[MOD] Old World Remnant WIP

Post Reply
Daerchador
Posts: 16
Joined: Wed Dec 31, 2014 12:51 pm
Location: somewhere in a land of Tulips, Windmills, cheese and more recently, weed.

Sat Jan 17, 2015 6:19 pm

basically I have recently started working on adding some old world tech to the game...

mainly meaning... well vehicles, specifically (for myself) WWII vehicles
which include, but are not limited to; Tanks, armoured cars, half-tracks, truck(s) and a Willy (the Jeep kind, mind you! ;) ) and depending on you folks, I could also add-in other vehicles, like for example (another idea I had a while back) a tracked Bulldozer tank.

anyway, with most of the models ready, I'm going into the animating and implementing stage.



for in-game balance obtaining any of the vehicles will either be by
1; finding a wreck/abandoned vehicle half-buried in the sands
2; develop it from scratch by researching all the major parts
3; by a mixture of the two
and take a huge amount of resources to get them to work, maintain them and upgrade them.

for fuel you throw in that nasty moonshine.

so, what do you guys think?
-RG,...

argonautis22
Posts: 29
Joined: Fri Jan 16, 2015 1:48 am

Sat Jan 17, 2015 9:40 pm

Thats a nice idea! The whole finding and bringing back to life thing sounds very intresting!!
how they are gona carry it back to base thougth?? And if you press F12 for "building insert" you can see an oil drill, maybe you can put oil in them!!

Daerchador
Posts: 16
Joined: Wed Dec 31, 2014 12:51 pm
Location: somewhere in a land of Tulips, Windmills, cheese and more recently, weed.

Sun Jan 18, 2015 12:12 am

well I thought of something like this;

a few men should be able to push a Willy, while 2-3 willies could help pull an Opel Blitz, which could pull a half-track on its turn and so on

otherwise you'd have to build a temporary site around it while your mechies slave away to get the Engine going ;)

also true, I have also found about an item called Fuel in the FCK, presumably going to be needed to operate generators and equipment in the future.

but why would you use that if you can make rum that can blind a goat? go ECO, man! cook some Ethanol from that! think of the planet, man... tis' already a wasteland, don't want to make it worse, now do ya'? ;)
-RG,...

argonautis22
Posts: 29
Joined: Fri Jan 16, 2015 1:48 am

Sun Jan 18, 2015 4:01 pm

Yeah I think ur right about the eco concience!! We dont want to make it worse than it is!!
I thought about the temporary camp also! And the Willy pulling the others sounds intresting!
What if we can modify the Willy to mount a Harpoon Turret for protection while its draging the other viechicles??!! And after you find the halftrack you can make it something like a mobile medic station!!
What do you think?

Daerchador
Posts: 16
Joined: Wed Dec 31, 2014 12:51 pm
Location: somewhere in a land of Tulips, Windmills, cheese and more recently, weed.

Sun Jan 18, 2015 10:28 pm

I was actually thinking along the same lines, but I'd like to supply the vehicles with more options.

like mounting a scavenged .50 cal machinegun on it, with the added effect of the gunner being pissed-off all the time from its frequent jamming and need for replacement parts, because he's using custom ammo and the age of the weapon.

as for the medic idea, yeah I was thinking about that too, but also about 3 or 2 way upgrade paths

like for the half-track; an AT path, First-aid path and a AP path.
for the willy; a Search and Resque path, a commando path ( S.A.S. style hell yeah), and regular IS path
as for the Opel Blitz; dedicated troop transport, Battlefield Red-cross Vehicle, AT truck (literally a howitzer mounted on the truck-bed, works like a Stug) and a regular supply transport.

for the tanks I'll probably have them start out with their main guns disabled and after repair will only be able to fire canister rounds, which is like a buck-shot shotgun shell for tanks and AT-guns and is highly effective on Infantry but weak on other armoured vehicles and buildings.

I am going to add a bunch of infantry weapons alongside the vehicles and distribute those among a few new factions roaming the desert, including recoilless rifles, Panzershreck, PIATs and Bazookas, as well as a few lighter vehicles to add a challenge to owning a Panzer IV, Sherman or Cromwell

as well as a new bandit clan based on Rag-tag build vehicles, including the Dozer-tank.
-RG,...

Grynn
Posts: 8
Joined: Tue May 27, 2014 12:52 am

Tue Mar 10, 2015 8:32 am

how is this coming along? will you be able to run over those worthless hungry bandits? I only care about running THEM over lol. never have anything good. have you thought of electric vehicles? or solar power?

Daerchador
Posts: 16
Joined: Wed Dec 31, 2014 12:51 pm
Location: somewhere in a land of Tulips, Windmills, cheese and more recently, weed.

Fri Jan 01, 2016 4:53 pm

Well I had put the mod on hold since Ogre was acting like a little kid with my obj. files.

however I am going to expand the mod with more civilian (and hence some more modern) vehicles

(think Borderlands bus, Ravaged vehicles) and am consequently working on modelling the vehicles from scratch. I am also working on side equipment, like Jerry-cans and steel barrel models (for fuel and water storage) and other usefull tidbits to give the vehicles more fun features. maybe faction specific (variants of) vehicles (like a Holy Nation Infantry-support HMG truck)

however I'll wait on the game to become more full-fleshed out in order to make sure the mod isn't too out of place and see if I can Free-load of some of the developers coding. ;)
-RG,...

Twobeard
Posts: 12
Joined: Tue Jan 26, 2016 9:38 pm

Sun Jan 31, 2016 4:32 pm

I like the idea about the simple vehicles, go-carts or non-engine powered vehicles. Maybe a slightly rarer, harder to make engine powered one.

But I don't think you should turn the awesome swordmen roaming wasteland of Kenshi into a warzone with .50 cals or mounted weapons on vehicles. It should stick to the atmosphere it already has in my opinion.

Maybe have the vehicles look beat up, rusted and withered away. Yet with some loving touch of an engineer it happens to still move faster than walking.

a1elgazzar
Posts: 37
Joined: Sun Mar 09, 2014 5:24 pm

Sun Jan 31, 2016 5:59 pm

Twobeard wrote:I like the idea about the simple vehicles, go-carts or non-engine powered vehicles. Maybe a slightly rarer, harder to make engine powered one.

But I don't think you should turn the awesome swordmen roaming wasteland of Kenshi into a warzone with .50 cals or mounted weapons on vehicles. It should stick to the atmosphere it already has in my opinion.

Maybe have the vehicles look beat up, rusted and withered away. Yet with some loving touch of an engineer it happens to still move faster than walking.
Its a mod so it doesn't really matter to anyone not going to install it. Sounds like it would be a fun mod.

User avatar
Jordanfire
Posts: 45
Joined: Wed Apr 17, 2013 7:43 pm
Location: Belgium

Sat Feb 27, 2016 11:18 pm

I think cars like in the game Mad Max would fit in the Kenshi world with blades and a harpoon gun. But .50 calliber guns against swordsmen is a litlle bit to over powered... Xd (just my opinion)
Intel® Core™ i7-7500U quad core 2.7GHz Turbo 3.5GHz
8 GB DDR4 RAM
NVIDIA® GeForce® 940MX 4 GB VRAM
128 GB SSD + 1TB HDD
Windows 10 x64

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 5 guests