Menu

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 - SrGrafo

#1
oh just saw this! thanks for the reply
btw I really love this mod, advertising it a bit by naming it on the comics, hope more people use it o7  :)
#2
Mods / Re: Modders, please!
September 12, 2017, 10:04:54 AM
QuoteAt first do you know Real Fog of War (v1.0.0) - The Unknown ?

its one of my must have mods, tho I just use it cause it makes it harder and more realistic, however its something that just affects me as a player but doesnt affect much mechanics in game (also I wish it werent so buggy when settleing a new colony/camp hah)

Quote- "Factions should have Scout events"
You forget about footprints and other signs your pawn leave all over the map. A good scout should notice these sign and know here is someone near, lets send a hunting party.

this is a great point and forgot about the tracks the pawns leave, something I was thinking that get alone with the scout part would be researchs.
like:

Enviromental Camouflage - reduces the scout pawn vision range, making slightly easier to hide, this is the equivalent of learning how to build your base to hide with the enviroment instead of flashy it like a mcdonalds sign
Scouting - should show the most likely routes enemies scout will take, and also provide a pre event notification saying that an scout has been spotted in the distance
Negotiations - allows you to capture enemy scouts and bribe them with silver so they do the "I didnt see anything here"
and now with the point you mention
Tracking - Makes your pawns dont leave tracks that can be traced

Quote- "War furniture"
If you beliefe it or not, similar furnitures got removed as the mood system got implement.
Wouldn't such furnitures reduce the mood of your own pawns too, not everyone like the look for rotting heads on the pike.

The idea behind these furniture is not to cause mental breakdowns, those are not only hard to force on raids but not too beneficial (I tried once having a psychic ship with -50 on the map for months, raiders came and they didnt trigger mental breaks before reaching me, just some got few after attacking me and it was minor-major

The idea of this furniture is to trigger the "raiders are fleeing" event, that way it can be awful to look to your pawns but will not cause any other damage to you, also this should be harder to achieve, the most reasonable way to use it, its that it "scares" some raiders, making them stay where they are or "go find cover" for a while, in the mean time the brave raiders continue to enter and later once they stop being scared those raiders come to your base, and with some little % these scared raiders should also flee the map

QuoteAnd if you don't want a raid, try Phoebe peaceful.
You allways can change the storyteller ingame if you get bored or overwhelmed.

I cant stand the game on anything below extreme or intense haha, also I love raids but I hate things that just dont add up, like after a year of raiding its a dying fest for them, nothing interesting but instead they become an annoyance, however I like that with harder difficulties crops yield less, prices are super low, and there is even not much of a positive mood bonus overall,(also with these difficulty I can get infestations and mechanoids ships falling) intense/extreme make the game feel right, however raids that come with them is just really annoying instead of insteresing, thats why the mod idea is up there  ;D
#3
Mods / Modders, please!
September 11, 2017, 11:41:51 PM

Have you ever felt like this?



I love this game so much but after playing for years (rim years ha) raids are justs borderly annoying rather than a fun event, a lot of things about them just kills the inmersion of the game, like when a raider enters the map and instantly knows where is your colony and starts walking towards it, whats this? Alien Isolation?, because they do this I just cant see them interesting, they feel like flies that go to just get murdered either by my traps or my bullets.

I would just love if someone could mod the game like this.

Factions should have Scout events



Instead of "oh we know you are there and RNG will just make us pop up there every 5-6 days, how about we have an event where 1 scout raider from that colony, enters the map in point A and leaves in point B, if he comes in contact with any building structure you have, then he starts leaving the map and notify his colony, from that point THEN they should send attacks, cause know they "know" where you are, and this should be only that faction, in the case he didnt spot anything then it should be a long time until they send another scout.

This should be posible since we already have the "people is passing by" event, where some strangers are just walking in the map and leaving.

In the other hand, if the scout spotted you and starts running away to leave the map, you could just kill him, which will just make another scout sometime appear and search the "missing scout"


War prisoners



Dealing with raids gets super repetitive really fast, and to be honest there is no way to make peace with hostile factions, meaning that RNG has a solid excuse to always just throw raiders, and lets be honest, the only reason we capture raiders is because

a) they have good stats
b) they damaged our fave pawn so now we are gonna imprison, beat up everyday and heal them for like a quadrum and once they are full of scars and broken bones, then remove one by one their organs in an order that will keep them alive so later we chop it and eat them
c) ah, and sometimes cause we misclick

how about capturing have an actual mechanic, see it this way, if you capture raiders they are war prisoners, in other words "hostages", this should stop raids from happening cause you are threatening them to kill the hostages, so the events by capturing a raiders should be:

a) that faction ask you to free that pawn, in exchange they will not bother you for X days
b) that faction ask you to exchange the pawn for goods, (like they fucking do when they kidnap one of ours)
c) that faction enrages and send raids more often until they rescue their prisoners (low chance event)

in any case something interesting could be done, lets say the faction has a Moral %, and they are most likely to not bother you when you capture:

someone younger
someone who has relationships with their faction
multiple people
or if you have a reputation of killing downed raiders

this would have pros and cons overall, main pro is that the faction wont bother you anymore, main con is that you now need to maintain having a prisoner, (and recruiting them should lower even more the chances of them bothering you (the faction))

War furniture



lets face it, we all have a big plot of graveyards for our enemies, which forces us to rush the crematorium thing to burn bodies, other people get mods that solve this but in any case we all can agree that the bodies just stack and dont have use, how about we can craft furniture made out of corpses and put it outside, whenever raiders come some of them should flee being scared of it, something like this would depend on the amount of war furniture you have or their mental break point, so whenever raiders ask where is the entrance of your colony, its a nice way to awnser



War territory



On a final note, the overall factions hostility behavior makes no sense at all, they are practicaly distributed all around the world and you get attacked by whoever the RNG feels like choosing, this pretty much makes also travelling a bit completely unnecesary, most of the time when we start a game, we set location and thats where we will live, there is absolutely no reason to travel to any place to actualy get resources or do something other than "I feel like having a cold weather now", there was an update with events but those feel a bit way specific and one time event.

to make my rambling clear, colony locations are just arbitrary located with no real purpose.

with a huge world and the dedication certain aspects of the game has, the colonies from other factions should follow something more logical, by this I mean

1) each faction should actualy grow as the player do, I get to read that "chief from x died, this fella is now the new chief", so the game keeps track of the chief diabetes condition but cant make that every certain number of ticks new colonies spawn or get destroyed (or captured)
2) each faction should have territory expansion, the more colonies they build the more territory they get, in that case it would actualy makes sense that a faction is hostile towards another faction, if too much enemy territory is taken away by other factions creating colonies, thats a logical reason to say "hey, I dont like you"
3) if factions would actualy have territories and limits, and grow/get destroy, then it would be a reason to actualy travel or decide where to stay, some factions could be more open and allow your colony to chill in their territory, other factions could be dicks and raid you often until you leave or die, or eventualy as you grow, you become your own faction and you become the dick.

((also following the first point on these, if there were to be scout raiders, they should only reach the territory limit of that faction, if you are in the middle of icesheet and you get raided there, all I can think is "who the f or what the f is the motivation of these raiders to freeze their butts in the middle of nowhere for my farm))

Conclusion

I know this might be way too complicated to be added, but if any modder around can handle this or is also annoyed by these aspects of the game, please work on this >:C

I can provide all art assets needed. have more ideas for other things but jesus this thing from all kills me.
#4
Mods / Re: [Mod Request] 18+ Rimworld (IKR blasphemy lol)
September 11, 2017, 06:57:29 PM
the amount of noncensorship you would nee- oh wait
#5
hey probably this was mentioned couple of times, but while I love this mod, seems like you can just drop instantly any items that the visitors have, dont know if this a bug or a feature, (feels more like a bug)

:D I dont exploit it, I respect ma visitors hah but I think it shouldnt be posible to do this
#6
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
September 07, 2017, 01:17:27 PM
this mod is amazing, wish it wouldnt bug with the RealFogOfWar mod, however found something that not sure if bug but I get "witnesses outsider death" whenever someone dies in my main colony (people in the camp are getting this negative mood, not sure if this is planned or

in any case awesome mod!  :D
#7
Mods / Re: (wip) Tribal Culture! (looking modder for help)
September 06, 2017, 01:55:19 PM
Quote from: Techgenius on September 05, 2017, 09:52:53 PM
Well.. you could just create a new thread there, or I think... you could ask one of the moderators to move your thread.

alrighty will pm one of the moderators, if nothing happens in a while will create it again in unfinished  :)
#8
the amount of censorship you would need to have in the game is quite bigger than just yayo.

"oh those wargs are just playing with the colonist"
"these friendly people just sell people for funcies"
"raiders like to take colonists to hang around in their bases, they will be fine"
#9
Mods / Re: Replace walls?
September 05, 2017, 09:29:43 AM
Quote from: eskoONE on September 05, 2017, 08:08:33 AM
hey, i recently got back to rimworld again and picked up like 150 mods over the past 7 days. its rly not so easy to find some of those mods. they are hidden in the darkest corners of this forum :D

ive spent rly a lot of time, as for now, i think i spent more time searching for mods than playing the game :D i cant stop it, pls send help :/

"hmm there got to be a mod that silence the notification sound, *browses* ah nice found it, *reads a bit* oh there is another that make new work tabs *downloads, reads more* oh there is one for better lights *downloads, read more* oh there is one of fog of war, *downloads, read more* oh there is one for seeds, /spongebob SOME TIME LATER SIGN/ "oh there is a mod that adds animals *downloads, read more *repeat repeat repeat* your new gameplay is finding mods  8) 
#10
this mod changes the gameplay to what it should be, its amazing!
really cant play anymore without it tho I only have one problem, the mod "Set Camp" which allows you to camp in any place (like if it were an ambush event) https://ludeon.com/forums/index.php?topic=29054.0

whenever I play with both mods, and I enter a camp site, all animals and even certain objects are invisible, if I chop down trees it works but the logs are invisible, always have to quit the game and load so it fixes the problem, is there a way to solve this?

besides that, awesome mod!  :D
#11
Mods / Re: (wip) Tribal Culture! (looking modder for help)
September 05, 2017, 03:02:36 AM
Quote from: The-Eroks on September 04, 2017, 12:28:09 PM
This stuff looks amazing (and did you do those drawings yourself? Also amazing). I'm working on a fantasy total conversion, which includes a (planned) significant tribal overall. I wouldn't have any problem with helping you on the .xml side of the house. PM me  ;)

hey! yes I did those images and tried to put them as a mod but my xml skill are clearly really bad xd, sent you a pm about the help! o//
#12
Mods / Re: (wip) Tribal Culture! (looking modder for help)
September 02, 2017, 11:51:38 AM
Quote from: Modraneth on September 02, 2017, 08:38:53 AM
well i send u pm but i dont think u read it


oh hey man! so sorry I am not too familiar on the layout of the site, so I keep ludeon in a tab to check if there are posts in the forum but didnt see the messages tab, just checked the files, wondering if you would be interested in getting into discord or something so we can work it better, I can make more images and less code errors if I have someone to work with  :D

the only 2 things needed would be some extra furniture/temperature (for lamps) and just apparel which this code seems good, if you are interested hit me a message (will check them now) if not will start checking how to edit these files  :)
#13
Quote from: Techgenius on August 31, 2017, 12:59:18 PM
This mod looks awesome! why not move it to the unfinished?  yeah..

Been playing a lot with tribals lately. If you want a beta-tester. I'm here.

hey thanks man! now I dont want to sound dumb but, how does one move one post to another forum folder (unfinished)?

Quotehello,
i dont know if u will like but i love the tribal and medieval stuff
some of the existing mods already touch this like some fur vests and melee weapons

Hey man, I am also in love of medieval things, tried the medieval times + medieval world and its amazing, however they are already doing medieval pretty good, the focus I want to make its a whole world for the tribals (tecnicaly tribals and medievals could exists toguether) but what I mean is, things like battleaxes, great swords etc, its something the medieval aspect can work, what I was thinking in the other side, instead of giving tribals the firepower of something equal to a Mortar, why not something advanced like this



imagine it is as an advanced research,  its strong as mortars cause you can neutralize various enemies inmediatly yet completely different since instead of shredding their bodies, it just puts then instantly to sleep, the balance here would be how expensive is to make these darts and how much research they require, but ideas like this to make this mod compatible with medieval or other technological mod



on a more important note I just realized my mod is incompatible with all my other mods and/or corrupted, and the reason for this is simple, I am terrible at modding, thought copying files from core and editing values here and there would be enough but clearly its not the way to go, so I am looking for someone that would like to help me work on the mod.

Your skills only require to know how to add apparel and like 3 new tables  :D I can do all the art and help with the balancing/ideas, if anyone is interested to help that would be awesome!
#14
Mods / Re: (wip) Tribal Culture!
August 29, 2017, 07:40:56 PM
changing some images to fit better the vanilla style, added Fireflies Spot and Glow Lamps



Fireflies Spot is a super cheap light system that works like a torch but cant be refueled, so once you place it it will get destroyed in like 2 days, handy for using little wood to iluminate places temporarely.
costs like 3 wood, last 1 day before running out

Glow Lamp its an improved torch that can last aprox 2 quadrums with a refueling of 20 wood, this is high tech and it should have the same level of use as lamps.
costs like 100 wood to make the starter one



those are just initial values, needs balancing for sure but their uses are clear, each one of these lamps will have a research tree required
#15
Mods / Re: (wip) Tribal Culture!
August 29, 2017, 09:20:28 AM
QuoteCatapults and Scorpions as Mortar and manned Towers come to mind.
someone also told me that they should have catapults as a long range weapon (equivalent to mortars) sounds good

pretty much all of the others also sound as a must have, from better food/medicine made by them, atm changing art style, not for clothing but at least for constructions so it feels more like vanilla art

while this is more easy to make (research spot)

I am changing it to this

so it goes along with the current art of the game.

I am testing atm and think the first steps as a tribe are:

1) construct these 1x1 research spots, they just cost 30 wood but have 0.3 research efficiency
2) construct cuttingstone spot and tailoring spot (same as their respective benches but 1x1 in the floor)

now need to figure out how to make these, the research spot was adapted from other mod, will check