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Topics - Ouroboros

#1
I really want these cute little angel statues . The Large/T2 Christian style - not the huge one! The one looking like a little angel. The issue is that I want them to face each other outside of doors. 
 
But it 100% depends on them being able to be rotated to face each other. I guess I don't know cause I never really tried, but can sculptures even be rotated? Some but not all? I only want the Chr. style for that statue only - so I don't want to waste a style spot for nothing.
#2
I was wondering if you can sleep in one. If not - is there a reason for not allowing it in terms of gameplay balance, or is this just something that wasn't thought of? With the implementation of Ideology it would make sense for morbid characters and/or darkness loving characters - to enjoy sleeping in a sarcophagus. It also opens a lot of roleplaying options that does not harm gameplay balance.

Unless of course - I'm ignoring some obvious reason I'm not seeing - as to why this shouldn't be possible? Which admittedly could be the case here.
#3
Hi

I could be wrong, but I seem to recall Tynan having said in a post long ago that he would like to add something more to siding with the rebels against the Empire in the Royalty DLC. This was ages ago though and nothing seem to have improved. Has he said anything officially as to if he intends to do something more there or not? 

It would just be nice to get confirmation if it will most likely happen or not. I've always been hyped for the Rebel side of it getting a bit more appeal, even if just something minor. Like a Guerilla Specialist to Ideology, raiding Empire colonies, assassinating the Stellarch or something.
#4
You know those huge rivers that go into and under the mountain? Making "underground docks" by placing bridges on either side along the river, then houses built into the "riversides". Bridges to connect both sides at strategic places.

Just hoping this would inspire someone to try :) It looks really cool and aesthetically pleasing having an underground river city. Torches and lightning makes it extra cozy. The entrance to your base is literally the river cave entrance that goes into the mountain. Makes it both easy and adds some new challenges to defend.

Not sure if this is something many have "discovered" yet. But a "steampunk" like underground river city is really cool imo.
#5
Only sort-of workaround to worshipping one of your starting colonists as a living god, is to pick Embodied Theist and name one of your colonists as one of the living gods. It's a bit crude solution, in particular because you must choose a minimum of 2 gods when you only want one. 
 
I think apotheosis needs to be added as a base ideological structure so we might pick one of our starting colonists as our living god deity. Since the religion is built around this colonist, I think this colonist also needs to be either essential, or destroying the religion giving its believers a massive mood penalty if they die. 
   
You can - currently - TECHNICALLY roleplay Apotheosis by choosing embodied theist and name colonists after the God/s. But the game won't actually recognize this in any meaningful manner. Shouldn't be too hard to add this to the game. It would take minimal work and change just adding apotheosis, choosing a colonist (or several) as gods, and add some effects.

Hoping something can be done about this. Maybe even deify one of your pets, so you can tame and worship a squirrel if that isn't too silly. 
 
Thoughts?   
 
#6
Important disclaimer: Tynan stated that for legal reasons they can't view the idea forum. But I really think I have an idea he has to see because it's too good not to be implemented. An idea that would make Rimworld vastly better for everyone who enjoys it. So note that I officially denounce ownership of this idea for Rimworld when it comes to copyright, commercial use and any intellectual property laws and give Ludeon Studios full right of use. This might look silly to some, but this is in fact as a written statement, a LEGALLY BINDING CONTRACT.

-

A popular Rimworld content creator (not sure if I can name him?) answered a viewer on his stream. The question was (paraphrasing): "Is military conquest viable?". The answer was, also paraphrasing, that playing like that sounds fun in theory, but becomes a chore. A drawn out time sink. And since most enemy settlements are randomized small outposts they don't really pose that much of an actual challenge. 
 
Problem: Settlements are not challenging. World travel and time spent makes it a boring time sink.   

-

So how can a military and conquest based victory condition be added, which is fun and engaging? That doesn't rely on "taking over the map"?

1) Add a Capital City for all factions. Though location is randomized, These Capital Cities themselves are not randomized, but handcrafted. To look like real aesthetically pleasing proper settlements depending on the faction and culture they represent with a logical and challenging layout. For example a rustic culture settlement could be a walled city, where you start at the gates. Having to fight through the residential district and up to the castle / village mansion or whatever government seat is there. Their faction leader and their elite guard ready.

2) Taking a Capital City from a faction, turns all their remaining non-capital faction settlements into neutral individual settlements, and gives you a victory point towards conquest victory condition. This way, you don't have to mindlessly attack every settlement on the map. 

3) However taking a faction's non-capital settlement. Vassalizing, razing or raiding it. Makes the capitol weaker. For example. Say that you are fighting the Shattered Empire. Taking one of their settlements out, may mean that their Capital loses 50% of their turrets. Another may cut their food supply so the Capital defenders starts from hungry to starvation. Taking out one settlement may cut reinforcements so that the defending capital is cut from 40 defenders to 30. Taking a settlement that has a comm station may prevent reinforcement drop-pods. A training facility may remove the faction leader's elite guard protecting him. For Shattered Empire specific, since they are mostly on the fleet, it could be an embassy instead. The High Stellarch arriving in a shuttle with elite troops. 

So taking out their settlements isn't pointless! And works as a self-enforced difficulty scale. Truly masochistic hardcore player? Straight for the Capital! Want to weaken them first? Take out strategic settlements. 

4) Taking out a faction gives a point towards military / conquest victory, but also reduces resting diplomacy with all factions. X points needed for victory.

5) There are lots more that can be done with this idea. Vassalizing settlements making them part of YOUR empire controlled by AI. Where you can for example order them to defend (may cancel high threat events), attack (attempt to take out targeted enemy faction), focus on trade (giving you better global sell and buy prices), military training etc. But this is more of an advanced idea.

6) Only the player being the aggressor can be boring. But at the same time, as the player you also have to deal with threats at home all the time of all types. So maybe have 1 more event possible with hostile factions per year. Where they attack you with their military. And if you take out a faction by taking their Capital, in 1-4 years at random, remnant loyalists of that faction may commit to a last ditch attempt to get revenge and take you out. These events can happen irregardless of other event timers. So you can be lucky or unluck with the timing. Or both at the same time. Say a cannibal tribe you took out, have their last stand patriots attack you just as mechs arrive.

I will end it here. But I'd really like people's thoughts on this. Maybe I'm not seeing the issues that may arrive, but I truly think this approach would make a militaristic and conquest based playstyle extremely fun and enjoyable. It removes the boring problem of "attack these 100 settlements to win", instead focusing on priority targets - faction capitals. With strategy involved as to weakening them first or not by taking out some other settlements of theirs. 
 
Thoughts?
#7
I would like to propose - if it isn't too much work to do this - an official point system for custom scenario starts as a baseline. It is a rather simple suggestion in concept. If you click "Balanced Start" (off by default) in the custom scenario editor, you start with X points to spend. Any items, tech, research, animals - anything that makes the game easier - cost points. Anything that makes the game harder, gives you points. 
 
This would serve as a forced balance check for those that want an official baseline for what the devs consider a balanced start. Either for purists like myself, for people that should compete in any way, bragging rights, self-enforced balance rule for those that struggle to stop themselves and end up bored because they made the game too easy. People that want to RP and need specific items, but don't want the game to be easier. The reasons are many.
 
I also think the prepare carefully mod should be an official vanilla feature. Working much the same way, that you can to self-enforce by toggling such a balance system for yourself. Lastly, seeing a map before deciding where to land should also be a core feature and not through mods imo. Having to quit out and start over for every map you check is incredibly frustrating and lame.
#8
Not judging people who enjoy it. In fact - my impression is that I'm the one in the minority here.
Just trying to understand what the appeal is. Maybe I'm missing something I'm not seeing, which may make me want to try it.

IMO 8 is a minimum, while 10-12 is optimal. More is a hassle. A crowd. Kills the identity of the individuals.   
I could be wrong but colonist number has a lot of say in threat strength? So it evens out in terms of balance?

Personally I'd rather get away with as few as possible. Because then every colonist feels more personal and important. It is a number where losing some is not fatal because with 8-12 at least 2 people have each skill easily. There is also base size. With fewer colonists, you require less food and less power - these can take a lot of space on the map. 
 
If your base is a part of your map it looks good and feels good. If half the friggin map IS your base, I don't know. It takes away aesthetics and coolness. I don't like small bases - but I see a lot of bases which are so huge you almost can't tell the biome. With 13+ colonists it becomes more of a management chore. And if someone dies it's not "We lost Mary..." it's "Colonist 13 died - replace this expendable asset". It's also the case of feeling like your faction is an elite force. Which feels better with a "normal sized" colony.

Overall I personally can not see the appeal. It's probably just personal taste. But I want to try and understand it from the other side of the perspective. Maybe some points you guys make will make me want to give it a try. I just want to hear the appeal from those who enjoy absolutely massive colonist numbers like 16+ people.
#9
Ideas / Slaver ideology meme idea
October 16, 2021, 06:42:39 AM
Slavery Meme

Doubles rebellion timer to 90 days on average. Slavery set to honorable and required. Slavers will visit the colony more often, and you get better prices on buying and selling slaves. Slaves are more productive.

Disables illogical meme couplings for where slavery + X meme or precept does not make sense.
Anti-Slaver freedom fighters might attack your base from time to time, in an attempt to free your slaves.
You can - ironically - enslave their survivors if you win.

Shattered Empire will not willingly give you psy powers or work with you.

Slave Driver Specialist:

Slave Driver will go to slaves when they are under a suppression threshold and start interacting with them, maxing out suppression again. The attempt is first done with talking (social skill based), then with fists (melee skill). Beating only happens if talking fails.

Slave drivers have a large passive terror aura around them (around specialist), and allows slaves to carry melee weapons without increasing rebellion chance (colony wide).

Active A) 2 day duration, 12 days CD. Doubles the work speed and movement speed of all slaves. Low chance of slaves dying of heart attack or going catatonic during this time. This chance increases with age.

Active B) Use on target, 8 days CD. Threaten or beat a slave to utterly break and subjugate them. This slave will never rebel, and will turn on other slaves who rebel against you. The maximum number of slaves permanently subjugated depends on your social + melee skill / 2. The slave driver will first intimidate (social). If that fails - beat them (melee) if threats and intimidation fail. 

When a slave driver downs an enemy, chance for a nearby enemy to flee early, or to suffer mental break: Berserk - in fear and panic of being captured into slavery if they lose.

New items exclusive to Slavery meme:

Electrical Slave Collar. Chance for rebelling slaves to be knocked unconscious when a rebellion starts.
Whip. Melee weapon used when beating slaves. When this is equipped the Slave Driver will ignore talking and only beat slaves.     

A colonist with the kind trait assigned to slave driver will never beat - only talk to slaves. Trying to gain their trust and motivate them with words, not beatings. Requires high social skill to not backfire in way of suppression going down and rebellion chance increasing if they are not convincing enough. Eventually puts the Stockholm syndrome trait on the slaves, causing them to never rebel - and staying healthy and productive all the time.

That's all I got :P
#10
I have a few ideologies I want to play but I struggle naming them. Any creative people that could help?
Thing is I got the core roleplaying ideas set, but find it so hard to give them cool and fitting names.
 
1) Transhuman, Tunneler, Collectivist, Supremacy. 
 
These are existential nihilists that seeks to commit their life to technology in hopes of one day discovering technology that could end the universe. Though they see everything as meaningless and pointless, they want to suffer existence in order to end existence.

It was supposed to just be Nihilism, nihilistic, nihilist. But these don't really cover the extinction goal. So I need an affix to Nihilist that implies this ideology. I wrote "Extinction Nihilism" but it kinda don't roll off the tongue as well as I hoped. Something-Nihilism. Could also be a suffix. Like - Nihilistic Doomsday Cult. But that feels too long. Like cramming too much in there. I want something shorter. Nihil Fata (Latin for no fate) is my current one but not satisfied. I struggle with naming the titles. Moral guide was Futility Guide/priest, or indoctrinator. Leader title: Null Tyrant.
 
2) The next one is Transhuman cannibal high life supremacy. Where a Technocratic elite worships Archotechs by rejecting humanity and organic life. Their goal is the complete transfer of soul to machine. Anima Divina Machina Doctrine was my first attempt at naming it (Divine Soul Machine Doctrine). Leader being a "Simulacrum Lord". The idea is that they fund their research through slave trade and drug sale. While dehumanizing themselves by eating human flesh. Moral guide being a Subjugator, and the plant specialist being "Slave Driver".   
 
3) Lastly Animal personhood, Cannibalism, +1. The idea is having a tribe who thinks they are animals themselves. They kidnap and enslave humans to feed to animals and eat other humans. They worship animals as gods. Making elaborate beautiful temples for the animals while themselves are living in squalor. So it's a caste system where animals are on the top, and they consider themselves servants. But here I'm at such a loss I don't even know where to start. 
 
As you can see I know perfectly what kinds of roleplaying themes I want. But where my creativity fails massively, maybe because English isn't my native language dunno, is coming up with cool appropriate names for these ideologies and their leaders and specialists. Any suggestions or help at all with naming is welcomed!
#11
Rituals and Ritual Buildings 
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Pyre as a one-time use ritual construction out of wood and another burnable materials. When a pawn dies, their body can be burned on it in a ritual for a mood boost. Faithful Pyromaniacs have a 50% chance to enter an inspiration after this ritual.

Non-Pyre burials causes mood penalty.
Slaughtering a believer counts as Non-Pyre burial.
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Sacred Flame Braziers. Burns twice as long as regular Braziers and requires only half the fuel. The longer one burns uninterrupted, the higher the mood bonus. Each season increases it by +1 to a maximum of +8. The fire going out in any way, causes -4 to -16 mood penalty depending on how long the flame has burnt. Faithful Pyromaniacs have a 20% chance of immediately entering a berserk mental break if a fire goes out.

Maximum of 4 Sacred Flame Braziers in a colony. More than one Brazier simply divides the bonuses and penalties among them.
Sacred Flame Braziers doubles as a meditation spot for believers.

Faithful Pyromaniacs will go on a refuel spree on the Sacred Flame Braziers instead of burning at random when entering Pyromania state if Sacred Flame Braziers are present in the colony. The spree ends when all Braziers are re-lit. When the spree ends their psy-focus (if applicable) is fully restored.
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Specialist

When picking the Sacred Flame as an ideology. You unlock the Flame Prophet specialist. This gives the pawn the Pyromaniac trait. 
The Flame Prophet has a passive ability to occasionally attempt to give other believers the Pyromaniac trait. Chance is higher the less Pyromaniacs are in the colony. Success depends on social skill.

Flame Prophets can activate incendiary armaments, giving all allies in an area around them a chance to set enemies on fire when they hit them with any weapons. 1D duration, 10D CD.   
 
Flame Prophets can cauterize wounds. Immediately stopping all bleeding on a pawn, but causes minor permanent burns to them as well.

Flame Prophet unlocks the crafting and use of Hellfire Napalm Shells for Mortars, Hellmaw Flamethrowers, Inferno Armor and the Cerberus Heavy SMG. Usable only by the Prophet and for faithful Pyromaniacs. These weapons bypass Mechanoid fire resistance.



General

Mood penalties for firefighting, cold, frostbite, wet, darkness etc.
Mood bonuses from permanent burn wounds, pyre burials, sacred flames, fire weapons equipped, setting enemies on fire etc.
Sacred flame building materials, tattoos and emblems.
-

Unique win and loss condition

Sacred Flame Severity set to fanatical, makes all believers mental rage berserk if a Sacred Flame is extinguished after being lit.

If Sacred flame severity is set to fanatical, and braziers have burnt uninterrupted for 5 years. Your flame prophet will receive a quest to retrieve technology that lets him slowly self-immolate and upon completion - setting the entire planet ablaze. The process taking 7 days. All factions will be set to hostile, and all factions will attack you trying to stop you.

On success, the planet is engulfed in flame killing everyone including you (This is a victory ending).
#12
Hi 
 
Having made lots of lots of personal roleplaying colonies based on fire worshippers led by a pyromancer. I was super excited for ideology since a fire worshipping cult sounded like a given. Unfortunately it wasn't added. I was hoping something like pyromancer will light holy braziers instead of random fire sprees, sacrificing prisoners by burning them, unique flame weapon or gear etc. 
 
Has this been implemented in some way? If not, have Tynan mentioned the possibility or confirmed/denied if it will happen or not? Just wondering if I can be hopeful, or if I shouldn't get my hopes up.
#13
Hello? :)

Where is the sacred flame, where pyromancers will go to worship when built, instead of starting a fire spree.
The burning of heretics for mood bonus.
Bonuses to flaming weapons and fire resistance clothing and armor.   
Unique flamethrower turret.   
Mood bonus near light sources of fire and not artificial (electrical).

The list goes on... I kinda expected this to be one of the major ideologies tbh.
Tynan... please? I just want everything to burn. I just want to feed the sacred flame.
#14
Not sure about your opinions. But it bothers me that such a cool concept as psycasters are wasted by your psycasters all being just a random mess of given and bought psyskills. For a game focusing on story especially, I think an "RPG-like" specialization and skill tree would make sense. It would also help grouping psyskills that "fit" together. This is an idea all based on character traits like "Gourmand", "Bloodlust", "Jogger" etc. 
 
I've created 3 examples to showcase this:

The skills themselves I made here are not really the point. But how such a setup could work.
You have a colonists with Jogger, Ascetic and depressive? What about adding skill trees for all of them.
You could have epic psycasting skills only available to those that fully invest into one tree. 
 
So for the above Jogger, Ascetic and depressive. If I ONLY invest in depressive, I unlock the depressive epic psycast - like for example causing an entire enemy raid into mental break: sadness. Or forego the epic psycast and go for jogger, ascetic and depressive. To get the lowest tiers of all those 3.   
 
Like I said. Not sure what other people want. But personally I'd rather be able to specialize or hyper-specialize through opportunity cost into giving my psycasters a proper identity and having psycasts that fit thematically together. 
 
IMO - a bunch of random psycast skills just bundled together like a picasso painting is kinda dull. 
I'd rather have more choice and personality with psycasts.
#15
Example.

BOB falls in love with MARIA. They are NOT in a relationship. 
BOB gains [Unrequited love: Maria] -5 mood. This CAN disappear after time.

Scenario 1: BOB and MARIA gets together, BOB now gain a MUCH bigger mood buff than regular. That normalize after time to regular, but with slow decay.

Scenario 2: MARIA gets together with ANDREW, BOB now gains a -10 mood penalty as long as MARIA and ANDREW are together [Unrequited love, the love of my life is together with someone else!]. This also makes it so BOB and ANDREW has a much bigger chance of starting a social fight. 
 
This would deepen the love mechanic and make for better stories. It also adds a strategic game element as in rewarding the player to try and couple up specific people.
#16
Ideas / Flame Turret
May 28, 2017, 01:13:16 PM
Range: Low, maybe 4-5 tiles.
Damage: Low base damage, heat damage, fast rate of fire meaning good DPS.
AOE: It damages 1 tile infront of it, 2 tiles after that and up to 3 tiles on the last 2-3 tiles.
Friendly Fire: Yes. It also WILL set the ground or anything flammable in the area on fire.
Materials: 125 + 2 components.
Power usage: 250W

Why?

Perfect for defenses inside mountains or small spaces inside bases. For example, use a corridor with 3 flame turrets on each side of the walls, dug in 2 spaces on each side. Any enemy moving through the middle corridor would be barbequed. Better way to deal with infestations than turrets in small rooms and spaces. However the turrets DO set flammable things on fire, including your own colonists.

Flame turrets can descend underground. Meaning that they will drop beneath the floor and become walkable on when not in combat. The top of the flame turret is a floor tile. A turret will not deploy if a colonist is standing on it.
#17
Lightning Rod

Tech level: Electricity?
150 steel
1 component

When there are flashstorms or thunder outside, a large area around a lightning rod has a high chance to draw the lightning to the rod instead of the nearby area that would otherwise have been hit. Connected to batteries, it refills a huge amount of battery power as well as protecting the nearby area against lightning. The downside is that it does not grant any continuous power.

1 tile area in each direction around the lightning rod is fatal when lightning strikes, 2 tiles can cause severe damage, 3 tiles causes mild damage. Meaning that lightning rods will need a bit of space. 
 
Watermill

Tech level: Neolithic?
75 wood and 125 of any stone
Long building time

Must be built into the side of a river. Grants a low to medium amount of power continuously like geothermal plants. But they are a bit large. PERFECT for the new "mountanous river" maps where the river often passes through the mountain.
#18
3 people, all of them good hunters and growers, needs a TON of food for traveling a short distance on the map. Because APPARENTLY foraging and hunting is no way to feed a very small group of people traveling? 
 
Through human history when caravans, armies or colonists traveled, they did carry food with them. But a big portion of the food requirements were gathered from hunting and foraging on the road. 
 
The game assumes your colonists are unable to actively seek out and gather food while traveling. 

Food requirements for caravans needs be cut by 25-75% based on the number of colonists and the skill level of the growing and hunting skills of the colonists traveling.
#19
Had a brawler with a superior steel gladius and a melee shield come behind a corner to deal with 2 snipers. He killed both then joined the rest of my crew from the back killing 2 more. Got a minor injury. 
 
Likewise, if I'm raided by 4-5 melee people with personal shield if I'm a bit late with setting up a killbox in a game, I'm friggin done for. 
 
In Rimworld, even as you slow down the gamespeed to normal, people move VERY fast even without jogger and such. 
 
There is a saying that goes "don't bring a knife to a gunfight" but with some melee shields, or even without if you or they manage to close in, melee feels unstoppable. This is not even counting in bionics or power armor. 
 
IMO I'd like to see melee toned down a little bit. Not much because it is fairly balanced, but the REASON for that mainly, is people using killboxes. If killboxing was not a thing, consider how good melee would be in comparison. 

Please discuss. Feel free to provide counter arguments.
#20
I really want to create a medieval village, using slate to pave the roads and my town + my castle. However, stone is a huge resource hog. Even if you have 1 person mining and 1 person stonecutting 24/7 it takes aaaaages to get enough. Just a simple 13x13 room requires 500 slate blocks! 
 
Is there a balance reason that stone floors are so unforgiving on resources? Maybe increase the requirement for a stone tile to 3 blocks instead of 4 blocks for a 25% increase?