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Messages - DNK

#16
Ideas / Re: Basic Need Manifesto
April 22, 2017, 10:41:45 PM
We have a basic hygiene mod that adds practically zero added management. You just add a wash basin and you're good. It's just another thing to build.

I'd also like water, but it's been discussed to death and whatever Tynan does for it he does. I am sure someone will eventually mod it in if he doesn't add it.
#17
General Discussion / Re: Stalkers
April 20, 2017, 06:34:59 PM
or Tynan could just code it so that any room a pawn owns a bed in is off limits to other pawns unless they're performing a task like construction, and only then when the pawn is not sleeping in the room.
#18
Ideas / Re: Colony Culture based on player decisions
April 19, 2017, 09:26:17 PM
A few more ideas, to flesh the idea out a bit.

A "warrior" culture would:

  • no "observed corpse -5" penalty
  • a "killed an enemy in battle +5" mood bonus
  • a "haven't killed anyone in weeks -3" penalty
  • 25% more prone to violence between colonists
  • violence between colonists 25% more likely to result in fatalities (continues longer)
  • 25% fewer enemy raids (they fear you)
  • 25% fewer traders (same)
  • traders charge 25% more (to offset their risk)
  • x115% to melee DPS
  • x115% to shooting accuracy
  • no "executed a prisoner" penalty
A "peaceful" colony... first, I think there should be non-lethal ways to handle raiders, like stun weapons, concussion grenades, glue guns, whatever. Anyway:

  • +25% more traders
  • -15% cost for traders
  • +5 colony-wide mood boost "peaceful colony"
  • double "saw a corpse" penalty
  • "killed someone -5" penalty
  • "saw someone killed -3" penalty
  • -25% as many violent intra-colony attacks
  • -50% fatalities from colonist-colonist fights
  • global +10% work speed
A "sociopath" colony:

  • no "executed a prisoner", etc, penalties
  • reduced "loved one/fried died" penalties
  • -25% positive social interactions
  • +10% negative social interactions
  • -20% recruit chance
  • no "ate human meat" penalties
  • no "slavery" penalties
  • +10% prices on sold slaves, -10% on bought slaves
  • gore/blood is neutral beauty
An "empathetic" colony:

  • +25% positive social interactions
  • -25% effect of negative social interactions
  • x2 "saw corpse" penalty
  • x4 "executed a prisoner" penalty (and harvest, etc)
  • no slave traders
  • +25% "wanderer joins" events
  • +35% to recruit chance
  • -25% melee DPS
  • "killed someone" penalty
  • "saw someone killed" penalty

So obviously, if you start killing lots of people, the colony culture will shift away from empathy/peace, but the penalties will remain for their standard resolution time, while new penalties would be based on the newer culture score.

All these bonuses/penalties could be modified by where you are on the spectrum. So if you're right in the middle it's just vanilla, but as you drift one way or the other you slowly build up to the full effect. So it might just be a -1 modifier at first, then -2, then so on to -5 for "saw a corpse" or whatever.
#19
I like it. I also like the whole assortment of Stalker's various anomalies, all of which were originally based on the idea of being byproducts of advanced alien space technology.

The problem, of course, is that it would severely curtail player choice in where to put their base and structures, and as such probably doesn't work within the current map system. If instead of a singular, small, RNG-made "map" and instead a large, fully procedurally generated "world" (a la Dwarf Fortress), then this would be far less of an issue and just a great addition. Tynan seems to be making steps in that direction, but I am unsure if he's going to go full "world generation" or just keep it as more of a "strategy layer" with RNG "maps" created whenever the player switches to a world tile.
#20
Ideas / Colony Culture based on player decisions
April 17, 2017, 06:46:59 PM
The basic idea here is that a player's decisions will alter a "colony culture" variable that in turn has impacts on how pawns feel about certain events, each other, and could have a variety of minor nerfs/buffs to things like weapon usage, negotiation, recruitment, etc (all within the realm of 5-15% at most).

This is a form of dynamic feedback for actions a player takes.

For instance, executing or harvesting captured prisoners would shift the culture towards "sociopaths", along the sociopath-empath spectrum. On the sociopath end, all colonists would have a slight decrease in pro-social attitudes towards each other (more insults, more drama) and a much harder time recruiting the few prisoners they didn't want to eat.

A colony that routinely does "catch and release" after a nice chat and a cup of tea for prisoners would see buffs to socializing, recruitment, and so on.

Another cultural spectrum could be war-peace. The more a colony trains for battle (mod currently, but I hope this makes the final game), and the higher %age of attackers killed, the more a colony kills fallen attackers (rather than just leaving them or rescuing them), the farther on the war side it is. This would give bonuses to combat stats and speed up leveling, while a more peaceful colony would see increased traders coming by and a small mood buff "peaceful colony +5" or some such.

You could have a few major spectra, each shifting based on player choices. This doesn't create a "best" way to play, just tradeoffs and specializations.

It's sort of like how the new Dishonored has the world subtly shift based on the player's approach. I enjoy that sort of feedback, but it doesn't need to be anything major, just little things, subtleties to player strategies.
#22
Website is down. Anyone have another link?
#23
You're welcome.

While I'm at it, if you want just MORE colonists in general, you can edit the Defs\StorytellerDefs\Storytellers.xml

    <desiredPopulationMin>4</desiredPopulationMin>
    <desiredPopulationMax>13</desiredPopulationMax>
    <desiredPopulationCritical>18</desiredPopulationCritical>

Change to whatever you want. If your pop is below the min, the storyteller will give you a lot more newcomers, up to max. Not sure about critical, but I'm guessing you get a lot more threats once it hits that.

I'm slowly building up (ie ignoring crappy rescue pods) with:
    <desiredPopulationMin>15</desiredPopulationMin>
    <desiredPopulationMax>45</desiredPopulationMax>
    <desiredPopulationCritical>75</desiredPopulationCritical>

I'll see where performance gets bad, but I've been around 20-25 before without issues.
#24
Yeah, animals stealing stuff (and invisible thieves) would be an awesome DF addition to RW.
#25
Depends entirely on your location.
#26
I agree. The wanderer join events are annoying since I usually ignore about 60-70% of refugee pods and release a similar number of prisoners. But I get a wanderer who not only is crap but also is a lover of another colonist or something... it gets very anti-RP to kill them off, plus the mood penalty to the lover.

Thankfully, you can easily mod this out of the game. Defs\Incidents\Incidents_Various_Good.xml
Just give "wanderer join" a 0 <basechance>, then increase "refugee pod crash" to compensate. Now they're all pod crashes.
#27
Ideas / Re: Collectibles
April 14, 2017, 04:58:57 PM
Yeah, rare/legendary sorts of special items would be great. Like weapons that a trader has a 0.1% chance of carrying but are way better than anything else you can get, or armor, or medical glittertech stuff (like cutting edge glitter tech).
#28
Ideas / Re: Education = Increases Tech Level
April 13, 2017, 09:30:49 PM
Quote from: Boston on April 13, 2017, 06:55:25 PM
..... Tribals aren't stupid.
It's knowledge (of science/civilization), not intelligence. It's a simplification of the real world, and one that allows an additional layer of strategy for handling research, and allows players with low-tech starts a chance to push extra focus/resources into teching up, and adds extra considerations for decisions over new colonists.

It can also just be ignored by casual players, since it doesn't fundamentally alter gameplay.
#29
Ideas / Re: Bigger Maps!
April 13, 2017, 07:00:03 PM
Fully agreed. My computer can handle significantly larger maps, and I'd like to see them as an option for high-end gamers.
Quote from: Wanderer_joins on April 13, 2017, 11:40:04 AM
There's no hard limit, you can edit the save file and spam 600*600 maps if your computer takes it. I think 450*450 is already ludeonicrous enough.
Wait, you can?

... This does nothing for me.
#30
Ideas / Re: A17 Suggestions (Water wheel)
April 13, 2017, 06:59:18 PM
Water-based production should be on the to-do list, along with bridges, boat production (when we get to vehicles) for trade travel and fishing/resources, and stuff for joy.