I really like this mod, I always hated that Steel and other metals are just non-renewable. I play my colonies long term, often lasting as long as an entire release, so its either this, or trading for my steel in the late late game.
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#1
Outdated / Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
July 21, 2016, 04:29:33 AM #2
Ideas / Re: Separate sexuality from the trait system.
July 17, 2016, 05:58:31 PMQuote from: Ramsis on July 17, 2016, 05:08:17 PMGood, I mean, I am not saying this is an urgent issue, but I do want to see it happen. I'd love for the character I have in game to be gay, because, well, I am in that sort of relationship right now..., but alas, I see bloodlust and cannibal in the same random, and I can't not select that.
To be fair it's not just the average player who thinks the sexuality system should be separate from traits, there are a few moderators who think the same thing but it's a very basic thing that should be pushed to a later update unless Tynan gets a wild hair.
#3
Ideas / Re: Separate sexuality from the trait system.
July 17, 2016, 05:55:26 PMQuote from: makkenhoff on July 17, 2016, 01:09:27 PMYea, I almost made the same suggestion, but I figured that'd both get a lot of backlash, and probably no dev support. I like the idea of splitting physical and personality traits, maybe in a 2 and 2 format. Reduce the overall amount of traits in a single category, but giving the possibility for more traits, I think it'd be balanced.
I don't think we need a LGBT debate here in order to post in support of, or in opposition of this suggestion.
Personally, it would be nice to see a split on traits - move some of them into a different category, physical based and personality based. For example, sanguine - don't get me wrong I love having pawns with it, but that is a personality trait while you have physical traits like too smart, which suggests having a better learning ability or jogger which amplifies movement. Not only would this improve the variety of characters (more traits = more complexity) but it could open up the possibility of some interesting personality and skill combinations as a result of it.
I'm not saying it wouldn't be a balancing nightmare, nor am I saying it would be as fun as it seems to me. But maybe worth a prototype effort?
#4
Ideas / Re: Separate sexuality from the trait system.
July 17, 2016, 05:52:07 PMQuote from: Nimander on July 17, 2016, 04:13:38 AMIts a better simulation because my idea actually logs every pawns sexuality, and they get a separate roll on it to see whether or not they are gay. The current system is a little stupid, Gay has to compete with every other trait, making it both rare, and undesirable. Simply put, I'd rather have Sanguine than gay, and gay already is in a sea of traits, so getting it in the first place is just hard.Quote from: Cibi on July 17, 2016, 03:11:53 AM
Thats my logic, instead of having gay take up a coveted trait slot, and for the sake of better simulation, make it so everyone has a sexuality and maybe other personality traits asside from the more buff oriented traits like industrious
I fail to see how it would make a "better simulation" for everyone. The change would just add an extra trait for people who prefer having only gay pawns.
I feel to better represent reality, as a simulation, you see, that the system should be moved entirely to the new social system, and that every pawn makes a secondary sexuality role alongside their already present traits. Everyone has a sexuality, and LGBT is a bit more common than portrayed
#5
Ideas / Re: Separate sexuality from the trait system.
July 17, 2016, 03:11:53 AMQuote from: DariusWolfe on July 17, 2016, 12:41:53 AMThats my logic, instead of having gay take up a coveted trait slot, and for the sake of better simulation, make it so everyone has a sexuality and maybe other personality traits asside from the more buff oriented traits like industrious
Heterosexuality is normal for you. Homosexuality is normal for others, and bisexuality is normal for still others. Your normal shouldn't be imposed on others.
Also, one doesn't "become" bisexual or straight or gay. One might go into a same-sex relationship, or opposite-sex relationship, but that doesn't change their sexuality.
I agree that sexuality should be separated from the trait system. Every person has a sexuality that's their own, even if heterosexuality is more common than others. You shouldn't be gay OR some other personality trait.
#6
Ideas / Re: Separate sexuality from the trait system.
July 17, 2016, 03:09:35 AMQuote from: Vagabond on July 16, 2016, 11:58:23 PMThis has little to do with my suggestion. I am making this suggestion 8ased upon the game balance, gay being a trait means it has to compete against all other traits. It ends up just being a filler trait instead of something substantial. Its just in the wrong place, sexuality should be coded into the social system.
Personally, I see being heterosexual as being normal. It makes sense that being homosexual or bisexual as a trait, to me at least. For homosexuality at least, being such would be incredibly detrimental to the continuance of a fledgling colony, as those individuals aren't contributing to the gene pool through reproduction. A trait is something that distinguishes them from the masses, the masses are general heterosexual, so having homosexuality as a trait makes sense.
One of my most prized fighters has gay as a trait, but had he not rolled with such good combat stats i'd have let him die rather than rescue him. Gay people can still be useful in game, but they are still gay, and it is an identifying trait that distinguishes them. It is certainly a flaw on a backwater planet where people are trying to build a colony in a place that would rather see them destroyed.
I have two friends, in real life, named marcus (though one's is spelled markus). When one of our friends goes "anyone seen marcus" we say "Marcus or gay markus?". When I think of Marcus, the first three things I think is fat, guitarist, and crybaby. When I think of Markus, I think tall, gay, and strong.
#7
Ideas / Re: Separate sexuality from the trait system.
July 17, 2016, 03:05:44 AMQuote from: keylocke on July 16, 2016, 11:53:35 PM
well i think this suggestion should probably also fall to the dynamic traits suggestion.
coz, i've known lesbian/bisexual people who became straight, and straight people becoming lesbian/bisexual. one of my previous GFs used to be bisexual during her highschool days in an all-girls school, and became straight when she stepped into college.
so i'm not entirely convinced that gay/lesbian/bisexual is a permanent thing.
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as for dynamic traits : i was thinking there shouldn't really be a 3 limitation.
dynamic traits should be from zero-to-whatever, with each pawn gaining or losing traits over time, depending on their own experience.
That's harder to code than a simple system that more or less works alongside the already present social system. There are marrages and family trees, why can't sexuality be moved there instead of it taking a trait slot.
#8
Ideas / Separate sexuality from the trait system.
July 16, 2016, 11:34:13 PM
I am within the LGBT spectrum, I love that people in rimworld can be gay, but I am also a horrid powergamer. I feel it is wrongly implemented, it being a trait makes me weigh it against having something more useful, as opposed to something that is really only for the fluff. Its basically this, would I rather have Gay, or industrious in my starting 3, industrious always. Do I want to have gay pawns? Of course, but gay just does not compare to literally any other trait.
While you are at it, you could even add more depth to sexuality, and relationships. Actually have Hetero 8e a thing, and rolled against Gay, Bisexual, Polyamory, fun stuff like that. With that said, I'd say that simply separating sexuality from traits, and being instead a 1 or 0 roll (with gay being less likely of course) alongside the already present traits, it'd make for a more interesting, and a more prevalent inclusion of sexuality.
While you are at it, you could even add more depth to sexuality, and relationships. Actually have Hetero 8e a thing, and rolled against Gay, Bisexual, Polyamory, fun stuff like that. With that said, I'd say that simply separating sexuality from traits, and being instead a 1 or 0 roll (with gay being less likely of course) alongside the already present traits, it'd make for a more interesting, and a more prevalent inclusion of sexuality.
#9
Ideas / Re: Invade Other Factions
July 16, 2016, 11:21:49 PM
+1 wanted this for a while, yes please. It'd add another layer to combat, and require you have a dedicated squad of soldiers trained up, with roles, strategies, and tactics to boot, it'd feel like Xcom hehe.
#10
Creative Rewards / Yay, my character got accepted.
March 25, 2016, 03:40:53 PM
If you see Lumine "Lumi" LeBlanc on your team, that's me hehe.
They changed only my stats around, and my adult description, 8oth of which I was ok with. Actually like the adult description a 8it more now honestly.
Am I correct to assume she will 8e in the next upd8?
They changed only my stats around, and my adult description, 8oth of which I was ok with. Actually like the adult description a 8it more now honestly.
Am I correct to assume she will 8e in the next upd8?
#11
Creative Rewards / Its been a while since I made my purchase
October 31, 2015, 01:14:47 AM
I bought the backstory in game pack, and I need a little bit of a refresher. I've taken a look through the rewards guidlines, but there are somethings that I still wonder.
1) Where do I submit my backstory?
2) What verification will I have to produce when I do?
3) Has anything changed, and how long exactly can I make it? I am a writer, and tend to be verbose, its a curse.
1) Where do I submit my backstory?
2) What verification will I have to produce when I do?
3) Has anything changed, and how long exactly can I make it? I am a writer, and tend to be verbose, its a curse.
#12
Creative Rewards / Re: Creative Rewards Guidelines
September 07, 2015, 10:32:05 PM
Has anything changed, and how long exactly can I make it. I am a writer, and tend to be verbose, its a curse.
#13
General Discussion / Re: Colonist scumming or take what you get?
February 11, 2015, 11:18:19 PM
I have one colonist that I have created in prepare carefully, kind of my representation, otherwise, all random, all the time. I essentially take the worst of them out, and replace them, and keep the other too, making a point of not re-rolling.
#14
Releases / Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
February 06, 2015, 12:59:18 PMQuote from: Haplo on February 06, 2015, 12:00:44 PMThanks! Yea, I can make this work.Quote from: Izzus on February 05, 2015, 06:54:46 PM
http://pastebin.com/MXvDzxWD
Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.
Thanks for the file. There is nothing in there that's really problematic. Just a bunch of old xml tags, but nothing that changes anything ingame.
So, then the question is, what causes your problem
Unfortunately I don't have time to do anything about it for now. The only thing I can tell you: Use the debuging menu and spawn yourself a new Pawn: AIPawnE. That is your result.
Hopefully I'll have time to look into that problem soon. Until then, I'm sorryQuote from: Scienta on February 06, 2015, 09:56:57 AMI think I can help you, but am unsure, if it's still working: Traders only
I kinda just want the trader incident, is there any way I could activate that only?
It may be a bit old, don't know right now. But anyway you can extract the new version from the full Miscellaneous if you want.
#15
Releases / Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
February 06, 2015, 09:56:57 AM
I kinda just want the trader incident, is there any way I could activate that only?