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Messages - Several Puffins

#31
Amazing! I was considering doing this as I love AJO so much. I will miss spectago, though. I loved making little colourful flower gardens!

Will you be migrating any of the other wonderful Cupro mods over to A16?
#32
Mods / Re: Mod Request: RPR- Rimworld Public Radio
December 25, 2016, 11:26:04 AM
Hah! I like the idea of receiving non-monetary donations, which may be disgusting dependent on quality. They could also vary based on the culture of the group that sends them?

My current set-up is that it takes at least two days to rehearse and perform a play- that's the current "charing up" stage. You could have multiple stages, but you'd need a LOT of people.
#33
Hi! I'm probably a SJW (I did make a mod to include bisexual and asexual people in the game), and am pretty sold on constructivism for a lot of things- heaven knows I've seen terrible sexism in my old workplace (and read enough papers on the topic) that makes it difficult for me to believe that we're anything other than measurably biased against women in most well paid and respected sectors, but...

Quote from: iota_x on December 25, 2016, 09:26:13 AM
The idea that men are stronger than women is largely cultural. While it may be true that on average a man is more likely to be "stronger" than a woman, it says nothing about whether "this" man is stronger than "that" woman.

here I disagree. This woman may indeed be stronger than that man, but in a random draw from each pool it will happen (say, for upper body strength) 2 times in 100. Putting aside socialisation, I'd be surprised if we discovered it got past 1 time in 10. Sexual dimorphism, though small in humans, likely has a larger effect than you credit. Cognitive differences are, in contrast, HUGELY overblown, and I think that can make us wary of these sorts of arguments.

However, I don't think the game should be changed to reflect this, because :
A) Women do somewhat better at agility tests, so how would we implement the change? Men get higher damage with clubs, women get higher damage with shivs and shortswords? Or lower chance to be hit? That's unnecessarily complicated. Just leave 'em equal.
B) What about other survival issues? Why are we starting with "Men hit hard, women do that (currently rather unimportant) social stuff"? Women generally have better muscular endurance, higher resistances to pathogens and starvation and, of course, are less likely to be affected by X chromosomal genetic diseases. I personally don't want these differences introducing either as I see no good coming from making either male pawns or female pawns clearly favourable for a given colony setup.
C) There're a lot of abstractions away from realism that are far more striking in RimWorld, with far less chance to upset, and I don't see why we'd not address those first.
#34
Ideas / Re: forced prostitution
December 25, 2016, 07:30:00 AM
Quote from: mumblemumble on December 24, 2016, 09:30:25 PM
I can understand that, and that is a very valid point, sexual issues is far more home hitting than other issues. But that is where I think it could make for an amazing game, where punches aren't pulled, and things have impact.
You say this like punches of any sort have intrinsic artistic merit. They don't, it's how they're used. This particualr topic is one that can only be handled well with a great deal of thought and empathy. A procedurally generated scenario has neither. Well constructed mechanics can do a good line in story generation, but they aren't going to provide [sic] hard hitting stories. They're going to be mindless (literally) sexual violence stories. There are already A LOT of those.

Quote from: mumblemumble on December 24, 2016, 09:30:25 PM
Its like how children don't die in most movies / games, particularly not in grisly ways. This is to pull punches, to prevent trauma, but they end up being less spectacular.
Less spectacular? Nah. These things can be done well, again by excellent writers, not by procedural systems. Most violence against children in media? Still gratuitous nonsense. The venn diagram of nasty and clever has a pretty small overlap.

Quote from: mumblemumble on December 24, 2016, 09:30:25 PM
it comes down to one simple question, which we must ask ourselves : Which is more important, amazing stories, or protecting emotions of the feeble?

Referring to those sensitive to sexual violence as the feeble is frankly appalling. Have a little grace, please. Putting that aside, "amazing" stories in any medium dealing with these topics are again only possible for people of rare empathy and subtlety. Would I trust Ursula Le Guinn? Yes. Alan Moore? Probably. A random number generator and any old player? No, it'll degenerate into simulated rape camps.

Quote from: mumblemumble on December 24, 2016, 09:30:25 PM
I just feel I need to spell this out to people who are seemingly immune to logic, and insist rape has been eradicated in ALL OF THE GALAXY.
No-one has said that. Casting those who disagree as "immune to logic" is not a cordial way to hold a discussion. Again, please try to be more respectful.

What other people have said is this: it shouldn't be in the player-controlled part of the game. It clearly exists in the universe, in a couple of backgrounds, where it won't degenerate into something awful for the sake of being awful.
#35
Ideas / Re: forced prostitution
December 24, 2016, 09:12:16 PM
Quote from: mumblemumble on December 24, 2016, 06:27:20 PM
that still sounds like an anecdotal argument.

i mean, these aren't 2 bit thugs we are talking about, who kill people who are just "on their turf", these are pirates who use warfare as a LIFESTYLE.

People in that culture I simply cannot see extending mercy to others in any form that isn't profitable.

For a well documented example of resistance to this particular form of nastiness, the pirate captain Zheng Shi had pirates who raped captives put to death.

In general, I'd agree with the sentiments I've seen that 1) it'll cause too much fuss for Ludeon and alienate too many people for it to be a remotely good idea in the core game, and that 2) all the other horrible things are much less commonly experienced by people than sexual assault. No-one who doesn't want this as a game feature is saying that wearing dead people as hats isn't bad, but I don't personally know anyone who has been affected by that (and nor does anyone else here). I wish I could say the same of sexual violence, but I really really can't.
#36
Outdated / Re: [A14/15] Psychology (2016-09-04)
December 23, 2016, 01:02:03 PM
Psychology: As I said, the old detour system works (more or less), but I've just migrated a mod over to detouring with HugsLib and it is SUPER easy. It's just an annotation with a type & method name. I am very impressed with UnlimitedHugs right now!
#37
Outdated / Re: [A14/15] Psychology (2016-09-04)
December 22, 2016, 07:13:50 PM
Hi Psychology!

I basically nicked detours from the no CCL version of your A15 for my mod Romance Diversified- I've just updated to A16 and everything seems fine. The detours system still functions, I just had to rename some detoured functions (e.g. AttractionTo was renamed SecondaryRomanceChance, or some such thing).

Anyway, I love the mod. Best of luck updating!
#38
Mods / Re: Mod Request: RPR- Rimworld Public Radio
December 22, 2016, 04:58:03 PM
Actually, I'm kind of working on this already! I have a half finished mod (Razzle Dazzle, to fit in with the RD title theme of my other two mods) in which you can build a stage and a grand piano and have colonists perform.

If you also build a broadcast tower, these performances are sent to other factions. At the end of the season your quality and quantity of output is checked and you improve relations, get paid by drop-pod, or both! A16's release has slightly shaken things up, but I intend to get this out in the next month or so, ideally with travelling players as the lower-tech option for tribal starts.
#39
To all users who hunt out their mods here- both the old A15 and updated A16 versions of both listed mods are available via the dropbox link in the first post. Dating and casual hookups have been introduced for Romance Diversified. Rumours and Deception remains largely unchanged, though the split and defection events are currently disabled while I get to grips with the new HugsLib!
#40
Napple, this is a bug of sorts in that they're all form tribal backgrounds, but my current method of determining background invents subtypes based on description- if the background doesn't use the word Tribe or Tribal, it doesn't detect it as tribal. I'm not sure how this can be changed, but (to the community as a whole) I'm open to suggestions!
#41
Nimander: Fair enough, these events are of course disruptive. If you like the general idea, but don't want the splits you could try the newly uploaded version- the events are now optional (toggled in the Options>Mod Settings menu, and thanks to UnlimitedHugs for the mod options system).

In order to ensure that antisocial, divided colonies still give penalties, the new version does start more fights between mutually antagonistic cliques, but with the flick of a switch your colonists will definitely stick around!
#42
Quote from: Voker57 on November 16, 2016, 08:58:16 AM
Not really, they just got same -10 from not having any friends.

I can't replicate this- I got a +8 for a lone colonist because they liked themselves and therefore had constructive relationships with everyone (fixed), but no debuff. In an established colony the joining wanderers are all fine, no mood debuffs. Could you replace the mod with the currently uploaded version (the filename of which should end in 161116) and, if the problem persists, send me a screenshot of the person in question's social screen, needs and character sheet?

Quote from: Voker57 on November 16, 2016, 08:58:16 AM
Another small issue: In your zip files there is __MACOSX folder created automatically by your archiver which causes problem on mod loading.

I've zipped form the command line, which should solve that problem. If not, delete the folder.
#43
Hi Voker! Yep, as a mod that was made entirely with bigger colonies in mind I'd neglected this. I've just uploaded an update that should fix your problems. It does the following:

- The -10 mood debuff now kicks in only when there are 3 pawns, so it's not just isolation, it's the feeling of being ganged up on that leads to it.
- I've raised the general hatred threshold so that you need a -8 rather than a -5 from everyone before you'll get the debuff, so lazy people won't immediately feel isolated (I assume this was true of your new colonists?). I will not move this any lower as I do want it to happen to people occasionally without them having to have hated traits, particularly new people getting quickly frozen out by, say, an argument by a popular member of the old clique, as it makes for interesting stories. A lazy cannibal will still immediately get the debuff, but probably should be immediately ostracised by a sane colony!
- A colony requires 4 people before defection is even a slight risk (and the alert now reflects this), but I have removed the 4 person requirement on mental breaks for isolated pawns. They will not happen for the first two seasons, after which single colonist will be much harder as they'll be as mad as a bag of spiders. This should add some motivation to find companionship for your lone pioneer! For anyone playing single colonist longer term than that, I'd say there's no real point in having a gossip mod on that colony.
#44
CJoker- Yep, this was the same grammar problem that Mabor0shi mentioned. It happens this way because, though the start of an interaction has different texts specified for both parties, the result of the interaction has the same text both parties (at least, as far as I can tell). This means that active voice can't work in the second half because they aren't both the same "me", and the switch is, I agree, jarring. That's why all of the vanilla interactions are in passive voice ("Was insulted by" etc). I've actually just put up an update that puts my sentences into passive voice to so that it doesn't change halfway through. It's both on Steam and in the dropbox.
#45
Also, to all, Rumours and Deception has just been updated- if you're using Steam it should update automatically, but if you're not you'll need to re-download the zip from Dropbox.