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RimWorld => General Discussion => Topic started by: pktongrimworld on July 08, 2015, 07:31:27 PM

Title: so.... colonist...babies? (pawns?)
Post by: pktongrimworld on July 08, 2015, 07:31:27 PM
in the change log, do the pawns having infant/adolescent/adult/breeding

apply to colonists?

Title: Re: so.... colonist...babies? (pawns?)
Post by: Ramsis on July 08, 2015, 07:36:17 PM
Doubtful.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Shinzy on July 08, 2015, 08:11:55 PM
Likely just part of the animal breeding/taming
Title: Re: so.... colonist...babies? (pawns?)
Post by: christhekiller on July 08, 2015, 09:16:44 PM
I'd wager it's only to do with animal breeding right now. But it might go over to colonists later on
Title: Re: so.... colonist...babies? (pawns?)
Post by: AN7AG0NIS7 on July 08, 2015, 09:39:36 PM
Just a thought.. If colonists do reproduce, and then the colony gets raided and overrun, what would the raiders do to the mini-humans after all the adults are dead?

So yeah, don't get your hopes up. Unless, mini-humans are made to be invulnerable like in many other games.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Mr.Cross on July 08, 2015, 09:44:30 PM
I don't know, Take them, raise them as their own? Raiders do have feelings you know. It's them mechs who kill indiscriminately that you need to watch....
Title: Re: so.... colonist...babies? (pawns?)
Post by: AN7AG0NIS7 on July 08, 2015, 09:45:23 PM
What about psychopath cannibals? =P
Title: Re: so.... colonist...babies? (pawns?)
Post by: Nightwolf on July 08, 2015, 10:13:44 PM
If Rimworld handles children anything like the way Dwarf Fortress does, then I would expect children to go just as crazy, and suffer terrible deaths as well.  Quill18 has a good Dwarf Fortress lets play of the ghosts of dead crazed dwarf children attacking and maiming adult dwarves.  So yeah... Tynan could definitely go either way with this...
Title: Re: so.... colonist...babies? (pawns?)
Post by: AN7AG0NIS7 on July 08, 2015, 10:46:37 PM
Don't get me wrong, I'm perfectly fine with children deaths in games, because it's just a game. But after release, there'll probably be people (who weren't in the alpha community, we're hardened vets!) throwing a hissy fit about it. Political correctness and whatnot..
Title: Re: so.... colonist...babies? (pawns?)
Post by: Kruniac on July 08, 2015, 11:42:07 PM
Quote from: AN7AG0NIS7 on July 08, 2015, 10:46:37 PM
Don't get me wrong, I'm perfectly fine with children deaths in games, because it's just a game. But after release, there'll probably be people (who weren't in the alpha community, we're hardened vets!) throwing a hissy fit about it. Political correctness and whatnot..

Tough shit.

Anyway, if we have features for breeding animals, that's a mod's throw away from breeding people. Hell, I'd like to breed slaves for food/leather/more slaves.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Euzio on July 09, 2015, 02:42:31 AM
Begun, the clone wars has!
Title: Re: so.... colonist...babies? (pawns?)
Post by: wakko151 on July 09, 2015, 02:48:41 AM
Quote from: christhekiller on July 08, 2015, 09:16:44 PM
I'd wager it's only to do with animal breeding right now. But it might go over to colonists later on

I defiently hope so. I would love to have a modern version of dwarf fortress style game play with a complete civilzation model. Including the abilty to breed pawns and later on, effecting the rest of the world map.
Title: Re: so.... colonist...babies? (pawns?)
Post by: MarcTheMerc on July 09, 2015, 03:01:38 AM
Its doubtful with the frequency of rapid removal of limbs in Rimworld, its a political correctness timebomb.
Peaple wouldn't like that...



Jerks
Title: Re: so.... colonist...babies? (pawns?)
Post by: BassMonroe on July 09, 2015, 04:30:55 AM
Quote from: AN7AG0NIS7 on July 08, 2015, 09:39:36 PM
Just a thought.. If colonists do reproduce, and then the colony gets raided and overrun, what would the raiders do to the mini-humans after all the adults are dead?

They'd make a nice little snack before the raiders move on to terrorise more colonies. ;)
Title: Re: so.... colonist...babies? (pawns?)
Post by: skullywag on July 09, 2015, 04:50:29 AM
Please dont let the art just be smaller versions....i want full on DAWWWWW :D
Title: Re: so.... colonist...babies? (pawns?)
Post by: AN7AG0NIS7 on July 09, 2015, 04:53:53 AM
Quote from: BassMonroe on July 09, 2015, 04:30:55 AM
Quote from: AN7AG0NIS7 on July 08, 2015, 09:39:36 PM
Just a thought.. If colonists do reproduce, and then the colony gets raided and overrun, what would the raiders do to the mini-humans after all the adults are dead?

They'd make a nice little snack before the raiders move on to terrorise more colonies. ;)

Raiders also need some soft, supple, extra-comfortable leather pants to go marauding in for extended periods of time. It's like wearing skin!
Title: Re: so.... colonist...babies? (pawns?)
Post by: evil scientist on July 09, 2015, 05:25:31 PM
i hope they will just leave them alone i dont wana see raiders shoot children in the face .
Title: Re: so.... colonist...babies? (pawns?)
Post by: Spectre on July 09, 2015, 06:09:06 PM
Quote from: evil scientist on July 09, 2015, 05:25:31 PM
i hope they will just leave them alone i dont wana see raiders shoot children in the face .

This always makes me smile. Capturing people, skinning them, eating their raw flesh, harvesting organs for profit and selling people in to the hell of slavery is fine. But a child dying? To far man!
Title: Re: so.... colonist...babies? (pawns?)
Post by: Fernbhoy on July 09, 2015, 08:23:50 PM
could just kidnap them, slave traders need slaves from somewhere.
Title: Re: so.... colonist...babies? (pawns?)
Post by: lusername on July 09, 2015, 09:11:17 PM
And then they get horribly killed or kidnapped and enslaved by pirates. Maybe if colonists can reproduce there will be an actual real use for those double beds other than being pretentiously huge.
Title: Re: so.... colonist...babies? (pawns?)
Post by: AN7AG0NIS7 on July 09, 2015, 09:13:34 PM
But.. single beds are too small! In real life anyway..
Title: Re: so.... colonist...babies? (pawns?)
Post by: Axelios on July 10, 2015, 01:31:58 AM
Quote from: AN7AG0NIS7 on July 09, 2015, 09:13:34 PM
But.. single beds are too small! In real life anyway..

To be honest, you don't need a bed at all. I've been quite happy standing up in a crop field
Title: Re: so.... colonist...babies? (pawns?)
Post by: tommonius on July 10, 2015, 02:07:17 AM
I was always waiting for tame animals and children, now we will have the little buggars doing nothing useful and eating out supplies for 16-18 years unless they grow up quicker. I hope the children can at least do some simple jobs, I am glad for farming animals as they will reduce the burden on supplying my town with food because growing crops might get a bit hard if we have to many children
Title: Re: so.... colonist...babies? (pawns?)
Post by: Kegereneku on July 10, 2015, 03:35:56 AM
Do you all realize that Tynan might give a mood debuff for killing a tamed animal ? Your food supply is gonna be depressing.
Title: Re: so.... colonist...babies? (pawns?)
Post by: BassMonroe on July 10, 2015, 04:43:20 AM
Quote from: tommonius on July 10, 2015, 02:07:17 AM
I hope the children can at least do some simple jobs.

Maybe could do all the jobs such as cleaning etc.

I'd quite like to see politics/colony government in Rimworld that gives us the option to be a freedom loving 'do what you want' colony or an authoritarian militarised colony (Everybody has to work even kids). Colonists that don't believe in your government would be more likely to go on a rampage etc.
Title: Re: so.... colonist...babies? (pawns?)
Post by: milon on July 10, 2015, 07:36:12 AM
@BassMonroe:  +1

About kids growing up in 18 years: these are genetically modified humans from 3000ish years in the future. They don't necessarily need 18 years to grow up. ;)
Title: Re: so.... colonist...babies? (pawns?)
Post by: Tericc on July 10, 2015, 09:40:13 AM
Quote from: milon on July 10, 2015, 07:36:12 AM
@BassMonroe:  +1

About kids growing up in 18 years: these are genetically modified humans from 3000ish years in the future. They don't necessarily need 18 years to grow up. ;)
It also depends on the society. cultures from long past when old age was 30 years adulthood wasnt even 10 years. + 18 years was developed by culture not a litteral time period.
Title: Re: so.... colonist...babies? (pawns?)
Post by: AEWorthy on July 10, 2015, 10:15:09 AM
Quote from: Kegereneku on July 10, 2015, 03:35:56 AM
Do you all realize that Tynan might give a mood debuff for killing a tamed animal ? Your food supply is gonna be depressing.

That's probably not going to be the case. In a society where domesticated animals are seen as food, the slaughtering and butchering of those creatures wouldn't affect the people as much i.e. it might debuff a colonist from a glitterworld, but a colonist from a medieval world most likely wouldn't care. Although, Tynan could also make a new set of character traits that make a colonist either be bothered by, not really care about, or love the slaughter of animals.
Title: Re: so.... colonist...babies? (pawns?)
Post by: magicbush on July 10, 2015, 10:35:43 AM
Quote from: Kruniac on July 08, 2015, 11:42:07 PM
Quote from: AN7AG0NIS7 on July 08, 2015, 10:46:37 PM
Don't get me wrong, I'm perfectly fine with children deaths in games, because it's just a game. But after release, there'll probably be people (who weren't in the alpha community, we're hardened vets!) throwing a hissy fit about it. Political correctness and whatnot..

Tough shit.

Anyway, if we have features for breeding animals, that's a mod's throw away from breeding people. Hell, I'd like to breed slaves for food/leather/more slaves.

QuoteThis always makes me smile. Capturing people, skinning them, eating their raw flesh, harvesting organs for profit and selling people in to the hell of slavery is fine. But a child dying? To far man!

Lol agreed, who cares about PC :P. This world is getting ridiculous with that crap lately honestly, and everyone is offended by something now-a-days because they are to bored to find something productive to do.

DF has it as stated(I don't see anyone going on their forums whining about it), and it only makes sense we have children in the game at some point considering it's a colony.
Title: Re: so.... colonist...babies? (pawns?)
Post by: keylocke on July 10, 2015, 12:52:05 PM
Quote from: BassMonroe on July 10, 2015, 04:43:20 AM
Quote from: tommonius on July 10, 2015, 02:07:17 AM
I hope the children can at least do some simple jobs.

Maybe could do all the jobs such as cleaning etc.

I'd quite like to see politics/colony government in Rimworld that gives us the option to be a freedom loving 'do what you want' colony or an authoritarian militarised colony (Everybody has to work even kids). Colonists that don't believe in your government would be more likely to go on a rampage etc.

i think kids should be able to help clean at around age 3+, then at around 10+ they can do all of the jobs but they can't be drafted for fighting, then at age 15 they're already considered as adults in the game.

that means that kids will have more years to train their skills than normal pawns. plus, it would finally allow real relationships in rimworld. people will have sexy times and they will have families, etc..

also, as tynan had said before, he would also like to accommodate longer playthroughs. so instead of the usual 5-10 year games, maybe a century long game could eventually become the norm or something.. (maybe time ticks faster)
Title: Re: so.... colonist...babies? (pawns?)
Post by: akiceabear on July 10, 2015, 07:17:50 PM
I'm skeptical that children will stay out because of political correctness. If Tynan cared about that its likely cannibalism, slavery and organ trade wouldn't be possible. Political incorrectness can be an advantage for indie games.

My guess is they enter via mod first.
Title: Re: so.... colonist...babies? (pawns?)
Post by: keylocke on July 11, 2015, 12:10:20 AM
i was thinking if kids inherit some of the traits of their parents, it might be easier to breed pawns with specific traits.

ie : i can pair 2 careful shooters so that they'll have a higher chance to produce a kid with careful shooter trait. etc..

same thing goes with traits like cannibalism, psychically deaf, brawler, trigger-happy, jogger, etc..

you can breed entire families that have similar traits. instead of waiting upon the whims of the RNG.

this opens up a new kind of playthrough.. as in you can breed your colonists so they'll be more resilient to specific biomes, or to tailor to a specific military or survival strategy that you have in mind.

people would also have to prevent "unwanted" traits from spreading, so they'll probably keep pawns with unwanted traits on a different allowed area than the others. preventing them from getting some sexy times.  ;)
Title: Re: so.... colonist...babies? (pawns?)
Post by: Toggle on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...
Title: Re: so.... colonist...babies? (pawns?)
Post by: Hiztaar on July 11, 2015, 10:10:38 PM
It depends on where you want to drive your colony. Leaving the planet is one of the possible endings. But I remember having read that there will be different ways to end the game. If we can call it an end. So maybe, trying to colonize and industrialize the planet would be interesting.
Title: Re: so.... colonist...babies? (pawns?)
Post by: SSS on July 12, 2015, 01:56:33 AM
Quote from: Hiztaar on July 11, 2015, 10:10:38 PM
It depends on where you want to drive your colony. Leaving the planet is one of the possible endings. But I remember having read that there will be different ways to end the game. If we can call it an end. So maybe, trying to colonize and industrialize the planet would be interesting.

Babies Ever After (http://tvtropes.org/pmwiki/pmwiki.php/Main/BabiesEverAfter).
Title: Re: so.... colonist...babies? (pawns?)
Post by: keylocke on July 12, 2015, 05:06:35 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

it depends on the time tick. dwarf fortress doesn't seem to have problems with dwarf kids, plus they even got z-levels, water (flooding), thirst, etc..

seriously, all of the "reasons" people keep saying why things won't work for rimworld, seems to be working well for df.

although rimworld's RTS tactical battle system hands down beats most of the other colony sims.
(but this piece of a gem starts to crumble when fighting large battles on open fields, since tactical maneuvers can be a pain when having to command one pawn at a time)

but when it comes to gameplay complexity, df is still definitely the tops.. (but the graphics and the controls makes it such a pain to play.. gnomoria is a fun substitute but the RTS battle system of rimworld is still waaay better than those two games)


edit : timber and stone (1.6 and upwards) is starting to look real tight.. the battles still ain't as great as rimworld though..

edit : but i think that the Total War series still has like THE best battle system i've played so far (when it comes to large battles).
Title: Re: so.... colonist...babies? (pawns?)
Post by: Elixiar on July 12, 2015, 10:32:24 AM
I would not like children in this game for the sake of them being children.
Also it would take forever for them to age into something useful. I'm not against the idea I just hope it stays a mod of it is made possible, I would like it to stay an option only.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Klitri on July 12, 2015, 12:13:17 PM
You're all fighting over something useless.

Make children an option, since some part of the community is a bunch of "moral individuals" (It's okay to kill people, just not if they're under 18.) And the other half is actually okay with kids since they know it'd add to what the game is supposed to be.
Title: Re: so.... colonist...babies? (pawns?)
Post by: AN7AG0NIS7 on July 12, 2015, 09:35:24 PM
WE NEED VATGROWN CHILDREN SUPER SOLDIERS!!!

Well we don't really need it.. but it would still be nice to have that option and we get to pick their passions and traits.

Or vatgrown children super crafters. We can start manufacturing clothes, weapons, etc with 24/7 production capacity.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Kruniac on July 13, 2015, 05:39:37 AM
Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Nothing you just linked excuses not having children in a survival simulation involving a colony.

In fact, as you can see, Dwarf Fortress implements it both nicely and hilariously.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Aristocat on July 13, 2015, 05:45:15 AM
Quote from: Kruniac on July 13, 2015, 05:39:37 AM
Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Nothing you just linked excuses not having children in a survival simulation involving a colony.

In fact, as you can see, Dwarf Fortress implements it both nicely and hilariously.

Did I phrased it wrong? What I meant is that child is absolutely useless but fun to slaughter nonetheless.

Also they breed like crazy, so if you don't slaughter them fast enough you just can't play any more! that or you just mod them so you can't have child.
Title: Re: so.... colonist...babies? (pawns?)
Post by: magicbush on July 13, 2015, 11:47:22 AM
Quote from: Klitri on July 12, 2015, 12:13:17 PM
You're all fighting over something useless.

Make children an option, since some part of the community is a bunch of "moral individuals" (It's okay to kill people, just not if they're under 18.) And the other half is actually okay with kids since they know it'd add to what the game is supposed to be.

Actually so far only 2 people have been against the idea that I have seen in this thread. That's closer to 5% or so, and most of the others are just saying they doubt it will be added but not really saying they would be opposed to the idea.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Toggle on July 13, 2015, 12:17:57 PM
I said I doubted it but I just kinda oppose it. Owell.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Lonely Rogue on July 13, 2015, 01:53:31 PM
Quote from: milon on July 10, 2015, 07:36:12 AM
@BassMonroe:  +1

About kids growing up in 18 years: these are genetically modified humans from 3000ish years in the future. They don't necessarily need 18 years to grow up. ;)

RimWorld Desc.- A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
Title: Re: so.... colonist...babies? (pawns?)
Post by: Kruniac on July 13, 2015, 04:46:29 PM
Quote from: Aristocat on July 13, 2015, 05:45:15 AM
Quote from: Kruniac on July 13, 2015, 05:39:37 AM
Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Nothing you just linked excuses not having children in a survival simulation involving a colony.

In fact, as you can see, Dwarf Fortress implements it both nicely and hilariously.

Did I phrased it wrong? What I meant is that child is absolutely useless but fun to slaughter nonetheless.

Also they breed like crazy, so if you don't slaughter them fast enough you just can't play any more! that or you just mod them so you can't have child.

My mistake. I didn't know we were on the same page with the child bone factories. :)
Title: Re: so.... colonist...babies? (pawns?)
Post by: joeloverbeck on July 15, 2015, 07:04:55 AM
Maybe colonist children could grow at a normal rate, but you also can research and build some sort of "growth pods" that lets you assign a child to it, has a feeder for nutrient paste or something to that effect, and it accelerates the growth rate tremendously.
Title: Re: so.... colonist...babies? (pawns?)
Post by: keylocke on July 15, 2015, 09:14:59 AM
Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

cave johnson! can't believe they missed the portal 2 reference..  ;D