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

Topics - ToXeye

#1
Ideas / Feature dropoff "Faction Allegiance"
July 24, 2019, 10:11:40 AM
Hello! It would be nice if the player could choose a starting faction that aids the colony. A little bit cheesy, but it could be a nice feature anyway. The reason? I wanted to make a mod for Rimworld based on the source game called "Empires".

In Empires, there's two factions. One is genetically modified, and the other is prostophile. They are basically stuck in eternal conflict. Also, they are clones/androids, made with nano technology.

The idea of eternal (or not eternal in some cases) conflict between two factions is an old one. Games like C&C, Red Alert, Dune, Total Annihilation...

The reason for this feature is to make rimworld moddable into a kind of mockup of those games.
#2
Stories / Naked Brutality Peaceful Playthrough
May 15, 2019, 12:44:49 PM
I am making a naked brutality playthrough, on cassandra classic, comittment mode and peaceful difficulty.

My only colonist is named Ferrus Corvenus (called just "Corvenus"). He is a music lover incapable of nothing. His only real skill is Artistic. He has burning passion for Artistic and Animals. He is a little bit skilled in close combat. He is also a night owl, a slow poke and has a chemical fascination.

I randomize a place. It's in a forested area, so it's going to be easier. At this time I am finished with the setup. I make planetfall with the drop pod.

The first thing I do is make a sleeping spot, a crafting spot and a butcher spot. He immediately goes to bed because he's a night owl. That was the first time I notice that he has the night owl trait.

After a while, I want to kill some rats with bare hands because Corvenus is starving. I then continue to eat the rats' corpses. I get some easy scratches from the rats attacking me back.

I manage to make Corvenus cut down some trees and make a club. I also manage to tear down some old buildings to patch up another old building to sleep in. I make an extra wall piece and a door out of marble. I move in to the place.

Drop pods come loaded with pemmican. Awesome news that is! I bring back all the pemmican to my little sleeping house.

Next up is to harvest some healroot, make some clothes, and get some entertainment items.

Here are the screenshots so far:

https://steamuserimages-a.akamaihd.net/ugc/800990158380859402/45BC5FF5141E46CC4DCFA65671E94EE7273D4778/

https://steamuserimages-a.akamaihd.net/ugc/800990158380864940/B93903845FB3783B180B83E7CEA23EB54B32B9FF/


https://steamuserimages-a.akamaihd.net/ugc/800990158380876082/974115909ABF5471F56F39EA28F2CAFE24F90EB4/

https://steamuserimages-a.akamaihd.net/ugc/800990158380903230/E7CF706A41D31DF01B5DD6ACBAB81E679AF0020E/


https://steamuserimages-a.akamaihd.net/ugc/800990158380922680/0F457985FC9CAE9B357983F9FF2B69A65708F831/

I forgot to mention his extreme breakdown, which gave a 40 point bonus catharsis to his mood. It's kind of ok I guess, he's getting to a point where he can take care of himself.
#3
I have an idea for taking care of insect infestations: Researching some way to make weapons that just kill a whole room.

Insecticide : A gas weapon

Pesticide: A gas weapon

Flame Thrower: A "Gas" Weapon

This would make the rooms affected in some way, so it would not be a 100% "free" solution. Making clothes tainted, for example.

Anyway, a "Fire Cloud" would be nice, and injecting gases and such into rooms through doors/vents would be nice
#4
Ideas / YACI (yet another complex idea)
December 08, 2018, 02:29:16 PM
Considering how people make "cheap ideas" in the "cheapest ideas" forum post... what about combining the two (Yet Another Stupid Death + your cheapest ideas = yet another complex idea) I figure that since so many people give their heavy duty ideas in the cheap idea thread, that people might feel more relaxed if they are invited to make and share their most complex ideas here.

TL;DR: This is the thread for really elaborate/sprawling ideas.

PS: Mod ideas might end up here aswell, since it's hard to know where a good idea is "a mod idea" or "a vanilla idea"
#5
Off-Topic / YASD (Yet Another Stupid Death)
October 27, 2018, 02:42:16 PM
INFO: If you want to post YASD's for other games than rimworld, that's great! This is the off-topic forum after all.

There's something in online gaming, where if you fail a game in a very miserable way, you call it YASD - Yet Another Stupid Death. It's derived from roguelike culture, because in roguelikes you will eventually die in stupid ways.

I will start the thread with my latest YASD.

QuoteIt started with a well rounded but talentless rich explorer. He managed to build a little bit and even got visitors via dropship. Two visitors, that is. He took care of both but the beds were outdoors. Then a cougar attacked and killed all of us. I'd call that "YASD by cougar"
#6
Ideas / Leading home dazed and wandering
June 25, 2017, 03:56:17 PM
As the title says. Is it or would it be any good?
#7
Small reminder:

In dwarf fortress the world is simulated before letting the player make his impression on the world. This makes the game huge and slow to start playing, more like a kind of game experiment than a real game. What does the game gain from having such huge computations? The world that the player is going to invade is going to become regenerated. As the player chops down trees en masse... they should come back (but I can't verify this... haven't played DF for long spurts... more short tests than gaming it for real).

So what is the foremost reason the colony loses the forest that it lives in? Alpha beavers, thunder storms, boomalopes/boomrats, winter, sieges, Molotovs, fire starters... and is there ways to replant the forest? Nope... growing zones are the only way to get trees once the forest starts disappearing.

Just putting this here.
#8
This is a cleaner way to answer the cheap idea thread without hogging the thread.

Quote from: delor on August 10, 2016, 05:55:25 PM
  My cheapest idea?  Scale recruitment difficulty with the size of your colony.

  As a quick and dirty example: Say the AI profile says the soft min is 3 and the soft max is 15.  Modify the recruitment difficulty by +(5*population)-45.  At 3 people you'll get a -30 modifier, enough to render a moderate difficulty prisoner into an easy one to convert.  At 15, you'll get +30, enough to render a moderate difficult prisoner into a very hard one.

  This will help keep colony populations somewhere in the desired range, even when bad luck and unfortunate narrator combinations otherwise might hose a player and end a game prematurely.

I think that this is another variable that needs to be considered. var X = % easier for small colony, Y = % easier for large colony... this could be a character variable, so that each character either has a penchant for large or small colonies. This could be simplified by making it standard that these characters like small colonies no matter what, which is the case that you describe : - )

In some way, the game is already showing the player through a lot of difficulty scaling that it's not a game that allows the player to scale his colony to a larger size without facing the consequences. But time also increases the penalties. Each playthrough seems similar to the other. It begins with the nice preparation time, time to prepare to face the increased difficulty. So in spirit of the game in general, there would be no reason not to make the game harder as time passes.

The positive effect of having small colonies easily joinable is that the handling of the colony would stay similar all along as the game passes. With fewer colonists in general. Then it would also give penalized colonies a compensation since after a raid you would want to recruit some of those prisoners to compensate for the fallen colonists. Story wise: makes no sense. Game mechanics wise: according to the book.

There's a problem though: The game would end pretty soon after you lose your first important person. Compensation for losing important rolled characters is meagre since they often lack the skills that the colony requires.

I know that losing a character could even improve the lifespan of the colony, at the cost of decreased resistance to diseases, starvation, raiders, etc. If there's enough food for one person for one year, it is probable that the one person is going to be stuck in his home without giving the player any gameplay.

*addition/edit* I realize that I am being a bit obvious about it. But I like the idea. I just am a bit contradictive about the mechanics because it seems illogical, even if it's the go-to mechanic for any good game. Keeping the squad/colony small means that you have consistent gameplay throughout the game. There might be a game mode that allows for huge colonies, such as phoebe chillax on peaceful (or what it's called).
#9
Ideas / [A14d] Request: ways to manage medicine
July 27, 2016, 01:52:49 PM
The big problem I have is that colonists often get uncurable infections. There is no way of choosing which disease is being treated. There could be a much more interesting micromanagement in the game if you'd be able to restrict which health issues get what treatment, or if there is just a way to not waste good medicine on meaningless things like scratches. Different kinds of medicine would make the game more cluttery, so it's better to consider things like using cloth for making bandages, or just disallowing using medicine on things like scratches or bruises.

Either way, bandages won't stop an infection. That's what xergium/healroot would do.
#10
Ideas / [A14d] Carpets for keeping dirt out
July 27, 2016, 10:30:22 AM
Hi! I wager that it's doable to have carpets that you regularly clean to keep the dirt out. It's weird to have the doctor come from outdoors and just sully the patient's wounds because he didn't bother to take his shoes off. And then there's the beauty aspect.
#11
In this thread, I would like to continue a tradition of telling how things go in the game. The best way of telling how the game progresses is to have a thread about it. Also tell what mods you use.

[A14] Planeton by ToXeye

I used the lighting mod. I managed to carve into the side of the mountain, research stone cutting soon, and had a humongous supply of steel right in the middle of the base. Pretty soon, the storyteller (which was Cassandra on rough or challenge, can't remember) decided to throw manhunter elephants at my otherwise capable colony. It was saved from the elephants by some friendly neighbours. The elephants managed to destroy all my four wind power generators before the neighbours saved me. After that there was very little steel left, and very few components, contradictory to the way I started out with lots and lots of components. Then came toxic fallout... I left the computer for dinner and didn't realize I had the slider on normal speed. After I was finished eating, there was bugs all over in my colony and all of my colonists were down.

http://steamcommunity.com/sharedfiles/filedetails/?id=731926691
#12
Like in dwarf fortress there should be greedy dwarves colonists that mandate or take things as their own.

However, that's idea number 3. Idea number 2 is: let the player define their own colours and patterns, a bit like chivalry medieval warfare or like the banners in minecraft.

The original idea was probably having the prisoners be force-wearing a certain symbol or uniform.'

The ideas stemmed from the realization that one of my colonists was in a daze, undressing in winter. I arrested her, then she ended up in a small 2x2 room outside of the base. It would be nice to be able to dress arrested colonists or put clothes in their room, letting them dress automatically according to a kind of one-shot stockpile not unlike the way that food is put in rooms when the colonist is sleeping.
#13
As it is now, I have a pair of lovers who share bed. When one of them is using the bed, I cannot make them go to bed together. All that I get is "double bed is occupied by X", and there's no other choice such as "sleep with X".
#14
So I started a game from ordinary 3 drop pods. I set out in a mountainous desert area. I play in Cassandra Classic. I play for a while... expecting the characters to equip clothes according to the situation.

What happens?

Even though it's 16 degrees outside, they keep wearing parkas. Even the nudist wears parka, and then complain about the parka being low quality. I guess the desert is in a very cold place, and that 16*C is actually a bit lower than I expected.

However, I'm from sweden where 20*C is actually warm, so that's what struck me to begin with.
#15
Bugs / [A13] carnivores peckish
April 10, 2016, 01:42:21 PM
1. What the circumstances were.
A pet (labrador) suffers from malnutrition. I want to feed it.
2. What happened.
There is no way to force-feed animals.
3. What you expected to happen.
I wanted to right-click the labrador and thus force feed it.
4. How we can reproduce the bug.
Have a carnivore as a pet, run out of meat, do not hunt, etc.
#16
Ideas / Pool Starting VS Old School Rolling
August 21, 2015, 12:17:17 PM
I would suggest a few different ways to decrease the amount of time wasted on rolling characters.

If there's a pool of characters that you can choose from, that will decrease time that is spent rolling random characters, and increase the feel of the game alltogether. However, I know that the randomness is meant to give the feeling that you don't really have a choice. So that's perhaps something to think about. Often, I start by dissing all my intro level characters and rerolling them. That process could be made efficient.

One idea which I had was to reroll ALL the characters at once. But instead of just 3 characters, you choose 3 characters from a pool of 7. It means that you can choose from those characters, and reroll only if you can't find any one that suits you.

Of course, coupled with the "starting ship" idea, a colony ship could let you start with 5 out of 10.
#17
Bugs / [XUbuntu, 0.8.671] Freezer lacks reconnect button
December 30, 2014, 03:34:16 AM
The freezer lacks a reconnect button, but the heater has a reconnect button, so it's a simple fix.
#18
I started out on the hardest difficulty on cassandra just to show my buddy.
It began with killing some deer and showing the "forbid/unforbid" system.
I then begun building some wooden cabins for the colonists to sleep in.
There were some pirate raids and some tribals.
After a while, the pirates came to prepare a siege. I assaulted them
in order to prevent damage to my colony. I did not have any mountain
to hide under, so it was pretty inevitable that  I assaulted them.
Then I went on to find a nice spot to fire from, an old ruin provided
excellent cover. After my men were all incapacitated and/or dead, they
decided to take prisoners and leave. That's where the empath came to
capture the pirate that the pirates left behind bleeding. In essence,
the pirates don't bring their own back. What happens to the kidnapped
colonists could be unspeakable, or unimaginable. Still, I was able to
use my empath (non violent 15 social skill) to capture one of the
pirates. I then got to use the claim button to claim the mortar and sand
bags for some extra metal, minus 80% of my colony. She's the only remaining
colonis. Emilia, the empath. Capable of everything except fighting and
hunting. I will have to build some defenses for her. Too bad she has two
prisoners just waiting to be fed with food, while the colony starves
from not having any meat producing hunters. I made some turrets outside
the comm room, so that Emilia the Empath can hide behind that door when the
next raid comes. Now they have to eat raw meat becaue Emilia can't manage
to cook herself considering that she is all alone in the colony, with plenty
of space for herself and her two prisoners Azsura and Redfields. A trade
ship just came by. A combat supplier. Too bad Emilia doesn't need any of
that, she can't handle guns. A group of tribespeople now came to attack
the colony, so she had to be drafted and enter the comms room. The
tribespeople went straight for the comms room and started bashing down
doors to the first chamber. That's where they will fail, I hope. That's
where the turrets are. After being shot by the turrets they all fled.
i could continue building the second solar generator. I stripped the
soldier that remained, I had previously equipped them all with armour
vests and helmets, the tradeoff is that it will slow her down.
Colonist left unburied
Ate off the ground
Observed corpse
Ate raw food
She is gooing to leave the colony soon.

Both the prisoners are around 90 recruitment difficulty
and both of them are below loyalty threshold.
Of course, I have visitors, but none of them are helping me out.
Now I buried the dead colonist. She became less grumpy.
Even the prisoners are happier, they even have their own
sun lamp to help them out! Wonder how well they would sleep
if sunlight was detrimental to sleeping in the game.
Now the prisoners attack each other. Redfields went on a rampage.
I hope Azzura wins this, or Emilia will have to hide in the corner again.   
Aaand he did. Now Emilia has to patch both of them up.
I even made separate rooms for them now.

Now I have tons of things to do: patch prisoners up, feed them venison,
and recruit them. In between sieges... Emilia is going to have problems   
And now she begun harvesting the cotton. I removed the cotton growing
zone and made a new one for potatos. Bad choice, but hey, they still
grow fast enough.

And now Redfields is on another rampage. Emilia will have to use the
killbox/comms room. Luckily she didn't have to do that because he just
stands there being psychotic. Redfields no longer gets any food and I
have locked his door. That's when he started bashing down the door.
Apparently, he avoided my killbox because of his psychotic thoughts.
He attacked the other prisoner and bashed him down. Now he approaches
my killbox, which was previously just a research room. When he was
down, I force-attacked the tile he was on to make him less of a hassle.
I still try to care about Azzura, one of the pirates that tried to kill
the colony and apparently succeeded up to 80%.

Emilia has started hauling the food that the pirates brought with them,
so she's got time over now.

Surprise. One of my prisoners got attacked by the visitors from
community-at-the-plain. Now Emilia is soon going to have less
of a hassle deciding what to do, and instead focus on building lots
and lots of turrets and a mortar. Nope, he survived but got beaten down.
Damn tourists.

Emilia patched him up again, but the tourists came and beat Azzura down.
As usual, they even use guns on him until he lies down. They just enter
the prison without approval, damn tourists. I wanted to recruit that
guy. This time they left, though, so now Azzura can stand up without
being brutally assaulted.

Azzura
Female mercenary sniper of The Fearful Unit
status: not yet recruited

Emilia
Empath of Microton
status: the only surviving colonist of Microton

There's no time for friendly chats now, Emilia has to build defenses.
Collecting the leftovers from the siege that the pirates left...

I notice that she always takes the chair closest to her meal,
not the chair in the shortest path.

Digging new graves. Not important, but could save time.

It's May the 3rd, the first year. Only the arrested escapee survived
the pirate onslaught. Currently building defenses to survive longer.
Just... one... more... turn...

Given that her social skills is her best asset, I decided to make
Emilia try to recruit Azzura.

Oh ok solar flare.

Slave trader! Too bad there's a solar flare going on.

And now an eclipse.

She keeps trying to recruit Azzura while bringing back metal.

But I have power left to try to contact the slave trader.

I recruited two hermits and sold Azzura. After all, I was
going nowhere with that guy.

Both hermits are named Bacchus. Both were good at shooting. Both were
now to be equipped with M24 sniper rifles, making them formidable at
long range, easily defending the killbox. Upon further inspection,
it would seem that they are clones with the same name: Riesling Bacchus.

And now "A group of pirates from The Fearful Unit have arrived in
drop pods nearby."
"They are attacking immediately."

Woops. And one of the pirates is named Futa. We hid behind
the pillbox to avoid them, and let them fight with the turrets.
No sniping this time, because they came from the west and the killbox
is facing east.

Explosions: Grenades. Turrets exploding. But Emilia and the
Bacchuses survived.

Had social chat x3         13
Had an unpleasant conversation x2   -3
Pessimist            -8

I decided to equip both the bacchuses with pistols instead. They make
better shots at short range.

And the kitchen boomrat. It's been in there since it was built.

Now we're running out of metal but have plenty of time to grow plants.
Also, both of the clone hermits are hunters with excellent skills.

Tip, don't build a table in the midddle of nowhere unless you want your
crazy colonists to use it as a gathering spot. Without actually gathering
together.

And now a male psychic drone. Hope none of the hermits become mad....

I just noticed the hermits are female. So the male drone didn't do anything.

Now I can start growing cotton again - to bring in some silver.

The hermits keep eating in Emilia's room, because the distance to it is
shorter than to the other rooms. However, it's a much longer path.

Tribespeople attack! The colonists will have to hide inside the comm room
again, I will not expose them to danger.

The tribespeople are shooting each other in the back. Dammit. I expected
some resistance here! Still, they outmatch my single turret easily. It's
up to the two backup turrets to fix the rest. And plan C is to let the
hermits shoot them up. Easy..? Their friendly fire did part of it, the
exploding turret disintegrated one of them. The wooden door fixed some
of the delay. They keep hitting each other with rock, pila and arrows.
And the turrets do a good job. One of them is ready for capture now, I
think. If I manage to make THAT work out.

I captured him, the Keeper named Bascullo. Recruitment difficulty 80.
I will talk to him to try to make him more willing to join the colony,
using the high social skills of Emilia the Empath.

Also, I made a table in front of the kitchen. It will slow people down,
but it will also make sure that they don't go to Emilia's room to eat.
I removed a wall and the door to the kitchen, so now it has a roof
(Tynan please add so that you can build your own roof zones, with risk
of making them collapse of course, rather than having no-roof zones).

Now I was thinking "where is that turret? Oh yes, it exploded."

I set out to mine for some more metal

"Prisoner below loyalty threshold" on the Keeper Bascullo. He's got
his own energy supply for his sunlamp, so why doesn't he join? J/K

"Emilia successfully recruited Bascullo (14% chance)."

Now he's resting in the medi halls instead.

Cargo pods full of silver! Yay.

And one of the bacchuses got plague. Not yay.

And since I have no mods installed I can't get any medipacks until a ship
comes by to drop them for me. He will not get good treatment, I wager.
Apparently he did get treatment. Hm...

If we start naming the Bacchuses by the fat one and the thin one,
it's the fat one who got the plague.

I equipped Bascullo with one of the two sniper rifles, because now
he's going hunting.

He killed a turtle.

Now the fat Bacchus is going to hunt with his pila. Damn, slow warmup.
High damage. Know what happened? The nose of the turtle was
"Cut off (fresh)" and he's bleeding, and his pain level is "Little".
I just carved the nose off a turtle with a throwing spear!
And he didn't feel a thing! Next up he died from destroyed liver and
got a crack in the shell.

The cotton is coming along nicely, so I think I will get some silver
for that, which in turn will bring some new <stroke>colonists</stroke>.

A dude named Vector appears in a drop pod. He's apparently a Criminal
Kingpin, so he's not going to do anything for me except shoot with his
mediocre 3 in shooting and 5 in melee.

I noticed a kink in the system: When looking at the thoughts screen
for Bascullo, the "Starts expiring in:" time decreased AFTER the
"Finishes expiring in:" time. So It would start expiring in 0.6 days,
and then finish expiring 1.2 hours before that.

Vector was recruited. Now he can do his Kingpin-y things and just stand
around waiting for some raiders to come and kill him "just as planned".
He has hyperweave clothes, which makes him resistant to attacks, but still.
I gave him a club to reflect the fact that he's better at melee than at
ranged combat.

Oh no, now bacchus the fat has both plague and malaria. Better get him to
the hospital.

A group of tribespeople attack, now I will be able to snipe them with
Bascullo's sniper rifle, perhaps deterring them from zerging. I think
this is the battle that will end Microton and Emily or Emilia or what
she's called... Emilia.

Bascullo failed sneaking up on them, and didn't get a shot before being
bombarded with arrows. He managed to get away, still. I will now equip
him with a spear to make him better in close quarters. Bascullo is soon
going to break, as he has a high mental threshold value. Being wounded
and hungry, he decided to become grumpy and approach his mental
threshold level.

The tribals waited until night to attack.
Draft everyone and "flee! run to the comms console!"

I let bacchus the fat and sickly run to the back with Emilia,
and let the rest stand and melee attack anyone who enters the door.

Bacchus the thin tried to stave off the attack by firing from the door,
but he ended up being incapacitated when one of the turrets exploded.
Bascullo was evaporized by the second explosion, and vector with his
hyperweave threads were unharmed and then the tribals fled. Strange.

They simply put survived the onslaught, but none of the turrets did.
Now the thin and the fat bacchuses both have reasons to be in sick-bed.
Vector just stood there letting the shrapnel fly off his shirt.
The thin bacchus, however, did not have such luxury.
All that remains of Bascullo is is spear. Poor Bascullo.

More about the Bacchuses. Since they are both basically the same
person, they have the same origins and stats. Both are youth
delinquents and involuntary hermits. They are weird, in simple terms.

Ahhh, finally the boomrat has left the kitchen. I wonder when, though.
Probably at the same time I removed the wall and the door.

I rebuilt some of the turrets. They are efficient. And harvesting potatoes.
Potatoes for teh winz. Just cooking them means that they are just as good
as anything. And a mad squirrel. Just what I'm looking for. Emilia is attacked
by the squirrel! And she abhors violence! AAAAHHHH!!! PANIC! Sending vector
with his club and fancy space vest.

And with the squirrel dealt with, a group of tribespeople attack
immediately. Malaria-bacchus, also called thin bacchus, will stand
and throw his WHOLE 30 DAMAGE pila at incoming enemies.
8 shots from the two turrets, then a pila to the torso.
Bacchus the thin got some arrows and stone onto him...

Vector the Kinkpin is a good doctor, it appears. Nope, only 3.
I am interested in seeing how Crush (handful of stones) can be
treated when it's on the right kidney. Poorly sutured... Ok.

Finally a trader that can buy my cloth! Leatherjackets for
everyone! Except for vector, because he doesn't need it.
He got someone's old leather jacket instead.
Squirrelskin jacket.

And so it continues, attack after attack, never really ending the
story since there is little addition to the colony. No new recruits
and no plasteel or AI core. Just pirate raiders and tribals.
And the amount of graves becomes larger and larger.

I don't think the gameplay will improve from now on, so I quit.
#19
Ideas / Ardy Arbitrary
November 11, 2014, 04:34:49 AM
I have an idea for a story teller. Someone who is like randy random, except he could be less random than randy. He can be called Ardy Arbitrary. Ardy because he's arduous (or something) and arbitrary because he's both fair and unfair at times. I think that Randy Random is already that in regards to how he treats the player. It would require more work to create yet another storyteller. It's just that I like the idea of having a storyteller that does not care about what you do as a player, he just thinks that "now it's time for this, and now it's time for that". It's random, but it's not insanely random. Simply put, you could make Randy more random and Ardy more about having a strict set of rules that do not take into account how well he started out (such as how many turrets you have). For example, if you have a lot of metal, you COULD have built many turrets. It's just that you would not always build turrets, so then the storyteller will punish the player like an arbiter. "If you like to play an unfair game, play this storyteller." The only difference between the other storytellers is that when you build many turrets it's not a bad thing at all, it's even good because it increases your defense capabilities. It's either unfair for you or unfair for the AI trying to kill you.

QuoteArbitrary (Adj.)

1 (usually of a decision) Based on individual discretion or judgment; not based on any objective distinction, perhaps even made at random.

2 Determined by impulse rather than reason; heavy-handed.

3 (mathematics) Any and all possible.

4 Determined by independent arbiter.

As you can see, by number 1 and 2, it almost means random.

The graphics design would involve some kind of judge's wear or perhaps officer's clothing.

I know it's a bad idea to just add this and that to the game, potentially ruining the amount of work that has to be put into it, but it would be an interesting concept with an arbitrary storyteller.

"But considering that all of the storytellers are arbitrary..." True. It's true that all three storytellers are arbitrary in some way. So it was just a character idea, not an essential part of the game.

"4) Determined by independent arbiter" and that arbiter is the one writing the characters/AI i would presume.

But if you combine 2 and 4, you get a heavy handed, impulsive judge.

*edit* but I know that since the other modes have difficulty levels, this mode would do nothing (except for rewarding the player for being greedy). Bad idea. Removing thread. Or something.
#20
Bugs / [W|0.7.584] Hauling food to prisoners.
November 09, 2014, 04:49:08 PM
When food is hauled to prisoners, and they choose to haul the 1 item stack before the 15 item stack - which happened in my case, the prisoner will eat the 1 item stack first and get "ate raw food". Then it will eat the 15 item stack and get "ate raw food x 2" lowering mood by 18 instead of 9 or something like that.