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Messages - 00petar00

#1
General Discussion / Re: Royalty Titles Guide
March 10, 2020, 01:20:44 AM
Quote from: carbon on March 10, 2020, 12:51:39 AM
This is really good stuff. I was thinking about doing something like this myself, so I'm happy to see someone else step up and do it.

Formatting is a bit hard to read. Would be improved greatly if the text for different ranks were separated out a little more.

A few other things to add:
1) Baron gets  -6 mood debuff for their expectations (it turns into -12 at Count which you did mention)

2) Count gets access to Berserk Pulse, which is an AOE form of Berserk and super effective for large groups.

3) Knight / Dame gets access to the psylinked melee weapons which are insanely good if you're using melee.

-----

Subverting the Empire while still being friendly with them is also totally viable. You need not go full Royal or full anti-imperial. There's no penalty for having a higher level amplifier than you're entitled to, just for using the abilities. So a Yeoman with a level 6 amplifier who spams stun or burden is totally legal. Occasionally psycasting something illegal is also fine since the current penalty is only -4 diplomatic relations with the empire (that's on Rough, it might be difficulty dependent), and only applies to the times you get caught.

Yeoman should be given to everyone in your colony. It is, at the very least, a free psychic amplifier to give to whomever you want. Who doesn't like free stuff?

Thanks for the help, i didn't even try to do anything against empire yet, whenever i got a warning i just stopped.
Also there is a really  good guide on abilities on steam so i didn't want to go in depth about them as i don't feel like most people would want to read that much and its pretty straightforward.
There's just so much to to the DLC that i'd need to write much more just mention most of the things that i think everyone should know.

I don't think i need to write about title requirements much outside of their demerits and sometimes mentions on bedroom sizes/food they want to eat. I think this is the most important out of all the requirements they have and they are all visible in game so tried to keep it short.
#2
General Discussion / Royalty Titles Guide
March 09, 2020, 11:50:47 PM
I will write here about my thoughts on titles and how to use them to the best of your ability without crippling colonists with great skills, if you actually don't know what abilities do or need to know about requirements for beds/throne rooms/clothing, you can look all of this up on wiki/steam as i don't want to clutter the guide even more.



Freeholder - Doesn't have any benefits.

Yeoman - can be obtained for a large number of colonists, has no demerits and you can learn pain block,stun and burden abilities which can both be very useful.



Esquire - best title in the game, only incapable of cleaning when you obtain it. The reason why it is the best and should be obtained on large group of pawns is because you get the ability to summon Trooper squad from empire for free every 45 days or 4 favor, as soon as you use this ability empire will send 4 people that will attack all your enemies on map, you can spam it by paying but really not worth. Just obtain this title for more colonists.

The issue is you'll need to watch our for mood as they are required a special bedroom/throne room.

I usually focus on getting pawns with great traits like sanguine and it can be set up so that you don't need a throne room without much issues. If you manage to gather pawns with sanguine/optimist/steadfast/iron willed, they are probably the best in royalty.

Bedroom requirement is only 4x4.

No throneroom has a debuff of -14, its not that hard to offset this but issue is if they get in fights and other mood debuffs even if you have sanguine pawn it can be an issue.

The abilities you can learn are Entropy link, blinding pulse.

What's still worth mentioning for esquire is he can eat simple meals while having all these benefits.



Knight/Dame - Incapable of: Cleaning, Plant Cutting, Hauling.

You gain ability to trade with empire settlements and caravans and you can learn choas skip/beckon/vertigo pulse.

Another benefit is that you can use Empire melee psylink weapons (link lplasmasword,link zeushammer,link moonsword) They bind to the user who equips it and no one else can use them.

This is the title i dislike the most because your colonists that obtain it will stop hauling and plant cutting. Hauling is just so important.

Fine meal or better is needed for food, you should consider if you have the ability to get the meat required to feed them forever with fine meals.

Here they start requiring authority and its much harder to get away with having no throne room for them. (Not impossible)

Without authority they'll have -18 mood debuff/ can be reset if you form a caravan and enter back instantly but i think this will be bugfixed soon. As you can keep their authority high without having a throne room even though it requires micromanaging.

And as i mentioned earlier -14 without throneroom, so in total it is -22

The way to offset this is by having married colonists go for this title if you still want to go without throneroom. The idea is they just have sex and stack it 3 times and it is 37 mood buff permanently as long as they sleep at same time.



Praetor - Incapable of: Cleaning, Plant Cutting, Hauling, Growing, Mining.

You gain the ability to summon jannisary squiad for free every 45 days or 6 favor. This is also probably the title you should keep without getting higher titles until you have a massive colony, still its not worth in most cases.

You can also learn abilities Skip/Wallraise/Smokepop/Focus. With skip you can blink over the map and probably the best ability you can learn, can move other colonists or enemies in your pawn's sight, its just so versatile.

With some good management, you'll pick a colonist for the job that isn't good at growing or mining, a Cook/doctor/Trader/Artist/Crafter etc.

With this title you can still eat fine meals.



Baron/Baroness - Incapable of: Cleaning, Plant Cutting, Hauling, Growing, Mining, Cooking, Constructing, Smithing, Handling, Tailoring, Crafting.
Permanent -6 mood debuff Royal Expectations.

Here it becomes really troublesome considering all the demerits, basically you can't do almost any work, if there's a doctor who isn't skilled in anything else, it can be an option.

Ability to summon Cataphract squad for free every 45 days or 12 royal favor. Trading with imperial orbital traders.

You gain the ability to learn invisibility and berserk.



Count/Countess - Incapable of: Cleaning, Plant Cutting, Hauling, Growing, Mining, Cooking, Constructing, Smithing, Handling, Tailoring, Crafting, Art, Hunting, Research, Basic Tasks, Doctoring, Firefighting.
Permanent -12 mood debuff Royal Expectations.

You just get the psycast amplifier for tier 6, which is really too weak considering your colonist becomes useless.

You learn Manhunter pulse,the ability is also not that great, only good if you base in areas with a lot of strong animials which is very situational.
Another ability you can get called berserk pulse has more uses but nothing really exceptional. Can seem strong vs tribals but no one has issues fighting them. It can be quite useful vs insects if you build bases underground.



Conclusion:

You can get psycast abilities without having to deal with incapable or demanding pawns by fighting the empire but there's really no value in going this route considering how easy it is to get Esquire and in mid to late game when you have it on like 10 people, you can summon 40 empire soldiers that will maw any enemies down for you. I'll admit that i don't know how it would work fighting the empire as i've not tried this yet, my next run, i'll see how it is.

Using any psycast ability above your level is -4 relation penalty to the empire, i still didn't test how it is for link weapons.

So the goal is you get esquire on many members and use the psycast amplifier on one target to get them to 4, that way they can use one of the best abilities Skip, allows you to blink a target that your colonist has in line of sight, including himself, also the area is limited by line of sight.

Only use when its needed to save your valuable colonist, -4 relation penalty to the empire is only if you are found out which has like 20% of happening so it is really much better to have a colonist on psycast amplifier 4 for skip compared to 2 colonists being on psycast amplifier 2.
Provided you have enough money or aquired enough Skip psytrainers.

Esquire doesn't even have that many debuffs and mid to late game you'll be able to offset it and you won't even need to build any thronerooms, the only reason you can't get it on all colonists is because you need someone to clean, but its not a bad idea to maybe dedicate a few people to just doing that so you can get more people with this title.
#3
Releases / Re: [A17/A16] Stack XXL
November 24, 2017, 07:26:45 AM
Quote from: asquirrel on November 23, 2017, 04:22:46 PM
Quote from: 00petar00 on November 23, 2017, 06:46:14 AM
i may be a bit too dumb and don't really know how to get it to work.

I understand that usual mods have folders named defs,about,assamblies, yet when i download the github version i don't know what to do with it.

Hey dude, you can either use the file Vaguiners uploaded which I've attached on my post or go to this direct link:

https://github.com/WiseClock/RimworldStackXXL

You'll have to download the .zip file (see where it says "clone or download."  Click on download / download to desktop).  Then extract that zip file.  Double click into stackxxl.  Then double click into resources.  You'll see two folders there (about and languages).  Create a new folder on your desktop called "StackXXL."  Then drag and drop (or copy paste) about and languages into that folder.  Then take the stackXXL folder and put it in your rimworld / mods folder.  Then load up Rimworld and activate the mod. 

That should do it.  If not, then just use the other file (unofficial-stackXXL.7zip). 

I'm no modder but that's how I'd do it.  If you are still stuck fee free to post some more.  If it's a mod error though hopefully one of the modders can chime in and help you (Canute being one of them).

Edit - looks like you figured it out. I'll leave the post up though in case it might help someone else out with how to extract stuff into the mods folder.


I already got it working, thanks for the help though!
#4
Releases / Re: [A17/A16] Stack XXL
November 23, 2017, 07:44:40 AM
Quote from: Nightinggale on November 23, 2017, 07:31:18 AM
Quote from: 00petar00 on November 23, 2017, 07:23:14 AM
Thanks it works fine but for some reason my cannibal tribe is consuming raw human meat after installing this while they have meals.
I have encountered similar issues. I suspect that when a colonist is hungry, he/she will reserve a pile of food, go there and pick up one. Repeat this for another colonist, except this time the food is reserved and the colonist will take the second best one. It seems that it has always been an issue, but since 50 food is now one pile and not 5, the problem is more visible.

I figured it out, it was another mod.
#5
Releases / Re: [A17/A16] Stack XXL
November 23, 2017, 07:23:14 AM
Quote from: Canute on November 23, 2017, 07:03:00 AM
Sorry no you arn't to dumb, there isn't a complete B18 mod yet.

But when you scroll up you see an attachment from vaguiners
unofficial-stackXXL.7z
Try this.

Thanks it works fine.
#6
Releases / Re: [A17/A16] Stack XXL
November 23, 2017, 06:46:14 AM
i may be a bit too dumb and don't really know how to get it to work.

I understand that usual mods have folders named defs,about,assamblies, yet when i download the github version i don't know what to do with it.
#7
Ideas / Re: Other factions fighting.
May 13, 2016, 03:24:24 PM
Yeah i made similar suggestion as an event.
#8
Ideas / Re: "Neuter" operation for tamed animals
May 09, 2016, 12:30:15 PM
It would be nice if you could just limit animals from reproducing when you don't want more. For smart people this isn't an issue though, you could just watch out and not let  your animals breed to 400-450 in the  first place, Keep a small group of animals and just butcher the excess while not letting them spread like cockroaches.
#9
We need more events and it adds to the difficulty, its nice. I've never been bothered by this event much.
Do you even know how few events are in the game right now? removing events isn't something that should be done right now. We need more variety.

There's people who want diseases removed, people who want solar flare removed, why not just play on easiest difficulty if you don't like the challenge?

I understand that you may be frustrated if you lost your colony because of this event but you could simply just edit your files of the game and remove event if you really feel inclined to do so. No need to go to suggestion and ask for it to be completely removed.
#10
Ideas / Re: Trust in colony?
May 07, 2016, 12:14:11 PM
Quote from: b0rsuk on May 07, 2016, 12:11:34 PM
Something I thought about was colonists forming factions based on their background. If two come from a caveworld, they're likely to stick together and might ally against others.

That's something completely different from what i suggested but i don't see a big point in that, what kind of impact will that have on the game?
#11
Ideas / Trust in colony?
May 07, 2016, 11:40:56 AM
First, let me explain what i have in mind;

I think that colonists should depending on their mood and how their  colony is getting richer or poorer, how they are treated, if you spend good medicine on them or just let them get infection every time, generally their trust in your colony is going up or down depending on everything that happens around them. Newly recruited people would have less trust and if they were captured before recruiting even less.
This could work with prisoners, the higher social skill on warden is, they could have more or less trust after they are recruited.
Would also give you good reasons to feed them with fine meals instead of getting mad that your colonists are using them on  prisoners, the better their  condition is the more trust they'll have in the colony when they are recruited. So even heaters would help, everything that makes their mood and live better, even though they are in your prison.

I feel that getting prisoners with no chance of them betraying you is just really bad, as if they don't think at all about their previous faction when they join you. So this could potentially improve that too, and make it more reasonable.

This could also work well with the refugees and random people needing rescue so they join you, and they'd have much more trust in you if you saved them.

Goes along well if babies/breeding is introduced into the game, as they are born and raised in the colony their trust would naturally be high.
Would maybe make it more worth to go after raising a baby or give another initiative to do so.

The Traitor event could be reintroduced in with this. If the people you recruit were your previous enemies their trust would be low and if things don't go their way and their trust goes down, they could betray you and try to capture someone and go back to their own faction, or just leave.

This would work well with animals, for example if they are often hungry or how you treat them, if you keep butchering their species maybe?
If their trust is really low, they could turn on their owner or just randomly attack colonists.

I think that this is at least worth discussing. Thanks for reading as always.
#12
Ideas / Re: Guard Towers
May 06, 2016, 09:36:10 AM
That would be too strong, as you can use a colonist with bad shooting skill to repair while people keep shooting at the guard tower, constantly repairing, without ever losing a colonist, 80% cover while it even increases their range? put 10 sniper rifle guys, and whole enemy raid is dead before they even reach you?

This is just not practical and would need heavy balancing, which is why i am against it.
#13
Ideas / Re: More events? (event suggestions)
May 05, 2016, 08:23:08 PM
Quote from: CabbageFoot on May 05, 2016, 06:17:43 PM
1. Oh, fog of war, I see why you might want that, but in this game it makes no sense especially on super large maps where the enemy could set up mortars and you wouldn't even know where they are, also how would you justify them being able to fire at you? I like the spirit for realism but I don't think its approprite for this game, especially because most combat happens at range and there would be next to no reaction time before they are already onto of you killing your colonists. On the other hand if fog of war only applied at night I could get behind that.

2. I don't think anyone would think being a nuisance is a good idea, usually when you're raiding it's a smash and grab deal, spend little time to get lots of stuff. Spending lots of time to get little stuff is called setting up a colony, and you wouldnt do it with the added threat of being next to a hostile colony. If anyone tried this tactic that would need LANDMINES to even make this viable. I picture you're imagining the aggressors are just assholes instead of a tribe of people with a goal in mind.

3. I still hate you.

4. My point is manhunters are a joke once you have some automatic weapons regardless of if they go berserk and break down your walls or not, free meat is free meat.

5. You have a point, there should be some interesting interactions there, like if they personally killed their family member (delivered the killing blow) they should become depressed as per what is happening now, but if somone else in the colony last hits the family member, it should leave a long lasting (1 year) debuff to social standing with that person causing thme to potentialyl get into fights a lot, because humans are irrational and it takes them a while to get over loss, and instead of getting sad they get angry when someone they know did the deed. Psychopaths excluded.

6. Nah it's cool that my beast master gets sad over dead animals, he gets over it, its not a big deal, he has other animals that he's bonded to so it cancels out ;b Although you may have a good idea there, perhaps this even is only going to happen if you keep animals with a high wildness rating, AND even then the chance is lower if the animal is bonded. Dogs have no wildness rating so they would never go berserk (with the exception of wargs), neither would any livestock, a Bear though, look out ;b, the price of keeping a ruthless killing machine is it might go berserk. This adds a counterbalance to keeping just wargs around (because they are the fastest and most powerful dog/wolf breed).

1 and 2. I said that it needs balancing, FOV was at one time part of the game and it was removed but it could still be used as an interesting event.
Mortars are plain annoying, they'll keep firing until they are forced to attack. It just  doesn't feel as if there is enough persistent threats.. That's where comes in suggestion number 2 with enemy colony setting up a defensive area/making a small base where they'll send reinforcements and keep pressuring you, unless you destroy their base, they could keep sending a few colonists a day to attack you or steal your  crops that are outside. It would be fun to wage war with them over longer periods of time, instead of them just coming in and taking what they can or running away once you take out enough of their colonists.

3. Try to attack me as  colonists would if my suggestion gets added to the game :) , if your social reation with me is -80 lol.

4. I feel that manhunters need some kind of a boost, that's why i tried thinking over an event that could be included with them... They are just free food delivery which i don't like, if it can't be more threatening then it should be removed from the game...

5. I agree with you there, would be nice to see, but we really need a way to stop fights from happening first.. They are fighting as if they are going to die in or two and don't care about what happens to them if they die fighting eachother or not.

6. nothing to say there.

I feel that chickens should get their own event for sickness or something? that spreads and kills them if its not threated.. They breed really too fast..
#14
Ideas / Re: More events? (event suggestions)
May 05, 2016, 05:34:34 PM
1.FOV - Field of vision/fog of war, whatever you want to call it. You will only be able to see what your colonists see.
Possible addition is what i have noticed in other threads is instead of completely explaining event, you'd get:
"You hear loud footsteps as if big number of people are passing nearby" or something similar, and you don't know if they are traders or raiders, that could be revealing too much information though.

2.Strategic reasons, you set up a camp close to the enemy and defend it, send reinforcements from your main camp and  fight them over a longer periods of time.

3(1). Just noticed i have used number three two times lol, anyway fight to the death, makes you watch out for your colonists social thoughts and how much they hate eachother, maybe not get killed outright at -80 social relation, but attack with guns, if one gets incapacitated it would be good, if not you're just unlucky.

4. Obviously needs to be balanced if the event is introduced to the game, yes there's a lot of manhunters early, and i said that it is a chance for it to happen, not to happen all the time. If you're unlucky it'll happen, if not it won't.

5. Bad mood that lasts for 6 months is bad, i can understand muscle parasites as it doesn't just directly add bad mood, you can install painkiller or deal with it some other way. But you get a bad mood because your grandfather died while trying to kill you? what's the point of that, i understand that people value their family members but if my a family member tried to kill me, i wouldn't be sad if he died, maybe a bit -5 mood.

6.Dogs are human's best friend in a way, they should have this reduced, more focused on other animals that are wild by nature. It would be fun if we had things like that into the game, and yes animal bond died bad mood is really bad too, i also am against that big mood loss over an animal, i have kept animals my whole life, and yes it is ok to feel sad but i wouldn't go berserk because my pet died.. The really bad mood after animal dies really sucks, colonists should focus on survival and try to ignore sadness, not be so connected to it, yes its sad when your pet dies but are you going to go berserk or even endanger life of your fellow colonists over an dead animal? same with people, if a brother of mine died, i'd be sad but i'd still focus on my survival first and mourn him when i have time. Am i supposed to die too if my family member dies?

Anyway enough rant about mood loss lol, im here to talk about pet going mad, it could be interesting,  maybe change it so that if you butchered their puppies or something like that.

All my suggestions are possible to change, instead of just telling me on what you agree and what you disagree with, you could try to suggest possible changes or think of good events that  could be added to the game, yes i agree that criticism is good and it helps me, but it would be more helpful if you added suggestions or possible changes on the things you disliked in my event suggestions.

EDIT: I also feel that different way events could be infuenced, like the connected events/ chain events i suggested, chance for them happening with FOV there's many possibilities. ( not just randomly when a raid happens there's a solar flare) what i suggested is make chain/connected events, example: raiders are coming to raid and solar flare happens at the exact timing, without being random. It doesn't have to be used in that exact scenario but you get the point.

Maybe add events that  could only happen once per colony but they are too catastrophic or neutral/helpful.
#15
Ideas / More events? (event suggestions)
May 05, 2016, 12:24:02 PM
I feel that game doesn't have enough events/surprises, in the latest version i've been getting heaters/coolers/doors breaking all the time, that event happened 5-8 times in a row before getting a raid..
It should just be reduced the chance of it happening or removed from showing as an event and just  randomly happens and colonists just fix it.

First idea i had is to have connected events, everyone has had a moment when solar flare hits and raiders attack you, what if there was a chance of this happening together and not just randomly?
It could work with anything and some events where you get them together could be more fun or deadly.

My event suggestions (i may have taken ideas from some other people, but mostly mine):

1.FOV event, If FOV will never be a permanent thing in Rimworld, it would be nice to have it as an event.
But not just ordinary random FOV but with my suggestion of connecting 5-10 events to FOV event, where one or two events are chosen randomly to go with FOV event, raiders/cargo pods or even about rescuing people, so you'd have to send colonists out to find what's happening.
I personally think that FOV event connected to other events would feel like it belongs to rimworld and it would be really fun to have it.

I feel that there's not enough unique threats, i feel that we need moar!
Only ranged or persistent threats are ancient ship crash/bugs and sieges.

2. Outpost threat - Tribespeople for example would come and make an outpost near your base and constantly send people over to their outpost on your map unless you kill them all. They will steal crops if they are outside or cut your trees/bring their wood and make an outpost out of wood or normal walls so that you can't just burn their wooden walls. They will send people over and try to take over your area and if you come close to any of them, they'd possibly run if they are alone? They could send a few people every few days to attack you and so on.
It just  feels more natural if tribespeople did something like this.
There's just so many ideas for this possible threat..

3. Stopping a fight between colonists? event could go like this:
"Squirrel and Sea have started arguing, better send your most convincing colonist to try and calm them down before they start fighting!"
I just feel that in bad condition/ if their family dies or they are constantly low on mood and it could turn out real bad if they disfigure eachother and fight over and over and just become uglier and uglier to cause more  fights.
There should be a limit to what a  social guy can do, depending on his skill if he's 20 on social he should be able to stop them unless they have -80 opinion of eachother.  Also for there to be a chance for both of them to turn on the social guy who is trying to stop them from fighting. Would be fun if your most social guy got disfigured because he tried to stop a fight.

I also feel that if their opinion of eachother is so bad, they should fight to death, instead of ruining eachother slowly, would rather lose one colonist and it would also make it harder for people with few colonists, make them really focus on who is really having bad optinion of eachother and send them to different jobs in different areas so they rarely talk.

3(1)(Didn't want to confuse the readers and change it now that there have been replies to this thread, so i'll just add (1) at the end, made a mistake and used number 3 two times..):
Hate to death: (my naming sucks, oh well): If a colonist's opinion of another colonist reaches -80 or -85, there should be a chance of this event appearing and having one of the colonists attack the other and fight to death, even use guns that they carry.. (as they don't use them in normal social fights).

4.Connected event to Manhunter pack.I feel that manhunters are just food delivery these days and can save you but it makes it much easier with them, especially with the new way of using traps with doors, even though traps will probably get fixed in the next version, i feel that manhunter packs are mostly food delivery unless they are insanely big, but there's still no risk as colonists can survive without going outside the base, in most cases people build hydroponics or just remove roof so they are totally useless, this could work with bugs too.
Chance for them to become mad and start attacking walls, would be connected event and it would force you to think things though, you should focus on killing them or hoping that this event does not happen. It could depend on their condition, as i have not played on ice sheet yet, i think that they just deliver food to your doors there? Tell me if i am wrong, i will probably play ice sheet when visitors are finally able to survive without dying and manage to get to your base to trade and leave not just deliver tons of items to you. This should even have higher priority to happen if manhunter pack is freezing to death.

5.Positive event about resetting bad mood? I understand that bad mood is a good thing to  have, especially if you want to challange yourself, but in the latest update i keep getting family members as raiders, and it lasts like what? half a year? and they are really bad usually, there should be a low chance of an event happening once a year or two to reset mood, so that we may at least hold some hope in the colonists, you almost have to kill the colonist if he gets 2 family members dead, they are going to fight other people and be dazed for half a year or go berserk.. These  colonists are screwed for half a year, no point in keeping them unless they have really high skills.

6.Small threat event, your animal that guards a colonist, going mad (connected to raids) If raid is happening and you are going to fight them, just when a fight is about to begin, an animal that is guarding your colonist turns mad and starts attacking the colonist that's supposed to be protected by said animal.

I'll possibly write more suggestions about events, but i wanted to know what other players think, also you could pitch in and suggest some interesting events in this thread or just comment on mine.

I am also really grateful if you have read everything here..