Generic Factions - Militar CE-ified Experimental
DISCLAIMER
This is the [b]EXPERIMENTAL[/b] version of the (Currently Non-Existent) Militar Faction 2.0 Mod!
[b]This[/b] version is meant for playtesting, archival, and experimentation (obviously). None of it is meant to be polished, or final, and everything within is prone to significant changes (Rebalancing, Additions and Retextures).
[b]NOTHING[/b] has been, or will be deleted from this, or later versions of [b]this[/b] mod. (Keep that in mind if you experience any performance issues in-game.)
[u]All feedback is highly appreciated.[/u]
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[i]Ad astra per aspera![/i]
The Militar are back, and have revitalised their efforts to take over the rimworld. Re-supplied, re-united, and re-armed with the finest armaments the urbworld Coel has to offer, can your colony stand against the stronger-than-ever battalions of the Coelan Armed Forces?
[i]After five whole, gruelling months, three re-writes, and so many re-textures[/i], the Militar are finally in a playable enough state, except this time they're now playable in CE.
Features
[list]
[*] Two new factions, the invading Militar Forces, and their traitor counterparts, the Coelan Rooks.
[*] Custom weapons and a bunch of ammo types
[*] pieces of apparel, armour pieces, helmets, hats
[*] Tactical Orders (Combat Drugs) designed to vary enemy movements. *
[/list]
* = May or may not appear in the actual mod when it releases.
Balance?
I haven't played this game in five months (Atleast not properly), so I have no idea how well this faction plays against an actual, well-developed colony.
Strength
In terms of fighting power, the Militar should be somewhere above the other industrial factions, and somewhat below the Empire. I hope.
The Rooks are, somewhere.
Weapons and Armours
Most weapons, armours and ammo-types have been balanced based on both vanilla and CE values. I tried to vary each of them so that they fill some sort of niche and are somewhat unique to each other, but you know, fifty weapons.
I don't think I did a bad job, but they definitely need some ironing out.
The Rooks' stuff definitely need work done.
Uh.
Bugs, Errors, and Likewise
If you don't own Royalty or Biotech, you'll have a few red errors on startup. They're completely harmless (I think), which is why I didn't add either as dependencies. It'll probably screw up the gas grenade though.
Miscellaneous
To-do List
[list]
[*] Rebalance, and add a bunch of stuff for the Rooks faction
[*] Redo all the backstories. IN PROGRESS
[*] Figure out how to bring the helicopter attack back, or don't. I know how to do it, but I don't have the guts to...
[*] Figure out how to hide the tactical orders from the policy menus, and stop them from spawning naturally in pawn inventories They still naturally spawn
[*] Purge redundancies
[/list]
Future Notice
I'm gonna move the Rooks to their own, standalone faction mod, mostly because this mod's already bloated to hell with, and slightly because I have a few, highly unethical ideas I wanna try out.
I'm gonna have to rebalance everything a few times, and redo the backstories and pawnkinds before the main mod comes out, so that's gonna take a while. I'll probably purge a few things as well, and move some apparel around.
All of that's gonna take a while, so don't expect a final version out for a good bit.