RimWorld

RimWorld

HLRW - The Combine
328 Comments
Agent Washington 21 Oct @ 4:47pm 
I think it'd be neat if you made it so UU bases were called City ## instead of the usual names.
Agent Washington 20 Oct @ 3:11pm 
@Herbert Pretty sure they plan to add the stun baton alongside the civil protection armor. I dont think the Charger's baton is any different to the normal stun baton but I could be wrong.
Herbert 20 Oct @ 11:01am 
i can't believe you added charger armor and shotgun but not CHARGER BATON! (shield planned?)
Bro 19 Oct @ 1:04am 
may I ask if you can strengthen?I hope this mod can bring a powerful villain to my game .please QAQ
veoba 18 Oct @ 9:14am 
So. CE alredy been updated to 1.6 so far.
Will you add support for it? I hope you will :)
Agent Washington 16 Oct @ 8:43am 
Got it! I hope you get em soon!
Slippin' Jimmy  [author] 16 Oct @ 8:38am 
@Agent Washington

Still waiting on art assets.
Agent Washington 16 Oct @ 6:55am 
I hope we get info on the next update soon
provokedartist 12 Oct @ 9:26am 
gorgon seamen is going to win
overgrown palico 8 Oct @ 7:00pm 
oh I was just responding to Thelostgamer146 asking about how to recruit overwatch elites
Slippin' Jimmy  [author] 8 Oct @ 5:06pm 
@overgrown palico

Yeah, nothing stopping you from doing that. I don't see any reason to put a blocker on it.
overgrown palico 8 Oct @ 3:41pm 
can't you just mindwipe them with anomaly rituals to recruit them?
BigGovernment 5 Oct @ 3:49pm 
Eta on 1.6 ce compatibility?
Thelostgamer146 4 Oct @ 11:26pm 
is it even possible to recruit combine elites with their resistance of 999?
Slippin' Jimmy  [author] 4 Oct @ 7:38am 
@hydra

Some functions in the mod use the Vanilla Expanded Framework. It’s not critical though.
hydra 4 Oct @ 5:56am 
When I try to sort the mode using Rimsort, I get a lot of notifications saying that this mode requires 'oscarpotocki.vanillafactions expanded.core'. What does this mean??
Mr.Darkside 4 Oct @ 12:15am 
god it's just a nightmare smg need to reduce the rate of fire! this is a weapon of mass destruction 2 pawns with smg can kill a huge number of people
Agent Washington 3 Oct @ 1:21pm 
Any idea when this will be updated to be compatible with CE? Or is this already compatible on their end?
Irane 3 Oct @ 10:44am 
I'm unable to get the combine to spawn with their xenotype with biotech enabled. Any reason why they're 100% baseliners?
Vi Pok 3 Oct @ 6:37am 
I think RimCity 17 is better
SoulessPurpleFire 1 Oct @ 3:22pm 
YEAAHHH! THIS IS JUST WHAT I WAS LOOKIN' FOR!
I LOVE HALF LIFE!
Agent Washington 27 Sep @ 5:58pm 
That'd be funny.
Slippin' Jimmy  [author] 27 Sep @ 5:49pm 
@SAUCE__GODD

I might add that as a "unique" weapon using the Odyssey system.
SAUCE__GODD 27 Sep @ 4:28pm 
No AR3?
Slippin' Jimmy  [author] 26 Sep @ 4:35pm 
@Mismagius

Yes
Mismagius 26 Sep @ 3:57pm 
do you plan to add in a scenario where you start off as the combine faction?
Rey 23 Sep @ 9:53am 
CE compatibility with this would be awesome.
Agent Washington 22 Sep @ 7:05am 
Now that Combat Extended has been updated, will this be updated soon to be compatible?
Orpheus.zip 14 Sep @ 11:23am 
We need synthetic implants and rations!
Entity 14 Sep @ 4:54am 
@Swatch Agree. my walls shred and hitting like no chance of missing.
Swatch 10 Sep @ 6:01pm 
Is it just me or is the SMG1 completely busted? It has near perfect hit chance. I have a mod that gives me embrasures with 85% cover, and my pawns still get hit by 2 to 3 bullets from every volley at a distance of about 22 tiles. I dunno what to do, getting raided by this faction feels like an automatic game over, and it's just Grunts they're sending.
Agent Washington 8 Sep @ 1:55pm 
Ayy, glad to hear the critters will happen eventually. I'd love the option to make headcrab canisters.
Slippin' Jimmy  [author] 8 Sep @ 1:02pm 
@Tony Zamboni

Eventually
Slippin' Jimmy  [author] 8 Sep @ 1:01pm 
@Fodofox

Got it, will fix.
dehydrated 8 Sep @ 12:28pm 
any plans to make a mod for some of the half life critters?
Fodofox 7 Sep @ 5:11am 
It throws an error if Ideology is not owned (LeaderTitleMaker_GlobalStructure and LeaderTitleMaker_GenericContent not being able to be cross referenced). The mistake seems to be that RulePacks_LeaderTitles.xml does not check if the DLC is owned.
Rabbi Shmuley 5 Sep @ 11:47am 
fabulous mod
Agent Washington 2 Sep @ 8:17pm 
I know you plan to make an update/sub-mod for the Resistance, but do you ever plan to do anything with Xen? Adding headcrabs, antlions and other animals would be amazing, especially if you had the ability to launch headcrab canisters.
Agent Washington 2 Sep @ 8:13pm 
Ayy, glad to hear it!
Slippin' Jimmy  [author] 2 Sep @ 3:19pm 
@Agent Washington

The first release will only have the basic Civil Protection gear. I do plan on adding extra variants later, like the Elite Metrocop and whatnot.
Agent Washington 2 Sep @ 12:19pm 
I know it's not's not cannon but will you be adding other variants of Civil Protection armor? Or will you only be adding the one in the games?
LordKhalton 1 Sep @ 10:12pm 
can we get the transitional period fan armor and the beta grunt armor?
negreaflorin687 1 Sep @ 12:14am 
hmm, alr, i dont really know much about the code of the game, thx
愉悦zz 31 Aug @ 8:35pm 
bro,When will the featured mechanical and biological units be updated? In voidWhen will the featured mechanical and biological units be updated? And those neutral rebels and creatures. They are all very interesting and I hope to see them in the game. Overall, you have made a very good module, thank you very much.😘
Slippin' Jimmy  [author] 31 Aug @ 7:58pm 
Civil Protection armor won’t be biolocked.

Regular combine guns are biocoded because the chance to biocode is determined by the pawn, not by the gun. That’s why you’ll get raiders with biocoded muskets in vanilla. I could remove the code that lets the SMG1 get biocoded but then it’d be inconsistent with vanilla, where all guns can be biocoded.
Agent Washington 31 Aug @ 1:02pm 
I agree with negreaflorin687. The other weapons make sense to be biolocked, but I feel like the MP7, SPAS-12, as well as the USP Match and .357 for when they are added, should not be biolocked. If possible, I also think the Civil Protection armor shouldn't be biolocked either whenever it's added.
negreaflorin687 31 Aug @ 12:49pm 
also, i think the mp7 and spas12 shouldnt be biolocked since theyre just regular human guns
negreaflorin687 31 Aug @ 12:48pm 
very good and theyre strong as hell one grunt destroyed my colony
Brian Dunderhead 30 Aug @ 3:24pm 
I feel like the combine gear should be locked behind techprints implementing this as optional would be best. Their gear is really good and fighting them is so much fun they're super dangerous.
愉悦zz 28 Aug @ 4:42pm 
Thanks bro. I made a mistake.😂