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Messages - lugaruclone

#1
Only issue with the awesome powerful ai psycasts mod is that it is like a hack creating abilities for AI rather than AI for psycasts so it cannot natively use new or modded ones.
#2
Help / Help selecting a random graphic for a style.
August 13, 2021, 04:59:01 PM
     <ThingStyleDef>
    <defName>Animalist_VisageMask</defName>
    <wornGraphicPath>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistA</wornGraphicPath>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalist</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
  </ThingStyleDef>


So I'm tryin gto get it to choose one of 3 animalist masks (A, B or C).

If I use Graphic_Random it throws up errors saying it does not know what to do with the textures.

If I use
    <wornGraphicPaths><li>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistA</li>
<li>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistB</li>
<li>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistC</li>
</wornGraphicPaths>


It seems not to like that either.

I can make A appear easily but struggling to get it to choose from all 3 similar to the vanilla visage mask.
#3
Unless you hit the really high psycast levels there is nothing nearly as deadly as some of the entry level Rimworld of Magic stuff, for sure no fireballs and storms. I know some people have found ways to play that means they have not lost a pawn in all of 2021 or 2020 but I do advocate mixing things up and taking some risks. It's not like every raider is gonna berserk or skip your pawns, it will mostly be stuff bellow level 4 until late game and only a few pawns have psylinks.

It is like saying the AI should not get mortars, or guns, or the new breaching stuff... unless you have already modded them out.
#4
I think the issue is that as people accept specialized roles, their expectations go up reducing the default positive mood they have.

It would be interesting to give them like a one day positive moodlet and then have it all come crashing down the next day when they have to actually do the job.
#5
Some psycast could be off limits and as always players will mod the game to be easier but seeing no AI Psycasts is a weird oversight nobody seems to bring up.
#6
It just feels weird that we are like a year after Royalty and this has never come up. I know most players just care about their own colony but it is just a strange oversight that we have never gotten this update or do I think it has been mentioned. Is there a really big technical hurdle?

It would instantly make raids a lot more interesting (I doubt you would see enemy psycasters in your first year) and it would make Tribals more of a late game threat if they have a higher incidence of low level psycasters.
#7
Ideas / Re: Pyromaniacs meditating with fire
May 30, 2020, 11:08:24 AM
Oh man that one feels like a good fit with the other alternatives provided so far (art, graves, blank wall).
#8
I understand there where a few reasons why only the players where using them... the only real path to getting them was through royalty, you can usually control your psychic guests and fighting royalty was a less common path which provided few encounters versus opponents with psycasts.

But now every rung of technology has access to psychic abilities therefore it makes sense that the occasional tribal, pirate, medieval lord or mercenary should be able to use the abilities against us and catch us off guard if we get complacent.

#9
I actually like posts like this as communities tend to be very hive minded and even the extreme contrarian is a breath of fresh air.

Personally I think games should never aspire to realism, realism is always lost in games either through systems, game play or changers made to keep things entertaining. But games should always be intuitive.

Steel burning is a great example of something easy to fix that is not intuitive, that a simple electric fire can have you lose a stockpile of steel. At worst it should turn your steel into slag or some sort of ore that requires refining... only there is no such ore in the game since steel can be scraped from mountain walls with your finger nails.

This is an example of a concession made for 'fun' because having to use pick axes and furnaces adds complexity... but it also provides the difference between a stone age and iron age society.

I think wood and metal should require an extra step like stone does and some mods do this to great effect.

I think the food economy is insane... while it is easy to stockpile steel it is hard to get enough grain or meat to live unless you do what every one does... sun lamp for year round crops, a single AC unit turning a room into a freezer. People look at me like I'm an alien when I say that I just grow crops in season and sit on huge stockpiles of corn and rice... which is the way things actually work in the real world even to this day.

Of course I'm not gonna call a mega successful developer and game a cautionary tale... that just feels factually inaccurate. I would say the following systems of the game could really use with a re-work:

Pawn Verbs: lack of personality? Maybe the ability to hug, kiss, high five, sing, kick (in combat), hook up, etc would make this game more like the sims and provide a lot more story hooks. More relationship types, personalities, weird needs and unique moods would rock. The Sims had a ton of unique conditions based on peoples favorite and least favorite activities.

Resources: The current game will let you build a huge castle quickly but not let you feed more than a dozen inhabitants without serious min-maxing.
- Food gets better yields and the economy is based around stockpiling things that spoil slowly. Realizing you can turn an air conditioner into a sub zero walk in feels like a cheat code and is not intuitive, give us an industrial freezer that is resource intensive and small (1, 2, 4) space fridges.
- Steel and Wood require processing similar to stone. Wood can be processed at the start, steel requires a medieval technology.
- Mining and building is slower making tools that boost work speed a must.

Defense: Smarter foes with a trade off that is reduced wealth scaling. The only people who REALLY need killboxes are turtlers who already won the game but do not know it. If you had much fewer foes spawn but they had rocket propelled grenades that can punch through walls at any perimeter point and stuff like satchel charges or even medieval siege items (sledge hammer, catapult) you would see less killboxes and therefore no need for 100 pirate sieges. Defense should be a 360 degree thing and if it ever stops being 360 then the  players are allowed to always dictate the rules of engagement.

Space 3 things that take up the same amount of space: a person, 7 days worth of food, a t-shirt. This game really should bake in some version of deep storage. It always felt like cheating so I avoided it but now I cannot go back... without deep storage I am building sprawling hangars to support a very small population.

I think it really comes down to seeing 'look what you made me do' (killboxes, freezer rooms, grow rooms) and tackle those behaviors as they are unnatural and results of the games systems. With that fixed you might get more variety... villages instead of bases, seasonal food growing, a greater need for trading, small but unpredictable battles, pawns that care about more in life than room and food quality.
#10
Honestly I never got any combat abilities from your mod so my experience using it was super different than Royalty. I would love to see both systems merged one day but even if not your specific abilities are really cool, original and systemically interesting.
#11
Ideas / Death Acidifier skeletonizes the user.
March 06, 2020, 04:11:24 PM
I get the purpose, mostly to keep us from looting awesome gear but... it is silly when the bearer of the implant dies and his stuff goes and he has some minor damage. It would be the coolest thing if it skeletonized the user and maybe did a small 'explosion' worth of damage to property or people next to him.
#12
General Discussion / Re: Hay refrigerated
March 05, 2020, 09:43:44 AM
I read 'hay refrigerators' and remembered that in Mexico we sold 'ultra cheap air conditioners' that blew air through moist hay that would cool it through evaporation and you could get a room really cold with one of those devices.
#13
General Discussion / Re: WHAT DO YOU WANT FROM ME!?
March 05, 2020, 09:41:56 AM
What Canute describes is basically Lucy and the football from Charlie Brown.
#14
It makes me think of the Privacy need in Prison Architect.

I wish this game had a better concept of noise and therefore shared spaces would be more of a problem constantly interrupting sleep if they are shared with machinery, joy objects and chatter between colonists.

#15
I would love to see passion dictating their remaining activities.

It was just kind of sad seeing my dude no longer research nor perform surgery, the things he loved to do and defined him... but still be able to fight or at least get out there and cause chaos with psychic abilities.