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Camouflage and Stealth
   
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Mod, 1.1
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1.062 MB
2020年3月11日 13時54分
2020年5月21日 13時55分
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Camouflage and Stealth

Pelador 作成の 1 件のコレクション
Pelador V1-1
32 アイテム
解説
Overview
V1.1

Framework for implementing Camouflage and Stealth (CAS) for apparel.


Mod details

CAS is a framework for other mod authors to make use of the enable passive camouflage with apparel, active camouflage with apparel and/or observation sight improvements due to apparel or equipment.

Passive camouflage is the more traditional camouflage association where the apparel has patterns or colouration that is confusing or helps to merge the wearer into their respective background.

Active camouflage is a more advanced technological version that uses other methods to disguise the wearer. This mode encompasses the stealth capabilities of the mod.

The observation changes to equipment can help to modify sight capabilities to a limited amount. But can be used to enable more functional gun optics or optical aids on the battlefield. It is also therefore considered a limited counter to the use of camouflage.

For further details regarding how the mod works and also details how to make modded items compatible with CAS please see the following PDF: (Recommended reading if a player or author wanting to patch their work).

Camouflage and Stealth (CAS) Notes[1drv.ms]


Mod Notes

I would recommend starting a new game with CAS as opposed to adding it to a save game, and with mods that add content associated with it. To remove the mod I would expect initially errors on subsequent loads that will subside.

There are mod options to allow you to fine tune some of the Camouflage behaviour.

Expansion Mod(s)

CAS: Power Armour
CAS: Cataphract Armour
CAS: Recon Armour
CAS: Flak Armour

Compatibility
*** Subject to Conversion ***

The following PDF details mods that have been patched to accommodate terrain or biome related details:

List of Supported mods[1drv.ms]

Multiplayer - Includes native support.

Incompatibilities

CE / CE:FT been informed that CE uses it's own line of sight and detection mechanics when shooting etc. So this mod will be incompatible with CE as a result.

Initial Showcase
*** Subject to Conversion ***

To help showcase what the mod can do, development has been done in parallel with the mod author "Chicken Plucker". Who has patched and prepared mods to make use of CAS when loaded at the time of initial release. Credits also to CP with regards to advice offered during the mods development. Noteable mods for the showcase include:

Cordis Die
Metal Gear Solid: MGS
Red Horse: Furniture
Rimmu-Nation Clothing (original version)
Spec Ops: The Line

Credits

German translation - Erdnussbrot
Japanese translation - Proxyer


Github

https://github.com/PeladorRW/CamouflageAndStealth

Pelador's Discord

https://discord.gg/CFNP26C

V1.1 Collection

https://steamproxy.net/sharedfiles/filedetails/?id=2012817741


(CC BY-NC-SA 4.0)
32 件のコメント
GAMERCAT 2020年9月16日 23時50分 
1.2 pls
Mlie 2020年8月14日 2時07分 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2196949737
Hope it helps anyone!
bucket 2020年8月12日 22時45分 
Is there gonna be a 1.2 update?
WJSabey 2020年8月12日 8時13分 
It would be cool if there were some non-armour options for early game before researching flak armour. Like an arctic camo parka, that kind of thing.
Pelador  [作成者] 2020年7月22日 18時45分 
@200

You have to research the equivalent armour to make use of the CAS versions. And there are equivalent to the vanilla versions but with the camouflage configured as applicable to the type.
200 2020年7月22日 10時04分 
hey man. this mod looks amazing, but i'm not sure if i got it working right.
i just researched machining table- and are now able to make several varieties of camo flak helmets- but only helmets. what is going on?
and what happens if i research flak? are they just as good as flak?
Pelador  [作成者] 2020年7月14日 12時45分 
@Burrrkey [cont.]

A suggestion for stealth raids would be to consider the faction mods suggested above that introduce these kind of opponents. These tend to make use of multi camo types that are then better configured to make good use of CAS for various scenarios.
Pelador  [作成者] 2020年7月14日 12時39分 
@Burrrkey

It was something I had considered already and agree it would be a nice (if not sensible) addition. But I'm reluctant to change the apparel generation process to make your suggestion more relevant: Firstly as the process that generates pawns (that also decides upon apparel selection) is already being changed by many other mods so can create conflicts depending on your approach for a solution. And secondly introducing changes to the process to add in the correct selection or correction of camouflage apparel types could potentially have a detrimental performance effect to the pawn generation process for raids.
Burki from Turki 2020年7月14日 12時06分 
Also dropping a suggestion:
I think it would be nice if enemies use stealth in their raids as well. Can you add 'Stealth Raids', in which raiders will have extremenly high camouflage depending on the most used floor type on the map (eg: when it's winter there's a lot of snow so they come up with artic camouflage), since they'll have lots of camouflage your colonists will have a trouble shooting them. I guess making them like sappers and smart raiders would be fine (smart raiders avoid turrets, sappers is because if the turrets are unavoidable so they dig their own path.). Well the choice is yours but you could make a sub-mod for this. I don't actually know. Good day. :SBhorse:
Pelador  [作成者] 2020年7月14日 11時27分 
@Burrrkey

Intentional and as such this will mean that clicking to melee an opponent without LOS means that they wont engage, which is a distinct change from vanilla. Though with melee if you get really close to the pawn then CAS will have no apparent effect and otherwise have a diminishing effect as you approach a target to then engage them with a melee attack.