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Messages - 17shadow

#1
Ideas / Re: Money and Economics
April 13, 2017, 05:33:40 PM
I think everyone here is circling around the answer without anyone landing on it. The main problem is that the player evolve in a world where the economy is not stimulated. The infiniteness of ressources does not appear problematic to me, as the scale of the world, the playable timeframe and the world population makes ressources essentially infinites; but only the player pawns work is considered in the equation. The fix is then to simulate this work. More explicitely, its to essentially use Mount n Blade system. Gives each villages random ressources generation (that could even influence the random layout of its base). Weight that in with population, with larger pop also meaning more chances of refined product. Since most ressources are somewhat important in rimworld, makes the caravan deal in the surpluses for whats lacking. Make them favor places that will give them the best price, both on buying and selling, factoring faction relation, time to reach, distance and risks. The base dont have to actually work, that would make the game unplayable. But that would fix the economy and gives factions depths. Since it relies almost entirely on a relatively simple algorithm, once the base programation is done its quite simple to adds progressively more elements to complexify it. The real challenge of making this kind of system in MnB was balance, and most mode broke it completely, making trading completely unviable. Happily for us, balance is irrevelant in rimworld, at least at this level, and it shouldnt be. Are trade relations between the us and gabon balanced? probably not, so why should they be between 10 half dead colonists and an intersideral trader, or pretty much every factions that are all stronger on paper? Anyway, you solve the issue of infinite supply, and the value of is up to the market now (with their base value still determined to the silver one, but if a world produce a load of potatoe every 3 day, they never gonna have any real worth, so meh).

The economy is the mother of all conflict, and this algorithm could eventually even play a larger role in factions relation. Lets say that instead of our current weird faction generators we have a system that gives them an area of influences and a random number of more or less important settlements. I think a good distribution would be outlanders in more densely populated pockets, tribal more dispersed, and pirates always centered close to the border of another factions , with, nice twist there, most of their raiding camps inside those border or between two factions, which would make sense (I always hated isolated clusters of pirates). If you take such a system, add the new economy system, and factor in abilities for settlement to trade and raid, you should also give the ability to any given faction to calculate if its not more worthwhile to raid for the ressources they want from another settlement, or in the opposite to buy peace with it, so they can peacefully acquire them. it would also probably be better to weigh up the cost of war as an option to account for the human cost. raiders should simply have a strong malus to production, which would make them raid all the time, but should be befriendable (they can be pretty rich for a time after all). I wouldnt let a settlement be created by npcs or destroyed by anyone, but the option to conquer should be there for outlanders and tribals to access the base ressource gen. pop could be bought down to zero tho, and if not conquered it would just naturally rise up again from new immigrants. Food, clothes and pops should also be intermingled, and the first one especially overvalued if lacking (which would then make violence a lot more likely, which would make raid way more common and human meat way more profitable).

This would be very relatively simple, would flesh out the two must barebones systems of rimworlds, and would keep the so enjoyable spirit of epic randomness of doom that makes this game so awesome. It could lead to a situation where one tribe conquer another one using the advanced weapon it managed to barter with outlander because it happened to generate gold, but then in a twist of history use the new manpower to overpower the world. Think of the possibilities!
#2
You must not change the colonist or spacer factions, instead deactivate every events linked to them so they won't spawn (I also advise deactivating ancient building from map generation). For the pirates and other set it to 0. You will need mod for a solid RP experience after that (especially the caravan from misc if i remember well, just deactivate the other part of the mod you dont want). You could also add norbal for more faction variety.
#3
So I'm still in the process of tweaking the mod and adding stuff from other mod and testing all that more or less thoroughly. I'm proud to tell you all it's getting better. The last small detail I changed, but that made a huge difference, was to make the parapet impassable. It really helps with the medieval castle feeling i was trying to achieve. The misc and low power mods are also really great additions after some tweak, and right now im testing different aggresiveness setting fro the three selected factions (feudal, norbal and tribal). The problem is that without tweaking, even when generating a vast majority of feudal factions on the map tribal and most importantly norbal aggressions seems to predominate. Problem is, its hard to see the real effect of each change in the game as it takes a lot of time before you got enough raid for one to see a tendency.

I also tweaked the visiting trader to come more often, as they were designed to be a complement to space trading, as well as deactivated some features from the misc mod. If any of you have suggestion of other aspects i could add in the game, please tell me as the more content the better. Also, i consider writing more backstories once tweaking is finished to create more variety. My question is, how do we modify the backstories selected by each factions? it could allow me to reintegrate some spaces events while staying rp (as a chased character can be any spacer factions accepted character, it kinda breaks the simulation to accept them).
#4
Thanks for the suggestion everyone! I did some editing and managed to remove most of the stuff that don't fit the setting, including the need for electricity, events and modern factions. For people wondering, you can edit the file to remove electicity need for production table, you can play with the generations number of each faction on world generation and you can deactivate most events that doesnt relates.

It gives a way less barebone feeling than in previous alpha, and its pretty satisfying. I'm looking for a mod that add a windmill (or just a production table to produce flour, and connect it straight into a wind generator, the illusion would be fine and i think the wind generator can be tweaked to be made out of wood, gotta look into that thou). My biggest issue now is with the comm console, i cant get it to work while removing electricity requirement (I had RPed it as an altar in a church, and beacon as cross). Removing trading is the only trade off that really affects the experience right IMO.

All of it, i recommend everyone to try it, and if people are interested i could try to upload tweaked file on this tread so people can copy them directly into their directory with a little bit of a pain in the ass. I'm gonna try to selectively fit a little bit more mod in the mix and see if there is a lot of conflict.

Thanks again Ish for the awesome work!
#5
I really enjoy your mod ish, and i've been trying to RP a small feudal kingdom using it and adding some stuff like animal rug and norbal. The only issue I have is that to be perfect i would need to deactivate the mechanoid faction and events, as well as the outlander and the pirate (basically just keeping the tribe, norbal and noble house, maybe more if i can find another custom faction that fit). Do you have an advice on that, i'm very noob at modding?

I can live with cheating on the energy, but in the way i envision this mod developing i'd figure ways to remove the need for electricity, or at least find a way to circumvent the need to remain RP. As an exemple, i try to use fires as torch as light source (i play using darkness mod, so its kinda vital), but its very limited lifespan makes that really tedious. Maybe you could drastically increase the lenght of a fire or make it auto-renew, if thats possible. Removing electricity need for the cooking stove would also be nice.

In the real long term, I think you could first make small patch to removes stuff that don't belongs in the setting (like events), and then progressively replace more hardcoded stuff with medieval equivalent.

You could make the research table an alchemist table, and i guess i as well as other could help you making an additional backstories pack to help complete the reconversion of the game. The mechanic of the game, especially with the addition of greed and stuff makes for great story and fit that setting, and i had a lot of fun by adding the relationship mod to the mix and by using careful prepare.

Sorry for long post and bad english, and you already made a wonderful job on that project, so do as you see fit and thanks for the mod.
#6
keep up the good work it really add something rimworld was missing!
#7
General Discussion / Re: Multiplayer - how?
January 10, 2015, 05:41:32 PM
I think the basic faction system already implented have an interesting features. It modifies the ai behavior in draft mode: colonies automatically attack enemy pawn. It could be refine in a way that colonist would automatically attack allies enemies also. Pvp wise, everyone would start neutral to everyone. As such, attacking the colonist of a neutral or allied player would require a manual order. With enough kill, it would make it automatic. gift to a player would have to be accepted in order for the relation bonus to take place. That would create a simple yet efficient mechanism of alliance and war. Also, seeing the inefficience of the combat ai compared to human player, i wouldnt allow for attack on another player base if he is not connected, pending certain suggestions on the way multiplayer could be implented.
#8
I have the empty files problem, when I extract the game with my 7zip it says the compression method is invalid, and the files appear but are empty. And yes, I extract it with 7-zip.
#9
General Discussion / Re: Seeking Alpha 6 testers
August 08, 2014, 05:27:22 AM
I'd be very much interested Tynan! My email match my forum account