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Messages - Pokk720

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1
Ideas / Body Types Attached to Traits
« on: July 25, 2018, 09:46:14 AM »
Can we get body types that are attached to traits rather than the pawn's backstory? It doesnt feel right to me that every miner ever has to be a hulking beast and every chef has to be fat. It makes more since to me that a lazy pawn or a gourmand would be fat and a brawler would be buff. Also when children come into the colony they come with only a childhood backstory for which most have the thin body type, unfortunately when the pawns grow up they never get a new adulthood story so they stay thin forever...

I can see that there might be conflict if you have two traits that designate two different body types but I think this can be easily solved either by giving a priority number to each body type or making body types outside of the normal (female or male) a little more rare since they do actually represent the extremes and not just minor variances in body composition.

2
Unfinished / Re: [WIP] Britnoth's experiments thus far
« on: July 20, 2017, 10:56:50 PM »
This mod should be on the releases page! Experimental or not it's sooo essential. I've only been using it for 10 minutes and I'm already impressed with how much smarter my pawns are. Now they will actually clean their rooms instead of wallowing in filth and becoming depressed because of it without my express orders. Hauling is also soo much better. I've fiddled with the priorities in the work type defs a lot up until now to try and replicate what this mod does. The patient fixes are also a big improvement. I'm just mad that it took me so long to find this!

3
Ideas / Cannibalism Addiction
« on: June 25, 2017, 05:16:02 AM »
Cannibalism has the potential to be a very interesting part of this game. However, because of the way the cannibal trait works, having a single cannibal in your colony is almost a non-factor. Unless all or most of my colonists were cannibals, I would not consider putting human meat on the menu since the negative thoughts it brings are generally not worth it.

I don't suggest that the negative thoughts be toned down (I like that the colonists get upset about butchering and eating humans). I think that cannibalism should be an addiction rather than a trait. Human meat should be highly addictive and when eaten, pawns receive the negative thoughts but may also become cannibals (addicted to human meat).

In this way, if your colony fell on hard times, you could resort to eating human meat at the cost that your colonists would receive a hit to their mood and some of them would potentially become cannibals. Cannibals would then receive strong positive thoughts from eating human meat instead and have to cannibalize every so often or else they go through withdrawals just like any other addiction. It would then also be possible to cure cannibalism by starving them of human meat. Likewise you could create a colony full of cannibals without having to play under special rules forcing everyone to have the trait.

I think this is a much more interactive way to handle cannibalism in the game. It allows the player to choose, or be forced to choose, whether or not they want their colony to be a cannibalistic cult. If one of your starting colonists spawns in with the addiction, you will have to make the tough choice to allow the cannibal to feed his unholy hunger in order to keep him sane while his fellow colonists watch in horror, or starve him and temporarily lose a valuable worker in hopes that one day he will fit into a moral society.

4
Ideas / Re: Your Cheapest Ideas
« on: June 23, 2017, 09:47:57 PM »
Cannibalism has the potential to be a very interesting part of this game. However, because of the way the cannibal trait works, having a single cannibal in your colony is almost a non-factor. Unless all or most of my colonists were cannibals, I would not consider putting human meat on the menu since the negative thoughts it brings are generally not worth it.

I don't suggest that the negative thoughts be toned down (I like that the colonists get upset about butchering and eating humans). I think that cannibalism should be an addiction rather than a trait. Human meat should be highly addictive and when eaten, pawns receive the negative thoughts but may also become cannibals (addicted to human meat).

In this way, if your colony fell on hard times, you could resort to eating human meat at the cost that your colonists would receive a hit to their mood and some of them would potentially become cannibals. Cannibals would then receive strong positive thoughts from eating human meat instead and have to cannibalize every so often or else they go through withdrawals just like any other addiction. It would then also be possible to cure cannibalism by starving them of human meat. Likewise you could create a colony full of cannibals without having to play under special rules forcing everyone to have the trait.

I think this is a much more interactive way to handle cannibalism in the game. It allows the player to choose, or be forced to choose, whether or not they want their colony to be a cannibalistic cult. If one of your starting colonists spawns in with the addiction, you will have to make the tough choice to allow the cannibal to feed his unholy hunger in order to keep him sane while his fellow colonists watch in horror, or starve him and temporarily lose a valuable worker in hopes that one day he will fit into a moral society.

5
Just to clarify, you got rid of the randomization entirely? I think it's a good feature, just the rate at which it randomized was too high and it also seemed to heavily favor one body type over the rest. I appreciate this patch, however I would like to see the randomization return again later if you work out a way to make it more customizable or something.

6
Is there a way to change the rate at which thin body types show up? I've disabled it from every back story yet still half of my colonists show up with it.

At the moment, no. The body type thing was a change I made sort of on a whim when I started working on this update, then forgot about in the midst of working on other stuff. It doesn't really work as well as I'd hoped it would. If I don't revert it completely, I'll at least make sure that the random body type assignment only applies to backstories with legitimately undefined body types, and not to those with generic "male" or "female" body type definitions, which is what's happening right now. I'll try and get that done tomorrow.

Cool beans. I had it set up where adult males never got the thin body type, I wanted it to be reserved for women and teenagers but the randomization makes it a little hard for me to differentiate between genders and adults or teens again..

7
Outdated / Re: [A16] Without Warning
« on: April 03, 2017, 01:01:33 AM »
If you want to really have a challenge. Play this with the fog of war mod on randy random. They work so well together and create an experience that feels almost vanilla but incredibly fun and unpredictible. Raiders will show up at your door in the middle of the night with no forewarning at all and break in to try and kill your sleeping colonists. Traveling in the woods alone is dangerous. You never know when an animal might jump out and attack. Just make sure you turn the difficulty down. Playing on rough and higher like this is pure suicide.

Edit: Oh and for the mod author, can your next version mute the messages that pop up in the left hand corner that ruin the surprise. I already did it in my game but I just thought that might have been something you overlooked.

8
Is there a way to change the rate at which thin body types show up? I've disabled it from every back story yet still half of my colonists show up with it.

9
Outdated / Re: [A16] Without Warning
« on: April 02, 2017, 04:10:20 PM »
Lol I'm about to play with this mod and the fog of war mod. No warning, No preparation... just mortar shells.

10
Check if the colonists that are listed as their "friends" actually like them back. I had one colonist who was staggeringly ugly, but she had a good relationship with everyone yet she still claimed she had no friends. As it turns out, no one actually liked her.

11
Outdated / Re: [A16] Melee Skill Rebalance [Updated 1/04/2017]
« on: April 01, 2017, 07:14:09 AM »
I see. One of the best things about this mod is it's compatibility. It makes it a must have. But I personally don't use any of the ranged combat mods because I find that none of them add as much dynamic to the game as this mod does.

I'm still pulling for someone to make a ranged targeting system. I'm tired of having to shoot every toe off of an elephant before I can take it to be butchered.

12
Outdated / Re: [A16] Melee Skill Rebalance [Updated 31/03/2017]
« on: March 31, 2017, 04:55:25 PM »
Yes this is what we found out. For some reason it doesn't like whatever compression it's doing. On a sidenote, I love this mod. It would be really cool to eventually see a ranged version of this that allows you to target certain body parts.

Perhaps the attack modes could use the same modes as melee for simplicity.
For example, the kill mode would give you like a 25% percent chance to hit your target in the neck or any subcategory which includes the head (so long as it has a "neck" node).
The capture mode could target the legs
The disarm mode could target the arms
The stun mode could target the body exclusively with a slightly increased hit chance.

You said you were reaching the limits of what you could do without breaking save games but I believe these things could be implemented without too much difficulty as you have already done an amazing job with the melee side of things.

Of course I don't want to take the utility away from melee so I would assume that ranged attacks don't get the reduced damage or special effects like the knockout, they just allow you to target specific body parts provided you have a good enough shot on the target. Using the threshold system you already put in place, you could say that you'll only get the headshot bonus % if you already have at least a 30% shot on your target.

If nothing else this will at least make me consider putting a damn helmet on my colonists for once.

13
Outdated / Re: [A16] Melee Skill Rebalance [Updated 31/03/2017]
« on: March 31, 2017, 01:56:39 PM »
holy shit I got it. It was an issue with the windows extraction program. I used 7-zip and it worked.

Edit: Thanks a lot for your cooperation and quick responses. I can't tell you how much I appreciate it and your mod. Also I confirmed it works in game. Again thank you for helping me figure that out. I would've been so frustrated if I had to play this game without this beautiful mod.

14
Outdated / Re: [A16] Melee Skill Rebalance [Updated 31/03/2017]
« on: March 31, 2017, 01:54:11 PM »
I tried with chrome, Internet Explorer, and microsoft Edge and yeah it only happens with this mod. I even restarted my pc and the attached file gives me the same issue. I turned off everything antivirus related as well. I'm on windows 10 version 1607. But when I try to download the file it doesn't even attempt to download it. It just gets a zip file and then puts nothing in it.

15
Outdated / Re: [A16] Melee Skill Rebalance [Updated 31/03/2017]
« on: March 31, 2017, 01:32:11 PM »
For some reason I can only download the source code but it doesn't seem to be functional in the game. The full release version gives me an empty zip file though. I used the repository link but it gives me the same issue.

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