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Messages - creepyguyinblack

#1
Does anyone know how to make these mods compatible with royalty & 1.2? Especially cults as that was one of my favorites before the updates. Is it simply enough to edit the about file with the new version number or is there more problems to fix?
Thanks
#2
Cool ideas. Made me think of some similar missing real life corollaries like mustard gas, tear gas or other biological and chemical weapons that would be great to see implemented in similar ways.
#3
I think there should be some small penalties towards skilled work (smithing, tailoring, construction, art etc) research and possibly even social, increasing with the adrenaline level for both balance and realism. I have a hard time keeping my hands steady or mind focused when I've just had an adrenaline pumping event inreal life. As it is rn, it seems like just a free stat boost with No resources cost, risk or any negatives.
#4
Is there any documentation about making new races using this as a template?
I had an idea about making a human variant based on the "Culture" human type from Iain M. Bans Culture series of novels, basically having perfectly engineered organs, plus born with drug sacs, and able to change sexes, appearance at will, but with a few weeks of adjustment, and rapid clotting, regeneration, etc. Possibly even some neural AI enhancements too, like brainpals.
How daunting would something like this be?
#5
Several rpgs have had a game mechanic where a stat such as "essence" or "humanity", that all characters begin with the same value initially, that decreases as additional cybernetic, bionic modifications are installed. In Shadowrun, it was mainly to cap excessive cybernetics for game balance, but it also correspondingly reduced one's potential magic abilities. I'd be more interested in seeing what "Alternity" (a little known sci fi rpg published by TSR once upon a time) implemented. As one's number and degree of implants increased, the chances of a mental condition known as "Cykosis" also became more and more likely. In Rimworld terms, I'd figure that each implant would carry a value of how much it decreases one's "humanity", based on the amount of tissue it replaces, how much it alters one's performance, behavior and capacities, etc. At certain thresholds, there'd be chances of prosthophile, psychotic traits being added, maybe a new trait or disorder combining the two. Additionally, at the lower ends of the tiers, mental breaks would become very common until the pawn essentially became permanently hostile, until possibly an extended amount of therapy is performed, possibly even removal of some or all of their non-vital implants.
Another mental break could be one where the colonist demands a new implant, any implant at all, and refuses to work, resting in the best available hospital bed or regular bed until such an operation is completed, possibly even doing it themselves if self tend is checked! I am overly amused at the prospect of such. Comments, ideas, any information on how difficult implementing these would be? I know the hedefs wouldn't be too hard, but adding a new stat to all pawns and implants may be what holds this up.
#6
Mods / Request: create event variable timing
July 20, 2017, 12:44:05 AM
I don't know if this is beyond the scope of what a mod can do but I would like to be able to have some algebraic options for the timing of 'create incident' in the scenario editor, for both single incidents and a separate field for repeating incident timing, such as if I want to wait 30 days for the first triggering of an incident but then have it repeat every 5 days after. Also I'd like to have some randomness introduced through +/- x where x is any value less than the base value, ex: 10 +/- 5 would have the incident happen between 5 and 15 days. For repeating incidents, I'd also want to use n, where n is the number of times this incident has been triggered, so after that first one, I could put in the repeat field: 5 +/-2 + n*5 to have further incidents occur 3 to 7 days later, plus 5 for each time it already has happened. Thoughts?
#7
I dont know if something like this is possible, necessary or even wanted, but I just saw in a trap mod a freeze pad, this got me thinking of a classic supervillain trope: Freeze Ray, ice grenades, etc. Would such things be possible? Essentially the opposite of a flame thrower, incindierary grenade and so on. I know death trap rooms of extreme heat or coold are possible, but difficult to goad enemy pawns into while maintaining the room's integrity.
Perhaps it could even be researched after/along with cryosleep caskets with the chance of pawns downed with them properly being able to be preserved indefinitely for whatever purpose down the line, and requiring na vbery skilled doctor with specialized equipment to bring them back to life fully intact, minor failures causing frostbite damage or destruction to multiple extremities and/or organs, or most likely, a fresh corpse to harvest meat or parts from.
And that gets me thinking of other sci fi "freeze" weapons, that dont use simple cold, such as the "Amber" from "Fringe" which was essentially an aerosolized gel that when triggered would rapidly solidify, encasing anything within it permanently, though eventually a few found a way to reverse the process. Temporal effects seem beyond the tech of our game universe, but that is another possibility, to remove the target from the 4th dimension, like a stasis field.
#8
I just had a few ideas come together after reading some of the other recent suggestions.
First, pretty much all of the current bionics, besides the scyther and power claw, are just replacements for missing or perfectly good limbs or organs, and at best, work slightly better, but as far as I know, don't take additional damage or have their own integrated armor.
What I'd like to see, probably with a research project or three needed, is obvious cybernetic enhancements in a variety of aspects. Obviously there could be some combat focus mods:
- Step-wise levels of nervous system enhancement to increase attack speed and cooldown, movement, possibly even decrease opponents accuracy by dodging/blocking.
- Dermal armor & hardened limbs and organs, replace that synth skin with a layer of liquid titanium, and while you're at it, make those bones and organs have the equivalent of kevlar around them.
- Nanite Auto-Doc, probably be at the top of research, and limited uses/needs recharging, but could stop bleeding without treatment, maybe even perform simple mending too, along with eliminating or drastically reducing other infectious diseases, other sudden ailments too.
- Integrated/retractable weapons, ranged and melee, would likely need some good coding, but basically have a backup vicro knife inside your arm or leg, or be robocop wit a gun in your leg.
Hacking type implants:
- Cyberjack, and possibly an equipped or additional implanted computer, would allow the cyberpunk hacker to tinker with, divert, or shut down electrical grids, If greater faction/colony interaction happens eventually, maybe even steal technology, or other useful/valuable data. Other possibilities would be too disable or remotely control turrets, drones, other robot/mechanical things (mechanites may be too difficult or risky, or else those wars would have been no big thing)
- Aesthetic Implants, such as fiberwire hair, glowing neon tattoos, whatever makes the pawn look and feel cool, with it giving the pawn a positive mood buff and a bonus reaction from fellow pawns, perhaps doubled or somewhat increased from prosthophiles, negative from prosthophobes

My second thought to suggest, is besides the current mental breaks that happen randomly when a pawns mood hits certain threshholds, some specific actions should gradually add severity to several new hediffs, that remain hidden until a certain point that this mental illness is obvious, but to hold these states at bay,colonists can spend time meditating, simila r to bedrest for the mind, and likewise, go into therapy with another colonist who has a high social & medical skills, treating them over the course of several days, or the easy way out, take a drug for what bothers their psyche.
Possible conditions and the triggers for them:
- Combat Psychosis, spurred by constant fighting off enemy and mechanite raids, long days of stress and little rest, especially though, what made me think of this originally, is what if Go-Juice caused something like what happens when a Luciferium adict cant get their fix, but the go juice user knows they're going down this path, but doesnt care/needs to be in top shape for whats coming? So maybe every dose of Go-Juice adds another .02 severity to Combat-Psychosis, and after reaching .4 or so, signs of irritiablity start to show, increased social fights, at higher stages, increasing chance of adding traits bloodlust and/or Psychotic to the pawn, with it ending at 1.00 severity in permanent Berzerk state.
- Cykotek, or what cyborgs develop as they lose their humanity gradually with each implant or prosthetic installed, with some similarity to the combat one, but more decreasing social skill, adding traits of desenstized, but possibly psychotic. At higher stages, a chance of any injury to a natural limb, especially severe damage, of finishing the job and severing it themselves in order to get a bionic replacement. Might need to have a check that such is researched and/or available immediately. Should your doctor get this far, they might even start to apply this logic to patients!
I could think of more given time, such as a gradual feral one, starting with raw meat, possibly ending in cannibalism...
Thoughts?
#9
Hey it may just be my slowass laptop, but does anyone else experienced significant lag and or hangups when in the creating loadout screen, when in the all items category? I found it helps to always have some letters in the search bar, then type the start of the next thing i want at the end of whatever was there, then delete the old text to avoid having the whole list be displayed again. Any other way around this, as when you first click all, it clears your search bar.
#10
Outdated / Re: [A13] Genetic Engineering
November 03, 2016, 02:20:57 AM
Hey, just saw this mod when searching for genetic engineering to see if anyone had done this yet. With all the bionic and prosthetics available, i'm reminded of the Mechanist/Shaper conflict in Bruce Sterlings epic Schismatrix, so would love to see the other side of the coin with the gene enhanced, Shaped, and so on.
The other sci fi instance that comes to mind is Iain M Banks Culture series of novels, where humanity tousands of years from now is varied widely in all shapes, sizes, metabolisms, genders, and more, but the standard culture pan-human has perfect health, drug organs from birth that can deliver nearly any kind of beneficial or pleasurable effect at a mere thought, enhanced sexual organs with vastly superior nerve bundles for both giving and receiving (its what the books say!, paaphrased).
There are also true aliens in this universe, and an interesting race are Changers, with Consider Phlebas being all about one, who becomes the last member of his species, that is simialr to pan-humans, but can alter their entire appearrance over the course of days or weeks to blend in or match s;pecific individuals so were hunted down and destroyed whenever found out by fearful people.
Not sure if that sort of disguise would have too much use in game, but some sort of malleable physiology where you could adjust sliders to adapt to whatever conditions exist.