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Topics - Play2Jens

#1
Ideas / Quest and events MEGATHREAD
May 10, 2017, 07:01:26 PM
Quest and events MEGATHREAD

Premises
As you may all know, A17 implements a quest system. So far, there are only 3 quests (Caravan request, Raider Outpost and Item Cache). I guess the devs also added a few new events. These things gives the game more dept and makes for good storytelling. I'd like to open this thread for everyone who can suggest a quest or event which is will be realistic enough to implement for future alphas.

How?
Inspired by this thread, it would be nice to give an overview for each proposed quest/event. A good way to tackle this is to get inspiration form existing RPG's and movies/books. It's also a way to implement a bit more positive events in the game. The format would be:


  • Title of the quest/event
    Type of event: (quest, local map event or world event)
    Ease of implementation: (how easy it is to implement the event to the game: easy, moderate or hard)
    Summary:
    Reward/consequences:

I'm looking forward to hear your submissions!
#2
Hi Rimwolders,
I stumbled through YouTube on the soundtrack of the videogame "Firewatch". I never played the game before (so I don't know if it's any good), but the soundtrack is amazing! It struck me immediately how similar it is to Rimworld's soundtrack.

I wouldn't mind hearing more of this kind of music in the game.
Here's the YT link, for your enjoyment:
https://www.youtube.com/watch?v=X6neFKE4yaE
#3
I know it's a tiny thing, but it has been bugging me for so long.
Right now, when a you install a vent or a cooler inside a wall, the wall will automatically end, making it look like there is just a big gap in the wall. It especially looks ugly when you install one right after a corner. Here is a picture of what I mean:



Above is how it looks like now and below is how it looks better in my opinion. It would be even better if they looked a bit smaller, so that we would be still be able to see the wall at the bottom.
#4
General Discussion / Easter eggs?
July 23, 2015, 10:57:09 AM
Did you guys manage to find any easter eggs?

Also Tynan, if you read this, did you ever think about putting some eastern eggs into the game?
(- a rare chance that Sir Percival the snowman becomes alive during a psychical drone attack pops up in my mind)
#5
Ideas / [Poll] What would you like for A12?
June 10, 2015, 06:03:47 PM
I know you are all busy playing the new alpha release, but what would you like Tynan to work on next?
I made a short list with the things I saw the most on the suggestions subforum

Relationship system:
- Colonists keep track of how much they like/dislike other people. They will start to like others more by talking with them, having traits or backstories in common and experiencing things together like a rescue or fighting off enemies side by side.
- Colonists with a lot of relationship points will form a romantic relationship or a lasting friendship, giving positive bonus moods, new art work and new events.
- Events might pop up that will ruin the friendship or relationship, or might turn people who don't like each other in friends.
- Will also work towards other factions. Becoming best friends with a chief might give huge bonuses, but is only possible by common traits or certain events.

Better factions system + interaction with them:
- Faction relationships are calculated by talking to their boss, sending one of your colonists away as an ambassador or making sure their pawns won't get killed on your grounds. Certain events might pop up asking if you could send them spare food, weapons or silver. You can also defend them when they get attacked on your grounds. (Currently player would rather seem them killed because they drop loot)
- Factions get their own characteristics. Tribes might like you because you don't use too much technology and raiders might like you because your colonists eat people.
- Friendly factions might come with gifts or help you put out a fire or finish of a building
- You can send one of your colonists on a spy mission to sabotage the enemy by destroying something, killing their leader or stealing weapons/tech. This will result in their raids becoming weaker or less frequent. This spy can also be discovered and hurt or even murdered.
- Factions should be discovered, either by scouts/traders/travelers passing by the colony; or by the player sending scouting missions to places on the map.
- New faction suggestions. (Evil corporation, Vikings, High-technological city, environmentalists, ...)

Water interaction:
- Enemies arrive by boat on coastal maps
- The world generator will spawn rivers which are visible in maps
- New joy activities with water
- Late game feature: able to "dig" water tiles, useful for defense or pools or whatnot.
- The ability to build hydraulic dam, bridges and boardwalks.
- Ground next to water automatically becomes very fertile soil (except for beaches or rock).

Better inventory system:
- Colonists can possibly equip a secondary weapon, giving a negative bonus to balance it.
- Colonists can equip meals and medicine to use it during a fight. They will automatically use it once they are in cover and not attacking anyone.
- Craft a backpack, which slows pawns down but will increase their capacity to carry/haul things.

Animal husbandry:
- Basically the ability to build fences and keep muffalos or other animals. They will automatically reproduce and when there are too much of them in a pen, the hunter will come and slaughter them.
- They need to be captured, but won't be that easy. (otherwise hunting would become obsolete)
- No need for gender, but would need at least 3 of a kind. Animals sleep at night.

Glass and windows:
- Colonists are able to produce glass, which is used in building windows, lamps and some other decorative things.
- Windows will give light by daytime and will make the buildings feel more like real life buildings

Advanced start of new games:
- EdB's Prepare Carefully mod converted to the vanilla game.
- Maybe we get to see the spaceship before it crashes and make some choices which will influence the beginning of the game?

Dogs / wargs as pets (or other animals):
- Dogs need to be tamed or obtained.
- They might do simple tasks like hauling weapons and stuff
- Used by raiders and colonists the attack/defend
- Joy activities

More endings:
- http://ludeon.com/forums/index.php?topic=11275.0

More resources:
- http://ludeon.com/forums/index.php?topic=13277.0

Advanced events:
- Events where the player has a choice what the outcome will be. These outcomes might spawn reactionary events, making them some sort of a small story arc.
- http://ludeon.com/forums/index.php?topic=13477.0 (story arc events)
- http://ludeon.com/forums/index.php?topic=9755.0 (normal events)

Other Suggestions are always welcome, but try to post complete new ideas in the suggestions forum! This is merely a shortlist of features I have often noticed lately. Feel welcome to discuss these ideas, or expand them further.
#6
What happens when the Arabs learn about Hitler's whining?
I decided to make my own parody on the whining of some players about the new alpha:
https://www.youtube.com/watch?v=hHUCVOrAEeY
#7
It's a very simple feature, yet it would help me a lot.
The idea is that there will be a button next to "Manage Outfits" on the Outfits tab, which you can press to chose an outfit type which every colonist in the outfit tab will be switched to.

Why I think it can be useful: I play with a colony with about +-15 colonists. Every time there is a threat, I switch almost every outfit from "worker" to "soldier". While it's okay to do a few times, it gets a bit repetitive after a few raids.

A lot of times I leave a few guys to work or rest. But it would be easier to assign "soldier" to my 15 colonists and switch a few of them back to "worker", than it would be to switch them all one by one to soldier manually. To my surprise, the outfit tab works so quickly and that's why I started using it so often in the game. This feature, Lord Ty, would make me very happy if it will be present in a11 :D
#8
Help / Help with editing start of a new game
July 08, 2014, 12:52:38 PM
Hi all,
I would like to edit the start of a new game. These are the following things I'd like to edit:
- Change the starting message.
- Start with an intact part of your crashed spaceship on the map. 
- Starting pawns all have the same uniform.
- Starting pawns are a random variable between 2 and 6.

Can I edit this in XML, or do I need to work in the core script of the game?
And is there a mod somewhere which adds different races?

This will be my first attempt on modding, but I did some programming courses in school.