Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - DarkXanatos

#1
Quote from: NeverPire on January 31, 2017, 02:40:33 PM
I have posted that about kidnappers some weeks ago :
https://ludeon.com/forums/index.php?topic=29165.msg293992#msg293992
What do you think of my proposals ?

I wandered if someone else had brought up this idea. It is so difficult to notice every single thread when skimming. Its easy for me to not notice threads when skimming. Sorry.

On the topic of mood debuff's, which Swat_Raptor mentioned, I think it could go either way. Perhaps for a few hours, the colony might get depressed. But I think later, the colony could get pissed and want revenge.

Or it could happen in reverse. The colony wants revenge, and if the colonist is not rescued within a few weeks, the colonists get a sudden debuff. As they now feel rescue is not going to happen and the reality that their fellow colonist is not coming back, sinks in. (I am going to edit this into the original post for more visibility.)

#2
As the title of the thread states, this idea pertains to rescuing kidnapped colonists, or simply by chance, other victims. Which the player finds when at an enemy factions base.

It would add a nice dash of spice. Adding another reason to 'raid' an enemy base. It could make raids more 'appealing' in a sense. Instead of suffering the loss of a potentially key pawn for a colony, a player could instead choose to take a risk and rescue that critical pawn. Maybe even get some loot. Definitely a sense of satisfaction from wreaking bloody revenge on those dastardly raiders.

It could also be another (rare) and unplanned way to gain a new colonist. The kidnap victim offers to join. You can accept or send the pawn on its way. Perhaps even just capture the pawn and sell it off into slavery, if so inclined.

I personally would love this option. I am the kind of player that likes getting pay back against the AI. Its satisfying. Especially in a game where the AI is obviously cheating (not implying Rimworld).


Edit: Other people's input and or my own additional thoughts below

Kidnapping Mood Debuff's/Buff's

Mentioned by Swat_Raptor (and refined by me), the idea of mood buffs/debuffs occurring could be a facet of the whole kidnapping ordeal.

Scenario One: Colonists get a debuff for kidnapped colonist. If colonist is rescued, debuff immediately expires (regardless of time remaining) and it replaced by a celebratory mood buff that lasts for X amount of time.
Scenario Two: Same as one, except colonist is perhaps not/failed to be rescued or can be rescued, but colonists get a mood buff for getting revenge against the raiders (either way). 
Scenario Three: Colonists get an immediate buff -  representing them wanting revenge. Essentially a form of motivation. If colonist is not rescued after X amount of time, the colonists lose the revenge buff and get a debuff. Representing that the colonists have lost hope and possibly even motivation.

Family, friend, lover, can have a more singular affect on pawns - while still having a global colony affect. However, it would be important not to have both stacking on one single paw. A lover of the kidnapped pawn, would just have a higher value debuff, where a none-friend, none-family member, would have the lower more general debuff. The same could be said in reverse, after the colonist is rescued. The lover gets the higher buff, and etc. 
#3
So... basically, Rimworld is the Matrix?
#4
Ideas / Re: Advanced Scenario Editing
January 29, 2017, 03:12:39 AM
Superb idea. I really wish more games would offer map/scenario editors. Rimworld has the scenario, not as fleshed out - but still nice. Now, a map editor would be the icing on the cake.
#5
This actually sounds like a neat idea.

Currently, I have no reason to create a caravan that will prove very costly in resources. Its hard enough to keep my own colony fed without a cook none-stop making meals. If the cook stops, the meal-supply dwindles pretty damn quick. Sending off colonists might sound like a fix, but they need many days worth of meals or they will starve, so its the same issue. Just in a different way.

So, I just wait for random caravan events or just use the com station to call in a caravan. No point in making my own caravans. Plus, faction bases are so basic right now, I don't feel its worth interacting with. No offense to the dev-team, as they did implement an excellent addition to the game. Which will certainly mature as they work on it.

Searching for ruins could prove highly valuable or highly risky. I also think some ruins, if glitterworld, might have some functional defenses. To make it more exciting. Maybe even remnant survivors who stuck around and are small in number, like a tribe - but with high tech stuff. These remnant 'tribes' could become a new faction, be a one-off battle, or what not.

As for the idea of using player colony templates, I think it is a cool idea too. I think people would just love stumbling upon one of their old colonies, in game. Would make some feel giddy.
#6
General Discussion / Re: Mortars: Useful or not?
January 26, 2017, 03:40:23 AM
I don't know if they got changed in Alpha 15 or 16, but in Alpha 14 (I skipped 15), I very much disliked Mortars. Their range and accuracy were very very poor. Unless I totally misunderstood the range aspect. Either way, mortar's were atrocious. Enemies move to fast to have any hope of hitting them with a mortar shot. By the time they get into range of the colonists, the colonists are murdering the raiders quicker than a mortar can fire. Automated turrets, even the vanilla ones, are able to kill all raiders (with colonist help, unless turret spamming).

Mortar's in real world military usage, are not for engaging moving forces. They are for use against stationary targets. The only time a mortar can be used against moving targets, is if the zone the targets are moving through, is already zeroed in on. Before hand. Even then, its no guarantee any of the targets will be killed. Mortars make a very distinctive sound. That can be heard long before they impact. Allowing infantry to scramble for cover or simply out of the area.

Mortar's are a poor defensive weapon. Much better at breaking a defense and or used by infantry teams on the move to assist in an advance. (Some might disagree, but this is what I know to the best of my knowledge.)
#7
General Discussion / Re: Almost all colonists female
January 26, 2017, 03:27:16 AM
I've actually noticed this too. Most of the colonists are female. The best are almost always female. All of the colonists that have joined my most recent colony, except one, have been female. All of the raiders left alive, and subsequently captured - except one - have been female... Very, very odd glitch the game is having. As I cannot imagine that this is intentional.
#8
Quote from: AtomicRavioli on January 23, 2017, 12:51:36 PM

The chance for them to appear on embark is really small. Crystalloid towns sometimes travel with them though. From there you can steal them as prisoners or look to a mod like hospitality and recruit them.


Ah, I see. Thank you.
#9
Quote from: AtomicRavioli on January 22, 2017, 04:17:22 PM
...
Also, the bug where psionic traits were not appearing on your pawns is fixed with the latest version of AlienRaces. That was an issue that AlienRaces fixed just prior to this mod's A16 update.

I just checked, and I see the Psionic levels now. Excellent. Thank you.

One last thing, is the Valkyries. You mentioned there is a chance for them to be colonists. Is this only through a random in game event/capturing one? Or can they be randomly rolled? So far, I have seen none while rolling. Also, where is it mentioned that one is a Valkyrie? Does the name replace Crystalloid or does it just get tacked on?
#10
Quote from: AtomicRavioli on January 22, 2017, 02:39:40 AM

Appears in the health tab of the pawn, unless you really are experiencing a bug.


Edit: Ah, damn. I went back and looked at your do list... totally missed the EPOE Patch, specifically. NOT EPOE itself. I downloaded the EPOE mod itself, totally not realizing the patch was not the same thing... I am going to download the patch and make up a quick colony. To test if things work properly.

Edit II: Still can't see psionic talents, even with the patch added. Below still applies then. Bummer.


I don't see it on any of my three Crystalloid pawns. I don't even see the option to surgically remove the node, either.

Another thing I've been noticing, is I haven't seen a Valkyrie yet. My game hasn't gone on for long, but I also tried rolling for some in my starting group and never saw one (in two different starts). Not even sure where they are identified as such.

Now, I am really unfamiliar with how to retrieve the information you need. Such as save game info and the other thing mod authors request. If you or anyone can point in the direction, I'll happily get the info for you. I am looking forward to using this mod to its full extent.

One thing I can give you, is my mod list. All mods are A16 compatible.

-Additional Joy Objects
-Alien Races
-AllowTool
-Cheaper Components
-Crystalloid
-EPOE
-HugsLib (needed for AllowTool)
-More Vanilla Turrets
-RimEffect - Asari of the Rims

Mod Order In Game

-Core
-Hugslib
-Cheaper Components
-More Vanilla Turrets
-Additional Joy
-Humanoid Races (Alien Races)
-Crystalloids
-RimEffect - Asari
-Crystalloid EPOE Patch
-EPOE


Thanks for your time.
#11
Releases / Re: [A15/16] Fences And Floors v1.21
January 22, 2017, 01:22:15 AM
Hello,

While trying to unzip the 7z file downloaded from Dropbox, it gave me 46 errors. Which left some of the file content, registering as empty (even if some of the file names were actually showing, oddly enough). I use WinRar to unzip files. I believe I have unzipped 7z files in the past with WinRar. So, not sure why I am getting the errors. I downloaded the 7z file twice with the same results. Even reopened the Dropbox link twice.

I do have two screen shots of the errors displayed by WinRar, but they don't look to explain anything. However I will try and find a site I can upload the screens too, if needed (I have terrible luck with host sites, as they each have stopped working for me after months of use... Photobuck, Imageshack, and Imgur).
#12
Greetings,

I was curious where a pawn's psionic stats are located. I ask, because I can't find the stats on any of my 3 Crystalloid pawns. None of them appear to have any stats, as far as I can tell. Which by your own description, should be impossible - unless I misread/misunderstood. Or I am experiencing a bug. Not sure yet. As I could simply be blind as a bat and just keep missing the stats.

Thanks.