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One faction that always felt a little bit 'un-expanded' in vanilla RimWorld is the pirate faction. They feel more like evil outlanders than anything unique, and they don't really threaten late game colonies, nor do they provide engaging content in any way, shape or form. It always annoyed me that they are industrial tier only and don't even spawn with charge rifles anymore.

Roolo, Smash Phil and I are launching a new pirate survival video game inspired by RimWorld on Kickstarter. It's called Cursed Crew if anyone would like to check it out. I figured that the best way to promote the game through the channels I know a lot about is to create a mod, ideally a factions expanded mod, expanding pirates. Of course there are no boats and sea-faring pirates in RimWorld, but there are space pirates, so let's expand them!

Vanilla Factions Expanded - Pirates greatly expands the vanilla pirate faction by adding new events, technology, defence means etc. We are also adding two new factions - Junkers, which are inspired by the hordes of Huns, but instead of riding horses, they weld themselves inside powerful warcaskets; and Mercenaries, a spacer-tech faction of 'legal', sanctioned pirates that you can befriend!

You can now use your Comms console to hire pirates too! Pirates you hire join you for a period of time, but they come with a hefty price.

And most importantly, you can now create warcaskets - steel suits of industrial-tier armor, a powered-armor precursor, around your pawns. Fully customizable, with unique weapons and armor graphics!

And with Ideology, you can enjoy a new Pirate meme, with singing sea shanties and much more important camaraderie!

Do check out Cursed Crew, as if you liked RimWorld, I'm sure you will like our take on rogue-like survival, sailing the endless ocean and fighting dangerous, mythical creatures.

Files

Steam Workshop::Vanilla Factions Expanded - Pirates

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Comments

Anonymous

Looking forward to getting my hands on cursed crew, is it available for Mac OS?

Anonymous

Using Curse of Instakill will mean any refugee suffering with paralytic abasia will just die? Faster meat production thank you very much

Anonymous

Thank you for allowing to haul)) A mod is great. Having some testing, I believe though, warcaskets armor ratings need rebalance. In their current state they are quite similar to their marine counterparts of good quality, which is seem to me unfair. With movement/manipulation buffs warcasket boy will persist a bit longer, but marine armor allows all work and is not a lifelong commitment, also it will far outmatch warcaskets with anything better than good quality. Warcaskets being industrial tier precursors doesnt mean they could not have thicker armor, especially if it gained with bulkness and no agility to perform any other tasks. Especially if they treated like non-destructible armor ingame) And they do look like they are much thicker and heavier then marine armor)) An additional up to 50 for all the resistances will do the job I think (I believe nobody cares of 200 vanilla armor cap). Yes, a barrage armor will be totally invincible against anything piercing below 50 penetration, but still gonna be beaten with bare hands by a bunch of tribals and will just vanish even on sight of anti-materiel rifle. Of course adjustments to market price and resource cost must be made, but at least we will not be pouring resources, researchears and colonists at something, that actually worse than marine armor in all the ways))

oskarpotocki

This is intended. Those armors are industrial tier. They are meant to be the precursor of the marine armor, and marine armor is meant to be much more superior to them.

Anonymous

I've mentioned this elsewhere, but at some point could we pehaps get a warcasket expanded which adds spacer tech warcaskets? It's a shame that the difference between having warcaskets and upgrading to spacer armour is small enough to just outright skip investing in warcaskets because being able to walk around in massive bulky armour is really cool - or is this perhaps what Warwalkers covers?

Anonymous

Can I pay YOU to be an modding intern? There is so much I want to learn. D: I have experience in code and graphic design!!! :D I have made some mods, but they are so simple. :(

Anonymous

Makes sense. The metallurgy doesn't improve all that much, so they're plated about the same, and since the mechanics underneath are part and parcel of the "pilot" they shouldn't count as armor themselves, and the ratio of armor plate to actual functional components/guy wearing the suit winds up the same. Besides, the Warcaskets are Pirate, not military; that the more advanced Power Armor is not quite so far behind just because most militaries do not chop the limbs off of their soldiers because Giant Robot (even though I can only imagine how many volunteers to be Giant Robot there would be.....) makes sense. Also, if you're after bigger and badder warcaskets-well, we had a submod from another modder for VFE Mechanoids, back before it got integrated. Why not make your own Warcaskets Expanded submod? Heck, if we don't have at least some modders thinking on how to use this to make homages to Gundams, Knightmare Frames, Wanzers, and/or Transformers I'll eat my hat.

oskarpotocki

Start making your own mods then! RimWorld discord is a great place to ask any questions. https://discord.gg/UTaMDWc

Anonymous

I'm not a modder. Modding is definitely something I would be interested in considering on doing, it's just currently due to circumstances I'm unable to (besides not knowing a thing about coding), and there's no certainty on when I would be able to, or if my interests will change. It would totally be something I'd be willing to commission (when I'm financially stable and depending on price) but I just ask in case something was already in the oven