Hi Psychology, I use your psychology mod and I am currently considering adding this mod to a new playthrough I am about to start , but I am worried about how often some of the incidents fire and also how mechanics for some are handled. These are simply ideas, I mod myself so I know what its like having requests left right and center.
My worries are thus;
1. Homesick - I understand spreading it like an infection but I am not sure I like how to handle it i.e. locking up the pawn so it doesn't spread, it just doesnt click logically for me. I am hoping with the introduction of colony leadership in your other mod that there would be better ways of dealing with homesickness? Even without that mod I think the event in this mod alone needs abit of natural-balance. What I mean by this is like, as the homesickness incident appears pawns of certain traits/backgrounds (steadfast) get a chance to reduce the mood effect of homesickness bit by bit if they interact with pawns that are infected (e.g. -25% homesick mood effect).
2. Cliques - How long does this event last? As in will there come a time when the cliques make-up/disband or is my colony going to be forever divided by sorority girls?
3. Sabotage - I am not sure how this event is handled as I am yet to try the mod but I am guessing a recruited pawn would go to break some building and you would need to catch him in the act. What I want to know is how is catching/stopping/controlling the individual handled? Do you re-imprison the person again with a better/worse recruitment chance? Can this event tie in with leaders by having an underlying reason for committing sabotage which a leader with a high enough stat in social can identify and as such end the event with a much shorter prison sentence.
4. Thief - From reading the forum posts it seems that the thief is an invisible character? Does the thief become visible when in range of your pawns? Why not make a sensor on.click on the thief where when you click it in an attempt to inspect it reacts with something more? Dunno what just idea that kind of fizzled out at the end
Anyway look forward to trying this out and making my colony a more, ehem exiting place.
My worries are thus;
1. Homesick - I understand spreading it like an infection but I am not sure I like how to handle it i.e. locking up the pawn so it doesn't spread, it just doesnt click logically for me. I am hoping with the introduction of colony leadership in your other mod that there would be better ways of dealing with homesickness? Even without that mod I think the event in this mod alone needs abit of natural-balance. What I mean by this is like, as the homesickness incident appears pawns of certain traits/backgrounds (steadfast) get a chance to reduce the mood effect of homesickness bit by bit if they interact with pawns that are infected (e.g. -25% homesick mood effect).
2. Cliques - How long does this event last? As in will there come a time when the cliques make-up/disband or is my colony going to be forever divided by sorority girls?
3. Sabotage - I am not sure how this event is handled as I am yet to try the mod but I am guessing a recruited pawn would go to break some building and you would need to catch him in the act. What I want to know is how is catching/stopping/controlling the individual handled? Do you re-imprison the person again with a better/worse recruitment chance? Can this event tie in with leaders by having an underlying reason for committing sabotage which a leader with a high enough stat in social can identify and as such end the event with a much shorter prison sentence.
4. Thief - From reading the forum posts it seems that the thief is an invisible character? Does the thief become visible when in range of your pawns? Why not make a sensor on.click on the thief where when you click it in an attempt to inspect it reacts with something more? Dunno what just idea that kind of fizzled out at the end
Anyway look forward to trying this out and making my colony a more, ehem exiting place.