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 - ambivalence

#1
Hey there. Is it possible to add some kind of storylines to the game? Having a base platform for stories could create great opportunities for modding.

See the link in my signature.

Quote from: ambivalence on February 24, 2017, 11:13:35 AM
For example, some outsider wants us to help him – seems like an ordinary rimworld event – but we turn him away. The decision is saved, some timer is set and one year passed – surprise, now we know him as a faction leader that wants revenge (-X to faction relationships and series of hard raids). It's just the first example that crossed my mind – these sequences could be longer, but the framework, however, would be pretty much the same: question, answer, timer, random/hardcoded consequence. More complex variation is: trigger, question, answer, if/then/else-consequence. Is it possible to create trigger-based incidents which ask player for a decision to make? Ideally, some kind of framework, so modders could use it for their stories.

When you've set numbers of these timers, game would become like TV-series with all the cross-references and wow-effects, especially if the time gaps are long enough.
#2
started a new map with -80 on average, but all the caravans are going away immediately because of the dangerous temperatures. it would be okay in some cases, but when the entire planet is one giant piece of ice they'd better be prepared. I imagine an iron-willed person who's brave enough to travel with caravan among the ice, not a random dude with no clothes and no character. Possible solutions:


  • traders with special traits/backstories giving them resistance to high and low temperatures.
  • special kind of traders for winter maps who agree to trade only in warm place, and if there's one, they don't go away: it was a long road, they are so close, why?
  • warmer clothes, obviously

please, guys, it needs a solution)
#3
Please, could you help me to figure out what gives the error? Here's the log. There's too much stuff, I'll spend a whole day trying to catch the issue manually, but the log doesn't help me. Maybe you know.

It would be easier if the initialization would be faster, but it takes ≈ 20 minutes to load the menu. Just in case, see the attachments for the last debug messages from the game.

[attachment deleted due to age]
#4
Idea inspired by «Frospunk» (not an advertisement in any way). It would be great to have such a challenge – to have a battle not with bandits from other settlements, but with mother nature itself. The temperature should get colder and colder – abnormally colder, even comparing with everfrozen biomes. So, it would require new tactics, building more walls (maybe some special, heat-isolated kind of them), more heating elements (once again, if it's possible to create SUPER cold territory, it would be great to have at least one super-heater; see «frostpunk»). The key is to survive waiting for the sun.

It also could be special kind of event like toxic rain, but harder and longer, affecting all the planet (your other maps and AI colonies). Speaking about AI, it would nice to have a special kind of intercom interaction with them, last messages etc because most of them should die eventually. Last but not least, having some tough decisions through a quest framework (I know there're some mods; probably RimQuest by Jecrell) assuming long-lasting consequences would be also great.
#5
Mods / C++ and RimWorld mods.
October 10, 2017, 12:20:10 PM
Is it possible to write mods for the game using C++? I have some skill in it and I know, that Unity engine (just for example) seems to support the ability to use in some way. Not very interested in gamedev though, so I cannot tell it for sure; just like RimCommunity and wanna contribute some.
#6
Probably, it's a mad idea, but it came to me suddenly and I've decided to share it here with you guys. What is the point: it's really simple to scrape our social accounts to take an info from them. For example, it could be some simple python script to get all the data (names of our friends or one step beyond: friends of our friends). Why not to create some application that build xmls with this kind of information, so these pawns will encounter in the world of rim? I can write the gathering script, but I don't know how to implement it into the game.

I think it's kinda fun. Any ideas how to build these xml/predefined pawns? It also would be great to have a modified UI layout to insert photos or links to those people.
#7
I know, it sounds a bit hard to ask, but here's what I mean.

For example, some outsider wants us to help him – seems like an ordinary rimworld event – but we turn him away. The decision is saved, some timer is set and one year passed – surprise, now we know him as a faction leader that wants revenge (-X to faction relationships and series of hard raids). It's just the first example that crossed my mind – these sequences could be longer, but the framework, however, would be the same: question, answer, timer, random/hardcoded consequence. More complex variation is: trigger, question, answer, if/then/else-consequence. Is it possible to create trigger-based incidents which ask player for a decision to make? Ideally, some kind of framework, so modders could use it for their stories.

When you've set numbers of these timers, game would become like TV-series with all the cross-references and wow-effects, especially if the time gaps are long enough.
#8
Mods / [Mod Request] The Floors.
January 08, 2017, 07:31:03 PM
Is it possible to generate additional levels of map? So it would give pawns an ability to create some kind of basements (bunkers?) and 2nd floors. I guess it could be a generation based on the nearest tiles. I assume it can be a total gamechanger.
#9
 

Description:

Actually, these are just the mods I'm playing with and this is the reason I've decided not to name it a "modpack", intentionally.  I really care about the balance and hate any sorts of cheating. You may take a look at modlists below, if you want to be sure it fits for you. It was published just to save some time for you and one of its strong sides is the update's frequency. Personally, I do know how much time does it need to find a precious modification and to place it with the right order to play without any bugs. I hope it will solve your problem.

Legal policy:

If you are an author of mods contained in the archive and you want me to exclude them, please name their folders and I'll do it as fast as possible. Once again, this is my private mod-collection -- no more, no less. All the rights are yours. If you have found your mod in it, I should thank you a lot. You -- yes, you -- made my playing experience perfect.

What does it contain?

The most current and right-ordered modlist can be found here (html with descriptions).

Does it contain «Combat Realism»?

No, it doesn't. There are no overhaul modifications in it, so you won't see any muffalo-riding spidermen. It will be a vanilla-like feeling on steroids.

Does it make the game harder?

Oh, yes. Your begining could be a really tough one. However, it is a survival, am I right?

Update policy:

a) This mod collection is absolutely dynamical. It updates automatically every time I run the game, so it will always be up-to-date. Until I quit, of course.
b) The mods from "294100" folder are the newest ones - due to some well known reasons. See the instructions inside.
c) Those ones from the "Mods" folder are updating too, but without that lighting-fast speed.
d) Not everything is activated by ModsConfig file. The mods disabled by default need careful checks for compatibility and balance.
e) WARNING: some of these modifications — and I've tried to mark them — was forked a bit by me for my personal gameplay. No big changes — just some def-corrections for greater compatibility, so, for example, some mods will use technologies connected between each other. If you deem it the reason you want your mod to be excluded from the collection, please name its folder.

You can get it from these sources:

google.drive | yandex.drive (not the yellow one)
(dropbox is down because of the high traffic here)

I'm also going to write a batch script so you will be able to update your mods automatically if needed.
Reports and suggestions are welcome.