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Topics - Liwet

#1
Just put some time into a game called Cliff Empire.  One mechanic in the game requires the player to periodically deliver random resources to an orbital platform in space.  If you fail the task, you lose money (another resource).  If you satisfy the task, you level up.  More mechanics are introduced to the player as they level up.

Now apply this to Rimworld.  The lore is that the Empire will protect your colony from raids but you have to satisfy certain requests of theirs every so often (such as at the beginning of every year or half year).  They'll send a ship to your colony and you have a couple quadrums to satisfy their request by putting goods into the ship.  At the end of the period the ship will fly off (and can also be sent early if you meet all the goals).

If you completely satisfy the request, you unlock something that you didn't have access to before.  Maybe you get access to a new plant or unlock the ability to research a new technology.  Maybe you can also get some minor rewards like a bunch of devilstrand or a new colonist.

If you don't complete the request, you get punished.  This would be the only time you face a raid but it would generally be smaller and not something that would require a kill box to defeat (remember, players in this mode really don't want to deal with raids).  The difficulty of the raid can be decreased by how much of the Empire's request you satisfied (so if you only delivered 50 berries instead of 100, the penalty will only be 50% as bad).  Other penalties can include blight, psychic waves, toxic fallout, eclipses, etc.  These might last for a quadrum or 2 but you could caravan the remaining goods to an Empire city to stop it early.
#2
Ideas / Democracy Meme
January 20, 2023, 03:01:52 AM
Came up with this in the shower so it's only like 30 minutes old in my mind.

New object: Voting booth

Only one colonist can use at a time but can build multiple and they are ugly to look at (the means of Democracy is an ugly business).  Made of some base material and some cloth/wool/leather.

On the 2nd day of every quadrum (or every other quadrum, or every year) it's Voting day!  Unshown to the player, every adult colonist gets a new work job with a random number to go vote.  Some colonists will roll a low number like a 1 and prioritize voting over all their other jobs.  Other colonists will roll higher numbers and not get to their "voting" job and as a result will suffer a negative moodlet because they couldn't participate in Democracy.  Colonists that vote will get a positive mood bonus and it will be even higher if their vote(s) win.  Voting starts at 8:00(AM) and ends at 20:00 (8:00PM) on Voting day.

On Voting day, the game will pick 0, 1, or 2 social roles and/or specialist jobs in the colony, prioritizing roles that don't yet exist in the colony, with the Leader role always getting picked if there isn't one in the colony.  If a role is picked and someone is already filling that role, that person will be up for reelection.  The game will pick another colonist at random that fulfills certain criteria for that role to go up against that person.  If the role is unfulfilled, the game will pick 2 colonists at random to run against each other.

Colonists will generally vote based on their social preferences so they'll prioritize colonists that they like a lot.  For specialist roles there will be some adjustments based on the skills and passions of the elected pawn but elections will mostly be popularity contests.  If the elected colonist loses the election, their role switches to the other colonist.  There will be no ceremony; the voting process was the ceremony.  The player will be informed of the exact counts of the election after the voting period ends.


New specialist: Psycaster

Democracy does not tolerate Kings and Queens.  Upon picking up the Democracy meme, any Royalty will be stripped of their titles without fanfare, though they'll suffer a negative moodlet for awhile based on their accumulated honor.  Formerly Royal colonists with psycasts can still use their psycasts if they take on the Psycaster role.  As one of the specialist roles, the Psycaster role can be chosen to be voted on.

Hypersensitive colonists are most likely to decide to run for the Psycaster role while dull colonists will rarely run.  A colonist that takes up the Psycaster role will be able to use all psycasts they know plus a smattering of psycasts that the rest of the colony knows so your colony won't be completely defenseless if the role ping pongs back and forth between two colonists.  There could be other psycaster-related benefits to the role as well but the colony will only ever have one Psycaster at a time.

Unlike other memes, there can never be more than one of the same specialist role.  There will only ever be one shooting specialist, one mining specialist, one production specialist, etc.  However, Democracy will allow all roles in the game.  Democracy will also not allow more than 1/3rd of your colonists (rounding down) to have a social role or specialist job (and the first two roles will always be Leader and Moral Guide at 3 and 6 colonists respectively).  Since those roles will be forced on colonists without your control, they will still be able to do jobs that they have at least a 10 skill in.


New precept: Slaves can vote

Under the Democracy meme slaves can vote but their vote is only worth 1/2 (half).  It can be 3/5ths if the coding works but that number might not work out in small colonies.

Just like the social roles and specialists, precepts are up for election as well.  On voting day, the game will randomly pick between 0/1/2/3 precepts to come up for election.  The vote will determine if the precept remains the same or is modified one direction (for precepts that have more than 2 choices).  If the highest result is less than 50%, the precept stays the same, otherwise it changes one level (so nothing too drastic unless you're playing with Randy, then maybe it can adjust by two levels).  I haven't figured out how colonists will choose whether to want the precept changed or not.


New moodlet: Humble defeat

A colonist that loses an election will obtain the negative Humble Defeat moodlet.  Should they suffer a breakdown while they have this, it will become a worse negative moodlet, Sore Loser.  Sore losers will cause problems for a colony following the Democracy meme (I haven't worked out what exactly, maybe something potentially destabilizing to the meme itself).  Colonists that win an election will get a small positive moodlet so they don't go on a drug binge after winning.
#3
Ideas / Hospice Care
January 04, 2023, 11:41:33 PM
As soon as a colonist hits 50% on a disease, you can add an Operations bill for "Administer Hospice care."  You can no longer give medicine to fight the disease but the disease progression dramatically drops and its effects are halved (or more).  The colonist gets some kind of mood buff and the effects of euthanization of the patient on the rest of the colony are decreased.
#4
The ability to pick only the best traits and to force children to be passionate about a skill you're missing in your colony makes children in longer games just way too overpowered.  Though I feel the player should have some control over the growth of children, sometimes children just don't grow up the way you want them to.  I'd like to propose some changes that will nerf children and add a little randomness to the growth process.

Children would still have 8 growth tiers with each tier affecting their traits or a passion.  When a child has a growth moment at ages 7, 10, and 13, the game will pick 6 skills for the passions to randomly pick from.  For each growth tier affecting passions the game will randomly pick an additional skill to add to the pool and then the player would be permitted to eliminate one skill from the pool.  The game will then randomly assign however many passions you have among the remaining skills with no skill being picked more than once for that growth moment.  You can still funnel the child's passions into shooting or medical but maybe, just randomly, he decides he's really into animals or plants and you'll just have to deal with that.

You can do the same with traits.  At each growth moment, the game would pick 3 traits randomly.  For each growth tier that affects the traits, the game will add an additional trait to the pool and you'll be permitted to eliminate one.  Then out of the 3 remaining traits, the game will pick one randomly.
#5
They are made for rough living outdoors and to last a long time.
#6
Not exactly sure if it's a mod issue but I can't figure out how the mod would conflict.  Had a dead android (Android Tiers) and couldn't move the colonists around on the bars.  Once the android was shredded I could rearrange them like normal.
#7
-22.13 for cleanliness.  I've moved all the walls (minify everything mod) and put down wooden floors underneath just in case.  The room used to be concrete which is when I noticed the cleanliness but I replaced it with jade flooring (morefloors mod) and it still persists.  It costs 1210 jade so I don't want to have to rip up the floor if I don't have to.

#8
You can draft like normal but getting your colonists to work requires proper work load management and scheduling.  No longer can you have a passing colonist right click an object to construct it or clean it, etc.

Watching various YouTubers, I've always considered it a sign of severe mismanagement when the player has to right click stuff in order to get it done.
#9
All your colonists gather in a group, the betrothed stand in the wedding spot, so maybe just have the highest royal or the oldest colonist stand in an empty spot next to the wedding spot.  Let the player's imagination decide what's going on.
#10
Any plant designated to be cut within 3 tiles of a fire should fall under the firefighting job.
#11
Burns leading to infections leading to spent medical supplies and downtime....  Just so dumb.
#12
Ideas / Tax Collector
May 26, 2020, 06:21:25 PM
A tax collector comes around once a year to collect silver or gold based on the wealth of your colony.  He leaves after 24 hours.  If he isn't paid, a quadrum later, members of his faction will come into your base and deconstruct/destroy various parts of it.  Maybe he can even be schmoozed a bit (ala hospitality mod) to stay an extra day or two so you have time to feed him lavish meals and have your "beautiful" colonists entertain him at night all for the purpose of him finding a loophole or two in the tax code to reduce what you might owe.

In every Rimworld game I've played, my wealth just goes up and up and up and there's really nothing to slow the growth (especially if I'm smart about handling raids).  Also, a lot of people just like playing the colony management part of the game and don't want to build a space ship.  Why not have something that benefits a wealth-growing playstyle such as having someone come along a take a small percentage of it each year.
#13
Bugs / [1.1] Pawns don't sow crops efficiently
May 24, 2020, 03:27:49 PM
So I have an 11x11 area set to sow rice but only part of it has been filled (like 30 spots).  I decide that the amount of rice sowed so far is enough and want the remainder of the empty growing zone to have corn sowed.  What I think should happen is for the pawn to sow the unused growing zone with corn first before cutting the rice.  What is currently happening is the pawn is cutting the rice first and replacing it with corn causing him to sow 60 spots for only 30 spots of crops.
#14
You fast before a major surgery to avoid complications right?  So a colonist who has low hunger going into a surgery gets a reduction in the chance of something bad happening or an improvement on the success of the surgery.
#15
Would be nice to request specific types of trade ships, especially when you start using mods that add all sorts of different kinds of ships.  I like how it's done in the game Banished.  You can request specific items and when the trader comes back you have to pay extra for those items.  Rimworld already has cost modifiers in trading; traders already get a 1.4x increase on their sale prices.  You could have another 1.4x increase for ships that were requested.

I'd really like to buy some slaves.
#16
A guest in my colony had a link monosword so I opened up the info panel for the sword to check it out.  I looked at the weapon statistics and saw the detection chance at 3%.  But my mind read it as Deflection chance after I closed the panel and I thought to myself, 'Wait a minute, can this psychic colonist deflect bullets?  Are there Jedi in this game where their psychic sensitivity affects how well they can deflect bullets?'  Then I clicked back into the weapon again to see how the deflection chance is calculated and saw that it actually said detection chance.  Shame.

Would be a cool idea.  Would allow a lightly armored melee unit to get into melee ranged of an enemy without taking damage or suffering the possibility of a lucky shot to their neck and would give a bit more longevity to melee psycasters.

I'm probably not the first one to suggest adding Jedi to Rimworld though.
#17
Here's my log info: https://gist.github.com/6451c4b8ed913a86dc6aa18845477914

I'm playing in the Ironman mode where you can't save scum so it's hard to reproduce the issue.
#18
Double the length of the day and halve the consumption rate of all needs and halve the buildup rate of diseases, toxic fallout, etc.  In the base game, pawns spend way too much of the day just traveling around.  There's always something to haul and never enough time to do it.  If the days were longer, pawns would spend a larger percentage of each day doing helpful work while the percent time spent traveling will be reduced.
#19
From the Ideas board:

QuoteFor legal reasons, Ludeon developers won't be reviewing this forum or any of the threads in it ... there is too much risk that someone could try to claim ownership of an idea that we implemented because they happened to have sent/posted something similar here.

Well Tynan, if you aren't going to use our ideas to make Rimworld better, then I'm going to find a way to sue you, likely under some violation of the EULA.  It will be done in America too, so you'll have to spend lots of money traveling down here just to appear.




Obviously this is in jest, but comon, make the game better.  Use our ideas or make us append some legalise in our threads to give you ownership of the idea.
#20
It would make sense if they like or hate them (maybe they even pee on the person's grave), but not if they never knew the person.