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

Topics - Xerdun

#1
Mods / [Mod Request] Elder Scrolls Races
September 10, 2017, 11:32:27 AM
As the name suggests, I'd love to see more races from the Elder Scrolls universe incorporated through a mod.

I say more as we already have the fantastic Argonian mod: https://steamcommunity.com/sharedfiles/filedetails/?id=959780399

I would particularly like to see a Khajiit race, I know we have the Orassans, however, I'd much prefer to see a primitive / medieval Khajiit society, in keeping with Elder Scrolls lore

This could then open up to the different elf and human races, as well as orcs - to add some variety.

Currently playing Rimworld with the medieval mods - would love to see the Elder Scrolls races included. From there you could even use ESO as an inspiration for different racial / factional armour sets.
#2
Ideas / Animal Gear
June 18, 2017, 07:17:35 AM
I did some searching, but couldn't find if this had been suggested before, but what about animal gear? Would affect move speed and carry weight of animal in the same way as colonists.

Armoured war elephants anyone?

Could be different tiers of armour dependent on species, for example, small sized animals could just have various coats to keep them warm / cool. Mid sized animals could have coats and leather armour. Large animals like megasloths, elephants and rhinos could have coats, leather and advanced armour, like plate. Additional ideas could be tusk / horn addons
#3
Ideas / Late Game Faction Warfare
May 27, 2017, 02:06:10 PM
Faction Improvements and Warfare Part 1

I should start by saying I'm not privy to Tynan's plans to expand factions in the future, however, I wanted to share my suggestions for changes that could be implemented over the short term, to the long term of Rimworld updates. I believe I got fairly carried away whilst typing this, so I did my best to create subheadings and structure it. Also, due to the sheer size, I didn't proofread what I've written, so entirely possible I've made some ridiculously random typos. Forgive me.
 
Short Term Tweaks

More Factions

From a realism perspective, it seems entirely unconventional that a mere half dozen or so factions would have taken control of the world's entire landmass, spaced across fairly evenly. My first suggestion would be to rework the faction generation to spawn around 100 factions on planet gen. This would work for a huge number of reasons, as well as forming the basis for the later suggestions. Each faction should be localised, with a randomised number of settlements. For example a tribe may occupy a small territory, with 1-3 localised villages. On the other hand, pirate factions could hold multiple outposts across the map, but would much more likely be ruled by their respective warlord, rather than having their own distinct leader. This is why I don't assume it would make much sense for pirate factions to have more than 1 or 2 settlements. Finally, settler factions are much more likely to see a wide range of options, from colonising great swathes of the planet, to holding a single settlement, therefore giving the faction anywhere from 1 - 8+ settlements.

I imagine this would be amongst the most simple to integrate of the suggestions and is the starting point. To me it makes much more logical sense, and gives the following benefits

More meaningful interactions
With your neighbours solely occupying the areas nearby to you, it's within your interests to retain good relations with those next to you, whilst not having to worry about those in the way beyond. Whether there's a fog of war system to hide those factions more than X tiles away, I couldn't say, however, to bypass overcrowding the faction screen with over a 100 factions, it would make sense to only include those that you have had interactions with and / or are nearby.

Faction elimination
Whether through my own foolishness or otherwise, I prefer to play on a 100% world genned planet, giving me a ridiculously populated planet, which is, frankly, awesome. However, what this means is that there is almost 0 chance of me actually wiping out another faction within a playthrough. By increasing the number of factions, within localised areas, it allows you to react to other factions in a much more meaningful way. That tribe who's village you burned. Well that was their only settlement, they're now either destroyed, or reeling from your assault. More on potential faction warfare later, but I'm sure you can see where I'm going

Ruins

With the addition of roads, particularly ancient roads, Tynan has made a bold statement regarding the distant pasts of the planets in the Rimworld universe. However, roads are merely the first step, and I believe expanding this further to cover ancient / abandoned ruins would be a super touch. These could be implemented exactly as the current faction settlements, are but provide a host of new options and storytelling mechanics - why was it abandoned? Are the old colonists merely hibernating in cryptosleep? Mechanoid attack? Is it empty? A poisonous fungi that infested the area and must be carefully cleaned before the disturbed spores poison your colonists? So many opportunities, also giving the player the opportunity to potentially set up another base of operations.

Faction Traits

I'm almost certain that this is on Tynan's to do list somewhere and like with pawns, a faction trait list gives infinite opportunity to breathe so much life into the dozens of new factions you'll encounter on your planet. I won't delve too deeply into this, given that this is something I've seen many others elaborate on far more successfully than I ever could, however, imagine that seemingly friendly tribe next door are actually cannibals. Or the seemingly vicious raiders, actually have an unquenchable smokeleaf addiction, that you can leverage to keep them in line. Or the settlers on the continent over are all elderly nudists (best not to imagine the horror of this one).

This could be expanded to cover religion and dozens of other mechanics in the future. Hunk of spacecraft lands amidst the cannibal tribe's huts and next thing you know, they're being ruled by mechanoids who have sent them from a mild nuisance, to a well equipped, space faring nation.

Whether traits are introduced randomly or otherwise to the player's colony from the offset, or are earned as play goes on, would be down to the developer. It would be particularly incredible to, after an unsuccessful raid, heal and release your prisoners of war, and have this looked upon favourably by the raiding pirates, increasing relation, but also giving you a "weak" faction trait, which others feel they can take advantage of. Releasing said prisoners could also piss off any other factions who are at war with them. Again, I could let my imagination run rampant on this one, but there are so many much more capable than I.

Prisoners

Like with ruins, what would in my eyes be a fairly simple edition (my eyes being those of someone who has as much development experience as most primary school kids), however, it would make sense for pirates to hold prisoners, who could either be recruited, recaptured or released back to their faction once you've "liberated" them from the pirates. Tribes would likely have slaves taken from battle and even colonists may keep prisoners from invaders. Makes sense, not a lot to go into here, although it might be a nice touch to introduce a system that allows putting prisoners to work. Will leave this one to the imaginations of the many before me to suggest a slavery system, but in its most basic incarnation, it'd be cool to be able to rescue prisoners from pirates. More on this again later.



More in Part 2 Below