RimWorld

RimWorld

569 ratings
[RH2] Faction: Gruppa Krovi
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Mod, 1.5
File Size
Posted
Updated
16.051 MB
13 Apr, 2024 @ 6:09am
5 Apr @ 7:55pm
24 Change Notes ( view )

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[RH2] Faction: Gruppa Krovi

In 1 collection by Chicken Plucker
Red Horse² - Factions
7 items
Description
Backed and funded by The FSSR (Federation of Soviet Socialist Republics), Gruppa Krovi is a notorious Soviet based PMC (Private Military Company) sent to do the dirty work that the Federation's Red Army can't be officially tied to.

They go around the unexplored sectors to annex new land by force. They send young men, often unwilling, with stardust on their boots and the blood type on their sleeves for the Motherland they will never see again.





Contents:
- 512x512 px, high quality apparel and weapon texture art.
- Unique faction with their own backstory and characteristics.
- Custom Mech pawnkinds and quests
- Juggernaut Mk 2 outfit
- Custom faction Ideology when Ideology DLC is enabled
- Gestatable Mechs if Biotech DLC is enabled
- Dynamic faction relationships with RH2 and some vanilla factions. (I.E. hostile to The Fallen Empire, Task Force 141 and Militaires Sans Frontieres etc.)


Features:



Enlisting to this faction unlocks the following benefits:


Main Services








Medical Services



Training Services





Other Services




Reinforcements Feature



Resign from Enlistment





FAQ
- Do they start off hostile?
No. Gruppa Krovi starts off neutral, any resulting relation changes will be up to the player.

- Is this safe to enable mid-save?
- No, you need faction discovery or Vanilla Expanded Framework.
NOTE: Rimcities will cause the mod to have problems being enabled mid-save even with VEF.

- Is this safe to disable mid-save?
- No, you need faction discovery or Vanilla Expanded Framework.
NOTE: Rimcities will cause the mod to have problems being disabled mid-save even with VEF.

- My colonists won't haul the gear in the stockpiles?
- My colonists keep stripping/not putting the clothes on?
- My colonists won't eat the rations?

- When you enable a mod mid-save successfully, the game automatically disables the items for every kind of "allowed" stockpile, i.e. your uniform settings, your allowed food diet settings, medicine settings and stockpile.

All you have to do is allow all of these items in your settings for each one.

- Is compatible with Combat Extended?
According to CE Compatibility list, which you will find in their discord, it is

- Will this mod work without x DLC?
This mod will work without x DLC.

- (Insert provocative, controversial current affairs question here)?
I support expressing freedom of speech through art as long as it doesn't breach the Terms of Service of Steam Workshop. I've been meaning to make factions for my modlist with different backgrounds and ideologies, it's not a statement to have the current theme be what you see in this page, it is just the faction's theme.

- The song this mod is named after is anti-war. Why do you glorify it?
Backstories of pawns in this faction sometimes include ex-convicts who were imprisoned because they or their family protested against their government, later to be forced to fight for the PMC. Some are Red Army conscripts that have been coded to have traits that resemble PTSD, not having a broad variety of skills because their childhood was spent being soldiers.

A lot of my mods are a dark satire or parody of reality, I do not intend to glorify war (despite the content I make), because the reality of war is nothing to be compared to a video game we can play in the safety of our home.



Credits:
BlackMarket420 - Mech artwork, Apparel art
Odz - Apparel art
Fiendakko - Apparel art
Chicken Plucker - Apparel art, UI art, Sound design
TMC - Weapon art
Taranchuk - Lead C#
Jecrell - C#
Arquebus - C#
Kino - Gruppa Krovi (Blood Type) / Кино - Группа Крови - Name inspiration
HumpalumpaQc - Soviet Mecha model
Jabol - KV-2 Mech model
307 Comments
XaocuT's Show 6 Jul @ 3:15pm 
1.6 by any chance?
Pimp Lucius 3 Jul @ 9:56pm 
@el sticky i'm not having a CE issue maybe its something else on your end. Try rearranging your mods or something i dunno
el sticky 21 Jun @ 10:15am 
doesn't seem to work with CE
The weapons don't use ammo or the CE aiming system
Imperialdoessomething 19 Jun @ 9:24pm 
Correction, Rimatomic turrets conflict with the turrets from your mods.
Imperialdoessomething 19 Jun @ 9:19pm 
Should've clarified, this is a "pawn standing around" bug, when rearming manned turrets from this mod and your security mod, conflicting with the Rimatomic nuclear task and the Run and Gun mod.
Imperialdoessomething 19 Jun @ 9:09pm 
Been getting bugs with the DSHK and the other manned weapons from your security mod, dunno what's wrong with it. Dunno if it has to do with a bug or just mod conflicts.
Йепппа! 18 Jun @ 8:09am 
they do raid you base with their mechs and they hit hard
AzoorFox 16 Jun @ 9:45am 
UPDATE WHEN????????????
Pimp Lucius 14 Jun @ 2:27pm 
Are the weird soviet tank mechs only used when they're doing hostile raids on your base, or if i get their goodwill high enough will the reinforcements also include mechs? I haven't seen them yet but tbh i never tried becoming hostile with the group
Chicken Plucker  [author] 7 Jun @ 2:28pm 
@Winchi <Ꙃ> - Hello. No it's the other way around, CE guys patched my mods to reduce overlap and bloat so they made their weapons replace mine if there's a duplicate that already exists. They do this for their patches on their end, I do absolutely zero because my mods do not overwrite their things.

Check out their discord, they spoke about this some time ago if you want to ask them.

Just to clarify that for a texture to replace something, it would have to have the exact same directory in the same folder, which our mods don't have. We would also need to have the exact same defnames, so this is a patch thing they likely did for my mod and something in their patch causes the texture swap. I say again, this isn't on my end.