doing.

Quick question: in VOID, there's an enlistment option that I've never really figured out a purpose for. That's nothing to do with the enlistment in this mod... right? Because VOID enlisting for mercenary jobs is both hilarious and terrifying :o
Gary Oak 11 Jul, 2024 @ 2:02am 
Love your mods @Chicken Plucker.

One thing I noticed, armors aren't EVA tagged proper for the new sos2 release, pawns are still getting compression damage.
Chicken Plucker  [author] 27 Apr, 2024 @ 2:36am 
Hey all, been sitting on ideas to balance this mod for ages. Have been busy dealing with other things and prioritising my many other mods so this took a back seat for a long time seeing as it was "finished" so pardon for many of you who have been waiting for me to address the balancing since the beginning of time.

Things I'll address:
Combat power - I'll increase the BH pawntype combat power
Lower tier pawntype - Chance to not spawn with a shield belt added
Weapon variety - I'm adding DOOM 3's pistol and super shotgun so they have something for the lower tier pawntype

This is what I'll do but I don't intend to get too much into making the mod easier, since the Bounty Hunters are meant to be a challenging faction at their core.

Yes they have very powerful gear, but that's meant to be their theme, yes it can be unfair but this is one of the few spacer factions that is meant add that feeling for new colonies
Chicken Plucker  [author] 27 Apr, 2024 @ 2:32am 
@xkp92110(orick) - Hello mate. I think they reset every week (7 days in-game) but each faction (in RH2) give different missions.

@rainbowwilliam - Hello mate, I'm not gonna add a scenario for this mod because I didn't want to flood scenarios for my faction mods. A lot of people request for it, but I added enlistment to avoid having to do scenarios. Bounty Hunters are one of the few factions I have made so far that are hostile to start and they are supposed to be challenging, even when I add my new changes soon.
Hado 26 Apr, 2024 @ 8:31pm 
First time using this mod. I started with 5 tribals and not even 1 year into my first playthrough I get raided by a small group of guys in full power armor, ranged shields, plasma rifles, etc.

I had to laugh at how ridiculous it seemed. I think the mod is really cool but I wish it was better balanced, at least for early-mid game. I think I'll probably end up not using it much for this reason unfortunately.
xkp92110(orick) 12 Apr, 2024 @ 11:51pm 
Can i ask a question for all rh2 factions?
if i accept all quest in contracts/mission etc...
How long does it take for quests to reset?
rainbowwilliam 2 Apr, 2024 @ 8:22pm 
i have a idea for this mod it is you start as a bounty hunter with 3 colonists that will make bounty hunter gameplay be easier to begin with
Dragonlord 17 Jan, 2024 @ 7:56am 
As an avid CE player yeah the plasma rifle is beyond deadly it rips apart anything.... Had to remove them.
SaltyDwarf 10 Jan, 2024 @ 5:08am 
BH armor is way too easily available during their raids. They should have lower tier armor for early raids.
Caveman 5 Jan, 2024 @ 5:23pm 
Yeah... Naked brutality run, 5th or 6th raid and it's a bounty hunter... full gear, and a plasma rifle. Luckily they had wimp & delicate trait, was a one person raid. Definitely wasn't fair, but I was lucky.
Kyo|Dee 4 Oct, 2023 @ 3:57pm 
mate, just want to throw some friendly input...
for a context, im playing with ignorance is bliss, which the only faction that can raid me is someone on my tech level, which is early industrial. at first im suprised, how come a super unit with power armor and shield raid my early game... i cant beat it, no matter what i do... its 3 v 1 btw...
at least make their level on par with post industrial or spacer, like no way i can beat 1 bounty hunter with musket, revolver and a knife....
also their loadout, is either more higher version of armor and a 'plasma rifle', sure when playing normal rimworld this can be good, spacer weapon early game... but in CE game, no ammo, which make the hoard become... suprisingly not good with the threat,
im also using ur other mod the utilitarian, thery are friendly but at the very least their shield belt is less than 50, which in the scenarion of 3v1 maybe early phase still can handle it. they were well better design than the bounty hunter
Chicken Plucker  [author] 4 Oct, 2023 @ 12:44pm 
@bubblygutz1324 - Hello mate. You can enlist in multiple factions- provided that they're allies. If they're enemies, you can't enlist with any of their enemies, in the case of hostile factions in rimworld they're typically enemies with almost everyone.

Pardon me for the late reply, been away.

@EveningSky - Ask collander bro

@jybil178 - I'll be nerfing them soon, overlooked their stats during the rebalancing months back

@muffadawka - Not at the moment

@Abhijeet309 - Cheers bro
Megascarab 23 Jul, 2023 @ 3:41pm 
Will there ever be a chance for you to enlist with more than one faction? Maybe with only certain conditions are met maybe? I just like all of the factions you make and it sucks I can only enlist with one of them.
EveningSky 8 Jul, 2023 @ 10:29pm 
Is this collander mended?
jybil178 5 Jul, 2023 @ 7:56pm 
Sweet jesus, those plasma rifles hurt...
terrorbob238 19 Jun, 2023 @ 3:09pm 
is there a way to bulk craft the sodas
Abhijeet309 28 May, 2023 @ 2:26pm 
dude your the finest artist i seen , i cheaked all your mods. there all epic. i requst everyone to cheak them all and give it a thumbs up. good work
Chicken Plucker  [author] 9 May, 2023 @ 2:19pm 
@merisferiz100 - Hey bro. You can already do that, unless the factions are enemies.

@Boiling Man - Hey brova, glad you sorted it
Fero 9 May, 2023 @ 1:30pm 
hi i was wondering if there is a way to be enlisted in multiple factions that you made
Boiling Man 3 Apr, 2023 @ 12:42am 
@Chicken Plucker yeah thx mani found the mod that breaks it all body sizes prevent pawns from spawning
Chicken Plucker  [author] 31 Mar, 2023 @ 12:31pm 
@Krahe - Haha yeah mate, still looking forward on much fixes and whatnot. Goal is to have this as a feature someday.

@5150 - Cheers mate.

@D_Monk - CE team does all the patches mate, not me, but yeah they've fixed it a while back

@fluke - Updated the description a while back, am aware my reply is late. Cheers guys
@Le Griefer
Chicken Plucker  [author] 31 Mar, 2023 @ 12:30pm 
@Inicio - Cheers mate

@Boiling Man
@Seripa - Hey guys. My factions work with each other in harmony alongside vanilla. If you're having issues, it's likely a mod conflict since I've ran tests on my end and nothing out of the ordinary has come up.

@KUSANAGI - Yes they are mate

@backstage74 - Their designs were already good in DOOM but Jango did a great job converting them over to rimworld so props to him :MeanMcAllister:

@Ganymede - Have a few of them planned mate but sadly unable to do all of them due to time. I'll probably do Night Sentinels last, but I'll prioritise Halo and other mods over it
VOMIT 22 Mar, 2023 @ 12:07am 
Thank you for the awesome mod buddy ^_^
Seripa 21 Mar, 2023 @ 7:39pm 
@Boiling Man Having that issue as well, unfortunate. With this mod active it strips 90% of the factions that usually spawn during map generation.
Boiling Man 28 Feb, 2023 @ 5:00am 
with other of your modes
Boiling Man 28 Feb, 2023 @ 4:59am 
is it compatible with other factions because when i start game there are no settlements
Swimmy 13 Feb, 2023 @ 9:36am 
why does the armor look so fucking cool
kzs583 3 Feb, 2023 @ 5:16pm 
they are strong??
Ganymede 29 Jan, 2023 @ 11:15pm 
I already miss DOOM 2016's multiplayer. Pretty sure it's still up though. If you're planning on expanding the other factions I can't wait. I used to have the rimsenal sophian style on at all times just because the old cataphract helm reminded me of the DOOM multiplayer knight helms.
fluke 20 Jan, 2023 @ 6:00am 
I can confirm it has been made CE compatible already. Chicken Jango... Might wanna update the description.
mönchsgeier 17 Jan, 2023 @ 12:56pm 
the last ce update already has a patch for it
Digo 17 Jan, 2023 @ 10:41am 
any plans on making this CE? i wanna use it against the void
5150 16 Jan, 2023 @ 6:12am 
I've been waiting for the update. Thank you so much.
Krahe 14 Jan, 2023 @ 8:10pm 
Honestly "I'm Gonna Pay You $100 to Fuck Off" is a very mercenary approach to it and in no way a protection fee. Good idea
Chicken Plucker  [author] 14 Jan, 2023 @ 6:56pm 
Update pushed.
Armors can now be tainted by the dead and combat power increase for the low to mid tier pawns by a minimum of 20.

@Manic Mercenary - Yeah mate, I was gonna give Utilitarian a different kind of cola and Billy Goat Burgers. No cigarettes for them though, I reckon they'd be strict enough to have a no smoking policy in place, despite the fact that most of them are smokers anyway. Thanks Uncle Sam
Chicken Plucker  [author] 14 Jan, 2023 @ 6:55pm 
@Krahe - Not planning on that sadly. This is not that kind of mod. I have VOID that does that where they turn neutral for a limited time, and I have plans for a First Order faction who will also turn neutral if you pay taxes.

These guys are meant to be gung ho from the start, that is their characteristics. Other factions I will make later made in similar theme of mercenaries like Mandalorians will be neutral from the beginning.

What I do plan for these Bounty Hunters however, is a hiring system that renders them neutral the same way they would if you gave them silver as gifts.
Krahe 13 Jan, 2023 @ 5:26pm 
@Chicken Plucker A good alternative would be to move them from hostile at the start to neutral, cause their raiding mentality is pretty close to how Empire does it when you piss them off. As in, instead of sending a bunch of poorly equipped raiders at you, they send less, but really well equipped strike teams, which often carry biocoded, implanted with death acidifiers or both, cause screw you. Quite honestly this similarities are quite amusing
Manic Mercenary 11 Jan, 2023 @ 6:18am 
So when utilitarians and demons comes out, will they have drops like the cola and sototoxi cigarettes? if so what will they be?
Chicken Plucker  [author] 10 Jan, 2023 @ 2:34pm 
@Takkik - No. That's not the point of this mod, if you want a wide variety for an enemy you either use other factions or the pirates. The entire point of the DOOM faction here is for them to use DOOM equipment and have the difficulty of fighting a person using the technology in that game.

To follow your suggestion, this may as well be a generic vanilla raider faction.
Takkik 10 Jan, 2023 @ 9:52am 
I agree with the difficulty, all pawns spawn with doom gear. There is a big lack of variety, and it's OP like hell. Expand the gear they can have, only a few of them should have the doom gear.
Krahe 9 Jan, 2023 @ 1:43am 
Difficulty Randy and Strive to survive. Hit squad is some 4 to 7 pawns. Honestly, it wouldn't be much a problem if they were not outfitted in full faction power armor, portable shields and various plasma weaponry. Earlier it was 1 or 2, also fully outfitted

So what's probably happen is when they spawn, they spawn in maximum possible stuff they can have and not how vanilla does it, with rising level off equipment. Just for example, with my current wealth/tech level worst threat level I get are pirates with 'mid level' firearms, stuff like not automated shotguns and heavy smgs, with decent, but reasonable flak, in groups of 15 or so
Chicken Plucker  [author] 8 Jan, 2023 @ 5:43pm 
@Krahe - When you say "Hit squad" how many people are you referring to exactly? What difficulty were you on and who was your storyteller?

Based on your answer, I'll try and replicate your issue and I'll adjust point scaling based on what I encounter.

Even then I won't ever expect this mod to be easy on a tribal start seeing as you're up against a spacer enemy that has their lowest pawnkind using spacer equipment that endgame players use. I'll tweak it accordingly however since I don't intend for this to be the V.O.I.D. faction mod level of unfair.

@The Slayer - Hey mate cheers
Chicken Plucker  [author] 8 Jan, 2023 @ 5:34pm 
@Cuerveria -
@ShadowWolf0720 - Will I remake the allegiance faction? Yes. Will you get it today? No.

Guys I'm busy, I've got a sequence of what mods I'm doing for my personal reasons. I've done the modern stuff over and over again and it was boring me to the point that it made me wanna leave modding behind.

I'm prioritising what interests me at the moment so I can keep my sanity but the update will eventually come.

@Petrothian - No you're fancy
@「WoahFlamingo」- Thank you
@Seripa - Yes.
Chicken Plucker  [author] 8 Jan, 2023 @ 5:30pm 
@Zawarudo - Hey mate. I don't currently remember the HAR's stats cause I don't have the number on my face but it is using the base stats of a .50 BMG in Rimmu-Nation 2 as I've just addressed someone in the DOOM mod.

.50 BMG wasn't made to penetrate people, it is labelled "anti-materiel". Plasma Guns, I've given them the 5.56 template from Rimmu-Nation 2 as that is a common calibre for modern day military issue rifles with NATO forces and I've made tweaks with penetration seeing as it's a plasm and not a normal solid round.

Have you seen DOOM Multiplayer? Heavy Assault Rifle kills an enemy player suited in powered armor in 3 hits. Plasma Rifle does not. Why? It has weaker projectiles, it compensate for this with its high fire rate.

I'm aware you asked this in another mod, I won't address it in that one. I believe the explanation here is sufficient in detail.