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Topics - Untrustedlife

#1
Been playing on cassandra classic in the newest testing build.

I have lost several colonists to mental breaks early on in the game due to psychic drones (including my main hunter)

Then it dawned on me, perhaps when someone successfully kills an animal during a hunt they get a happy thought, this way i could (for example during a physic drone go on a hunting excursion with my colonists ] (or at least i wouldn't lose my hunters to these events as often)
#2
Alrighty Then guys, we will do a succession game, ill go first Naturally, we will be playing on randy random (unless you guys would rather play on Cassandra or Cleopatra)
(added a poll)



Rules:


Ask to join in THIS thread! and I will add you to the list.

(Remember some rim-lore before making your story, No FTL Travel, The gulf Between Stars, and No aliens)

Our World Will be a Large 325x325

We will be playing on vanilla rimworld (I want to stay with vanilla for story reasons,) (This will be the first true succession game that i know of for rimworld)

(We will heavily RP our "Leaders" and each reign lasts 15 days)
Players Must Submit Their savefile in a zip/rar file on their post, and are recommended/encouraged, to  tell  of their reign in a creative STORY (first person) format.

You must explain how your leader ended up here (you don't have to try too hard though (I encourage it however)), and how you left after your fifteen days (Or go ahead and rename one of the unimportant colonists with your name)

(You can do this by going into the save file and editing your colonist)

(Feel free to RP your leader as crazily as you like)
(as long as you dont TRY to kill everyone.)

You want a dictatorship based on fear and cannibalism,  GO AHEAD!


Status:

Untrustedlifes Turn

Untrustedlife Update 1

Players:
Untrustedlife
Ender
Kubouch
minami26
Telkir
HeadshotKill (Tom)
Theapolaustic
Ednac
Milon
#3
Unfinished / The Factions+ Mod [WIP](Alpha 4f)
June 10, 2014, 03:04:54 PM
This Mod Will Eventually Be  Full Mod With Various Weapons/Factions/Techs

For Now However This is a simple mod (That I will expand upon with my own textures/weapons/etc) later that adds a new hidden faction Called "The Ancients" To your game.

The ancients are a civilization so technologically advanced, that they think of your people as inferior, and when your colony gets too big, they will react.

All they want in life is to keep any other groups from getting as advanced as they are, no one knows why.

Their existence is not guaranteed however, usually they aren't there, but sometimes, 1 or even 2 of these factions may exist in your game, (at war with each other) naturally.

They will attack very rarely... but when they do, they have real power.
There soldiers are equipped with only the finest weapons, weapons usually reserved for mechanoids sometimes (Like inferno cannons), but usually R4 Charge Rifles. And they Have there own mechanoids equipped with various weapons (including r4 charge rifles, and the mechanoid weapons)

https://www.dropbox.com/s/31790au6x39gbzh/Ancients.zip


I plan to expand upon this mod by adding new weapons/robots to the game, and even allowing you to get as advanced, I also plan to add factions from the medieval tech level. And other tech levels that arent here right now. (who says a rimworld cant have a United States style Empire on it, or a middle age kingdom? Its all there in the lore)


ScreenShots (I cant seem to get them to display n the forum post so I linked them)

http://imgur.com/X0Om6hw

http://imgur.com/pAj5Arw


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Things Implemented and downloadable:

The Ancient Civilization Faction (as described above)

Things Implemented But Not in The Downloadable Version Yet:

Hand-Held Missile weapon (Ultra Tech level)
#4
General Discussion / Elaborate a bit please...
June 10, 2014, 08:51:22 AM
QuoteIntegrated and rewrote Haplo’s ship part crash incident. Added extra psychic effects and mechanoid defenders.

Do you mean mechanoid defenders during mechanoid sieges?
and what psychic effects are we talking about?

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#5
Unfinished / [Project] Toxic World - Total Conversion
February 10, 2014, 01:04:23 AM
It is stated in the back stories of some colonists that some come from "Toxic Worlds" where toxic slime covers the surface and you are unable to survive outside.And live in compounds built into the ground.

I Give you:

The Toxic World Mod

I am making a total conversion for this.

Current Features:

I included My royal Bed Mod.

I have it set up that you cannot farm outside (but you can farm inside by building "farm plots" inside which cost large amounts of metal),

No plants grow outside Either.

and being outside gives a constant  debuff,

and toxic slime now replaces sand
(which is almost impossible for colonists to walk through, (but they can very slowly, and they get an even bigger debuff from being in the slime , and colonists will either not go across slime, or path around it.)


Planned Features:
I plan to, possibly change the colors of a few of the carpets and add utility items (such as statues)

Once it is possible I will replace the current creatures with insect based toxic-adapted creatures.

So instead aof a boomrat, you will get a boom-beatle, instead of a muffalo you will get a Giant Cockroach etc.

New weapons? New look for raiders?
all are possibilities.




Once I re-skin the slime I will go ahead and release teh first version of it.
(I don't have the time however, expect it within a few days)

The toxic slime and survival aspects work perfectly.  ;) (within the limits of the current alpha of course)

Expect me to keep updating it for as long as I can.

Releases:
I won't be releasing it until Tuesday
#6
Stories / Succession game?
February 04, 2014, 04:42:06 PM
So, I was struck with an interesting idea anyone want to do a succession game?

A good example of a succession game would be "Boatmurderd" in dwarf fortress.

10 days per turn.
#7
Outdated / [MOD] (Alpha 1) Royal Bed
January 28, 2014, 09:44:05 PM
Well, i mentioned that I made this earlier this morning on a different thread.
http://ludeon.com/forums/index.php?topic=1727.0

I give you

UntrustedLifes Mod
This adds a new item to the game called the Royal Bed

This bed heals colonists 25% faster and is twice as large as a normal bed, it costs 40 Metal and 20 Silver.

Installation Instructions

Back up your "Core Folder" which is located in the mods folder
Then simply extract this into the mods folder

Let it overwrite everything.
You will be given a new Item
The Royal Bed

----
What will I do next you might ask?
Well I am currently experimenting with adding new terrain to the game, perhaps a carpet world mod or fleshy ground or toxic world mod will happen as a result.
However you don't seem to be able to add new terrain to the game currently (it doesnt generate them) But you can edit them and they generate fine so hopefully I will figure it out.

Here is a screenshot of me screwing around with that:
#8
Ideas / The next Module.
January 17, 2014, 09:38:06 AM
I believe that after this release you should work on the biome module and the neighboring factions module.

Or the base history module (where we can see the past of our base, and where selling people as slaves may result in them coming back for vengeance.


What do yo guys think should be worked on after this release?
#9
I do like the current system, but I have an idea which you may be able to implement in a better way then I explain it.

I havent thought this through a huge amount yet. But, it makes no sense that you can have a colony of medivel farm oafs. but they all know how to build solar panels.

I suggest limiting the technology of the player by , not only research, but also by tech tech level of colonists somehow.

So for example if you have an entreapanur and 2 medieval people, you should be able to build medieval technology alongside the tech that the entrepreneur has experienced. Or you could "Average" it out by having a number assigned to each tech level (so say, our farmers are at tech level  4 or 5 (medieval) and we have an entrepreneur lets say he is at tech level 8 or 9 (industrial/pre-modern) so you would end up with 4 + 4 + 8 / 3 which averages out to 5.2 (which is medieval/renaissance in this case) (closer to renaissance)

or maybe you could do it by the amount of varying tech levels so if you have 2 medieval people and one industrial age entrepreneur you have 4 + 4 + 8 / (amount of tech levels, in this case, 2 (medieval and industrial)) which= a tech level of 8 which is industrial.

Maybe the differing tech levels would just add more varieties of buildings/furniture you can build instead of limiting?

Either way i think it would be interesting if you took this route.

-----------------------

Other idea:
Also, maybe instead of that idea (above) you could start us out at a certain tech level and we could advance beyond it via research.
balance it by starting us out at a lower tech level (you just crashlanded with a bunch of people who may or may not be educated), so it would make sense.
#10
You can have a room full of prisoner beds, throw a bunch of gibbet cages in it fill them with dead raiders then beat up a bunch of the prisoners and they get so afraid they will join when you friendly chat them again. instantly.

What is your favorite method of getting people to join your colony?

This is mine.
#11
Ideas / An examine tool/part of UI
January 12, 2014, 12:36:21 AM
Why is it that on the wiki i see these nice descriptions of weapons and things like that but in game i only see the names of these items no description to be had.
Either they should have a neat description/flavor text under there name when you select them or there should be a separate part of the UI that lets you examine things for their neat lore-filled descriptions.

I assume you are planning on this, i just thought i would say that I wanted it.
#12
Ideas / Butchering animals for meat/food? And rotting.
January 07, 2014, 05:47:46 PM
I think we should be able to butcher animals for food.
Or is that planned?

also
if they lay out too long they rot (and the food is poisonous if it is rotten)
#13
General Discussion / OST and threats?
January 07, 2014, 05:21:39 PM
When will there be a soundtrack for this game?
If there is music it doesn't play on my computer.

Also what kinds of threats do you plan on adding in the next update, if any?
#14
General Discussion / Wait..Trans-animals? AWESOME.
January 06, 2014, 01:52:53 PM
so I just found this:

here:
https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub
tynan linked me to it.

Quote
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy.
One consistent class of modification we’ve seen applied to a wide variety of creatures is intelligence enhancement. Dogs, pigs, monkeys, gorillas, whales, dolphins, and elephants have all been engineered and combined with human DNA to produce smarter variations. Some variants are created as pets. Other are made to do work too dangerous or unpleasant for humans, and beyond the capacities of a culture’s AI. Some are created as warriors and weapons - hyper-intelligent guard dog, a bird scout that can speak what is sees, a bomb-carrying suicide monkey. These brain modifications are often paired with physical changes - fingers so a pig can manipulate tools, or a humanlike larynx and mouth so a dog can talk.
Such intelligence-enhanced animals are collectively classified by their degree of brain power and called by a specific prefix like so:
Opti - Indicates enhanced but still sub-human intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidog, optipig, optiwhale, optimonkey.
Trans - Indicates intelligence in the human range. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian.
Many times, these modified animals have, during a regressive catastrophe, been forced into interbreeding with an unmodified animal population, producing descendants of widely varying levels of intelligence.

In a few cases, transanimals have become the dominant species on a planet, eliminating or enslaving the remaining humans.
Other than intelligence enhancement, humanity has applied a wide variety of modifications to its pets, crops, livestock, and houseplants. Sometimes these new species become part of the natural environment and thereafter evolve further into a new kind of organism. Some confirmed examples are:
Boomrat: A bioengineered rat that develops an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a weapon, these creatures are now common in the wild on some planets where wars took place long ago.
Boomfruit: Probably engineered as a novelty, this explosive plant evolved to be larger and more dangerous until it became the equivalent of a hand grenade, complete with murderous shrapnel. Its explosiveness dissuades predators. After that, people learned to farm the plant, using its explosive fruit as a weapon.
Whip cactus - Created as part of a military defense system, whip cactus whips out and strikes moving creatures nearby.
Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.
Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.



Does this mean we could get a planet of the apes type scenario..?
That is so sweet..
What do yo guys think.
#15
There should be more non-raider threats for the player to deal with that add depth and interest and fun challenges to the game.

I have seen these suggested many many times on the story teller incident thread so i decided to make a full suggestion for it.

;)

There should be a small chance (based on the storyteller AI)
that a citizen could either be a hired assassin/bounty hunter (who actually is coming to your base to kill a specific person who has upset a powerful person) who tries to hide themselves until they have a good shot at killing their target.
They would try to escape after killing the target. But before that they would act as normal colonists (despite their evil intentions until they CAN kill the target somehow (collapsing a mine they are are working in, poisoning them, shooting or stabbing them) when there are no witnesses around.

There should also be a chance that a colonist could be a saboteur , who is coming to your base to destroy a certain important item or just cause havoc.) They would hide themselves until they have an opening as-well, but then they will try to blow up part of your base or a machine) then they will try to escape.


NOTE:None of the starter colonists would EVER be a assassin or saboteur.
Also
There should always be some way of identifying the saboteur or assassin before they finish their jobs, maybe colonists will find them strange or they will have strange habits that the player could pick up on if they are paying attention. In time to jail them before they complete their mission.

Maybe the background of the colonist holds some hints as-well. And maybe they will hide their weapon somewhere in the room they are assigned or somewhere in the base.

I believe it would be a very cool addition.

And it wouldn't happen on the easier AI settings. Or would be much much rarer.


You guys got any idea on how to improve this idea?
What do you think?



#16
Ideas / Plant Infestation.
January 06, 2014, 12:03:32 AM
(a plant has started growing out of control..stop it before it overuns your base)
There should be a random even that causes a strange vine-type plant to start growing out of control outside or inside your base, you have to contain it in any way possible. So you have to either shoot at it a ton (the vines , to break them) blow it up (the plant) or burn them all or cut them up before it overruns your base. Or contain it.
Any unfortunate colonists who get overtaken by the plant are slowly strangled to death.)

what do you guys think?


This could be extended for a sort of kudzoo infestation that happens during research rarely.
You would have to contain that as-well.

It would be a great test of the players ability to figure out how to react to it.

And would add a new non-raider threat that you may have to deal with.