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Topics - SrGrafo

#1
Mods / Modders, please!
September 11, 2017, 11:41:51 PM

Have you ever felt like this?



I love this game so much but after playing for years (rim years ha) raids are justs borderly annoying rather than a fun event, a lot of things about them just kills the inmersion of the game, like when a raider enters the map and instantly knows where is your colony and starts walking towards it, whats this? Alien Isolation?, because they do this I just cant see them interesting, they feel like flies that go to just get murdered either by my traps or my bullets.

I would just love if someone could mod the game like this.

Factions should have Scout events



Instead of "oh we know you are there and RNG will just make us pop up there every 5-6 days, how about we have an event where 1 scout raider from that colony, enters the map in point A and leaves in point B, if he comes in contact with any building structure you have, then he starts leaving the map and notify his colony, from that point THEN they should send attacks, cause know they "know" where you are, and this should be only that faction, in the case he didnt spot anything then it should be a long time until they send another scout.

This should be posible since we already have the "people is passing by" event, where some strangers are just walking in the map and leaving.

In the other hand, if the scout spotted you and starts running away to leave the map, you could just kill him, which will just make another scout sometime appear and search the "missing scout"


War prisoners



Dealing with raids gets super repetitive really fast, and to be honest there is no way to make peace with hostile factions, meaning that RNG has a solid excuse to always just throw raiders, and lets be honest, the only reason we capture raiders is because

a) they have good stats
b) they damaged our fave pawn so now we are gonna imprison, beat up everyday and heal them for like a quadrum and once they are full of scars and broken bones, then remove one by one their organs in an order that will keep them alive so later we chop it and eat them
c) ah, and sometimes cause we misclick

how about capturing have an actual mechanic, see it this way, if you capture raiders they are war prisoners, in other words "hostages", this should stop raids from happening cause you are threatening them to kill the hostages, so the events by capturing a raiders should be:

a) that faction ask you to free that pawn, in exchange they will not bother you for X days
b) that faction ask you to exchange the pawn for goods, (like they fucking do when they kidnap one of ours)
c) that faction enrages and send raids more often until they rescue their prisoners (low chance event)

in any case something interesting could be done, lets say the faction has a Moral %, and they are most likely to not bother you when you capture:

someone younger
someone who has relationships with their faction
multiple people
or if you have a reputation of killing downed raiders

this would have pros and cons overall, main pro is that the faction wont bother you anymore, main con is that you now need to maintain having a prisoner, (and recruiting them should lower even more the chances of them bothering you (the faction))

War furniture



lets face it, we all have a big plot of graveyards for our enemies, which forces us to rush the crematorium thing to burn bodies, other people get mods that solve this but in any case we all can agree that the bodies just stack and dont have use, how about we can craft furniture made out of corpses and put it outside, whenever raiders come some of them should flee being scared of it, something like this would depend on the amount of war furniture you have or their mental break point, so whenever raiders ask where is the entrance of your colony, its a nice way to awnser



War territory



On a final note, the overall factions hostility behavior makes no sense at all, they are practicaly distributed all around the world and you get attacked by whoever the RNG feels like choosing, this pretty much makes also travelling a bit completely unnecesary, most of the time when we start a game, we set location and thats where we will live, there is absolutely no reason to travel to any place to actualy get resources or do something other than "I feel like having a cold weather now", there was an update with events but those feel a bit way specific and one time event.

to make my rambling clear, colony locations are just arbitrary located with no real purpose.

with a huge world and the dedication certain aspects of the game has, the colonies from other factions should follow something more logical, by this I mean

1) each faction should actualy grow as the player do, I get to read that "chief from x died, this fella is now the new chief", so the game keeps track of the chief diabetes condition but cant make that every certain number of ticks new colonies spawn or get destroyed (or captured)
2) each faction should have territory expansion, the more colonies they build the more territory they get, in that case it would actualy makes sense that a faction is hostile towards another faction, if too much enemy territory is taken away by other factions creating colonies, thats a logical reason to say "hey, I dont like you"
3) if factions would actualy have territories and limits, and grow/get destroy, then it would be a reason to actualy travel or decide where to stay, some factions could be more open and allow your colony to chill in their territory, other factions could be dicks and raid you often until you leave or die, or eventualy as you grow, you become your own faction and you become the dick.

((also following the first point on these, if there were to be scout raiders, they should only reach the territory limit of that faction, if you are in the middle of icesheet and you get raided there, all I can think is "who the f or what the f is the motivation of these raiders to freeze their butts in the middle of nowhere for my farm))

Conclusion

I know this might be way too complicated to be added, but if any modder around can handle this or is also annoyed by these aspects of the game, please work on this >:C

I can provide all art assets needed. have more ideas for other things but jesus this thing from all kills me.
#2
Mods / (wip) Tribal Culture! (looking modder for help)
August 28, 2017, 09:04:58 PM
>:( Make tribals great again!   ///sorry for my english btw///




(work in progress) So this mod focus on a complete oposite research evolution of a colony. If you are here its because you probably like tribals, some players do the "tribals start" to have a "challenge" but no matter what you do, in rimworld (at least in rough/extreme) you must get tech to survive, raids, mechanoids etc.

As a tribal colony fighting mechanoids is narnia, your only way is to hope they step on tons of traps (which each one adds a lot of wealth) so the more traps the more nonsense raids, in other words as a tribal colony, fighting mechanoids or sieges is like a toodler fighting a wall.

So this is what I have been working on, an actualy viable research path for the tribals



as you know, the research tree, goes kind of like this

Basicaly you start as a toddler and end up rambo

and every player that wants to go tribal, yes they can for like that tiny period of time at the beginning, cause if you are tribal and you survive your first armed raid with shotguns, AND you steal the weapons tecnicaly you are no longer in your same tech level as a ttribal colony, cause from a bow/spear you moved to a shotgun just by picking up from raiders.

and its annoying in harder difficulties that "thats the way to get weapons, steal them" instead of "I teached myself how to make weapons from scratch"

so what I want is a research tree that goes the other way, like this



making posible for the player to actualy explore the tribal culture, and in other words, "STAY" tribal, so this is quite simple, we just need to take core points from the right tree and put them in a way to work in the left tree

like this
(these are just random examples btw)



have been looking for mods that do this but didnt find much, the coolest mod I found is Tribal Esscentials, which does an awesome thing to add leather beds, but mostly just that, all the other things it adds are nice yet nothing that would actualy help against high tech enemies.

so after not finding more tribal love mods, started to make one, taking the good things from certain ones like leather beds concept from that one, or the same way fashionrimsta adds a lot of cool clothing For Arrivals, it would be cool to have the same amount of clothing For Tribals

so, will be posting the mod here soon, (just no point in posting it yet since all the items are just unbalanced and a lot is with random values, which requires testing and testing to get good numbers)

what I am looking for is, Ideas! if you are a tribal lover and have suggestions or ideas shoot them up, (also if want to help codewise that would be highly apreciated since I am a terrible modder, took me an hour just to *kind of* get to know how to add clothing)

current things planned

- tribals are focused on wood, they dont get electricity but they can craft other fancy things that solve better light and air conditioner
- (for later) a different trap that doesnt cause Cut damage but instead Bruise damage (focused for capturing or just downing raiders without cuts)
- scalating art structures, being able to research more and more beuty items that you can just place them without requiring pawn to have good art level
- (have no idea how to atm but) Sniper bow, more range and more damage yet as advanced in research as an assault rifle
- clothing like fashionrimsta, I mean clothing focused on improving different aspects

I think thats in my head atm  ;D