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Messages - Keychan

#1
The idea stems from ant and bee colonies where newborn queens go into a phase called Nuptial Flight, where the young queen ant gets wings and leaves the main colony to mate and build up its own. 

What would happen in-game is that the player will get a message that a young hive queen has enter the map and will be looking for a place nearby to brood. 
The young Hive Queen will enter the map, young and with wings, and will randomly choose an area on the map that would have a mountain overhead roof.  It will then dig until it meets that location and dig out a small room.  It will idle around its small room until it matures, losing its wings and getting fat. (Probably eating some nearby local wildlife or farm animals while at it)
And I've thought up two scenarios for its reproduction phases once it matures:

1. The Hive Queen will spawn/build a MegaHive.  The MegaHive does not spawn insects, but normal hives at twice the normal rate.  It will also spawn an exessive amount of insect jelly and glowpods.  Only the Hive Queen will be able to tend to the MegaHive.  If the MegaHive were to be destroyed, all normal hives stemming from it will become dormant and no spawn other hives.

2. The Hive Queen will lay insect eggs that have a chance to spawn as either 3 already existing insect types.  (Higher chance for Megascarabs and lower chance for MegaSpider).  She will spawn a normal hive once a week.

As long as the Hive Queen lives, as a part two warning notification for the player, a portion of the insect hive population will attack the player like when a raid siege or waiting raid chooses to attack the player.  This would only happen after a very long period where the Hive would 'feel' its confident to attack the player. (Its population when compared to player wealth)

The Hive will be something you would want to nornally deal with early, but, if scenario 1, you can also use it to choose to farm it's insect jelly and glow pods.  Probably also the queen may have a valuable body part for killing it at its mature stage.
#2
I believe it has to do with what you said.  Better armor absorbs more hits, thus taking more damage/degradation.  The thing is, no matter the quality, that power armor will always have the same amount of hit points. So worse armor lasts longer because attacks 'misses' the armor and it doesn't get degraded.  It either outright misses the pawn or hits them directly.  This is all speculation though.

There are no ways to repair power armor in vanilla, probably at best Tynan can rework the hitpoints to increase with quality.

There's the Mending mod which gives you the option to repair weapons and armor, but for power armor it requires a great craftsman.
https://ludeon.com/forums/index.php?topic=22894.0
#3
General Discussion / Re: How to Refund?
September 16, 2017, 07:31:31 PM
I believe you'll find more help in the support section that deals with these types of situations.

https://ludeon.com/forums/index.php?board=9.0
#4
Ideas / Re: Sycther Blade Pit Fall Trap
February 15, 2017, 07:31:09 PM
Sounds like one expensive trap.  At that cost, it should be an instant guaranteed kill or incapitation.
#5
Ideas / Re: Raid leader killed - enemy routed
February 15, 2017, 07:28:07 PM
As of right now there are no real purposes for leaders other than the Pirate King/Lord/etc. name package at the moment.  They die randomly out of the map, join raids, or visit from friendlies.  It would be nice to have leaders be such a major part of faction relations and politics.  Like you suggested, ransom would be a great way to make use of imprisoned leaders.  Much more frequent raids from that faction to save their leader would be cool as well, until the faction just drops their leadership and reelects another.

I think the leaders should carry some special unique item on that puts them apart from the other pawns, similar to what you suggested.  Better equipment, yes, but maybe also uncraftable or unobtainable trophies like a badge or headpiece.

For example:

Pirate-Lord Bandanna/ Chieftain Headpiece/ Mayoral Badge

"A symbol of leadership for (Faction), that was bestowed upon (Leader of the faction of that time).  Wearing this gives a call for respect as a symbol of status for whomever wears it."

+x% Social impact, diplomacy impact, etc. when worn.
#6
General Discussion / Re: Raiders and Crops
February 08, 2017, 09:33:37 PM
They usually set fire to crops if it's the easiest burnable thing to reach. From my experience, Raiders and Tribals prefer kicking doors down, but if you have unprotected farmland they won't hesitate to burn them if your doors are already being occupied.  Not exactly sure 100% about the priority, but I believe raids go for Doors > Burnable Walls > Power Sources > Crops growing in player growing zones > etc. (This is all from personal experience.)
#7
General Discussion / Re: Tired of useless colonists
February 02, 2017, 09:19:26 PM
Well it's just bad RNG on your part.  Difficulty doesn't affect the quality of who you'll encounter, but the quantity.  Every pawn is randomly rolled, not in favor of anything besides equipment in raids.  Your best bet is to build a comm. console and hope that a pirate merchant or slaver has someone of value you can afford or kidnap a promising visitor.  At least that'll increase your pool of pawn choices. 
#8
Outdated / Re: [A16] Dog Bowl Mod
February 02, 2017, 09:11:18 PM
Wouldn't a dog bowl normally hold kibble?
#9
Ideas / Re: Flare Gun
January 30, 2017, 01:25:40 AM
This would be interesting, if brightness affected shooting accuracy.  As of Alpha 16, being in darkness no longer increase's cover nor does being in light make you easier to hit.  For the looks and atmosphere, it would be an interesting addition, but it leaves one pawn with a useless weapon in the end.
#10
I'm pretty sure there was a plan somewhere along the lines of "We'll shotgun people onto the outer rims of the universe with the idea they'll find the perfect place eventually, when actually, they're populating the planets for us to come gather resources from them."  Notice how your colonists are crash landed, only with the idea of going back up because where they landed wasn't the perfect place?  Maybe they made mechanoids to punish those who stay on a planet too long and gives a good reason to go back up and populate another planet.  The AI core was probably designed to crash land colonists, and to crash near populated colonies to give them the idea of moving to another Rimworld.
#11
Quote from: b0rsuk on January 25, 2017, 02:15:27 AM
The best part is you could crowdsource these ruins from players. Whenever player performs "Abandon" on colony world map, his colony would be uploaded to a server and used as a base for ruins. There would be some filters applied, for example nearly all machines break down, walls erode, items deteriorate to nothing, animals escape into wild (and potentially reproduce with a simple algorithm).

I could already see the hidden caches of human leather clothing, smokeleaf joints, and corpses unnaturally missing body parts.
#12
Ideas / Re: Scenario: start with 2 colonies
January 24, 2017, 11:04:42 PM
What would be the consequence of one of the colonies dying? A game over or the game goes on normally?
#13
Ideas / Re: Repair and reprogram mechanoids
January 24, 2017, 10:58:22 PM
Along with the corrupt core, it'd make sense of the AI core would breakdown randomly like other machinery do, just at a very low rate that increases over time. Only catch is that you would need a whole new AI core to replace the broken one. Just because our colonists can use it it doesn't mean they fully understand how it works, so they can't repair it with normal components.
#14
Yoko and Jake have been travelling for days to Harmony's Mesa. They hope make a hefty amount of silver for the smokeleaf joints the colony's made, but something strange comes up on their sensors. An ambush?  Manhunters?  No, what they saw in front of them was the ancient remainder of a colony.  But that's strange, nothing showed up on the world map.  It belonged to no known faction on the planet.  Oddly enough many of the buildings seem intact, hiding their history.  Warily the two walk through the ruins.  They could see remainders of strange mechanoids never seen before and old signs of a struggle of the last moments of the locals.  As they quickly walked away, they write down the location and quickly go on their way.

With the new caravan system introduced into the game it would be great to have player's stumble upon ruins of colonies that do not appear on the map.  These would only appear if a player caravan has traveled over an area set to be an abandoned colony or ancient ruins.  These ruins could be 'fresh' colonies just like the player's but failed miserably early and left simple goods, or they could have been from an ancient civilization with treasures and mysteries waiting to be found.  This could be a great new way to add more to the world travelling system and could add more to other parts of the game.  In the world creation menu you would be able to choose to have many or no ruins to spawn on the world map.  Treasure hunters would be another 'merchant' type, that is similar to exotic traders, but sells more of what you'd fine in these ruins, expect a lot of glitterworld tech, medicine, and maybe even some mechanoid type items.  What do you guys think? Anymore ideas on how to use the new caravan system?
#15
I find the war animals pretty cool. Using muffalos and elephants as their tanks. I proposed ages ago bows could be changed by allowing them to go over walls with horrible accuracy and/or have a new bow that only shoots ignited arrows that do low intial damage. Only tribes use bows, so this will be their type of a 'siege'. Just up close and personal.