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Messages - Andurhil

#1
Ideas / Re: "Gay" as a trait
May 10, 2016, 02:58:47 PM
Quote from: mumblemumble on May 09, 2016, 09:47:29 PMI also am against the hidden sexuality idea, even if its hidden in misc stats and not a trait, but having it flat out not shown sounds like a headache.

I'm fairly certain that what most people in the thread meant by hidden stat was not having it as a trait but showing it in the misc stats, or at least that's what I meant by it. Sorry if I wasn't fully clear.

Quote...though it would be hilarious to see sex get deeper, wife beaters, rapists, masturbation (with possibility for self injury during... imagine needing to operate to remove an object out of a colonists butt) ect....  But, all these are perhaps outside the scope of rimworld. And I would hope if it got like that, a scale of over-all perversion of the colonist would be shown, either being kind of saintly, a bit of a pervert who enjoys sex, or just someone who is flat out wrong.

That might be going a bit way beyond the scope of the game. XD

Quote from: MAKAIROSI on May 10, 2016, 02:31:06 PMWhen i posted my reply i thought the topic was about introducing the gay trait, not discussing the already introduced one (i had no idea there was a gay trait in the game). Now, reading your reply i noticed how you compared the "gay" trait to the "lazy" trait. Obviously i understand your intention was not to make the "gay" trait look as negative as the "lazy" one, however it will look like that to other players. So for example, you will have a lazy worker "but at least he's straight" or a gay worker "but at least he has the hard worker trait" (this example is just based on your example).

Yeah I understand that, but you can't police what people choose to do within the freedom allowed within the game, only make sure the game is fair and true to itself. Especially with a game like Rimworld where you can do some pretty atrocious things. (Prisoner organ harvesting anyone? Though I've never done anything remotely like that, I'm too squeamish and nice.)

QuotePersonally, i am against political correctness. You are right in what you say, that it's not portrayed as a negative but if it happens to be then so be it (since it's survival). The reason why i raised this point is because it might be seen as a huge negative for the entire game by outsiders.

Honestly it's a fairly neutral trait as far as gameplay is concerned; the game doesn't dictate morals as I've said before. It's people playing who can choose to perceive it as positive or negative. Personally I wouldn't want the game or Tynan to dictate "this is good, this is bad" and I really don't think that's something he'd do. Neutrality is fair.
#2
Ideas / Re: "Gay" as a trait
May 08, 2016, 06:19:44 PM
Quote from: Zombra on May 08, 2016, 05:53:40 PMHomophobic as a Trait on the Trait list ... eh, I feel it would be too limited in scope to be worth a place on the list.  Assuming that gay/bisexual/etc. characters are statistically rare (2-5%?), it would be almost meaningless next to "meaty" traits like Lazy or Psychopath that have frequent, sweeping effects.

However, I think it might be a nice hook for social fights.  Right now social fights only start because "I don't like your face".  I could see "Your sexual orientation is different from mine" being a good reason for social fights to start (though most colonists hopefully wouldn't feel this way :))  Off topic, I also think that romantic rivalry is a very good reason for social fights to happen.  ("John starts a social fight with Bill - fighting over Suzie.")

Exactly. It doesn't add to the "survival" aspect of the game necessarily, but now that social interactions are a thing it adds to that aspect of the gameplay. Like you said, social fights feel somewhat arbitrary atm.

And yes, as Zombra said, children are a planned feature. I disagree that it's not relevant though. Yes, it wouldn't necessarily be beneficial but children happen, just as intimate relationships do. Besides, considering our colonists are crash survivors they could conceivably start with children.

Either way, once you have a stable colony, realistically it's very likely that people would have children. Depending how you play Rimworld, leaving might not even be the end goal of your colony. I've had games where I've sent people off and left others to continue running the colony.
#3
Ideas / Re: "Gay" as a trait
May 08, 2016, 02:37:55 PM
Quote from: MAKAIROSI on May 08, 2016, 09:13:55 AMAlso, if we start adding such labels, then maybe we should add colonists' reactions to such labels. Someone doesn't like gay people / someone doesn't like straight people

That would actually be interesting from a gameplay perspective. Homophobe/Heterophobe as traits. Though that might be a bit more risque than Tynan wants.

Quotea gay person falls in love with a straight person of the same sex / a straight person falls in love with a gay person of the opposite sex.

If you read some of the earlier posts in this thread, and especially mine, that can already take place and I gave my take on how I think it works. It doesn't have to take any work, really.

Quotewhich means the player would feel like having a gay person in his starting team would be a liability since he/she won't produce any offspring (which you would want for your colony to grow) which would be treated as if the game was designed to make you hate gay people.

That's just part of emergent gameplay though. If your goal is to make a self-propagating colony under harsh conditions, then yes, having a gay character would be a liability at first. That's not the same as saying it's designed to make you hate gay people, that's kinda absurd. The game doesn't encourage anyone to hate characters with any of the other negative traits, such as lazy.

QuoteAlso, think about this. A gay person plays the game and wants an all-gay colony and decides to sell straight people as prisoners. How will this colony survive? Gay women and gay men would be "forced against their nature" to have a sexual relationship for the sole purpose of growing the colony. That would be really "unfair" towards gay people. So then we should start thinking about alternate routes that would lead to offspring like making a lab that would have the sperm fertilize the egg without the need of the sexual activity between a gay male and a gay female.

That's still part of the game and player decisions as to how to run the colony. Someone else could also play the game and have an all straight colony and sell off gay characters. That's equally possible within the game. The game doesn't dictate morals. If it did there wouldn't be cannibalism in the game.

QuoteMaybe, in ten years of alphas and betas that include generations, alien worlds, cybertech, guards, expeditions and in general, all the things everyone is longing for, they could also include different sexualities.

But it's this latest alpha which introduced social interactions and relationships, so of course people are going to bring up these subjects. They weren't issues before this alpha exactly because people knew there were other priorities. But now that relationships are in the game you think it's unreasonable to discuss the subject of sexuality? I don't really understand that thinking.

Besides, the subject of this thread was whether gay should be a trait from a gameplay mechanics perspective, not a social one.

QuoteBut again, think about what would that mean for the players. For a colony to survive it would be easier if everyone is straight (again, i'm saying this because of the offspring "availability") so the gay trait would be seen as a negative, and that would be wrong.

I mean, it would also be easier if everyone had the hard worker trait or if nobody had the lazy trait. It's still a valid gameplay scenario. Rimworld isn't "easy".
#4
Ideas / Re: "Gay" as a trait
May 06, 2016, 07:02:47 AM
I know there hasn't been a post here for a while now... but I've had some personal experience with this issue while playing Rimworld so I'd like to share my thoughts. I've also had two female colonists without the gay trait forming a relationship. This could be a bug since I haven't seen anyone in this thread mentioning this happening with male colonists, but honestly it didn't come across as a bug. I think there's always a chance for a relationship between any two colonists depending on their social interactions, but that the probability is much lower for same-sex relationships UNLESS they have the gay trait. That's a very clever way of doing it while allowing fluidity without having to hard code it in. I suspect that's why there's no straight trait. Yes, it assumes straight as the default but it works mechanically so I don't have an issue with it. However, since straight isn't a trait then I agree that gay should not take one of the three traits. It should be a hidden variable that can be seen in the detailed stats of the colonist. Also, personally, I think a good addition would be a bi trait that gave equal probability to a relationship with either/any sex, and an asexual trait that lowers the probability of having an intimate relationship with anyone.
#5
For anyone experiencing the bug where colonists are unable to drop apparel, I've found a temporary fix. While in-game, open up the Menu, go to Interface Options and select Never Use Alternate Tab Panels under the Alternate Tabs section.

In any case, great work in keeping this mod up to date for us EdB, it really makes gameplay so much more enjoyable.
#6
Aah, foiled again. XD I just really enjoy the game and thought I'd actually register and report bugs this time.

Just so I can avoid creating a new topic if this has already been reported -- I also encountered a glitch where colonists had suffered a mental breakdown, then after arresting them I got a message that they were on a rampage, while being carried to prison. As soon as they were released they actually did go on a rampage and had to be incapacitated.
#7
Summary - Colonists carrying aforementioned debris to specific squares of the dumping zone are unable to deposit it there, instead the debris is deposited on a random nearby square that is not part of the dumping zone. If there is a wall along the side of the dumping zone where the glitch occurs, then debris is dumped over the wall. Sometimes the debris seems to just disappear when dumped, other times to stack on top of debris already dumped beyond the zone due to the glitch.

Steps to Reproduce - Simply having my colonists haul debris to a specific dumping zone.

Expected Results - The debris to be dumped into the dumping zone.

Actual Results - Detailed in summary.

Notes - The debris is from collapsed rock due to mining, but the debris is outside. Attachment included with some examples and what happens when debris continues to be hauled to the dumping zone.

(I scoured the Bugtracker this time but found no reference to this.)

[attachment deleted by admin: too old]
#8
Bugs / Re: [W|0.1.334] Turret selection glitch
February 20, 2014, 12:53:00 PM
Oh, I'm sorry. I hadn't looked through the Bugtracker thoroughly enough.
#9
Bugs / [W|0.1.334] Turret selection glitch [mantis]
February 20, 2014, 09:46:05 AM
Selecting a single turret by clicking correctly selects the turret. However, drag-selecting a turret treats each of the 4 blocks of space taken up by the turret as individual turrets. Selecting "half" the turret gives Auto-turret x2, selecting all of it gives you  Auto-turret x4. The effect extends to drag-selecting multiple turrets, giving x8 for 2 fully-selected, x16 for 4 fully selected, etc. When selected this way with incorrect number of turrets shown, it is impossible to turn them on or off.