RimWorld

RimWorld

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Diverse Mechanoid War Procedure
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Mod, 1.4, 1.5
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4.186 MB
25 Apr @ 2:28pm
23 May @ 9:52am
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Diverse Mechanoid War Procedure

Description
This mod adds variety to old and new mechanoids that add new gameplay mechanics to mechanoid raids and deffences of your now wider in arms mechanitor army

list of all mechanoids added with this mod

knight:
the frontilne tank of a mechanoid, upgraded version of scyther with lower overall dps but tankier in health, equipped with a shield instead of left scythe for more tanking opportunity, aswel as equipped with personal shield bubble for intercepting incoming projectiles


lancer assault:
different version of lancer focused on more chances to hit rather than having one huge impact, equipped with modified charge lance to hit 3 times in a row, making it charge rifle+


militor scout:
your typical swarm-spam enemy, diffrenciating from original militors in having weaker, yet faster pistol instead of shotgun, having range advantage over their cousins



militor sniper:
long range mini version of pikeman, if not their militor body build, they would be more similar to pikemans instead, as these are supposed to be their cheaper alternative



pikeman commander:
some say these elites of pikeman race hold pieces of archotechnology with them, but all mechanitors aknowledged with them understand that its not true. equipped with toxic needle gun they seem like commanders of commanders, but their aiming software is weakened due to most of their processing power being on the back of their corpses in a single super-computer, calculating trajectory and simulating different scenarios for all nearby mechanoids, transmitting wireless signals improving their aiming abilities by lowering their aiming time, and rising accuracy of all nearby friendly to them mechanoids


pikeman deffender:
this deadly mid-ranger main purpose is to cause as much havoc as possible, while protecting their nearby allies. equipped with simplified version of autocannon turret that was possible to be manned only by pikeman deffenders, since centipedes already are having better equipment, only because of their body shape, helped by sets of hydraulic pumps connected to what resembles simplified version of mechanoid cluster shield generators for protecting itself, and nearby allies



praeorian:
these high tech - high rank of mechanoid ranks are supposed to help their nearby allies survive by decreasing incoming damage and increasing their armor by using high tech semi-glitterworld procedures of manipulating nearby matter, making all chosen target more resilient and tougher to cut, with only downside of it being that these areal waves of manipulation are targetted to only steel, making only mechanoids affected by these phenomena



termite shocker:
high tech - crowd control mobile construction, specified with dealing with electronical infrastructure, such as turret, generators, batteries, and of course, other mechanoids and agumented humans. tribal stories say these are the avatars of mechanoid non existent peaceful nature, as even being harmless they try to harm others with powerless blasts, the most feared however are high tech factions, as even some of the more transhumanistic planets consider these "beasts" as insult to their culture and forbid their usage by counting them as war crimes



termite toxer:
scummy way of crowd control, in favor of those who plunder toxic wastelands, toxer termites also called as "boosters" by some mechlord wasters, are the biggest threat to all biological life, without causing any wounds, their primal weapon, is to gas their enemies with toxines called simply "tox" that they release to the air of enemies in capsules filled with these vile fumes, downing everyone in range of gas if given enough time



washer:
the last of mechanoid ranks, well, is something you wont see in your typical mechanoid raid, washer is used mostly by human mechlords as portable firefighters as their only purpose is to contain damage of fire, mechanoid hives use them only in high security factories as a fire solution in case of sudden outburst of flames, they are completly harmles otherwise to any living creature and they only usage is utility and fireproofing pawns in combat



hope you enjoy this mod and in case of any suggestions, ill have open four pinned chats under this mod:
Popular Discussions View All (4)
35
15 Jul @ 10:08am
PINNED: update suggestions
Amethyst the otter
5
17 Jun @ 1:40pm
PINNED: bug issues
Amethyst the otter
2
23 May @ 9:41am
PINNED: Update changelog
Amethyst the otter
65 Comments
Amethyst the otter  [author] 17 Jul @ 7:04am 
yeah, thanks for understanding, i am just burned out, but thanks for your input, its feedback afteral
The Lord Pootis 16 Jul @ 10:00pm 
Yeah fair enough, by all means if you're burnt out or simply do not have time to focus on modding due to various reasons then of course don't try to force yourself to get back into it, especially to fix a admittedly niche issue, it's your free time that's spent doing basically free stuff for the player base so you're within your right to choose when you actually wanna do stuff or not, I was mostly just trying to help best I could with what little I knew so I'll probably stop bothering you now, have a great rest of your day/night.
Amethyst the otter  [author] 16 Jul @ 9:32pm 
@喵酱official never was and never will, unless you make addon for compatibility, i dont care for CE
Amethyst the otter  [author] 16 Jul @ 9:31pm 
@The Lord Pootis the only issue i must say is that all defnames for this mod could break if another mod makes the same mistake, and changing all of them would actually break more stuff, either way im just kinda burned out still and kinda not wanting to get back into modding, at least yet
喵酱official 16 Jul @ 9:02pm 
Hello stranger, may I ask if this module is compatible with CE
The Lord Pootis 16 Jul @ 7:59pm 
Sorry If i seem a bit selfish here, I'm just really passionate about any mech related mods as I find them all very cool and unique and I think fixing potential conflicts between mods is a pretty positive thing to do in general, I have to agree tho that you're more than likely right about the percentage of people that specifically have your mod and that other one together is probably... QUITE low. I just think it would suck if someone else comes along, gets this exact combo of mods together and then are just left wondering why the heck tox termites are broken for seemingly no reason like I did
The Lord Pootis 16 Jul @ 7:54pm 
If they were a mechanitor with one of the tox termites on their side.. I feel like it's not that hard to just quickly go into dev mode to quickly get rid of their old termite and just spawn a new one or hell just disassemble the broken termite to get the resources back and just gestate a new one, the only case where it wouldn't be as simple is if they had an ENTIRE army of those things specifically for whatever reason and even then, that's assuming they wanna re-gestate them instead of just using dev mode which while a tad longer than just replacing one would still be pretty easy to do but I think it's more realistic that most mechanitors that DO use the tox termite specifically would probably only have a few at most..
The Lord Pootis 16 Jul @ 7:54pm 
Now for the ones that do: If they had an enemy termite, ok well they get a little free pass that one time by making it essentially defenseless cause it was old and it lost it's weapon, but any other they encounter in their save would be perfectly normal and working as they should.
The Lord Pootis 16 Jul @ 7:54pm 
I think you might be slightly overestimating just how big of an issue it might end up being? I mean, assuming that the only problem that comes of the update is making already existing termites lose their weapons and that nothing else is broken, well first of all, ONLY saves that specifically already have existing tox termites in them would be affected at all so I feel it already cuts down on a few potential people here.
Amethyst the otter  [author] 16 Jul @ 2:53pm 
@Gerewoatle its true, but changing defnames would make alot of issues with this mod content for ALL saves so, its mostly my fault for not making defnames with prefixes but its just two options here, update and cause alot of issues for saves of everyone using this mod, or just keep in mind that its incompatible with that other mod, and just cause issues for people who use combination of these two, only difference id say is that later has lower audience being negativly affected :/