[Squad] Mecha Ronin

Distribute and discuss mods that are functional.
tosx
Posts: 161
Joined: Wed Mar 13, 2019 3:11 am

[Squad] Mecha Ronin

Postby tosx » Mon May 27, 2019 5:24 am

Commandeered from ruthless mercenaries, these Mechs are deadly at close range.

Image

Blade Mech
Titan Katana: Charge through units, damaging them.
- 2 cores: Phase through buildings and mountains when charging.
- 3 cores: Increases damage by 1.

Hunter Mech
Pursuit Drone: Damage and push adjacent unit, marking it. All marked enemies are also damaged and pushed.
- 1 core: Increases damage to marked targets by 1.
- 2 cores: Increases damage to marked targets by 1.

Stealth Mech
Warp Blades: Damage adjacent non-building tiles and warp away, pushing adjacent tiles on arrival.
- 1 core: No longer damages allies.
- 3 cores: Increases damage by 2.

Download modpack version of all my mods - requires mod loader 2.6.1 or later to function.
Mod Loader - originally made by Cyberboy2000 and continued by kartoFlane.


Code: Select all

v0.11 (modpack v0.10 and later)
- Fix for compatibility with v0.4.0 of LemonymousMods.

v0.10 (modpack v0.02 and later)
- Fixed Achievement secret rewards and made them forward compatible with hopeful future modloader updates.
- Going forward, I'll only upload mods in modpack form; if you don't want all my mods, it's easy to extract only the ones you want and delete the rest, or disable them.

v0.09
- Update for modloader 2.6.0 (achievement UI update) and modApiExt 1.14 (fixes Psion Tyrant viewing bug)

v0.08
- Added KnightMiner's palette library.

v0.07
- Fixed a secret reward text string that broke with 1.2 patch.

v0.06
- Updated the weapon preview library; old version could occasionally show incorrect previews.

v0.05
- Fixed upgrade names for patch 1.2 compatibility.

v0.04
- Update to latest modApiExt to improve compatibility with other mods.

v0.03
- Added squad achievements and a secret unlockable.

v0.02
- Weapons are now properly added to the shop when the shop mod option is enabled.


I put a 4-island Hard run with v0.1 on Youtube here.
Last edited by tosx on Sat Mar 11, 2023 9:41 pm, edited 15 times in total.
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bamalf
Posts: 204
Joined: Wed Dec 17, 2014 12:57 pm

Re: [Squad] Mech Ronin v0.01

Postby bamalf » Mon May 27, 2019 6:03 am

Beautiful artwork!
Image Image Image
meltrg
Posts: 4
Joined: Tue Dec 31, 2019 5:40 pm

Re: [Squad] Mecha Ronin v0.02

Postby meltrg » Tue Dec 31, 2019 5:50 pm

Thanks for your fantastic work.

I tried all of your squad mods, and two of them failed to work. Hydro Leviathan's error could be fixed by adding a parameter to the lua function, whereas Mecha Ronin just crashes the game and leaves no log (even with the log file option at the mod loader turned on). I'm not sure if it occurs to others, but can you fix the bug or give me any idea to solve it?

Again it was fun to play with your superb mods! I look forward to your future mods :)

PS.
Oh, you posted the fix for Hydro Leviathan! Well, I'm a bit late to inform you of the issue.
tosx
Posts: 161
Joined: Wed Mar 13, 2019 3:11 am

Re: [Squad] Mecha Ronin v0.02

Postby tosx » Tue Dec 31, 2019 8:17 pm

I'm not sure what the issue would be; have you checked that your game and mod loader are up to date? Mecha Ronin v0.02 works fine for me.
meltrg
Posts: 4
Joined: Tue Dec 31, 2019 5:40 pm

Re: [Squad] Mecha Ronin v0.02

Postby meltrg » Mon Jan 06, 2020 10:06 am

My game and mod loader are the latest. After I unlocked the rest squads, this mod started to work. Not sure why, but unlike your other mods, it seems this mod crashes the game when no squad is unlocked.
Anyway, I'm glad to play your nice mod! Thank you very much.
narD
Posts: 50
Joined: Thu Sep 27, 2018 3:19 am

Re: [Squad] Mecha Ronin v0.07

Postby narD » Tue Aug 11, 2020 12:03 pm

30K video. Default Weapons Only. (0.07 version)

https://www.youtube.com/watch?v=iT-uUW85s9c
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AstroNuno
Posts: 14
Joined: Sun Jul 07, 2019 11:04 pm

Re: [Squad] Mecha Ronin v0.08

Postby AstroNuno » Sat Feb 27, 2021 9:35 pm

One of my favorites mods! The design is "bulky" but cool. Now that I think about it, I haven't tried other color schemes... Anyway, I got a bit worried at first, because the health is so low, but then I used Abe on the 3rd Mech, so that takes care of that! The Mechs start a little weak. I can't say they get stornger as the games progresses, because personally I had a bit of difficulty where to put power cores first, but by the end of the 4th island, all system were maxed. So yes, in the last Island the Mechs are very strong, not too OP. Great job on the mod! :D
tosx
Posts: 161
Joined: Wed Mar 13, 2019 3:11 am

Re: [Squad] Mecha Ronin v0.08

Postby tosx » Sat Feb 27, 2021 10:32 pm

Thanks for saying!