[1.4] Call of Cthulhu - Rim of Madness Expansion Pack (10/21/2022)

Started by jecrell, September 14, 2016, 08:17:04 AM

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Tgr

bug report: conflicts with hospitality if the agency discovers a grimoire. the agency investigators are automatically imprisoned rather than attack.

Cynsity702

I'm getting this error and i believe Hospitality and Cutls maybe clashing? Or the factions mod you have?

http://txt.do/dtg3d



Basically, i had some guests from The Agency show up, 3 pawns. Each one somehow turned into a prisoner and i got the prompt, "(Pawn name) is escaping", one by one they all exited the map and then i had a bad standind with the faction for being in a cult. Is that supposed to happen? I am going to send this same message to Hospitality author.



Here is a better log with a few more items you can look at that ticked: http://textuploader.com/dtg8d

Tgr

This is the same bug I reported early. To avoid just don't let the Agency discover your cult things...

jecrell

Quote from: Cynsity702 on March 21, 2017, 12:18:45 AM
I'm getting this error and i believe Hospitality and Cutls maybe clashing? Or the factions mod you have?

http://txt.do/dtg3d



Basically, i had some guests from The Agency show up, 3 pawns. Each one somehow turned into a prisoner and i got the prompt, "(Pawn name) is escaping", one by one they all exited the map and then i had a bad standind with the faction for being in a cult. Is that supposed to happen? I am going to send this same message to Hospitality author.



Here is a better log with a few more items you can look at that ticked: http://textuploader.com/dtg8d

Quote from: TREH on March 21, 2017, 01:40:26 AM
This is the same bug I reported early. To avoid just don't let the Agency discover your cult things...

I'm looking into it -- should be fixed before the weekend.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Mordobb

Hi what are you settings when you play. Mods to avoid ect. Maybe tweaks.
My colony received a poison ship with a centipede in... this was far more scary than any horror train because i just couldn t get rid of it weaponry not good enought. The colony eventually succumbed, even with friendlies trying to help.
Is that an hazard of the mods and should be taken as "ho well, next colony" ? Or is there a way to cancel
such so advanced ennemies.


ChairmanPoo

That has nothing to do with this mod. Poison ships with centipede defenders are vanilla

Canute

You can disable the events "ship parts crash (psychic/poison) at the scenario editor.
But it is still possible for mechanoid raids.

ChairmanPoo

Some suggestions:

- Becoming a Cult vs becoming Agency-aligned
- When you get a grimoire, you could get the option to build a counter-arcane station. Should allow you to craft various utility arcane items (mostly for defense against horrors and the like), and form an inquisition to purgue cultist thought from your faction. If discovered by fishermen they'll become hostile though. On the other hand, the Agency should be more prone to help you.
- As an addenum, if you're a Cult faction and get outed by the Agency, fishermen should be more prone to help you.

A new resource: vim

This should be an universally craftable arcane resource. Basically you draw blood either from colonists or prisoners. Would be used for various occult purposes, possibly in relation to different gods.
Eg:
- Draw marks in the floor which some brands of incoming Horror raiders wont cross provided you have good relations with their patron (AKA: Dagon piety for Deep Ones, Cthulhu piety for starspawn, etc...)
- Some particular spells and effects (maybe some reanimation spell for either one of the existing deities or a new one, which allows you to resurrect dead pawns as your servants?)


Deity Tweak: Shub Nigguranth
-Replace forbidden knowledge spell with something more fertility-thematic, maybe? I was thinking a healing spell that heals afflictions and the like


New Deity: Yog Sothoth
"The Key and the Gate"
Tier 1: Forbidden knowledge "Yog Sothoth sees all, and knows all"
Tier 2: Imperfect Reanimation (Turn a dead body into a menial labor zombie, basically able to haul, mine, and perform other basic tasks. Does not eat but will progressively reanimate. Permanent morale buff as they're mindless slave thralls)
Tier 4: Manifest Other Self. "The caster communes with Yog Sothoth and discards his current form in favor of that of one of his other incarnations through the whole of space-time" (Removes the caster and gives you instead a new, high quality colonist, which is not necessarily human. Elder Things should be elligible, but ideally there should be a number of other potential alien bodies to act as a basis.)

Tier 4: Perfect Reanimation "Do not call up that which ye cannot put downe" (Resurrects a dead, properly-preserved colonist with all their former skills. Random chance of the pawn's body being posessed by an horror from outside -much carnage should follow if the latter-)

Tier 5 (endgame): Rite of the Silver Key

jecrell

Quote from: ChairmanPoo on March 24, 2017, 05:16:41 PM
Some suggestions:

- Becoming a Cult vs becoming Agency-aligned
- When you get a grimoire, you could get the option to build a counter-arcane station. Should allow you to craft various utility arcane items (mostly for defense against horrors and the like), and form an inquisition to purgue cultist thought from your faction. If discovered by fishermen they'll become hostile though. On the other hand, the Agency should be more prone to help you.
- As an addenum, if you're a Cult faction and get outed by the Agency, fishermen should be more prone to help you.

A new resource: vim

This should be an universally craftable arcane resource. Basically you draw blood either from colonists or prisoners. Would be used for various occult purposes, possibly in relation to different gods.
Eg:
- Draw marks in the floor which some brands of incoming Horror raiders wont cross provided you have good relations with their patron (AKA: Dagon piety for Deep Ones, Cthulhu piety for starspawn, etc...)
- Some particular spells and effects (maybe some reanimation spell for either one of the existing deities or a new one, which allows you to resurrect dead pawns as your servants?)


Deity Tweak: Shub Nigguranth
-Replace forbidden knowledge spell with something more fertility-thematic, maybe? I was thinking a healing spell that heals afflictions and the like


New Deity: Yog Sothoth
"The Key and the Gate"
Tier 1: Forbidden knowledge "Yog Sothoth sees all, and knows all"
Tier 2: Imperfect Reanimation (Turn a dead body into a menial labor zombie, basically able to haul, mine, and perform other basic tasks. Does not eat but will progressively reanimate. Permanent morale buff as they're mindless slave thralls)
Tier 4: Manifest Other Self. "The caster communes with Yog Sothoth and discards his current form in favor of that of one of his other incarnations through the whole of space-time" (Removes the caster and gives you instead a new, high quality colonist, which is not necessarily human. Elder Things should be elligible, but ideally there should be a number of other potential alien bodies to act as a basis.)

Tier 4: Perfect Reanimation "Do not call up that which ye cannot put downe" (Resurrects a dead, properly-preserved colonist with all their former skills. Random chance of the pawn's body being posessed by an horror from outside -much carnage should follow if the latter-)

Tier 5 (endgame): Rite of the Silver Key

I had a thought for Yog-Sothoth teleporting your colonist to another world -- creating an alternate map wherein you can travel through to another space and have a chance to grab a lot of grand items in a potentially dangerous zone. It would be so fun to do that.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell


Cults updated to 1.3

New in this update:

  • Five outfits to compliment your masks and equip your cultists and priests
  • Construct-able obelisks.
Changes in this update:
  • Cult founders will not lose their cult-mindedness over time.

https://www.patreon.com/posts/8561140
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Tgr

Is there a way to purge the cult?

Getting rid of all pawns with cult mindedness that rose above the threshold functionally eliminates it but how would you go about ending it totally, or getting the Agency off your back?

jecrell

CULTS 1.3.1

Fixes in this update:

  • Fixed issue with Forbidden Knowledge Center forbidding research for Obelisks.
https://www.patreon.com/posts/8561140
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell

Quote from: jecrell on March 26, 2017, 08:47:08 AM
CULTS 1.3.2


Changes in this update:

  • Psionic brain is now a psionic lobe that acts as an implant on brains.
  • Study Successful Cults research is now greatly expanded in points required to complete.

Fixes in this update:

  • Fixed yellow text errors related to the obelisk.
https://www.patreon.com/posts/8561140
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Ruisuki

are the pews on this image(and others below it) from modular tables as the recommend section suggests?:

I see some people suggesting More furniture for it but to my knowledge MF doesnt add pews?

ChairmanPoo