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#46
Mods / [Mod idea / question] RPG mode
March 19, 2017, 05:14:23 AM
Hello my wonderful beasts!

So, unlike my other post this one will be quite a heavy one, if not outright abstract, but please bear with me.

Is it even remotely possible to mod even the most crude version of something even slightly resembilng an RPG mode? By RPG mode I mean something like:
- WorldGen with more predefined towns and other sites with an optional ability to set pre-defined NPCs in those.
- Quest system, even as barebones as "kill X who can be found at Y" or "bring me N of item X".
- Something for setting up a story. Events and their triggers based on time, character progress (total skill level? total wealth?), deaths of certain individuals etc.

Generally what I mean is not a complete mod with finished story etc. but more of a framework to create those. I have no knowledge about Rimworld's code so I don't know if it's possible, but the game itself seems to have the core mechanics that'd support such mod. For example:
- The UI responsible for managing your pawns is as good in "colony" mode as it would be in rpg.
- Max number of your pawns could depend on your main character's Social skill.
- There seem to be a mechanic of choice events (offering a runaway pawn shelter or let them get killed by bandits) so this could potentialy provide some crude dialogue options, I suppose?
- Travel would naturally utilise the awesome caravan and site generation system, so that's pretty much covered. Even the random encounters are already covered by it.
- I've seen mods giving pawns some special abilities like combat dash and such, so it's even possible to give some RPG-style action skills.


So... very, veeery roughly - is such thing even remotely possible in the current state of the game?

Cheers!
#47
Greetings, fellow Rimmers!

Since it's my very first post on this forum, I want to use up a little corner of my message to:
1. Thank Tynan for the awesome work. You've created an awesome world!
2. Also thank all the modders for probably equally awesome work. You keep said world alive ;)

Now that this little note is done, let me go straight to the point of this post, which is a question about a mod:

Is it possible to utilize the morale of raiders (and ideally your pawns as well - for balance) to create a system that'd make it either easier or harder to break their will, depending on circumstances?

I haven't looked into Rimworld's code so I have no idea how does the current morale system work. I don't know if there's actually a hidden stat or is it just some random chance when killing raiders or perhaps hardcoded "we run if we've lost >50% of our dudes". I have no idea and hence the question:

Could morale be expanded to make it possible to wear raiders psychologically (especially later in game in greater raids)? A couple ideas of how it could work:
- Unburied non-colonist corpses left to rot would each demoralise the raiders. Even more so if the deceased was of the same faction as the beholder. Similarly - corpses of your colonists would do that to your pawns.
- Special items created with use of the corpses, like: crossed corpse, bone pile, impaled body, pile of skulls etc. would take the demoralising effect to higher levels, showing the cruelty and savagery of your people towards their enemies BUT non-psychopath pawns would get negative moodlets by passing by those "deterrents", so it would be a good idea to place them in chokepoints away from your base.
- Witnessing an ally getting shot down would, naturally, lower the morale BUT each enemy shot would raise it.
- Being on fire seems like a quite good reason to say "F**k this s**t I'm out!" and run away from the fight.
- This could open a path to a couple of traits to add some spice. For example: "Vengeful" trait would reverse the demoralising effect IF the observed corpse belonged to the same faction as the beholder, making them want to kill you no matter what and they won't quit. The other one could be "Undaunted" - simply put, all those things would have no effect on an undaunted person.

You get the idea. So, would something like that be possible to mod into the current build or is it impossible?

Thanks a lot for taking the time to read this and even more so for responding.