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RimWorld => Ideas => Topic started by: Venatos on July 25, 2016, 03:08:59 AM

Title: Prepare Carefully integration
Post by: Venatos on July 25, 2016, 03:08:59 AM
since EdB is stopping developement for the Prepare Carefully Mod, PLEASE! integrate it into the maingame! i realy have trouble careing about random pawns. i need my personal specific guys/gals that i can care.
it is sooo timeconsumeing to get a female, black long hair, chemical interest, fast walker, arty, sharpshooty, crafty pawn that is a sister of another via random!!
*someone please kill me NOW*
Title: Re: Prepare Carefully integration
Post by: CannibarRechter on July 25, 2016, 07:51:34 AM
I'd be happy if there were sufficient commands in the XML to allow us to define our scenarios specifically in modded scenario.xml files. The GUI that prepare carefully offers isn't strictly necessary.
Title: Re: Prepare Carefully integration
Post by: Mendel on July 25, 2016, 10:52:54 AM
I think you shouldn´t be able to prepare carefully for an accidental crash landing.

Also, if you always use same kind of characters, you miss out on 99% of possible stories that would emerge from random. You just dont get that nudist nightfly scientist who loves to research at night but hates the dark. and likes to go shooting naked during the night even if it is cold as long as you have lamps all over the place :D
Title: Re: Prepare Carefully integration
Post by: AHappyMuffalo on July 25, 2016, 11:19:32 AM
Removes the survival feel, but understandable for people who just want to sit back. I often see colonists that have the best skills I could ever ask for but then they're ridden with chronic diseases and can barely walk.
Title: Re: Prepare Carefully integration
Post by: notfood on July 25, 2016, 11:23:18 AM
It's a single player game. Being able to have a say how we desire to play it is a big plus. Some people want to customize their starter characters, that's fine. As for me, I like to start with the same characters over and over because I desire for my Rimworld experience to be about their story.

Lore wise, you aren't even crash landing, those are escape pods, your starters land unscathed with resources to spare.

Try the mod crash landing with hard enabled, starters keep dying from the first impact, you must be lucky to survive. You also start with 0 resources and hope the heaven is kind with your few survivors. In my opinion, that's the real crash landing scenario.
Title: Re: Prepare Carefully integration
Post by: Venatos on July 25, 2016, 12:03:56 PM
point is, the game should let me play my story. my characters have backgrounds and relations to each other. this stuff is important for me to relate. i still get the random somewhat interresting character that joins, but if i cant relate to the coregroup im not interrested in a 10+hour comitment.
Title: Re: Prepare Carefully integration
Post by: Mendel on July 25, 2016, 12:47:07 PM
I can see that this should definitely continue to be an option in the game but I´m not sure it should be integrated.

The main problem wrt integrating the mod to the main game is that it would need to be redone for every version of the game...
I think the optimal solution would be for another modder/group of people to claim the mod for him/them and continue the development.
Title: Re: Prepare Carefully integration
Post by: Venatos on July 25, 2016, 01:27:16 PM
you have it kinda backwards there, when A13 hit, it took EdB 3? month to get it working, now with A14 he is throwing in the towel. as a modder you dont have acces to the core-code which makes this extremly difficult. someone with core access has a much more reasonable time implementing and maintaining it.
granted it would be an additional feature tynan has to maintain over future releases, but it fits realy well with rimworld, especially now with the scenario editor.

because whats the point in making a fallout-esque scenario, downloading mods with falloutguns etc. and then not be able to create your fallout characters. there is no point, no one would watch a star trek series with only redshirts.
Title: Re: Prepare Carefully integration
Post by: JLBShecky on July 25, 2016, 04:02:18 PM
In my own personal opinion, Prepare Carefully should be part of the base game. As Venatos mentions, I feel that it complements the scenario editor. I must say that adding starting items is slightly easier with Prepare Carefully than it is with just the scenario editor, as trying to find a specific item in the popout list is a little difficult, and even the Prepare Carefully UI leaves allot of information out.

I envision a Prepare Carefully scenario being used by a scenario creator to set up something like a young couple elopes together because of their families not approving of their relationship. The couple arrive on the planet, already with a relationship between them there in place. It could be that I am missing a scenario component that allows one to do this as is, but as far as I know the only ways to do this currently is Prepare carefully, and manual save game editing.

Another way that it could also work, is that a scenario creator add a component that would give the player a point budget that they have to use. The scenario would say you have X number of people, and Y number of points to spend on goods and skills, much like how Prepare Carefully did in the past, but it could be but it would work on a per scenario basis instead of having a fixed amount of starting points.

But hey, maybe I just enjoyed preparation part of Dwarf Fortress a little to much.
Title: Re: Prepare Carefully integration
Post by: b0rsuk on July 25, 2016, 04:43:15 PM
How do you prepare carefully for a crash ?
Title: Re: Prepare Carefully integration
Post by: notfood on July 25, 2016, 05:01:45 PM
You pick the people traveling with you. You embark on a ship. You crash. They aren't strangers, even if some die.
Title: Re: Prepare Carefully integration
Post by: Goldenpotatoes on July 25, 2016, 05:19:31 PM
Quote from: b0rsuk on July 25, 2016, 04:43:15 PM
How do you prepare carefully for a crash ?

The same way you decide to be a billionaire that's landing in the middle of nowhere with his riches just to set up his summer home.

Having scenarios being an ingame system and not allowing colonist customization is silly and makes it look more like an incomplete feature than anything. Besides, it's MY story, who said it had to be a crash landing?
Title: Re: Prepare Carefully integration
Post by: Lakuna on July 25, 2016, 11:51:13 PM
Maybe it could be added to the "rich adventurer" scenario and as an option for custom scenarios (I.e. "Allow prepare carefully? [Yes/No])
Title: Re: Prepare Carefully integration
Post by: winddbourne on July 26, 2016, 12:11:54 AM
Quote from: AHappyMuffalo on July 25, 2016, 11:19:32 AM
Removes the survival feel, but understandable for people who just want to sit back. I often see colonists that have the best skills I could ever ask for but then they're ridden with chronic diseases and can barely walk.

The problem here is that we aren't crash landing, that is just one scenario ... and for a scenario certain options can/should be disabled. However my rich explorer should be someone who I'm really attached to. Similarly my primitive tribe should be people who actually represent the "tribe" I'm trying to rebuild . . . not just random characters. Perhaps a point value system should be used for balance but . . . being able to custom place friends, family, or whoever into the game is pretty much needed.

PS - If the "crash landing" scenario is getting in the way of development . . . and a lot of people can't seem to get beyond it . . . then maybe it needs to be removed and replaced with a third scenario that fits in better with the other two? It's really the odd duck right now.
Title: Re: Prepare Carefully integration
Post by: b0rsuk on July 26, 2016, 02:38:36 AM
If that's so make it a part of scenario system and keep it away from the core game.
Title: Re: Prepare Carefully integration
Post by: keylocke on July 26, 2016, 02:45:28 AM
yea.. the old logic of "how do you prepare for a crash?" is no longer applicable ever since the inclusion of the scenario editor.

as for the core game vs prep carefully..

core game for colonist creation is essentially just the "randomize" button. which is NEVER removed by prep carefully.

a person who does not wish to use the features of prep carefully can simply ignore those features and just press the randomize button how many times they want to, like they do in vanilla..

i don't get why people who don't want new features, need to complain about the additional features especially if it doesn't impact their gameplay when ignored.

it's like they're just saying.. "i don't want it and therefore you can't have it. even if what you want doesn't affect me whatsoever. i just don't want you to enjoy something that i hate"
Title: Re: Prepare Carefully integration
Post by: Venatos on July 26, 2016, 02:48:41 AM
its definately a scenario editor feature, as such i think its pointless to make it the only part of the editor that has "points-restrictions".
if i can start my scenario tribe with full bionics and all research + 2mil gold and then prevent me from making em all sanguine pacifist master artists.(only turrets and traps for defence of their gold statues)
Title: Re: Prepare Carefully integration
Post by: SpaceDorf on July 26, 2016, 08:53:36 AM
Yep. The Name of the scenario is also easy.

Settlers

They actually arrived where they wanted to go :)
Title: Re: Prepare Carefully integration
Post by: CannibarRechter on July 26, 2016, 09:16:59 AM
> If that's so make it a part of scenario system and keep it away from the core game.

I agree with this. Basically, we just need sufficient XML configuration options to do what prepare carefully does: set skills, set passions, clear/set injuries; add medical parts; select background; set gender/age; etc. There's no good reason to have a GUI for this, whereas there's always good reason to have more modding capability down in the XML.
Title: Re: Prepare Carefully integration
Post by: Goldenpotatoes on July 26, 2016, 12:34:17 PM
Quote from: CannibarRechter on July 26, 2016, 09:16:59 AM
> If that's so make it a part of scenario system and keep it away from the core game.

I agree with this. Basically, we just need sufficient XML configuration options to do what prepare carefully does: set skills, set passions, clear/set injuries; add medical parts; select background; set gender/age; etc. There's no good reason to have a GUI for this, whereas there's always good reason to have more modding capability down in the XML.

..What would be the point of adding the ability of colonist customization for scenarios, something that's meant to be easily modified and even pushed to the workshop for others to use, but proceeding to hide it from easy-access?

I really don't understand the push AGAINST further customization. The logic of 'it doesn't fit the core game!' immediately went out the window the moment Tynan added the scenario system in the first place. I shouldn't have to use limited scenario restrictions and spamming the 'randomize' button to get an ideal skill set for a colony start that isn't complete ass.
Title: Re: Prepare Carefully integration
Post by: winddbourne on July 26, 2016, 01:07:50 PM
I'm not sure I actually understand what some of these people consider the core game. We have a colony simulator. No matter how you cut it being able to pick your colonists, and being able to boot out trouble makers seems pretty darn "core".

Sure it doesn't fit well with the crash landing scenario . . . but that scenario doesn't fit well with the rest of the game anymore.  Right now leaving it in the game simply confuses people.

If you crash land on a planet your goal is to survive however you can and make your way off planet and onward to your destination. If you are a colonist then your goal is to found a successful colony ON the planet and leaving is at best "Losing with Dignity".

The rich explorer is here by choice. He obviously has an exploration ship in orbit and could leave at any time. If he prospers, however, he can recruit new colonists and found his own settlement. He might even barter with passing ships so they come back with a bunch of people to join him. He's certainly got the money for it.

Meanwhile the Tribe is native to the planet. They want to rebuild. Their goal isn't to leave. It is to become strong enough to fight off the death machines from the sky. Leaving in a ship and fleeing to some other, safer, world would be a total loss for them. Plus it's hard to really imagine them going from the stone age to building a space ship anyway. lol

That said depending on whether you consider this a "crash landing simulator" or a "colony simulator" you are going to expect the game's development to go in entirely different directions.

If the end game is to having a safe, prosperous, self sustaining, colony then you expect to be able to eventually defeat the environmental dangers and start building nicer stuff. You are managing a colony with complex relationships and seeing how big you can grow, how prosperous you can be.

Likewise if the game's end goal is to escape this horrible planet then you expect ever mounting levels of danger until you either get away, or die trying. You don't expect to ever defeat the planet. If you could then leaving wouldn't be a real priority, and the end game would be boring after all the danger was gone.

The two "goals" contradict each other and I'm really afraid when I hear veteran players say something doesn't fit the "core game" that they really mean it doesn't fit into that oddball crash landing scenario. That is why I think it should be removed from the game to avoid confusion. It simply doesn't fit anymore.
Title: Re: Prepare Carefully integration
Post by: Vagabond on July 26, 2016, 11:19:46 PM
I think I wrote a suggestion for this the other day. . .

At any rate, I agree, there is no reason why this shouldn't be in the base game, considering the other things that were given to us from mods were integrated into the base game with this version (Much of EdB's Work).

Like others have said, how does this not fit in with the game considering the inclusion of a scenario editor? It is the obvious next step or evolution. It will give more control over the start people want. Why is that bad? With this and the scenario editor, people can start however they wish. It has absolutely no negative effect on anyone, and nothing but a positive effect. Even those who wish a more hardcore or "classic" start can still have such, and even more so.
Title: Re: Prepare Carefully integration
Post by: keylocke on July 27, 2016, 05:16:35 AM
i think i said this before in another similar thread, but the only reason i can think of why prep carefully isn't integrated is coz of the kickstarter backers who paid for custom characters, since adding prep carefully the way EDB made it would essentially be like letting players create their own custom characters for free.

----

as a compromise, instead of custom stats, i'd be content if tynan just adds the feature to customize how each character would look. (ie : change face shape, change skin color, change hair type, change hair color. but not body type, since it's connected to background traits) passions, traits (but not background traits, since background traits are part of the custom characters bought by some kickstarter backers)

^ i think those changes are doable since iirc, those things aren't included in the custom characters created by kickstarter backers. so these changes should not affect their purchase.

---

of course, the randomize button should still be there and should ALWAYS be there for people who prefers totally random.
Title: Re: Prepare Carefully integration
Post by: Vagabond on July 27, 2016, 11:48:47 PM
Quote from: keylocke on July 27, 2016, 05:16:35 AM
i think i said this before in another similar thread, but the only reason i can think of why prep carefully isn't integrated is coz of the kickstarter backers who paid for custom characters, since adding prep carefully the way EDB made it would essentially be like letting players create their own custom characters for free.

----

as a compromise, instead of custom stats, i'd be content if tynan just adds the feature to customize how each character would look. (ie : change face shape, change skin color, change hair type, change hair color. but not body type, since it's connected to background traits) passions, traits (but not background traits, since background traits are part of the custom characters bought by some kickstarter backers)

^ i think those changes are doable since iirc, those things aren't included in the custom characters created by kickstarter backers. so these changes should not affect their purchase.

---

of course, the randomize button should still be there and should ALWAYS be there for people who prefers totally random.

I don't think the improvement of the game should be limited by the kickstarter. Besides, those custom characters can still be spawned in game with the integration of the prepare carefully. They are there natively, they spawn in the world without player intervention. That is reward enough, I think - they are still there, where as a character you make yourself will only spawn in that specific way if you create it during the 'prepare carefully' portion of the game. It won't show up any other time.

As far as I can tell, the traits, passions, equipment, appearance, age, and skills are all random when a backed character is spawned. The only thing that remains the same are the backgrounds and name. Furthermore, I'm pretty sure more than one of the same backed character can spawn in a single game, which is silly.

Finally. . . There is like zero quality control when it comes to backgrounds. In my opinion, there should be a built in editor to add new backgrounds/traits, as well as to remove backgrounds/traits (or at least keep them from being used). So many bad bad bad backgrounds - if such a tool were to be made, pretty please allow us to edit the ones already present as well!

Long story short: Don't punish us for the sake of the kickstarter. . . If this is the case.

Another thing: This sort of stuff would be cool for the workshop. Importing player made traits/backgrounds.
Title: Re: Prepare Carefully integration
Post by: kpsychopath on July 28, 2016, 04:02:06 PM
I must say. if the PrepCare isnt inplemented into A15 and no one has picked up the mantle to port it over. i might just leave Rimworld entirely.

What i like about RimWorld is not sitting staring at a screen, hitting "randomize" 50 gazillion times. Its to take a crew that i put some effort into making sure they'd last atleast a week. And then to see how far i can take them, how good of a conlony i can make with the 3 preset characters and the ragtag bunch of other misfits that end up joining my Town.
Title: Re: Prepare Carefully integration
Post by: Havan_IronOak on July 28, 2016, 08:22:00 PM
I've only been playing since alpha 8 so am still a newcomer compared to some of this game's supporters but I'm a big fan the prepare carefully mod.

It really becomes important when one wants to use some of the mods that make this game even tougher.

Scenarios sort of addresses some of the issues but not completely.

And before anyone else asks "How do you prepare carefully for a crash landing... that's only one of the scenarios that this game features.
Title: Re: Prepare Carefully integration
Post by: Casazzo on July 29, 2016, 03:41:03 AM
Just to voice it:

I like playing a random colony on a random spot with random people. It adds to the flavor very much. Try it.
Title: Re: Prepare Carefully integration
Post by: Sorin20031 on July 29, 2016, 07:32:07 AM
It will be rly awesome because it will not brake that game like some think it will take from the random and give to the user! That's why i did my suggestion about my world pls check it out and say to me what do you think!
Title: Re: Prepare Carefully integration
Post by: Goldenpotatoes on July 29, 2016, 11:30:22 AM
Quote from: Casazzo on July 29, 2016, 03:41:03 AM
Just to voice it:

I like playing a random colony on a random spot with random people. It adds to the flavor very much. Try it.

I've played since A8, so I know what its like playing with random colonists for multiple playthroughs. I just happen to enjoy inserting friends/enemies into their positions more because the stories produced by them suddenly become a lot more memorable.
Title: Re: Prepare Carefully integration
Post by: kpsychopath on July 29, 2016, 12:03:37 PM
Quote from: Casazzo on July 29, 2016, 03:41:03 AM
Just to voice it:

I like playing a random colony on a random spot with random people. It adds to the flavor very much. Try it.

Who says you cant do that? You can still do whatever you want babe. But what about us that DONT want to do that? Why should it be one or the other when both can work perfectly fine together.
Title: Re: Prepare Carefully integration
Post by: SpaceDorf on July 29, 2016, 04:28:25 PM
Quote from: kpsychopath on July 29, 2016, 12:03:37 PM
Quote from: Casazzo on July 29, 2016, 03:41:03 AM
Just to voice it:
I like playing a random colony on a random spot with random people. It adds to the flavor very much. Try it.
Who says you cant do that? You can still do whatever you want babe. But what about us that DONT want to do that? Why should it be one or the other when both can work perfectly fine together.

Yeah I like to have FUN both ways :)
Surviving the challenge of a total random crash with randy on steroids for years or
embarking in dwarvenly detail to fail after ten minutes .. why can't I have both ?

Title: Re: Prepare Carefully integration
Post by: cheetah2003 on July 29, 2016, 08:11:45 PM
Quote from: kpsychopath on July 28, 2016, 04:02:06 PM
I must say. if the PrepCare isnt inplemented into A15 and no one has picked up the mantle to port it over. i might just leave Rimworld entirely.

What i like about RimWorld is not sitting staring at a screen, hitting "randomize" 50 gazillion times. Its to take a crew that i put some effort into making sure they'd last atleast a week. And then to see how far i can take them, how good of a conlony i can make with the 3 preset characters and the ragtag bunch of other misfits that end up joining my Town.
This is about my feelings toward Prepare Carefully.  It's become essential to me.  I like making my colonists.  Especially on the 'single rich person' scenario.  Without this mod, I don't think I'd even be interested in playing RimWorld anymore.
Title: Re: Prepare Carefully integration
Post by: Pax_Empyrean on July 30, 2016, 10:32:00 AM
Does Prepare Carefully work with A14? I haven't got it yet. If it does, I'll go get it and hope it's integrated in A15 or somebody in the modding community picks up the torch.
Title: Re: Prepare Carefully integration
Post by: kpsychopath on July 30, 2016, 11:43:40 AM
Quote from: Pax_Empyrean on July 30, 2016, 10:32:00 AM
Does Prepare Carefully work with A14? I haven't got it yet. If it does, I'll go get it and hope it's integrated in A15 or somebody in the modding community picks up the torch.

it does work, but its alpha alpha.. or some shit, basicly it works but somethings probly wont work with it
Title: Re: Prepare Carefully integration
Post by: Pax_Empyrean on July 31, 2016, 08:54:15 AM
Good enough for me. I don't suppose anybody has a save editor so I can mess with new arrivals and such?