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Messages - Barazen

#16
General Discussion / Re: Biotech
November 02, 2022, 11:15:30 PM
Quote from: Serenity on November 02, 2022, 03:02:33 PM
Great features, but I really don't like the graphics. To the point where I'm not sure if I'll get it. Why does everyone have to look like some anime character now? Animals ears, tails, and weirdly colored skin. Those kind of looks belong in mods. That graphics style isn't necessary at all for what the genetics system does.

Easily toggled on world gen, and if you have ideologies as well you can even set appearance tolerances which pawns will automatically try to fit at a styling station should you convert them.

Don't worry, you can save the weaboos from themselves... But only fire can save the furries and pig men.

Honestly, though, I get what you mean, the firefly feel of the base game is somewhat lost, but if you read the fiction primer fro. The main menu it all still fits the original vision.

Still waiting on the ability to uplift monkies to sentience however... Tynan.
#17
Ideas / Re: Jade knife relic
October 28, 2022, 04:47:08 AM
An item history/log would be an interesting addition, even adding specific items as being part of a ritual would be huge.

A tribal execution ritual with the Jade knife as a core element for example could add a range of storytelling if say, a raider nicked off with it, causing your tribe distress and starting a questline to get it back.

Maybe even locking out that ritual until it's recovery or some sort of
"It's just not the same, is this really good enough?" Moodlet For performing the ritual without said specific relic
#18
Interesting idea. Perhaps a Moodlet like "I'm trying to fit in... But this isn't me" -8 for a gay colonist in a straight demanded ideology for example, maybe even increase the recruit difficulty for pawns by a a fair amount to boot.

The idea has merit, but as said above, the people who would scream the loudest would shut down any idea along these lines that would be interesting story/ gameplay wise.
#19
It would be so much better if we could sell things to these guests, set up a proper market they can make offers on items.

But there's always meat harvesting until then.
#20
General Discussion / Re: Biotech
October 28, 2022, 12:00:23 AM
Biotech is probably the best one so far, my current playthrough is a mechanist start, who a few days in saved a ln enhanced human who became her husband in short order, they live in a cosy cabin with a detached lab for her to study in, while he cozies up to a stellarch empire to gain their tech.

I love how easily Biotech slots in with the regular feel of Rimworld, and my next playthrough will be Vatborn only.

If only Biotech added some ideologies as well so that I could make a faction of Vat Purists.


But robot army comes first.
#21
The biggest problem I see is an engine one, As far as I know, the game has no way of remembering tiles or the changes too them, especially not in a quick manner.

Just having the game remember that location from a random encounter you had where raiders ambushed you, because there was a cool spot there you want to build at would be a tremendous task.

But I agree with you, that would be awesome, and I do want it.
#22
no.
#23
Support / RE: Australian
March 15, 2022, 05:34:26 PM
So i bought rimworld on steam right? a long ass time ago, back in alpha sometime, now.  i find i cant even view the store page on steam regardless of my current ownership. How can i get the NEXT DLC when it comes out? is there a way to transfer my steam key into a direct copy from ludeon? or some other way i can keep up to date regardless of my nanny gov?

A brief look around didnt net me much in the way of answers, and im hoping for a bit more then "we're working on it" as aus gov isnt exactly knowing when enough is enough and i suspect this will escalate to them demanding digital copies being removed.
#24
Ideas / Re: Books
November 06, 2017, 12:58:50 AM
Love the idea, and gonna add my two cents...

Maybe better to be reliant on primarily the intellectual skill, with a bonus from the art skill to determine quality...

Skill training should begin quickly, getting rank 1-4 rather quickly, but very quickly begins taking a long time to train skills after that... maybe even being unable to keep up with skill decay by lvl 6?

Maybe making religious books is a bill you can select, and that one gets governed by social. Those books can trigger social events like chess, drawing certain pawns in to listen to the reader.
Or major events like parties where all previous listeners gather at once, priority of location goes to marriage spots.

Science books can be read to gain skill, again, boosting low levels to a median point, while only slowing skill decay at higher levels.
#25
How tough am I? I once walked into a sliding door...

IT OPENED.
#26
Ideas / Re: Urban Biomes
June 02, 2017, 11:43:09 AM
Also maybe in an urban area it would be better to simply fortify the husks of said buildings? With old vehicles/stands/lamp-posts etc to gather materials from?
#27
Ideas / Re: Minor Factions
May 19, 2017, 05:22:20 AM
Hahah Stanley? I aint even mad, cheers!

But i would point out that to me, i was on topic. Its a quest flag that give options to complete and it was tied to a spaceport minor faction barring special circumstances, ie: really good profit to make the trip over to you worth it.

Also i agree with that woodsman idea, but it could also work at crash survivor level, couple of people out cutting wood for a living all by themselves... would give an easy target if you wanted to be more raidery haha
#28
Ideas / Re: Minor Factions
May 18, 2017, 07:57:31 PM
On the note of spaceships btw, faster then light travel doesn't exist in this lore, not even for glitterworlds.

Everyship is either entirely machine or cryoships.
Which is why you can't just hitch a ride, likely there simply isn't room. And seeing as the ride to and fro would take YEARS to get anywhere its not like you can just call a lift.

These trade ships we see likely left when the planet was first colonized and arrived well after their regression. Or maybe they are in the same system?

I'd love to see another event like:

Tourist cruise liner is coming! An automated ad blitz is showing its coming in (x) months! If you have enough silver you too can board!  (X silver x colonists leaving × Y modifier) giving non explorative "trader" plays an option to 'win'

Said cruise ship would linger only for a few days, and if you havent got a large enough population buying tickets then they will have to travel to the largest nearby colony to board there.

Maybe make it the only way that greedy or 'noble' pawns will leave? In luxury? Also recommend this join the quest megathread as it shares some more then passing similarities.
#29
Ideas / Re: hunting changes
May 18, 2017, 07:45:49 PM
*flee or manhunt instead of triggering on wound.

However make windup take longer on less skilled shooters and maybe not every shot fatal, unless the pawn 20/20

Coz screw ups can and should still hppen.

Might make beavers! More annoying tho
#30
Stories / Re: Journey's End - Commentary
May 16, 2017, 09:34:37 PM
Haha i dunno how, but you made the chaos feel readable and make sense. Bravo my nippies, bravo.