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Messages - System.Linq

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1
This storyteller is a great way to train you to keep your APM up or else it will destroy your colony

2
Did you expect a sophisticated artificial intelligence tracking your engagement?

3
Can we get a general idea of how the storyteller tracks your 'boredom'? I love the idea of a storyteller that ramps up the difficulty if you start to stagnate instead of just a normal difficulty curve, but I'm curious how it manages it without relying on stuff like time or colony wealth.

It tracks how many times you press a key.

4
Releases / Re: [1.0] Psychology (2018-11-18)
« on: February 06, 2019, 03:45:06 AM »
I don't know. I do not use Rational Romance and consider it redundant with Psychology.

5
Releases / Re: [1.0] Psychology (2018-11-18)
« on: February 05, 2019, 07:51:35 PM »
Just got hands on with the Multiplayer mod for the first time, and I have to say I am very excited to make Psychology compatible with it when modder tools are released for it.

6
Releases / Re: [1.0] Psychology (2018-11-18)
« on: November 22, 2018, 09:23:29 AM »
Hello, i have a little problem with language. I play in czech language with no problem. But if i add Psychology mod, there is a problem with text in english. Other mod in english without psychlogy woks fine, but with psychlogy same problem as on screeshot. Anyone help please?

This is because there is no Czech translation. Feel free to make one!

7
Mod bugs / Re: [B18] Endless party bug. Force stop party using DEV mode?
« on: November 19, 2018, 08:54:24 AM »
The error message you're getting only says that the controller of some group activity on your map is missing a member that should be there. Errors usually cancel out any consecutive code, so probably the code that would make the party end never runs because of this.
Usually this happens if a pawn disappears via some uncommon way (mod!) and is not properly signed out from his groups.

One way you can fix your game is by editing the save game, finding the party group and removing all members. You can also try removing the party altogether so pawns don't immediately sign up again.

Hmmmm, Psychology might contribute to this if pawns that are hanging out (Hospitality guests?) and what not are not properly signed out from groups.

8
This is the case even if prisoners are podded with a colonist escort.

9
Releases / Re: [1.0] Psychology (2018-11-18)
« on: November 18, 2018, 09:56:31 AM »
What do you mean?

10
Releases / Re: [1.0] Psychology (2018-11-18)
« on: November 18, 2018, 06:03:54 AM »
Updated to 2018-11-18:
- The nature retreat break is now shorter and no longer needs to mark animals to be hunted in order for the breaking pawn to hunt them.
- Prisoners can no longer go on a nature retreat break.
- Fixed a translation error when colonists break up.
- Colonists hanging out should no longer throw "10 jobs in 1 tick" errors.
- Fixed the translation error in the log entries for visiting the mayor.
- Self-harming pawns will no longer target body parts with a coverage of 0 for damaging.
- Added some more checks to make sure the mod properly targets pawns that are humanlike but not androids or robots to give Psyche tabs to.
- Mayors performing any kind of surgery will no longer be called off to meetings.
- Added new German language translation by Chaos.

11
Releases / Re: [1.0] Psychology (2018-11-1)
« on: November 18, 2018, 05:58:53 AM »
any way to stop break ups? I have had two colonists at 100 opinion of each other for over a year and it seems odd that theyd just break up without low opinion at least. Maybe a minimum threshold?

How Romantic are they?

I really love Psychology, but some of its aspects leave me buffled still. I mean look at this situation:



I mean OK, i don't have a mayoral office still, so i get a moodlet for it, fine, cause i am playing with climate cycle and life is hard. But my people generally have like 40-50% mood and don't get any mental breaks. And now i see -39 on mayor because people have talked his ears off. Can you tell me whats going on? It something just broken? I can't believe this stacking as high as an insanely high late game psychic drone!

Your mayor is probably extremely high-strung. How Laid-back are they? Also, 40-50% mood isn't very good. Your colonists may not be going literally insane, but they're still unhappy and have a lot to complain about.

12
Releases / Re: [1.0] Psychology (2018-11-1)
« on: November 03, 2018, 01:11:53 PM »
No,  I will add the translation to the mod for everyone. You only have to give it to me.

13
Releases / Re: [1.0] Psychology (2018-11-1)
« on: November 03, 2018, 06:28:55 AM »
Hey! Great mod, i loved. I try to create translation (polish), but localistion dir miss one file PersonalityNodes.xml i think, most important.
You are able to put this file in Languages folder like other ones? Or i miss something?

Yep, I think so.

14
Releases / Re: [1.0] Psychology (2018-10-30)
« on: November 01, 2018, 09:34:19 PM »
Couple of nuance questions:

Does Psychology establish a distinction between casual hookups and actual dating relationships? You mention that there's separate drives for sexuality and romance, so I'm curious about the emergent behavior Psych's rules create. For example, "becoming someone's lover" seems like a different situation than just jumping into bed together - and for that you need double beds in the first place, right?

(Would I need to build double beds to allow hookups to even happen?)

Also, what are your thoughts about eventually implementing polyamory between 3+ individuals or marriages with open arrangements?

There is no discrete separation between hookups and actual dating. Less Romantic pawns get into and out of Lover relationships more quickly (and do lovin' while in them), and take a lower penalty for breaking up, so they're more casual with relationships. So you need a double bed, yes.

Polyamory has been implemented for probably 2 years now. There is a special trait for it and you can satisfy polyamorous couples simply by giving them all beds in the same room.

15
Releases / Re: [1.0] Psychology (2018-10-30)
« on: November 01, 2018, 09:32:42 PM »
Updated to 2018-11-1 with some localization fixes.

Hey, loving this mod and I just started using it. I wanted to know if the "attempting hookup" interaction is from Psychology and if it is, how I can lower the chance of it happening between my two colonists? They're both Extremely Romantic and Extremely Pure so it doesn't make sense that they'd be hooking up; they should be becoming lovers first which is what Extremely Romantic should do if I'm not mistaken.

No. That is from Rainbeau's Rational Romance, I believe, which disables Psychology's romance changes. I don't recommend you use both of them together unless you prefer RRR's changes (which it sounds like you don't) and don't mind that they are completely divorced from Psychology personalities.

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