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Aliens: Xenocide (MKI)

Story [i]22nd century. Many decades since the initial Xenomorph XX121 outbreak, has led humanity to an evergoing effort to purge the so-called "perfect specimen" that plagued spacecrafts, small colonies or even entire planets and turned them into a hive that cannot be stopped other than desperate measures which ultimately costed countless lives. Some wanted to preserve the specimen for "research", no doubt many will take action to them, seeing the Xenomorph as nothing but human greed which can lead to chaos if left unchecked. Perhaps the most (in)famous of those who combat such a species are the tough hombres, the force-in-readiness, the [b]Colonial Marines[/b]. As the primary interstellar expeditionary force of the United Americas, the Colonial Marines were notable as the main fighting arm not only to insurgents, armies with unacceptable ideologies and corrupt corporations, but to the most dangerous of all, the alien lifeforms as well. A bug hunt of the very bleak future, despite constant losses, the USCM remains as the premier "state of the art badasses" of the entire UA fighting force of the 22nd century, and its legacy has endured to its very day. Today, mysterious contractors of an unknown company (not related to any of the so-called "money-hungry conglomerates"), manage to recover and reproduce old designs (weapons, most notably) which date back to all over the several eras of the USCM (now UACM), perhaps this series of weapons were famously used in the notorious Hadley's Hope incident. While the threat of the alien lifeforms today (not to be confused with the "great blood machines" or the "Some-omorphs") have been entirely gone silent (or so we thought), one must remain ever vigilant to any threats on the rim to become the future generation of badasses for many years to come. Should they ever return... this time, it will be Xenocide. It's game time.[/i] Description [b]Aliens Xenocide[/b] is a series of various weapon mods that are based from the longstanding [i]Alien[/i] franchise either through its films or through various games (canon or otherwise objectively canon). Intended somehow as a side-project to Project Remnant (now a few month long main project), this mod adds 7 new weapons (with full headcanon lore based upon the series canon inspired by [i]Aliens: Fireteam Elite[/i]) from the [i]Aliens[/i] film that are primarily used by the Colonial Marines. While it is not directly a successor (nor related) to the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2034103876]Alien Vs Predator mod[/url] or its predecessor, Hiztaar's [url=https://steamcommunity.com/workshop/filedetails/?id=726859028]USCM mod series[/url], it does derive some of its aspects from these mods and brought those weapons to newer versions of Rimworld, albeit in my own style as a spritiual successor to them. This mod only and [i]only[/i] adds weapons from the Aliens films, it will not add cosmetic items or armors nor xenomorphs, although the AVP mod can provide to both. All of the weapons can be encountered through normal progression, although some weapons (such as Pulse Rifles or Smartguns) require research added by the mod in order to be manufactured. This mod optionally requires [url=https://steamcommunity.com/workshop/filedetails/?id=2023507013]Vanilla Expanded Framework[/url] in order for the M240 flamethrower and "Ripley" combination weapon to be used. This mod can work without VFE, but the two weapons will not be available. [b]Requires Harmony to run.[/b] Changelog [b]1.21[/b] - Updated to Rimworld 1.6 [b]1.2[/b] - Updated to Rimworld 1.5 [b]1.1[/b] - Updated to Rimworld 1.4 FAQ [b]MANDATORY - Is it CE compatible?[/b] - No, it is not compatible with CE as I do not know how to make it compatible for it (I don't use it). I will not make a CE-compatible version of it, but you have full permission to make a patch for it! [b]How to fire/equip the M56A2 Smartgun in tracking mode?/Why I cannot equip the Smartgun in tracking mode?[/b] - The Smartgun cannot be fired nor picked up when the user's shooting skill is 7 and below, as it requires a shooting skill of 8 and above to use. The Smartgun's tracking functions can also be used when you equip a spacer-tier helmet (such as Marine/Recon helmet) even below shooting skill 8. If you intend to drop the smartgun, make sure it is on free fire mode before dropping! Donations Feel free to buy me a coffee, it really helps to support me as a whole! [url=https%3A%2F%2Fko-fi.com%2FO5O85A4C1][img]https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/61e11d430afb112ea33c3aa5_Button-1-p-800.png[/img][/url][ko-fi.com] Credits Me (XSlayer300) - xml coding and art (other references are found online) Ogam & Taran - weapon switch code and dll flango - weapon restriction code, shortened description code and additional dll OskarPotocki & co. - [url=https://steamcommunity.com/workshop/filedetails/?id=1884025115]Vanilla Expanded series[/url] and flame projectile sprite Van - additional work for the flame projectile sprite, originally from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2842502659]Vanilla Psycasts Expanded[/url] Additional help to the Rimworld Discord server for advice in sprites. Ludeon Studios & Tynan Sylvester - for everything else and for Rimworld Some third-party resources and inspirations are from the following games and media: Call of Duty series, Battlefield series, Aliens film, Aliens Colonial Marines (both its final release and pre-release), Alien Isolation This mod uses the [url=https%3A%2F%2Fcreativecommons.org%2Flicenses%2Fby-nc%2F4.0%2F]CC-BY-NC 4.0[/url][creativecommons.org] license. This is a fan-work project of the Alien franchise.