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 - Holvr

#1
Best combined with the "real fog of war" mod. Place those watchtowers/cameras around or suffer :D
#2
Ideas / Suggestion: Mechanoid Sleeper Agents
November 21, 2020, 08:08:11 AM
This could be done in one of two ways:

1. Hidden character trait - Any character (except the starting ones) that joins the colony could come with a hidden status (or bodypart, if they even can be hidden) making them a Mechanoid Sleeper Agent.

2. A random event that can turn any existing character into a Mechanoid Sleeper Agent on the spot. This is the less favourable option, since it could also affect the starting characters, but it'd probably be far easier to implement.

Now, the Mechanoid Sleeper Agent (henceforth called MSA) would be a humanlike machine (think terminator infiltrators) that will reveal itself at a least opportune time (for your colony) to aid their mechanoid overlords against you (so during a sufficiently big mechanoid raid), turning against its former comrades.
In case you manage to successfully neutralize the MSA, its body will contain a whole slew of high-tier prosthetics and - on a rare occasion - a techprof subpersona core.


As a tangentially related idea, there could be an Empire Inquisitor event - one of your colonists caught an eye of the Stellarch's Inquisition, and must be put under investigation.
Even if the colonist is proven to be human, the Inquisitorial investigators - being known for their carnal methods of interrogation - will leave your colonist in a lasting pain and a resulting mood debuff, but will reimburse you for the trouble.
In case the colonist turns out to be MSA, you'll have a choice of either executing them (you get the loot mentioned in a previous paragraph) or give them away to the Empire for some royalty-related diplomatic favor. Or keep the colonist to disable their Hive Uplink (you get a heavily augumented supercolonist that's no longer MSA) and fight the Empire with all its wrath.
#3
Ideas / Suggestion: Focused Psychic Abilities
November 16, 2020, 02:37:42 PM
Given that the game offers different meditation foci, like art, nature, morbid etc. It'd make for a fun variety among the psycasters if some new abilities were tied to a specific focus, or perhaps a specific trait of the caster (for example - pyromaniac psycaster would have unique, and otherwise inaccessible, pyrokinetic abilities).

Psycasters that rely on Morbid focus could even be Rimworld's own necromancers - instilling some rudimentary brain activity into corpses to turn them into zombies that only "live" as long as the psycaster is actively focusing on them, be it for dumb labor or combat.

Fire psycasters, as mentioned before, would access pyrokinesis - some flashy AoE burning abilities to sow true destruction among the enemy lines. The price for having such a pawn would be having to deal with a pyromaniac in the colony. Even funnier if psycaster pyromaniac would use their powers to satisfy their need to watch the world burn, instead of just igniting some tiles by hand.

Nature casters would gain access to some healing abilities (in the sense of significantly increasing the target's natural healing speed, not magical, instant wound closure), temporarily fertilizing soil (overuse would turn the soil into sand), charming animals and such.

Ascetic pawns, being the ones that focus on looking within themselves and meditating deeply, could be the "seers" of psycasters, getting access to a "Foresight" ability that allows them to predict events (such as raids) several hours before they occur, letting the colony to prepare for the incoming threat.


At the same time, as a part of this idea, I'd like to suggest a new focus - "Technological", tied to the "Transhumanist" trait. The focal objects of that interest would be the most advanced pieces of technology in the colony (spaceship AI core being the holy grail among those), and their special abilities would revolve around producing electricity, overloading the power network to cause turrets and such to faulter, as well as creating localized EMP bursts, or (very debatable) rewiring mechanoids to temporarily fight on your colony's side.


All in all, such special abilities would introduce some variety to psycasters, and would make the player consider whether to give that psylink neuroformer to the precious psychically sensitive pawn, or maybe to that pyromaniac, to access potent abilities that other pawns couldn't.
#4
Ideas / New Psychic Cast: Mindscape
August 12, 2020, 01:13:20 AM
Powerful psionics and nobles - what could they fear the most? Being capable of mythical feats using one's mind alone, and being surrounded by loyal subjects and trained guards - what is there to fear? The answer is pretty trivial - death. Having all your power and influence taken from you by a stray bullet, a sickness, or another unfortunate event, is a terrifying prospect.

Because of that, a method of avoiding it all was devised - a psycast both wonderful and vile in its nature. A tool to achieve immortality.


In game terms - I propose a psycast that, when used, will place a protective aura over the caster. The aura will prevent the death of the mind, but not that of the body - when the caster dies whilst under the influence of the aura, their mind is shunted from the body, and violently injected into a random pawn, continuing the life of the caster, but purging the unfortunate owner of the body, killing them instantly.

Few points:

  • The target is a semi-random human pawn on the map. Psychically deaf pawns are immune. Psychically dull have reduced chance to be targeted. Sensitive have more chance. Hypersensitive are a prime target.

  • In case the target is not your colonist, it becomes one. If this targets an ally, they will be angered by essentially hijacking one of their people. If this targets a raider, you might've hit a jackpot (saved your caster and eliminated one enemy), but if the now-comatose pawn is in the middle of the enemy squad, they might get kidnapped.

  • It places the target into a psychic coma for a day or more, as their brain undergoes a turbulent change to adapt to all the psychic potential of its new mind. If the target was already a caster (of lower level than the injected pawn), the coma is shorter. If the target was a psionic of higher level, they don't get knocked out, but the pawn loses the psycasts that were above the level of the injected pawn.

  • All the skills and traits are derived from the mind, not the body.

  • If a straight pawn is injected into a pawn of opposite sex, they get become gay (to simulate that they're still interested in the sex they were into in their previous form). The inverse is also true (a gay pawn injected into opposite gender loses the trait).

  • All the body modifications, wounds, scars, missing limbs etc. stay as they were - only the mind changes, not the body.

  • In case of the caster holding royal title, the pawn retains it for a week. During that time you have to call the Bestower (introduced in 1.2) for a ceremonial "sanctioning" of your new body (basically an inheritance from yourself, to yourself). This might be useful if - for one reason or another - you want to break away from the royalty and politics... All you have to do to go into hiding is to die.

  • The aura itself should be a toggle-able cast that has some drawbacks to it (if someone is so paranoid to keep it up all day, every day, in the fear of death, they should probably suffer some mood debuffs at least).


Footnote: It's meant to be a way to retain your caster/royal pawn at the cost of a random pawn (likely other psionics) essentially dying. It has pros and cons, and I find it natural for near-godlike psionics to figure out a way to continue their existence infinitely.
#5
Mods / [Mod Request] Stockpile Logic
June 14, 2020, 05:03:35 AM
Not as much a "request" as a question: Is there a mod out there, that allows for any (the more the better) of the following changes to stockpiles?

- Setting a max cap on the stockpile: If something stacks up to 50, but I only ever want to keep 10 items of that kind there, I would love to be able to set a cap that'd disallow storing more than 10 at a time.
- Setting a minimum cap: If you have less than X of a specified item, issue a haul job to bring more in.
- Take from/give to a specified stockpile: To set up "relay" hauling networks, without needing to mess with priorities and colonists' allowed areas, it'd be grand to just force stockpiles to interact with specific stockpiles and nothing else.

And yeah, I know I can achieve some of the goals by using Industrial Rollers, or - as mentioned before - messing heavily with allowed areas and stockpile priorities, but that comes with a slew of annoyances of its own, thus my question - is there a mod out there that'd provide the desired functions? Preferably for 1.1.

Thank you kindly.
#6
Releases / Re: [1.0] No Job Authors
January 22, 2019, 02:46:03 AM
All hail Transcend!

A functionality that should've been vanilla to begin with.

Thank you.
#7
Releases / Re: [1.0] A RimWorld of Magic
January 22, 2019, 02:30:25 AM
Now that Combat Extended is out for 1.0, how compatible is it with Rimworld of Magic?

I'm mainly concerned about how will it impact things related to ranged combat:
- Will Sniper/Ranger skills use ammo correctly or will they be essentially a "free shot"?
- How does it affect wands, staves, summoner's pylons and targeted spells? As far as I'm concerned, CE overhauls the entire ranged system, changing shots from %-based hit chance to actual projectiles that can miss, or even hit a non-intended target.

That'd require some patching, I assume?
#8
Mods / Re: [Mod Request] "Long" melee weapons
December 31, 2018, 02:50:55 PM
Quote from: TomZ on December 31, 2018, 01:13:17 PM
The author use the pike as a ranged weapon with 3 tiles range, havn't try this yet, but probalby will do some testing
Ah, so generally what I was thinking. Thank you for the link. I'll be sure to check it out soon-ish, since I'm most interested in confirming two details:
- Whetner the weapon uses Melee or Shooting skill.
- Whetner or not the weapon is disabled by Shield Belts (or just regular shields that come from mods, and use the same system, but then again - a Pike is definitely a 2-handed weapon anyway, so oddly enough, that'd even work out great).
#9
Mods / Re: A "Fallout Shelter" Total Conversion
December 31, 2018, 01:48:18 PM
Well, to create your own fallout experience, I'd recommend:


- As you've mentioned - using several mods that make the game look like fallout.
- Using the mod "DeepRim" by meowmeow. This allows you to mine multi-layered mountain fortress for all your Vault needs.
- Edit scenario so that the Toxic Fallout event is either permanent or super often.
- With the use of a devmode (or maybe there's a mod for that) you can set up a first floor of your vault.
- There are some mods that add leadership, so you could use that to get yourself an Overseer.
- "Doors Expanded" by Jecrell and "Locks" (With "Locks (DoorsExpanded)" patch) by Avius will allow you to make solid vault doors that no colonist can use. Use some embasures and a shitton of turrets to make raids a non-issue, or disable them altogether (if possible) so that you can focus solely on your Vault experience.
- Preferably edit the scenario so that every pawn will spawn with the "Undergrounder" trait, or else they will get the cabin fever.
- Advisably, use some mods that let you "create" pawns - either by cloning, or by natural reproduction etc. since you won't really be getting any outsiders or prisoner to recruit.

That should get you close enough without needing a specific full-conversion mod, I hope.
#10
Even though I don't have much to add to this thread right now, I'd like to appreciate the fact that you've made most of the medieval folks unable to research in an effort to simulate illiteracy. That alone makes this backstory pack really immersive and enjoyable. Kudos.
#11
Releases / Re: [1.0] A RimWorld of Magic
December 30, 2018, 10:07:57 AM
A small idea. It might already very well be in the mod, but I haven't encountered it yet, so:

What about a magical version of drop-pod raids? Similar to elemental rifts showing up, there could be portals that'd open in the midst of your colony and spill raiders around (with a special condition that magical raids would ALWAYS have at least 1 mage with them to make sense of the portal).

It'd add a nice surprise party, as well as a way to keep the drop-pod raids in while going for low-tech playthroughs.
#12
Mods / [Mod Request] "Long" melee weapons
December 30, 2018, 09:58:31 AM
This idea is inspired mostly by things like embasures, and mods "run and gun" + "simple sidearms".

Would it be possible to make melee weapons with range longer than 1 tile? I mostly mean a possible addition of long spears, pikes etc. that would allow the user to attack pawns that are up to 1 tile away, even if there's a non-total cover (so embasure is fine, but a full wall isn't) between them.

To balance things out for "run and gun" mod, those weapons should have a long cooldown to lessen the allure of just kiting an enemy to death, and for the purposes of "simple sidearms" all polearms should be heavy as hell, to prevent them being a must-have addition to every loadout.

If I were to ever dabble in modding, and try to make this mod myself, I have a question: On a technical level, how does weapon skill work? When creating a weapon, do you just choose between ranged or melee, and the governing skill is automatically added, or would it be possible to create a "ranged" weapon with range of 1 tile, and then force it to use the "melee" skill as opposed to "shotting"? (Although that would probably still have a myriad of issues like "Brawler" pawns crying that they hold a "ranged" weapon, shield belts interfering with it etc.)

Thank you in advance.
#13
Mods / Re: [Mod Idea] All and Anything ! Small and big !
December 30, 2018, 09:43:28 AM
Mod 1: Not entirely what you're looking for, but "Prison Labor" by Avius adds a new job to your pawns - Jailor (not the same as Warden, mind you) - that makes them periodically go and watch their prisoners. Watching replenishes the prisoners' "motivation" need that can prevent them from jailbreaking.
It's advised to use "Locks" mod by the same author for better prisoner management.

Mod 2: Not to an extent you propose, but the are some mods that build upon those systems. One would be "Psychology" by The Word-Mule that greatly expand pawns' mentality and personality, adding possible social conflicts if two pawns have very divergent opinions on everything.

Going along with that, I'd suggest using "Ugh you got me!" by Marvin. It prevents most social fights from going overboard and killing or heavily injuring pawns. It's basically a not-so-friendly brawl that still has its reasonable limits. Mind you, that Bloodlust pawns will ignore it and go for a heavy injury, and Masochist pawns will not surrender, even if injured.

Mod 3: I'd suggest "Relations Tab" by Fluffy.

Mod 4: Not entirely sure what you're going for here, but mods that certainly makes animals far more useful are:
- "GiddyUp!" by Roolo (and all the GiddyUp submods, like Caravans, Battlemounts etc.) which, in essence, allows you to use certain animals as mounts, and with submods also use them for riding in combat, or in caravans to make your travel a lot faster.
- "Hunt for me" by aRandomOwl allows your animals to, well... hunt other animals for you.
- "Animal Gear" by Dylan nicely compliments the above mods by adding armor to your animals. What's better than riding a bear into a battle or make it hunt wolves? Riding a plasteel armored bear that can hunt rhinos! Author of this post is hereby relieved from any death or injury suffered by the readers' animals as a result of tossing them at rhinos or otherwise dangeours creatures of the land

I hope this helps a little.
#14
Releases / Re: [1.0] A RimWorld of Magic
December 29, 2018, 06:57:34 PM
Quote from: NatsuDragneell on December 28, 2018, 09:39:06 AM
[url=https://www.0zz0.com][img]http://www10.0zz0.com/2018/12/28/17/771256695.png[/img][/url]

Is that URL there really necessary, hm? Nice way to redirect people who try to enlarge the image by clicking it.
#15
Releases / Re: [1.0] A RimWorld of Magic
December 24, 2018, 10:53:40 AM
Quote from: Canute on December 24, 2018, 06:45:54 AM
Holvr,
maybe you should made first a basic mod to show people your idea's and skill's.
The other may give you comment's and suggestions.
Or do you hope some modder jump at your train to help you ?
I think even Torann who allready like your concept don't have the time for that.
I'm aware that his time is limited, don't worry :) And, please, don't perceive my suggestions as demands. I spitball the ideas not to force Torann, or anyone else, into manifesting them, but rather to give them ideas they might seek. If the idea bounces off and is left in the dirt - so be it, but if some of it sticks - great!

And in the first thread (Gods of the Rim), I've come clean to Torann, stating that one of the reasons I propose it to him (besides me genuinely liking his mod) is that I'm no modder whatsoever, and if he'd like the idea enough to implement it, it'd be great. So it's not a sneaky attempt to put someone else to work for me.