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RimWorld => Mods => Unfinished => Topic started by: zomb on July 25, 2016, 11:01:36 PM

Title: [A14][WIP] Psychic Awakening
Post by: zomb on July 25, 2016, 11:01:36 PM
Hello!

I am new to mod development, and I thought I should give it a try (as I am currently studying programming and game development/design).
With that in mind...

I felt that the current implementation of psychic sensitivity was a bit lack luster, and have decided to create this mod to enhance them

I plan on working on this as much as I can, and hope to get a few more features done before releasing.

I will also be updating my progress here.

Downloads
Dropbox rar file (https://www.dropbox.com/s/1mwytuutswi1rvf/Psychic%20Awakening.rar?dl=0)

Dropbox zip file (https://www.dropbox.com/s/po3zzyzpxhaa5qp/Psychic%20Awakening.zip?dl=0)

Updates
7-26-2016
-Added the "Psychic Awakening" Incident/Map condition and thoughts


currently functions similar to the game's "Psychic Drone" and "Psychic Soothe" incidents, wherein psychically sensitive people's moods are affected based on the severity of the event.
------there is currently a bug where the drone and soothe debuff/buffs will appear during the Psychic Awakening map condition, despite their respective map conditions not being in effect.

7-25-2016
-Created Awakened Psychic & Unawakened Psychic

edit: these bonuses are temporary and will be changed as I get more of the mod done and working

These have a 20% and 40% commonality, respectively, cannot appear if any of the base-game's psychic sensitivity traits exist (e.g. psychically hypersensitive, psychically sensitive, etc.), and are mutually exclusive.

Changelog
7-26: V0.2 Renamed Project to Psychic Awakening. Added Psychic Awakening Event.
7-25: V0.1 Awakened Psychic Trait & Unawakened Psychic Trait created

Title: Re: [A14][WIP] Psychic Awakening
Post by: gofastskatkat on July 27, 2016, 01:44:27 PM
This seems pretty cool. With the way that you say it works, havent tried it yet but will soon, it reminded me of XCOM with their psychic soldiers and how they had to be screened and tested for the powers, which would be cool if you could somehow add that in. But hey, I'm just saying what I would like to see, and you have the final say on your mod so you dont have to add features you dont want to. :D
Title: Re: [A14][WIP] Psychic Awakening
Post by: zomb on July 27, 2016, 01:58:23 PM
Quote from: gofastskatkat on July 27, 2016, 01:44:27 PM
This seems pretty cool. With the way that you say it works, havent tried it yet but will soon, it reminded me of XCOM with their psychic soldiers and how they had to be screened and tested for the powers, which would be cool if you could somehow add that in. But hey, I'm just saying what I would like to see, and you have the final say on your mod so you dont have to add features you dont want to. :D

Thats actually where i was drawing some inspiration from!  Right now im just trying to get the basic stuff to work together, ie the mapcondition/incident triggering a psychically sensitive/hypersensitive person to gain the unawakened state, and unawakened to awakened (at least until i can get a sort of training thing working)
Title: Re: [A14][WIP] Psychic Awakening
Post by: gofastskatkat on July 27, 2016, 06:19:36 PM
ahh, cool. Ive been having ideas come to me for other mods, like the RWBY mod(s) idea i posted a week or so ago, but alas, i have absolutely no clue how to make mods.
Title: Re: [A14][WIP] Psychic Awakening
Post by: 123nick on July 27, 2016, 06:27:10 PM
the traits seem a bit OP-a bunch of skil bonuses, and greatly improved shooting abilitys?
Title: Re: [A14][WIP] Psychic Awakening
Post by: zomb on July 27, 2016, 08:18:15 PM
Quote from: 123nick on July 27, 2016, 06:27:10 PM
the traits seem a bit OP-a bunch of skil bonuses, and greatly improved shooting abilitys?

yea, theyre just like that for now. they definitely wont be like that down the line.
i was just messing around with xml (since it was my first time actually doing something with xml) and made those bonuses arbitrarily.

these traits are meant to be gained during the psychic awakening event, if a person has either the psychic sensitive/hypersensitive trait.
what i plan to do is make ^ possible, nerf the unawakened trait, and create a training job/thing for workers to become awakened. (eventually ill make a psychic training pod thing to go along with this)
Title: Re: [A14][WIP] Psychic Awakening
Post by: TheFlameTouched on July 29, 2016, 01:40:08 PM
X-com incoming
Title: Re: [A14][WIP] Psychic Awakening
Post by: Wex on August 11, 2016, 02:13:31 PM
What about maiking a backstory "psi", and giving the colonist a built in weapon - Telekinesis strike (or TKS) that's unremovable?