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Most likely. Any pawn at or above size 2 can use them regardless of traits.
@Ryanisunique107
You could ask Mobile Kek Suit if they want to make a giant mono-sword. I could certainly set one up in the mod if so. :)
@Manties
Phaneron made the medieval/neolithic weapons (aside from my jank salvage club). I'll gladly add some more if they feel up for it.
I think Roo is actually back to modding now, along with the Minotaurs and their breaking of pelvises.
I guess someone finally found a ressurector mech serum. :D
@Billo J Dahka
They inherit from the weapons in Big & Small genes.
That said, Big & Small genes alone doesn't really impact your game much directly since it doesn't contain any randomly spawning xenotypes or factions.
@Ryanisunique107
Making a "small weapon" style for stuff like swords and knives that turns them into giant sewing needles and stuff would be adorable.
From a gameplay perspective small pawns already struggle a bit in melee, they don't really need extra-weak weapons.
Iirc. it was actually the animation mod maker that made the compatibilty for the other giant weapons from Big & Small Genes. I didn't do that setup myself. You could probably check if they care to give this mod the same treatment.
Much like vanilla Zeushammers and Monoswords you can only find them as quest rewards loot.
Some factions can show up wielding them as well when raiding.
If you have the Royalty DLC you can find Persona versions too.
A bit of both. Anyone BodySize 2.0 or more can always use them though.
I'm a bit hesitant to patch that, because iirc. Medieval Overhaul also has a gunpowder research and I believe some mods patch/unpatch them, which could cause the research prerequisite to be invalid.
I fully support someone writing a patch for it though.
@Moonwarden64
Probably not.
There is a "Giant weapon wielder" gene in B&S Genes (which is a prerequisite to this mod) which does what you ask for though.
Yup. Fully tested with the Character Editor.
A lot of mods added new content for 1.5 and the patch makers are still playing catch-up
Check with the CE team. The weapons in the base mod have been patched by them. They might have patched this mod too. I don't keep track tbh. since I've never used CE.
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Spacer
<Some Spacer Hammer>: Probably a hammer with a pneumatic head or some other high-tech nonsense or just a more high-tech look. Mostly intended so people will feel like it fits in their ultra-modern SoS2 spaceships and stuff. Straight upgrade.
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Ultra
In general I figure balance is less of a concern here, and people downloading this mod would probably want slightly busted stuff for their ultra-late-game colonies. I'll probably inflate the costs to make it too expensive for the quest giver to hand it out early-game.
Warmech Pulse Rifle: Practically a straight upgrade of the Warmech Anti-Material Rifle, still sniper-rifle style.
Warmech Plasma Cannon: Upgrade to the rocket launcher.
Warmech Rotary Pulse Cannon: Better version of the big minigun basically.
I'm happy to write XML and implement most weapons that could fit, whether it is tribal/medieval/industrial/ultra, or unusual weapons like Anomaly stuff.
Going of what people have requested here, perhaps a one-handed submachine gun or pistole, like a huge rugged 'AR-15'-looking pistol
Someone mentioned an ultra-tech scythe. Rule-of-cool weapons like that are always neat. I could totally see some Anomaly-themed "dark-archotech" stuff as well.
There was mention of a giant bow, which does make sense. The base mod has javelins, but a bow would make sense as a more accurate alternative for giants.
A flamethrower could also be nice for those who don't mind collateral damage.
It is mostly dependent on getting the art assets. I rarely feel inspired to make weapon arts, but if some artist feels like providing quality art assets I'm usually open to write the XML and put them in.
Also, I'm not as good at art as Phaneron and Mobile Kek Suit who made most of the stuff here :D
@Flesh Forge
Simple Sidearms did change to using weight as a default for carrying sidearms after I asked the author (PeteTimesSix) back in 1.4. Dunno about the state of it nowadays. I'd suggest asking Pete about it since it is ultimately up to them how it should/would behave. (Pete has a Discord, where you could ask) :)
I'm more of a coder than an artist. I did make the Salvaged Club, and a few of the weapons in the Big & Small mod, but mostly when I make this type of mod it is based on art donated by an artist.
As you can see in the Credits all the other weapons were made by Phaneron and Mobile Kek Suit. :)
Outperformed by what mod weapons?
I've overall tried to make them a bit better than the closest vanilla weapons since they require the "Giant" trait to use, but for the melee weapons especially I need to take the increased damage Ogres/Jotuns already deal into account, otherwise they will one-shot baseliners all the time.
@Geobeetle
Do you have any error logs from when the issue has occured? The weapons are mostly XML so quests being an issue seems unexpected.
@The Ductor
I'll look over the Kanabo and see if it could use some buff. The resource costs are mostly based on being a bit plausible, but then again the amount of materials used to make a suit of Armour in Rimworld could build several square meters of steel wall...