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Topics - Codexehow

#1
Hey all...if I could code, I would code this myself. Sadly, I cannot.

So this is the idea:

Currently, pawns have a universal shooting and melee skill, right?

So what I propose is that when a pawn picks up a weapon, set an EFFECTIVE shooting/melee skill *for that weapon.*

So imagine a player is using Real Ruins. They set up camp and find a top-tier weapon. When they equip the weapon or put it into their inventory, the game sets their EFFECTIVE skill with that weapon to 0.

This means that when they are using this weapon, their shooting skill is 0.

Pawns can practice with a given weapon to increase their effective shooting skill with that weapon, and this would happen much faster than increasing shooting skill in general.

Eventually, their effective shooting skill with that weapon would reach parity with their actual shooting skill.

Purpose: simulate a pawn becoming familiar with new weapon technologies.

Ideally, this would be a small, light-weight mod that integrates well with other mods.

Please let me know if this is unclear.

If someone wants to take this on, I could provide native English flavor text and/or editing for your mods in return.
#2
I have this idea of writing a fan spec script for a Rimworld 1 hour drama. It would be a miniseries.

Good practice for me, and hopefully good times for all. The work would contain the standard disclaimer, and I would (obviously) never try to profit off of it beyond just putting it up on my own site (with links back here).

Any objection?

I would have to take some creative license to make it fit the format.

I would also send it to you first, and if you think it sucks, I won't publish it.
#3
Ideas / My Take on the Crime Thing
August 25, 2015, 12:33:51 AM
I don't think a complex crime system is necissary. It would be a nightmare to code. Plus, it isn't really realistic. We're talking about a very small group of people just trying to get by. I think the way the game is coded works well already. People in that scenario are going to try to get along as best as possible. They need each other.

There are two exceptions: the psychopath and the person suffering a mental break.

Both of those mechanics are already in the game and they work well.

To introduce an element of naughty behavior, however, you could hard code certain crimes into the game.

Examples:

If the player has a dumping site JUST for food, a colonist near breaking could binge on said food. This would lower the mood of all other colonists. That way, the "crime" has an effect on the colony, but we stay within the established parameters of the game.

Another:

If the player has a dump specifically for weapons, a colonist with the "psychopath" trait could move the weapons to his own "stash." Same effect: everyone's mood goes down. (but in practice it would probably be better if all colonists were capable of this behavior in extreme circumstances)

Lots of "crimes" like these could be coded in. Someone who is suffering a break could slaughter a pet. It would be a huge hit to the pet's owner, but it would affect all other colonists too.

This would make managing mood all the more important.

As far as punishment, idk. I maintain that in the Rimworld scenario, they can't afford to embrace corporal punishment.

If you only have 1 doctor, for instance, it isn't realistic to put them to death, no matter what they do. That would be suicide.


#4
Ideas / We should have to find and sanitize water
August 25, 2015, 12:18:55 AM
I realize there is probably a reason you didn't put this in the game :P. But it would be cool.

Water collection and sanitation could be a job.  It would be a very low-tech job. Just boil some water over a fire. Later it could be industrialized and automated.

People would die of dehydration if they don't drink regularly, but they could carry bottles of water so it wouldn't be a real threat unless a pawn is trapped away from base for an extended period of time.

The game really needs this, imo.

#5
Bugs / Possible bug in restrictions system
August 24, 2015, 10:28:22 PM
UPDATE:

Ok so what's happening is that the full home area isn't showing. I kept them drafted so they would stay safe. Once the elephants were dealt with, I went in to check the zone correctly. This time, I saw that I must have drawn some areas I didn't intend to. However, those areas WERE NOT showing while I was being attacked, so I couldn't clean them.

I got the hunting elephants event so I trimmed my "Home" area down to include just my buildings.
I then went into the restrictions system and set everyone to "Home."
For a second it was working, but then they all went outside and got attacked :(.
Do I also have to turn off all work?
#6
Ideas / A few ideas...
August 23, 2015, 05:39:04 AM
1. Re-education Booth. A late game alternative to arresting someone and hosting them in a jail. Jails take up space and feeding prisoners is a drain on resources. Why not have an expensive booth that you can put someone into for a little while to have them "re-educated?"

2. Joy item: TV. A TV that can tune in to "subspace" TV transmissions.

3. Weather: Tornado. Deadly.

4. Event: earthquake. Random walls have a % chance to fall. Pawns cannot move during the earthquake.

5. Animal/gameplay mechanic: Rideable horses. Pawns already move kind of fast though or so it seems at x3 speed, so idk. But it would be cool.

6. This has been mentioned, and I know it would be a ton of work, but raider missions would be cool. Maybe make it easy on yourself and make it so that it selects a mission based on what the raider pawns CAN SEE when they reach the colony. Maybe their goal becomes to kidnap the first colonist they see or to steal w/e from the stockpile. I still think the all or nothing raids should be part of the game, but some more diversity in this area would be nice.

7. The ability to create round structures.

That's all for now, I guess.