Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Barazen

Quote from: SpaceCows on January 24, 2023, 01:29:40 PM
I think the bigger gap is that psychically deaf pawns are still affected by invisibility. If invisibility were an effect on other pawns not the target, psychically deaf pawns would see the target

Correct me if I'm wrong but that doesn't make a pawn immune to psychic events or effects, just very resistant? Given that invisibility is such a high level paycast it may just be able to brute force it
Perhaps it's based on total style points overall? With totemic having higher total points? I know visitors and refugees make things in their style when they are visiting. Seems like some testing is required.
As far as traits go I'd prefer if they reflected their experiences more, perhaps a child forced to fight might develop psychopathy, or a bloodlust, or even cowardice from the trauma.

Being caught in a massive fire might cause them to developed pyromania fromghe experience, or give them a chemical fascination to cope
General Discussion / Re: Wood cyborg
January 15, 2023, 01:04:51 AM
Wooden you know it, the Cyborg no longer pines for augments.
I chalk it up to mechanoids being biomechanical, yes they may have andvanced sensors, but the information they receive all get processed by the same biomechanical brain under the influence of the paycasts effects.
Pretty sure it is based on a pawns style preference, but I think whoever starts the work sets the style, perhaps hauling to counts as starting the work and a totemic presence was the hauler?
I could be on board for this, though I feel like going that far would warrent a further step to add events, and that would get close to doc their territory
Ideas / Re: Child Leaders for Ideologies
December 15, 2022, 02:40:43 AM
Seems like an idea that deserves a bigger effort then simply being allowed.

Maybe add it as a concept for the ideoligion to enable child leaders? Ranging from forbidden, to a debuffs in adults being led by a child, to tolerated, or even considered ideal.
Ideas / Re: Wasters don't care about beautiful things
December 15, 2022, 02:37:19 AM
I like the idea, but maybe even just an inversion of their beauty standards, have them love filth, debris and pollution, after all, it's what they're made for.
Support / Re: Issue since most recent intergration update
December 08, 2022, 05:50:01 AM
Is it save file specific?

If it is there may be corruption in the file.
If not, then it may come down to turning all mods off and loading up one at a time until the problem presents itself again.

Anything that affects job orders would be my best guess as to which mod is causing errors.
It's very dwarf fortress, so if you need a fix you could always try that.

But if a modder makes a proof of concept to this idea Ludeon has made it pretty apparent that he watches the communities pulse
Ideas / Re: Not so good ideias
November 21, 2022, 05:56:42 AM
I also have some terrible fantastic ideas.

Boomalopes should have a fair %chance to elope with unmarried colonists.

Luciferium should be able to be manufactured at the end of both medicine and genomics trees with Biotech, and production can result in a "grey goo" scenario.

Sentient monkies and uplifting animals in general.
Maybe also a soft version of the abrasive trait, making them slightly more likely to taunt or insult visitors
General Discussion / Re: Understanding how Ideology works
November 21, 2022, 05:50:25 AM
It may come down to gameplay impact, the extremes get coloured because going against them confers large mood debuffs.

Clothing a nudist in a burka for example.

But say a more relaxed disapproved drug use might only impact social interactions and opinions, and only really matter in ce nch scenarios, rather then having the risking of putting you in one.

Actually, having thought about it all the kinda grey ones tend to be pretty low impact gameplay wise
General Discussion / Re: Understanding how Ideology works
November 19, 2022, 07:02:29 AM
Unfortunately I can't help you in regards to the ideologies my best guess as to the men's question is that the highlighted ones are directly relevant to your type of ideology, having those highlighted ones might make it easier for other ideologies to live together if they are set similarly.
For example supremacist and collectivist may get along better if they both approve of raiding, so supremacist has it highlighted to show that's the default.
the reason you haven't gotten a reply though is most likely because forums just aren't as popular as they used to be, and most people are content to talk on steam.

There are a few lurkers here though, I tend to make my way in on occasion.