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Topics - lugaruclone

#1
Help / Help selecting a random graphic for a style.
August 13, 2021, 04:59:01 PM
     <ThingStyleDef>
    <defName>Animalist_VisageMask</defName>
    <wornGraphicPath>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistA</wornGraphicPath>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalist</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
  </ThingStyleDef>


So I'm tryin gto get it to choose one of 3 animalist masks (A, B or C).

If I use Graphic_Random it throws up errors saying it does not know what to do with the textures.

If I use
    <wornGraphicPaths><li>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistA</li>
<li>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistB</li>
<li>Things/Pawn/Humanlike/ApparelStyles/VisageMaskAnimalist/VisageMaskAnimalistC</li>
</wornGraphicPaths>


It seems not to like that either.

I can make A appear easily but struggling to get it to choose from all 3 similar to the vanilla visage mask.
#2
It just feels weird that we are like a year after Royalty and this has never come up. I know most players just care about their own colony but it is just a strange oversight that we have never gotten this update or do I think it has been mentioned. Is there a really big technical hurdle?

It would instantly make raids a lot more interesting (I doubt you would see enemy psycasters in your first year) and it would make Tribals more of a late game threat if they have a higher incidence of low level psycasters.
#3
I understand there where a few reasons why only the players where using them... the only real path to getting them was through royalty, you can usually control your psychic guests and fighting royalty was a less common path which provided few encounters versus opponents with psycasts.

But now every rung of technology has access to psychic abilities therefore it makes sense that the occasional tribal, pirate, medieval lord or mercenary should be able to use the abilities against us and catch us off guard if we get complacent.

#4
Ideas / Death Acidifier skeletonizes the user.
March 06, 2020, 04:11:24 PM
I get the purpose, mostly to keep us from looting awesome gear but... it is silly when the bearer of the implant dies and his stuff goes and he has some minor damage. It would be the coolest thing if it skeletonized the user and maybe did a small 'explosion' worth of damage to property or people next to him.
#5
People have mixed feelings about having an offworld faction vying for their attention. But... what if we had multiple ones competing for our resources and alliance? Which would you propose?

Stellar Militia
Quests: assassinations, rescues, providing aid, eliminating mechs and pirates,
Ranks: cadet through general
Rewards: new firearms, uniforms, power armor, cybernetic enhancements, orbital support.
Special Room: command center.

Resource Prospectors
Quests: mining, trading resources, hosting prospectors, creating trade beacons.
Ranks: apprentice through grand engineer
Rewards: drill and saw arms, 'work' armor, insect repellents, new drills, plasteel fabrication.
Special Room: operations center

Space Pirates
Quests: assassinations, slave trade, drug trade, raiding, kidnapping, harboring fugitives.
Ranks: mate through captain
Rewards: new drugs, exotic enhancements, luciferium variants, stolen goods from other factions
Special Room: hideout

Church
Quests: provide aid, pay tribute, create monuments, preach to tribals, harbor missionaries.
Ranks: devoted to cardinal
Rewards: vestiments, relics, psychic enhancements, humanitarian aid, furniture.
Special Room: chapel

Corporation
Quests: provide workers, send raw resources, dna samples, visiting researchers, peace keeping.
Ranks: associate to board member
Rewards: serums, enhancements, fine suits, private security, experimental weapons.
Special Room: boardroom
#6
I'm finding that by default the quests are kinda fast and furious and I'm usually doing two or more at a time, plus the first one at very least is kinda predictable... helping out a noble to get initiated into the royalty system.

I really think it would be cool to use the Royalty artwork to create a Royal Storyteller, give HIM the first Royal Quest and also give him the current quest frequency while reducing it between 75% and 50% for other storytellers.

What would this mean? If you play with 'Richard the Royal' or whatever his name would end up being you get the current DLC experience that many players are finding to be a bit too guided or overbearing. If he needs more personality than that I would say fast ramping but also fast crashing (get rich quick, get raided hard).

If you play as Cassandra, Randy or Phoebe then you get a few less quests a year AND you kinda choose to side with the empire or rebelion as a combination of luck and convenience. Gone are the big 'turning point' events and now you work you way up a little bit at a time becoming psychic slightly later in the game.

Any thoughts?

And because this is not very ambitious compared to the usual request... I cant wait for patches or DLC adding Corporate, Criminal, Scientific and Military factions with ranks like 'Cadet' or 'Associate' and their own enhancements, equipment, furniture and stuff. I mean we have the infrastructure built with this DLC.