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Topics - Holvr

#1
Ideas / Suggestion: Mechanoid Sleeper Agents
November 21, 2020, 08:08:11 AM
This could be done in one of two ways:

1. Hidden character trait - Any character (except the starting ones) that joins the colony could come with a hidden status (or bodypart, if they even can be hidden) making them a Mechanoid Sleeper Agent.

2. A random event that can turn any existing character into a Mechanoid Sleeper Agent on the spot. This is the less favourable option, since it could also affect the starting characters, but it'd probably be far easier to implement.

Now, the Mechanoid Sleeper Agent (henceforth called MSA) would be a humanlike machine (think terminator infiltrators) that will reveal itself at a least opportune time (for your colony) to aid their mechanoid overlords against you (so during a sufficiently big mechanoid raid), turning against its former comrades.
In case you manage to successfully neutralize the MSA, its body will contain a whole slew of high-tier prosthetics and - on a rare occasion - a techprof subpersona core.


As a tangentially related idea, there could be an Empire Inquisitor event - one of your colonists caught an eye of the Stellarch's Inquisition, and must be put under investigation.
Even if the colonist is proven to be human, the Inquisitorial investigators - being known for their carnal methods of interrogation - will leave your colonist in a lasting pain and a resulting mood debuff, but will reimburse you for the trouble.
In case the colonist turns out to be MSA, you'll have a choice of either executing them (you get the loot mentioned in a previous paragraph) or give them away to the Empire for some royalty-related diplomatic favor. Or keep the colonist to disable their Hive Uplink (you get a heavily augumented supercolonist that's no longer MSA) and fight the Empire with all its wrath.
#2
Ideas / Suggestion: Focused Psychic Abilities
November 16, 2020, 02:37:42 PM
Given that the game offers different meditation foci, like art, nature, morbid etc. It'd make for a fun variety among the psycasters if some new abilities were tied to a specific focus, or perhaps a specific trait of the caster (for example - pyromaniac psycaster would have unique, and otherwise inaccessible, pyrokinetic abilities).

Psycasters that rely on Morbid focus could even be Rimworld's own necromancers - instilling some rudimentary brain activity into corpses to turn them into zombies that only "live" as long as the psycaster is actively focusing on them, be it for dumb labor or combat.

Fire psycasters, as mentioned before, would access pyrokinesis - some flashy AoE burning abilities to sow true destruction among the enemy lines. The price for having such a pawn would be having to deal with a pyromaniac in the colony. Even funnier if psycaster pyromaniac would use their powers to satisfy their need to watch the world burn, instead of just igniting some tiles by hand.

Nature casters would gain access to some healing abilities (in the sense of significantly increasing the target's natural healing speed, not magical, instant wound closure), temporarily fertilizing soil (overuse would turn the soil into sand), charming animals and such.

Ascetic pawns, being the ones that focus on looking within themselves and meditating deeply, could be the "seers" of psycasters, getting access to a "Foresight" ability that allows them to predict events (such as raids) several hours before they occur, letting the colony to prepare for the incoming threat.


At the same time, as a part of this idea, I'd like to suggest a new focus - "Technological", tied to the "Transhumanist" trait. The focal objects of that interest would be the most advanced pieces of technology in the colony (spaceship AI core being the holy grail among those), and their special abilities would revolve around producing electricity, overloading the power network to cause turrets and such to faulter, as well as creating localized EMP bursts, or (very debatable) rewiring mechanoids to temporarily fight on your colony's side.


All in all, such special abilities would introduce some variety to psycasters, and would make the player consider whether to give that psylink neuroformer to the precious psychically sensitive pawn, or maybe to that pyromaniac, to access potent abilities that other pawns couldn't.
#3
Ideas / New Psychic Cast: Mindscape
August 12, 2020, 01:13:20 AM
Powerful psionics and nobles - what could they fear the most? Being capable of mythical feats using one's mind alone, and being surrounded by loyal subjects and trained guards - what is there to fear? The answer is pretty trivial - death. Having all your power and influence taken from you by a stray bullet, a sickness, or another unfortunate event, is a terrifying prospect.

Because of that, a method of avoiding it all was devised - a psycast both wonderful and vile in its nature. A tool to achieve immortality.


In game terms - I propose a psycast that, when used, will place a protective aura over the caster. The aura will prevent the death of the mind, but not that of the body - when the caster dies whilst under the influence of the aura, their mind is shunted from the body, and violently injected into a random pawn, continuing the life of the caster, but purging the unfortunate owner of the body, killing them instantly.

Few points:

  • The target is a semi-random human pawn on the map. Psychically deaf pawns are immune. Psychically dull have reduced chance to be targeted. Sensitive have more chance. Hypersensitive are a prime target.

  • In case the target is not your colonist, it becomes one. If this targets an ally, they will be angered by essentially hijacking one of their people. If this targets a raider, you might've hit a jackpot (saved your caster and eliminated one enemy), but if the now-comatose pawn is in the middle of the enemy squad, they might get kidnapped.

  • It places the target into a psychic coma for a day or more, as their brain undergoes a turbulent change to adapt to all the psychic potential of its new mind. If the target was already a caster (of lower level than the injected pawn), the coma is shorter. If the target was a psionic of higher level, they don't get knocked out, but the pawn loses the psycasts that were above the level of the injected pawn.

  • All the skills and traits are derived from the mind, not the body.

  • If a straight pawn is injected into a pawn of opposite sex, they get become gay (to simulate that they're still interested in the sex they were into in their previous form). The inverse is also true (a gay pawn injected into opposite gender loses the trait).

  • All the body modifications, wounds, scars, missing limbs etc. stay as they were - only the mind changes, not the body.

  • In case of the caster holding royal title, the pawn retains it for a week. During that time you have to call the Bestower (introduced in 1.2) for a ceremonial "sanctioning" of your new body (basically an inheritance from yourself, to yourself). This might be useful if - for one reason or another - you want to break away from the royalty and politics... All you have to do to go into hiding is to die.

  • The aura itself should be a toggle-able cast that has some drawbacks to it (if someone is so paranoid to keep it up all day, every day, in the fear of death, they should probably suffer some mood debuffs at least).


Footnote: It's meant to be a way to retain your caster/royal pawn at the cost of a random pawn (likely other psionics) essentially dying. It has pros and cons, and I find it natural for near-godlike psionics to figure out a way to continue their existence infinitely.
#4
Mods / [Mod Request] Stockpile Logic
June 14, 2020, 05:03:35 AM
Not as much a "request" as a question: Is there a mod out there, that allows for any (the more the better) of the following changes to stockpiles?

- Setting a max cap on the stockpile: If something stacks up to 50, but I only ever want to keep 10 items of that kind there, I would love to be able to set a cap that'd disallow storing more than 10 at a time.
- Setting a minimum cap: If you have less than X of a specified item, issue a haul job to bring more in.
- Take from/give to a specified stockpile: To set up "relay" hauling networks, without needing to mess with priorities and colonists' allowed areas, it'd be grand to just force stockpiles to interact with specific stockpiles and nothing else.

And yeah, I know I can achieve some of the goals by using Industrial Rollers, or - as mentioned before - messing heavily with allowed areas and stockpile priorities, but that comes with a slew of annoyances of its own, thus my question - is there a mod out there that'd provide the desired functions? Preferably for 1.1.

Thank you kindly.
#5
Mods / [Mod Request] "Long" melee weapons
December 30, 2018, 09:58:31 AM
This idea is inspired mostly by things like embasures, and mods "run and gun" + "simple sidearms".

Would it be possible to make melee weapons with range longer than 1 tile? I mostly mean a possible addition of long spears, pikes etc. that would allow the user to attack pawns that are up to 1 tile away, even if there's a non-total cover (so embasure is fine, but a full wall isn't) between them.

To balance things out for "run and gun" mod, those weapons should have a long cooldown to lessen the allure of just kiting an enemy to death, and for the purposes of "simple sidearms" all polearms should be heavy as hell, to prevent them being a must-have addition to every loadout.

If I were to ever dabble in modding, and try to make this mod myself, I have a question: On a technical level, how does weapon skill work? When creating a weapon, do you just choose between ranged or melee, and the governing skill is automatically added, or would it be possible to create a "ranged" weapon with range of 1 tile, and then force it to use the "melee" skill as opposed to "shotting"? (Although that would probably still have a myriad of issues like "Brawler" pawns crying that they hold a "ranged" weapon, shield belts interfering with it etc.)

Thank you in advance.
#6
[Note: This thread regards the great "Rimworld of Magic" mod by Torann, so if you're not interested in that mod, you won't be interested in this thread.]


As you may or may know, I've made another thread proposing further expansion of RWoM, yet the playerbase response was null, as only Torann has shown interest in the suggestion. To quote:
Quote from: Torann on December 17, 2018, 12:51:37 AM
I've been looking at adding in advanced classes but this seems like a more interesting way to add to the mod (not to mention, a good way to keep balance in check) and I look forward to seeing if this is a direction other players would like to see the mod expand in.

I assume that simply not too many players are "into" having divinity, gods, religion etc. so prominent in their game, so keeping that in mind I'd like to introduce a different system as a base for Torann's advanced classes.


The Magic Research system would unlock for mana classes at the same level they can start to "mentor others", while stamina classes could engage in Martial Training either from the get go, or much earlies than mages. A description of each, and their differences, as below:

Martial Training: Stamina classes could conduct two types of training:
- Basic training sessions (through a new work type: training, placed alongside the existing "magic" one) that'd give them a consistent flow of small amounts of XP, as well as providing some small bonuses, dependent on the training's type, that'd last for basically as long as the pawn can maintain a regular training schedule. This would require some new buildings like shooting target (shooting boosts), practice dummy (melee boosts), sparring spot (mostly recreation, but gives some XP), running spot (movement speed) etc.
- Advanced training sessions that'd allow pawns to learn/create new fighting techniques and abilities. This would have a twofold function:
1. It'd allow pawns to learn some cross-class abilities (equivalent of "mage spells" for magical classes) like "sprint" and some other low-impact, but functional stuff. A precise list is disputable.
2. It'd allow pawns to grow beyond the confines of their class through discovering new moves, each class-specific. A ranger could learn a "Bouncing Arrow" (that'd ricochet between enemies), Gladiator could learn a "Leap" (jumping over obstacles and terrain, ignoring all movement impairing effects).
Not only that, but they could also learn to improve their existing skills beyond what's currently possible (which would further justify allowing for some cross-class skills, like the aforementioned Sprint). Going with the Sprint example, the Gladiator could learn to change it into a "Battering Ram" skill that'd allow the gladiator to rush at an incredible speed, knocking everyone on their path down. and bashing all the impacted doors open (bonus points if AI would learn to use it to burst through the doors).

That'd introduce more depth to existing classes and allow for tweaking their abilities without the need to implement an entire new class. Additionally, the cross-class skills would certainly improve pawns' versatility.

As a sidenote: a point to consider could be an introduction of mana/stamina pawns. A possible implementation of that feature could be simply allowing both phisically adept and magically gifted traits being on a pawn at once, and those being the traits responsible for allowing the pawn to learn corresponding cross-class abilities, while still retaining the "only one class" restriction. Simply put - if a pawn is both physical and magical, their main class is the one they learn first (so if a physical/magical pawn reads a necromancy book, they keep their physical trait, but become a full necromancer, so they can no longer become any of the combat classes).


Magic Research:
- A more robust system, divergent from the martial training. Instead of simply learning more mage spells, or improving their exsiting ones, mages would get an option to come up with entirely new spells, by studying the spells they already know and coming up with sort of hybrids.
- They would get a new building (dunno... spellcrafting table?) that'd allow them to ponder on their own spells, both class-specific and mage spells (so there'd be some overlap, but a priest would be able to come up with different spells than an arcane mage). Some examples - a Necromancer who knows both their class "Fog of Torment", as well as the mage spell "Rain" could possibly come up with a spell that evokes the Toxic Fallout event, instead of a plain rain. Or a Fire Mage who knows Fireclaw and Blink could come up with a spell that teleports them like blink, but also creates a fiery explosion at the point of origin and destination, making it a semi-offensive spell. Or a Priest who knows their healing, as well as Transfer Mana could invent a Transfer Health spell that'd allow them to sacrifice their own vitality to save others (basically healing wounds on the target, and manifesting them on the caster).
- Possible expansion feature to the Mentoring mechanics: allow Mentors to share their "crafted" spells with others as if they were mage spells, so that if a fire mage - as mentioned above - makes the exploding blink spell, they could teach it to others (for the balance purposes that could consume a gem of arcane insight).


This suggestion is only scratching the surface of where this could go, but I think that this approach would resonate with many more players than the previously suggested god/religion system would. I encourage you all to comment, so that Torann can know what his community wants. Don't be as silent as in the Gods of the Rim thread ;)
#7
[Note: This thread regards the great "Rimworld of Magic" mod by Torann, so if you're not interested in that mod, you won't be interested in this thread.]

This might be a somewhat unusual way to do it, but I'm posting this as a new thread, instead of a post in Rimworld of Magic main thread, for the sake of keeping the main one clean. This isn't a wizard class suggestion, but rather a proposition of an "expansion" for the whole mod, so if there's ever going to be any feedback to that, it's best not to spam the main thread.

To the point:

The idea is to build upon the good system of spells, abilities, mana etc. introduced by Rimworld of Magic, and add another layer in the form of gods and religion. This would serve as both another source of magic (divine, instead of arcane) and as means to a richer gameplay through commiting your colony to a certain way of life, despite - sometimes - what would please your god(s) wouldn't necessarily be the most lucrative or popular (colonist-wise) thing to do. It'd also - in certain ways - enhance the existing mages and fighters, depending on your choices.


Changes

First and foremost, this expansion would change the way Priests and Paladins (and possibly Druids) work. Instead of being a mana-based classes, they'd diverge into a new category of casters - the divine ones.

Divine classes would work slightly differently to both mana and stamina based classes, for they'd use neither, instead basing on their chosen god's favor. Favor mechanics in bullet points:
- Instead of being an actively depletable resource, favor would be something the divine character starts with on very low level, and gradually builds it up overtime.
- Favor is built by praying, acting upon your god's will, spreading your god's name, praise etc.
- When not maintained, favor drops by itself. The divine classes would have to keep their work up in order for their god to grant them powers.
- Instead of learning new spells at will via leveling up like arcane classes do, divine classes would automatically unlock higher level abilities when they reach certain levels of favor.


Gods

Each divine class would, as their first ability, choose a god (with the exception of Druids, who would be devoted to the mother nature herself from the very beginning, and paladins would be restricted to a good god). For that to work there'd be several gods, each with different characteristics, goals, preferences, and boons granted.

In general, gods would have things they love, like, are indifferent about, dislike and hate. To keep your god happy with your colony and in turn bestow powers on your priestly bunch, you'd need to keep on the good side of your god, and avoid upsetting them.
You could also have your colony worship a pantheon of gods, but that'd require some more careful approach, since gods would have relationships with each other (as a most cliche and blunt example: a god who hates undead wouldn't stand your colony worshipping both him and a god who loves undead).
Even worshipping two gods who are indifferent towards each other could prove tricky if one would want you to do things the other dislikes, so form your pantheon carefully.

Given the free nature of Rimworld, I'd rather avoid "hardcoding" gods with set names, backstories etc. and instead set up some archetypes with moving parts, and let the names and other stuff be randomised along with the planet. Below are some of the archetypes, but mind you that their "do's and don't's" lists can also be semi-random.

God of mercy:
Loves: Rescuing people, setting prisoners free
Likes: Healing, giving gifts to traders/factions, freeing slaves, recruiting prisoners
Dislikes: letting downed hostiles bleed out, raiding hostile factions, refusing rescue (from various events), using inhumane weapons (mainly fire) or weapons of mass destruction (orbital strikes), selling slaves
Hates: Killing and raiding allies and neutrals, or downed hostiles, harvesting organs

God of valor:
Loves: Defending against raids, raiding pirate outposts,
Likes: Raiding hostile factions, losing colonists in battle (glorious death!), having more melee fighters than shooters, having pawns with stamina class
Dislikes: Setting traps (deadfalls, IEDs etc.), selling slaves, losing colonists to captivity, refusing the rescue events
Hates: losing colonists to ilnesses (shameful death!)

God of terror:
Loves: Killing, feeding people to prisoners, harvesting prisoners, bloodlust traited pawns
Likes: Raiding anyone, butchering people, cannibalism (and having cannibal traited pawns), attacking caravans, leaving people to bleed out
Dislikes: trading other than selling slaves/organs, euthanising (death not cruel enough),
Hates: giving gifts, rescuing people, setting prisoners free, non-violent pawns

God of Commerce:
Loves: Trading, pawns with high social, greedy and jealous traited pawns
Likes: crafting and building (the higher quality outcome, the better), wealthy rooms
Dislikes: raiding anyone, botched construction, having unfinished items (if you start something, finish it!), stagnant wealth (upset if your colony's wealth isn't increasing fast enough), poor wealth of rooms
Hates: getting robbed (by raiders who decide to loot stuff and run), attacking caravans

God of Beauty:
Loves: Having Bard class pawns, pawns with high art skill, beautiful traited pawns
Likes: making sculptures, beautiful rooms, many different recreation sources, consuming lavish food, gourmand traited pawns, non-violent pawns
Dislikes: drug use (doesn't want "artificial" joy for pawns), ugly traited pawns, low beauty rooms
Hates: filth, blood splatters, having awful and poor items and buildings

God of Life:
Loves: Resurrecting, healing, slaying undead
Likes: high medical skilled pawns, having hospital equipment, crafting and using good medicine
Dislikes: Death knights, euthanising, colonist's deaths, letting anyone downed bleed out.
Hates: Creating undead, having undead, undead in any shape or form, necromancers, killing non-hostiles.

God of Undeath:
Loves: Creating and having undead, having liches
Likes: Necromancers, death knights, burying corpses
Dislikes: letting corpses rot away, cremating corpses (such a waste!),
Hates: non-undead resurrection, paladins

And the druid's special:

Mother Nature:
Loves: sowing trees, green-thumbed pawns
Likes: taming animals, tamed animals giving birth, sowing crops, calming manhunter animals
Dislikes: Killing wild animals in any season other than winter (manhunters don't count), slaughtering tamed animals, cutting plants and trees (harvesting is fine, but cutting them completely is not)
Hates: killing pregnant animals, burning plants

Nature should be balanced to be fair - she doesn't like cutting trees and stuff, but if you replant them in return, she'll be kind to you. In general, if you GIVE and take, it's fine, but if you only take, she'll dislike you.


Worship

Divine classes would get their favor from actively doing things their god likes, and fulfilling the god's will (quests and events given by the god, periodically), but their MAX favor would depend on how well is colony regarded by the particular god.
To this end, every non-divine pawn could be converted by any divine class to their religion, and such pawn would get a new need: "faith" that'd be kinda like a mundane version of favor. Pawns would increase it by praying (either at a new building - altar - or just the normal prayer that pawns sometimes do by themselves), making sacrifices (depending on the god - from food and crops, through art, precious metals, crafted goods, to animal and human sacrifice) and so on.
In the end - the priest's max potential would be determined by how well is he able to guide other colonists towards his god.

Favor and abilities

As said before, each priest would choose a god, and some of their abilities from now on would depend on such god. Here's where the aforementioned god archetypes come into play - the abilities a priest will get depend on the archetype of a god, so a god of life will give different abilities than a god of commerce.
For the simplicity of coding, priests would share some spells regardless of god (like advanced healing, for example, would be a baseline for most priest, maybe excluding the truly evil ones), but at least their ultimates should be different for each god.

Now, the casting mechanics: Instead of using favor like mana, they'd get spell "charges" based on the total amount of favor they have. So let's say that a beginner priest has a spell he can cast twice, each individual "charge" having its own cooldown, so let's say that cooldown is 30 seconds. He can cast the spell twice rapidly, and then wait the 30 seconds for the charges to get back, or use the spell once, and then use it again in 20 seconds, so the first charge will be back within 10 seconds of using the spell for the second time.
And the amount of times a divine class can cast a spell would scale with the total available favor, hence the priest's need for having a healthy religion in their colony, as that'd be the source of their power, but they'd still have to fulfill that potential by pleasing their god themselves, and maintaining the favor. In short: Max favor limit comes from followers, but actual favor comes from the divine classe's deeds. The amount of times they can cast each spell is based on the total value.


I'm looking forward to your input. Would something akin to this be a welcome addition to Rimworld of Magic, or would you rather prefer Torann to continue with the current mana/stamina class split?
#8
Mods / [Looking For Mod] Regional Factions
December 13, 2018, 07:06:28 PM
After a (brief) search for "factions" related mods, I haven't found anything that'd touch the subject I'm on about, so here's my question:

Is there any mod that makes the factions spawn regionally? Right now the factions are scattered all around the world, so even a primitive tribe has colonies worldwide. I'm looking for a mod that'd restrict factions to spawn regionally, creating sort of territories/countries (think of Mount and Blade, for example). I'd be grateful for pointing me towards such a mod, should one exist.

There's also much more depth I'd like from such a mod, but typing it all here would change this post to a mod idea, rather than just a question, so I'll hold for now.

Thanks in advance.
#9
What started as a generally interesting idea by AngleWyrm in this thread, turned into another one that came up in the thread. In particular, I mean the idea of selling items at a higher value and buying at a lower one when trading from a caravan. It's a good idea to encourage caravaneering some more, however all this gave me an idea for a mod, but since I'm not a programmer, I'll post it here, hoping that mayhaps someone would like the idea enough to make it happen.

The idea is to create demand and supply lists for each biome with some additional modifiers of which I'll talk in a moment. The supply and demand lists would govern the prices in any given biome, based on what would logically be in abundance and what would be scarce in any given region. A couple of examples:

- Temperate biome would be the closest to "vanilla" or "base price", since it technically has a bit of everything a colony might need.
- Mostly/permanently cold biomes would pay more for furs and warm clothing, weapons (for hunting) as well as most crops. If it's a treeless tundra or an ice sheet, wood might be in demand.
- Tropical and moderately warm biomes would have cheaper food due to the longer/year-round growing season. All sorts of medicines, penoxycyline etc. would be in high demand, due to increased disease risk. Wood would be rather cheap in tropical forests.
- Arid shrublands and desert biomes would demand wood and food, but due to the problematic storage (spoiling food) they'd prefer livestock and long-lasting food above anything else. Gold and gems would be cheaper there.
- Orbital traders could count as a "biome" themselves, having glitterworld tech and high-tech in general slightly cheaper than what you'd find on the planet's surface.

As for the "modifiers" mentioned before: Those would be just slight variations in prices based on many different things that aren't biomes. Examples:
- Less profitable (for the player) trade depending on roads. A village deep in a forest would have significantly fewer traders than a town located by asphalt highway. So no road = good prices, then dirt road, then stone, then asphalt and then highway).
- The more mountainous the area is, the higher supply of gems, stone, steel etc. and the higher demand of wood and food (smaller farmable/forest area).
- Flat areas would demand mineable resources more.
- Riverside and coastal areas would generally have higher supply of food (due to [currently imaginary] fishing and better soil).
- Tech level also matters: Tribes would generally have more basic demands like food/livestock/clothing/weapons and industrials would demand art and joy-related things (TVs, telescopes etc.) while being able to spare some industrial tech and weaponry at an acceptable prices. Orbitals would want mostly precious metals and gems (since they take it back to glitterworld which I personally view as a decadent society that has all its needs satisfied so they waste money at jewelry and other useless stuff).
- An area with lots of neighbouring towns and villages would naturally both buy and sell things at a lower price, due to the abundace of traders.
- The more dangerous an area is, the more willing its people are to pay more for stuff, due to the fewer traders. By "dangerous" I mean an area with raider bases nearby. The more raiders, the more people will pay the traders, especially for weapons and armor, turrets and mortars etc. Naturally, they'd sell weapons and armor at higher price as well, since they wouldn't want to part with those (if they'd sell them at all).

A note regarding biomes: The "distance to biome X" should also factor in, by which I mean that a village in the desert that borders with a tropical forest tile-to-tile should't pay for wood and food as much as a village in the middle of a damn desert, far far away from everything. In that case players would be able to abuse the system to the extreme (find 3 neighbouring biomes and you're basically set with a trade route).

And that's the idea, basically. I have no idea about how hard would it be to code and if anyone would ever like to undertake this, but there you have it. I hope you enjoy the idea.
#10
After receiving well thought answers to my previous inquiry (thanks again) I feel encouraged to ask you, wonderful modders, another question from "would X be possible?" series. Thank you in advance for any and all answers.

The question I have raging in my mind is somewhat influenced by this mod mixed with my idea of a special type of silent raids (it's a different mod idea entirely, but to put it short - a type of thief 'raiders' would enter your map without any notification to steal your stuff and leg it), and the question itself is:

Would it be possible to introduce a line-of-sight check to both pathfinding and event detection? Splitting it into a bunch of smaller, more precise questions to explain what I have in mind:
- Raiders/manhunters not charging straight to your colony from the far end of the map like they've had some sort of preinstalled GPS, but instead having to search for you first, until they aquire line of sight.
- Your pawns only detecting some types of events (not all would make sense, but most) only by line of sight so: raid is detected when someone spots a hostile, fire is detected on sight and so on. As an extension to this idea there could be different items like watchtowers (increase sight range of a pawn who mans it), security cameras and cctv screen (cameras detect threats if a pawn mans the screen), motion and heat detectors (for hostiles and fire respectively) etc.
- Perhaps even introducing some sort of stealth mechanics (since detection would be based on LoS rather than magical "I am 2 mountains away but I'm already moving to attack Jerry's bed specifically") for your pawns to utilise (guerilla suit sniper, anyone?).
- This one is probably even more far-fetch'd than the stealth, but mayhaps even a kind of Fog of War would be possible, so that you have to discover your map bit by bit, instead of being all-seeing god.

And a follow-up question: If (a big IF) all/some of the above would be possible, how much performance impact would it have, do you reckon, in bigger raids when dozens of bandits would frantically search the map for your pawns and buildings? As far as I know, now when a raider falls into your trap, his whole faction knows the exact location of said trap, so maybe it'd be possible to utilise this mechanics to make factions remember the location of your buildings so they don't have to search everytime, but I don't know whetner or not this would actually ease the game's calculations or further complicate them...


Thanks for reading all this stuff.
#11
Mods / [Mod idea / question] RPG mode
March 19, 2017, 05:14:23 AM
Hello my wonderful beasts!

So, unlike my other post this one will be quite a heavy one, if not outright abstract, but please bear with me.

Is it even remotely possible to mod even the most crude version of something even slightly resembilng an RPG mode? By RPG mode I mean something like:
- WorldGen with more predefined towns and other sites with an optional ability to set pre-defined NPCs in those.
- Quest system, even as barebones as "kill X who can be found at Y" or "bring me N of item X".
- Something for setting up a story. Events and their triggers based on time, character progress (total skill level? total wealth?), deaths of certain individuals etc.

Generally what I mean is not a complete mod with finished story etc. but more of a framework to create those. I have no knowledge about Rimworld's code so I don't know if it's possible, but the game itself seems to have the core mechanics that'd support such mod. For example:
- The UI responsible for managing your pawns is as good in "colony" mode as it would be in rpg.
- Max number of your pawns could depend on your main character's Social skill.
- There seem to be a mechanic of choice events (offering a runaway pawn shelter or let them get killed by bandits) so this could potentialy provide some crude dialogue options, I suppose?
- Travel would naturally utilise the awesome caravan and site generation system, so that's pretty much covered. Even the random encounters are already covered by it.
- I've seen mods giving pawns some special abilities like combat dash and such, so it's even possible to give some RPG-style action skills.


So... very, veeery roughly - is such thing even remotely possible in the current state of the game?

Cheers!
#12
Greetings, fellow Rimmers!

Since it's my very first post on this forum, I want to use up a little corner of my message to:
1. Thank Tynan for the awesome work. You've created an awesome world!
2. Also thank all the modders for probably equally awesome work. You keep said world alive ;)

Now that this little note is done, let me go straight to the point of this post, which is a question about a mod:

Is it possible to utilize the morale of raiders (and ideally your pawns as well - for balance) to create a system that'd make it either easier or harder to break their will, depending on circumstances?

I haven't looked into Rimworld's code so I have no idea how does the current morale system work. I don't know if there's actually a hidden stat or is it just some random chance when killing raiders or perhaps hardcoded "we run if we've lost >50% of our dudes". I have no idea and hence the question:

Could morale be expanded to make it possible to wear raiders psychologically (especially later in game in greater raids)? A couple ideas of how it could work:
- Unburied non-colonist corpses left to rot would each demoralise the raiders. Even more so if the deceased was of the same faction as the beholder. Similarly - corpses of your colonists would do that to your pawns.
- Special items created with use of the corpses, like: crossed corpse, bone pile, impaled body, pile of skulls etc. would take the demoralising effect to higher levels, showing the cruelty and savagery of your people towards their enemies BUT non-psychopath pawns would get negative moodlets by passing by those "deterrents", so it would be a good idea to place them in chokepoints away from your base.
- Witnessing an ally getting shot down would, naturally, lower the morale BUT each enemy shot would raise it.
- Being on fire seems like a quite good reason to say "F**k this s**t I'm out!" and run away from the fight.
- This could open a path to a couple of traits to add some spice. For example: "Vengeful" trait would reverse the demoralising effect IF the observed corpse belonged to the same faction as the beholder, making them want to kill you no matter what and they won't quit. The other one could be "Undaunted" - simply put, all those things would have no effect on an undaunted person.

You get the idea. So, would something like that be possible to mod into the current build or is it impossible?

Thanks a lot for taking the time to read this and even more so for responding.