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As for the idea with raiders having cyberbrains and smart-linked weapons: implementing that idea specifically how you described it would be mostly if not entirely possible without a single line of code. Cyberbrains and this mod both don't have a single line of real code in them right now, either. So I wouldn't worry about how you can't code :p
Also relevant to that idea- while it does sound fun and I could consider something like that there's other things I want to try first such as guns that link to cyberbrains and smart/guided projectiles. Those would require some code and probably occur after I figure out a 2.0 rework of Cyberbrains, but being able to curve a bullet around a corner is pretty cool I think.
If you take them down, you can’t really do much with the weapon or the brain directly—but maybe you could install both into some kind of turret chassis. The brain could be placed into an eternal combat simulation and just fire at enemies mindlessly until the magazine runs dry. That would be kind of grim… but also funny.
Unfortunately, I can’t code… but that might actually be pretty hilarious—being able to do some further messed-up stuff with those brains.
I tried again to compare the Seburo weapons with those from other mods, including various standard, advanced, special, and high-tech weapons, and I have to say, honestly, it's really hard to place your weapons somewhere on that spectrum. I use a bunch of weapon mods in RimWorld, because weapons in CE RimWorld are just a fun topic. While doing this, I noticed that the "Mechanitor’s Weapons" mod, for example, only unlocks once you've gone down the Mechtech research path. That could also be a solution—to require some kind of cyber brain research as a prerequisite. (#1)
Waiting for CE 1.6 to drop is probably a good idea for now, but I don’t think CE 1.6 is going to change much about the overall dilemma. (#2)
If you want to make a temporary rebalance for yourself while you wait, everything is exposed to XML in this mod and requires no programming experience to change. You can go in and change the numbers to what you want, and if you want help adding research requirements or anything else, I can help!
I may also look at increasing the costs as you said in materials or research, though if I add a higher research requirement it would be from vanilla, not in the GiTS tech tree due to technical reasons (having no core mod makes this very annoying to work with). It will depend if I change the actual performance of the guns first and if so how much.
And thanks, I'm not a very experienced modder but I try my best :p
Could also be an idea to pull them in the GiTS tech tree, where are already the brains are in. Some weapon mods making the trick that you have to use the advanced research bench to unlock them, so you can not achieve them before microelectronics. that could be one way. but I would still argue that they should need at least 1x adv. component. It makes totally sense, that this weapon are top notch like late projectile guns, but is for balance reasons problematic, if they making standard weapons like a AK47 or AR-15 and even more advanced modern weapons instantly obsolete. for me, they are powered like the marine pulse rifles from "alien" and of course, I would instantly swap my AK47 for a pulse rilfe :p even to use the Seburo Guns alongside charge guns does not feel wrong... so to me, they feel like a different branch of almost same power, like an alternative... and that could be thers fitting role.
I made this mod quite a while back and kinda want to revisit it anyways to improve some stuff when I find the time.
You're correct in thinking it's more of a thing on their end to sort out as this mod's textures aren't too different from how other mods present textures (the resolution is a bit higher than average, but there are plenty of other gun mods with the same res), so the only thing I can think of is that if you're using Combat Extended in your mod list as well the fact this mod uses CE's DrawGunExtension might not sit well with the Holsters mod. If you're not using CE then uh, no clue other than the resolution of this mod's textures.
I’m currently away and also lacking motivation to work on it right now, but when I find time/energy I may complete those. Usually apparel functionality is quite simple to add but I was experimenting with some more advanced functionality I’d still need time to work out.
Any plans for armours/outfits/appearances inspired by SAT?
P.s. Your cyberbrains mod are awesome
I get that entirely and I want to see them myself, hence why I'm going for them. I am probably going to do the SAC series' C30 without the fabric cover normally placed on it so you can see the actual design of it, but I think everyone will agree on that choice.
Nice to hear the anime designs are planned eventually even if they're low priority. I've got nothing against First Assault, and the redesigns certainly aren't bad, but the anime C-26 just has that nostalgia factor going for it.
I'm going to just balance the M5 and M10 as they are rather than change the caliber as I find it better to just give the pistol's caliber similar stats to 5.7x28mm's properties/how it was depicted than change the caliber itself, which I've done already.
Speaking of the anime C-26, this is probably a bit of a long shot since it'd just be an alternate sprite of the exact same weapon, but is there any chance you'd consider adding that as well? I'm really not the biggest fan of the First Assault redesign, even if it is a bit more logical and practical.
Personally, given its more consistent with the performance that's actually demonstrated in the show I'd probably just ignore what the official numbers are from the show and change the pistols to use 5.7x28mm, as that's relatively consistent with their performance, and there's Japanese materials that, while I can't read them, strongly imply that the show's M5 was specifically inspired by the FN Five-Seven to begin with.
@uriel2 After doing more testing I did decided to keep the ammo damage under 9mm Para as it is a smaller round by far, but I did push it up significantly. Penetration is above 9mm Para however, as is velocity. While the general theme is on what you mentioned before (fighting cyberised opponents), the pistols seem to focus primarily on concealability and firepower seems to be only secondary, so I do not want to push its overall power over 9mm Para for now.
If you're curious why it was originally balanced the way it was, in real life the round (although clearly not how it is at all depicted in SAC) is less powerful than .22 LR (.22 LR is 40 grain with higher velo and 5.45x18mm is 38 grain), so I balanced it around that. The gameplay side matters more to me personally, though, so it has been changed.
The 5.45x18mm ammo is supposed to have worse damage or similar to 9mm Para, but I’ll definitely look at raising pen stats and review damage again. When I did test it I didn’t have the same results but this is why I need feedback, so thank you so much.
I did actually play and write a few methods for stuff like you mentioned in the first comment. It would take a long time for me to work on though and time is something I am still sorting out in my life, but it is possible and I’m not against it. Talking about time though, I’ll patch this tomorrow morning as well for the stuff you mentioned as any other fixes I had already sorted. Thanks!
- You might want to increase the damage and penetration on the 5.45x18mm 7N7 ammo. FMJ 9x19mm in CE deals 11 damage and penetrates 4mm RHA. Seburo M5/M10 pistol ammo deals way less damage and offers worse penetration (even AP ammo). Since Seburo lineup is geared toward fighting cyborgs and armored targets, it should probably offer noticeably better performance than ordinary 9x19mm. In SAC we see Major down people with a few shots. Here, it takes almost half a magazine to down an unarmored pawn.
- For some reason, Seburo C-27A and C-30 load all the grenade rounds from your inventory at the same time. And their grenade launchers can fire in full auto. This led to a funny situation where my guy shot 70 40x46mm HE rounds in a few seconds. I'm guessing these grenade launchers should be single-shot only, right?
Have you thought about making a lore-accurate GITS SAC cyberbrain mod? With various stages of cyberisation and progressing benefits/drawbacks for each version?
Imagine being able to just download skills like the Major does in her battle with Saito <3
I don’t have a large understanding of firearms so sorting out the stats and whatnot for CE was kinda hard, still feels worth it for interest factor alone though. I know you can just enter stat numbers on your own technically, but if you’re using the calculator you need to fill in a ton of stats I lacked for the fictional calibres and I had to do some research into how the hell bullets can differ. I probably still messed something technical up that I didn’t see because I am getting thumbs down votes that are tanking this mod’s score slowly lmao