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Messages - mellowautomata

#31
General Discussion / Re: rename pets?
May 25, 2017, 01:34:42 AM
Yikes. It doesn't seem like you can rename pets naturally but you could use dev tool for that purpose. Not really sure why "Suicidal" is on the gen list though. Oversight or intentional?

EDIT: Also some mods exist for this very purpose.
#32
General Discussion / Re: No more 90c+ poles
May 24, 2017, 09:30:19 PM
I kinda of wish they had some sort of temperature overlay for the world map. I looked at some videos back from earlier alphas and apparently such a thing did, in fact, exist? I mean, before the globe world
#33
Mods / Re: Is sound designing of any use?
May 24, 2017, 09:17:48 PM
Hey and thanks for the warm welcomes, this community truly feels awesome even from first glances!

Jesus, I wrote quite a long post and I had to scratch it all. I'll try to keep it short (and trust me, it won't be, it never is and never will be, I wrote like 4 paragraphs about gun fire sounds because that's me.).

So to keep it short: there is no point in reinventing the wheel. Why design gunfire sounds for guns which libraries cover perfectly fine? Now, if you had guns that were really special one way or another (not laser guns, not beam guns, not plasma guns etc, something truly special), then it's a different situation. But honestly, you can actually do that kind of stuff yourself! You may not view yourself as a sound designer, but you are _very_ capable of doing it even if you can't really wrap your head around the characteristics of a minigun sound. You'll run in some cases into issues when it comes to unintuitive things such as "huge explosion" (it's not about the initial blast being loud, on the contrary it should not be loud: it's all about the sound debris falling all over the place!)

My tip is, just think about of these things in terms of expectations. If I gave to you an otherwordly gun that was extremely big, what would you expect to hear when you fire it? Probably not a buzzing bee. Another thing is whenever it is coherent with the game design itself (but I honestly imagine this will never be an issue with guns, unless you do something like a gun that nobody is supposed to hear, that also almost deafens you, that makes it inharmonious with the game design and works against the flow!). Heh, two paragraphs is better than four I guess.

Now for the very important question...

QuoteMy problem, as a modder who know nothing about digital art creation, is that I don't even know what sound or music will be great for mods I make or how to ask you specific help.

So what the hell are we good for anyway, right? Well, you're in luck. Again, to keep it short, I'll present to you how my current theater project started. A director that I have never worked with (although I have with two of her colleagues) contacted me. Gave me a script and told me to evaluate whenever I wanted to be part of the team. Gave it a read. Pretty serious stuff about boys abuse of mothers love through financial terms (stealing her money and causing her financial issues). Yikes, that's way out of my comfort zone. I'm in. Asked if she had any idea what she wants from me. Her reply? "I don't really know, I just thought I could use a sound designer for this production"

Two weeks later, sent her what I thought would work out well for the "main theme" and she was very happy. Now I'm waiting until we get to actual rehearsals where i'll pin the rest of it down.

Now, I might be bit out of my mind for saying this as if it was behalf of all sound designers, but risking that, I'll still say it: for any sound designer to be worth their weight, they gotta be able to pull it off no matter what, under any circumstances. If you feel like you need a sound designer for something, you can at least contact me and i'll be happy to see if there is something to be done and if I can do it. And your hunch is enough. Although I admit, I'm not great at everything. For example, I'd probably not be ideal person for medieval themed mods. I could try my best, but my best probably will be less than average.

Only conditions I have is that unless the mod is specific to being centered around sound, it should under no circumstances limit the experience in any way for deaf people otherwise than what is inevitable. So for example, if you have this awesome designed event where you think that warning the player with mere sound (instead of a pop-up message) is a great idea, I'd be happy to do it, but you have to make it an option to also include the pop-up message for those who can't hear, because it might make the mod otherwise unplayable for them and I would feel bad if that was merely a consequence of my own proficiency.
#34
Mods / Is sound designing of any use?
May 24, 2017, 05:04:44 PM
I was wondering, as an amateur sound designer (with proficient tools and 6 years of knowledge in using them as a music producer & composer / sound designer for amateur theater), whenever modders here ever look for sound designers? It would be kind of interesting, even out of pure curiosity, to try and work for something (of rather small scale to begin with) to see whats it like.

Seeing all these crazy mods out there, in particular thinking about overhaul mods such as the one that is based on Cthulhu Mythos, I'd imagine that at least to some degree sound designers could be useful. Am I wrong?
#35
Quote from: Cashdiddy on May 24, 2017, 02:25:16 PM
Is there any rework toward colonist population limit (i didnt see anything mentioning this) like increasing the population cap and if not where could i find the files to edit this myself (and maybe release a mod) on steam?

There are population cap mods but all of them seem to be for a16 (and I tried one that doubled pop cap for each storyteller, it seemed kind of buggy since it was for a16). I think Tynan doesn't intend to increase the cap inherently because the story-driven factor is basically negated the more pawns you have. OTOH, I have mixed feelings about this myself, in particular due to the new direction that caravans seem to introduce and the whole "multiple colonies" possibility.

Another reason is also performance-wise.

And on a personal note, I honestly don't recommend trying to go for huuuge population. It really starts to become a mess slowly as this game lacks lots of tools that I feel are somewhat essential for proper macromanagement. There are mods to meliorate the issues of managing a huge colony, but basically the feeling you'll get will be more like playing one of those different kinds of colony simulators where you get these soulless, faceless servants that have no personality, to simply do the tasks you want them to do.

I think caravans can actually still make it meaningful, but... it would also make this less of a colony simulator and more something like Kenshi. It could be very fun, but... yeah. Also, I can't see it working unless your main-colony gets less affected by events that in particular require your activity (raids, electricity shorting etc), which again sounds just weird.
#36
Oh well, I'm still excited, since the modders are probably gonna start releasing their stuff for a17
#37
Quote from: Safir on May 24, 2017, 02:05:45 PM
Yeah, I was just about to start a new A16 game and had almost finished downloading all mods I wanted to use. Now I suppose I'll have to aim for a vanilla A17 instead to take all the new stuff in. Thanks Tynan!

If you want, you can select A16 from beta branches in Steam client (assuming you use it, which I think you should be able to since they added the possibility of getting steam key even for DRM-free purchases, although not sure about the restrictions). In case you don't know how to participate into one, just right-click RimWorld on Steam client, go to properties and then the "BETAS" tab and opt into whatever branch you want. Here's a picture: https://gyazo.com/3306fbcf8cf094ad19119d358d06f216?token=06cf362c270076db180c9280f7d26c75

By the way Tynan, if I had played for A17 beta branch, should I expect anything being different now than, say, two days ago?
#38
Dang it, I wanted to say I'm kinda new here so I'm first. But I'm kinda new here so I'm second
#39
A lot of music production software allows this by using shift-key for fine-tuning. This should be easily doable and is sensible in my opinion, even if it doesn't necessarily benefit that many people.
#40
Ideas / An overhaul to trading ships?
May 13, 2017, 04:02:12 PM
I find that these ships are just far too rare and there is something definitively wrong. I tried out playing with all storytellers and the result is always the same: once your colony is established and wealthy, good luck getting tradeships. At worst, you'll have only one during five years of gameplay. Even in best case scenario, that means that the smallest possible interval would be 2,5 years. I haven't tested systematically whenever this applies to every storyteller (Randy in particular), but there's one thing for sure: it takes too long for all of them.

In all honesty, I think that there should be means to improve this situation. No matter how OP bionic implants seem, for example, endgame gets still far too boring if it's all about you waiting for those trader ships. Heck, maybe make implants far more rare stock among trader ships and instead make it a mechanic that is more about caravans as well. Have bases that have bionics stocked, which you can assault or trade with. Or have those quests with implants and a lot of difficulty.  It does not matter.

But as for trader ships, I think there should be something else than simple frequency increase. I'd much more enjoy a system where you can actually attract them through various ways. Let's say, for example, that the more wealth you are broadcasting through your comms beacons, the higher chance there is for a trader ship to come by... as well as a higher chance there is to be raided by pirates. And to enhance the system, the pirates could also pack a lot more punch depending on the amount of trading that you did with the trader ship. Or maybe each item could have an associated value that determines the impact on the raid; bionics have a huge impact / cost factor, something like rice instead very little.

Whatever the system is, I personally don't think the current system is reasonable. Most often when you're at the point of having to wait long times for trading ships, you're not really anymore at the same kind of risk as you should have established colony and a good stock for all kinds of situations. You might lose a colonist here and there between the tradeships, but very little should have catastrophic potential anymore.