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Messages - Raxbit

#1
Ideas / Outposts and Improved Faction Types
September 12, 2018, 11:10:05 AM
So a summary of what i'm suggesting is to improve the life of the world around the map you are playing to encourage exploration and interaction with other factions. I think the best way to do this is to first cluster factions and increase the number of faction and faction types, then introduce new events that have larger consequences on other factions. I do understand it may be a bit late in development to suggest such large changes, if it is possible to do via mods I may even give it a go when I have the time to invest.

New Faction Types (Names for descriptive purposes):
- Slaver Tribals
These tribals would primarly focus on stealing colonist members from other factions and either putting them to work or randoming/selling off. There main goal when attacking a colony would be to abduct as many people as possible, not just one member then run away. In the background events for request for help from allied factions would run down as usual, but if you fail to show up and help, faction bases would disappear and be replaced with slaver outposts. Destroying one of these factions would return outposts back to normal towns.
Main trader caravan type would be slaver merchants.

- Conquesting Tribals
These tribals would concentrate on killing your colonists, if they cant they run and return another day, during world events a missed oppertunity could result in factions being replaced by the enemy faction. These would essentially act like vanilla enemy tribes when attacking the colony.
Main trader caravan type would be war merchants.

- Raider Tribals
Raider tribals would act as thieves, when they attack their ultimate goal is to steal resources from you, and destroy infrastructure to hinder your progress. During world events a raid from these guys would entirely destroy faction bases all together, or sending the faction to another location.
Main trader caravan type would be war merchants.

- Community Tribals
These are more peaceful in nature, when provoked they also concentrate on war like conquesting tribals, world events for these would result in enemy factions either dying out or being pushed back. But these events would be rare unless first provoked by one of the other tribal types.
Main trader caravan type would be bulk goods and shaman merchants.

Instead of 4 starting factions there would be around 8 for a 30% coverage world, 12 for 50%, and 16+ for 100%. Factions that are not nearby would still engage in these events but they would not be shown to the player other than checking the world map periodically.

Next up would be more maps for the player in the form of outposts, outpost maps would be permenant sites which can be manned or left abandoned. These maps would be smaller than the player map but larger than the caravaning events. Players could leave the outpost unguarded and return later but world events could put them at risk if left alone too long, alternatively you could setup base defences such as turrents and traps which would provide the outpost with a defence value to fight off weaker raids.

The point of these would be to provide the player multiple locations that they could create trade routes between, to encourage their use I would suggest maps being more focused on fewer resource types but more of them. Here is how that might play out, player starts in a desert where only sandstone and camels are common, 1 day walk away you have a lush oasis where you can grow food and mine gold, perhaps another outpost would be required for gathering steel and components, having all these ores on a single map would be extremely unlikely and very fortunate if happened upon.
#2
Help / Re: Animal Defs
August 08, 2018, 10:13:21 AM
Thanks for the advice, didn't realize you could create hidden gear and hediffs which could do some of stuff I want, but i guess a custom pawn class is best way forward, more work than I expected but since the main things I want to affect are move and eat speed; leather and milk returns; wildness and dietary restrictions I'll look into doing that.
#3
For dealing with the zzzt events, I sub divide my base into many sub circuits that are all connected to each other via switches, switches are defaulted to off, if one circuit explodes, i flip the switch and exchange power between 2 sub circuits, then flip switch again when its safe to do so, each sub circuit i generally use 4 batteries and at least 2 power sources.

A tip for dealing with the fires, try run your cables through stone walls and avoid routing cables through storage rooms where there are lots of things to catch on fire. They will still explode but you will have more time to put the flames out and less to repair and replace.
#4
Help / Re: Animal Defs
August 07, 2018, 10:51:43 AM
That was my plan, I just don't know how to go about modifying those values as they are readonly, my custom code sits on the DoBirthSpawn of the Hediff_Pregnant class to override the default birth code, it is mostly the same atm as modifying these values is the base of all my ideas, I wanted to see the xml files for animals so I have idea of how all the stats are scaled compared to other animals.

I figured since I was overriding the default spawning code, I could get around the fact that the records are shared, I've been thinking is adding hediff's for all my desired stat changes a better way of modifying these values, or is there a more direct route of modifying the animal/pawn within the code?
#5
Help / Animal Defs
August 07, 2018, 10:23:55 AM
I'm fairly new to modding and I've been trying to modify animal behavior after pregnancy I had no problems replacing the pregnancy hediff code with my own but I have two questions for anyone who can answer.

1. Where can I locate the animal defs in the xml files?
2. What would be the best way to modify an animal pawns definitions such as base mass and wildness for an individual animal from within the code after you have the pawn object you are looking to modify? Is there a particular Utility class for this or a way to modify the read only values?
#6
Storyteller: Phoebe
Difficulty: Medium
Biome/hilliness:  Tundra - Large Hills
Commitment mode: No
Current colony age: 221 days
Hours played in the last 2 days: 10 hours

I've noticed one possible bug during my play test, I had bought a wolf from a trader and didn't have the Handling skill required to continue its training so it's wildness reduced to zero and it left the colony, the possible bug is that I think the wolf was trapped in its previous assigned area as it refused to go outside my storage area after leaving my colony, in the end it bit one of my colonists and had to be put down.

I've been enjoying the new builds alot, I've always played rimworld at a slower pace and enjoy the survival and micromanagement aspects of the game and the new changes have made it possible to win battles without resorting to killboxes, that being said I think enemy AI needs something more unpredictable, I had came up with all sorts of defense plans for different attacks and found every fight to go down the same way, I think enemies need a little more character.
#7
Ideas / Re: Your Cheapest Ideas
July 24, 2018, 12:58:44 PM
Multiple Allowed Areas -
Allow the user to select multiple allowed areas at the same time, in practice the user for example could create an area for a common area for all pawns, then a second area that includes specific rooms for a pawn to enter. The user would then select both these areas in the restrict tab, and the resultant area would be all the allowed area included in the selected areas. So common room + restricted room = allowed