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Messages - Prologue

#16
Ideas / Re: manhunter suggestion
November 20, 2020, 06:35:08 AM
Having one switch for all your turrets sounds great, but it can be a bit over complicated in some setups.
#17
Ideas / manhunter suggestion
November 19, 2020, 03:32:13 PM
Currently animals from the manhunter event will attack turrets even if they are set to hold fire. The only way to save the turrets from being destroyed is to toggle them off. But since you most likely want to hide inside from the manhunter pack, it is quite often near impossible to do this since the turrets are usually spread out on the edge of your base, while the animals spawn relatively nearby and they usually move quite fast. Thus you usually end up getting most of your turrets destroyed.

It would be nice if the animals would ignore the turrets if they are set to hold fire.
#18
Ideas / Re: RE-thinking raids
November 16, 2020, 11:24:11 AM
I think there is room for improvement for sure when it comes to raids. And I do feel like I'm forced by the game to make some kind of kill box or chokepoint to leverage the odds of surviving long-term.

One of the mods I use these days is "Enemy self preservation" (I put it at 45%) so that the raiders gain back some self respect and stop acting like a suicide squad. This helps create a bit more realistic feeling when defending against large numbers of enemy's.

But I agree that there could be done a bit more to shift from "AI that only wants your colony dead feeling" to "enjoyable and reasonable story enabling event".

I think when you view raids from a story perspective it becomes a lot more clear what could be changed. Currently there is only one raid mode and that is "fight till dead mentality". But as pointed out by some earlier posts in the tread, raiders are just people what are desperate to get some money so they can survive.

Having a chance for demands / negotiations to occur before the start of a raid may already do a lot to move into the "enjoyable and reasonable story enabling event" direction. Giving both sides a chance to use communication (based on social skills) to demand ransom / intimidate / solve the issue through diplomacy.

Secondly I think an enemy self preservation function should be added to the game, modding is always a workaround, but why mod if it could be canon?

There should also be a (more clear) objective for the raiders. Perhaps they want some minimum value of loot, kidnap a pawn or get their hands on a specific item. I'm pretty sure currently raiders will continue plundering your base until they flee due to severe losses (correct me if I'm wrong).

Optionally there could be a type of raid where the raiders approach peacefully, as if they are traders, and than turn on you once they are inside your 'secure walls', like the trojan horse.

I think having an option to pay for security in some way could be interesting, perhaps add a chance you get 'scammed' and the bandits attack even after you did your payment.

Also optional is to make the raider mentality more depended on the relation you have with their faction. For example, when you have -100 relation, they may act more suicidal, and when it is only -10 they rather just take some amount of loot and run for it.

Edit: One thing I want to add, perhaps having the option for the raiders to surrender is a good alternative way to end a raid.
#19
Mods / Re: remove weapons
November 12, 2020, 01:55:58 PM
I'm currently using it, and it's cool for sure. Only a bit hard to use if you are still a bit new to coding and game development. I can find and change some things, but not nearly as much as I want to.

For example I found an option to make turrets consumable by pawns, but I did not figure out how to change their behaviour when destroyed.
#20
Mods / remove weapons
November 12, 2020, 09:27:27 AM
Is there any mod that lets me ban specific weapons from the game? Would be especially useful for all the weapons added by mods that are installed for different reasons.
#21
Mods / Re: Mod suggestion - alternative currencies [RE]
November 12, 2020, 09:25:38 AM
Thank you for pointing out this mod. It's not the full implementation of my suggestion, but it does get me one step closer to being able to travel the Rim a bit more efficiently.
#22
Mods / Re: Prison labour bug
November 12, 2020, 07:35:28 AM
The only solution I found so far is to make them work at night when my colonists are asleep.
#23
Mods / Clothing mod suggestions
November 12, 2020, 07:34:06 AM
I was looking for some mods to add some fashionable / alternative options for clothing. But I did not find that many. Looking for something balanced (no crazy stats) and vanilla friendly. Are there any mods that I may be overlooking?
#24
Mods / Mod suggestion - alternative currencies [RE]
November 12, 2020, 07:30:43 AM
This is a re-post of my original mod suggestion, I've not yet seen any implementations of this so I'll bring it to the attention once more.


In Rimworld you can find technologies ranging from very primitive all the way to super advanced. But for some reason no one invented paper currency or blockchains yet. I feel like this needs to change!

First of all I think there should be 3 different types of currency:
Physical:  gold / silver / diamonds
Paper / fiat: Dollars / Euro's / Rimbucks
Digital / crypto: Bitcoin / Rimcoin

The main difference in these different currency types will be the weight / value ratio. The thing about Physical currency's is that they are quite heavy to carry around. Paper currency is a lot lighter so you can carry more of it. And Digital currency's have no or close to no weight restrictions.

For example: you're sending out a small trade caravan, you could perhaps take 10k+ worth in silver and gold with you but not 100k+, you could perhaps take 100k+ in paper currency, but not 10M+ while you could take (almost) any amount in digital currency with you.

The way I see digital currency's being added is by adding 'cred sticks' or 'ledger' that can be used to store your Bitcoins / Rimcoins. These would be small and lightweight items that can hold any number of value. Having more than one of these items allows you to divide your digital currency among them. These items can be traded as physical item or you can make a transaction to another similar device with the balance that is stored on them.

Now you might think while reading this that Digital currency's would be OP compared to the other options, but that does not have to be that way. One way to counter this would be to make paper and digital currency's more fragile than the physical ones, for example paper might burn away quite fast wile gold and silver are not easily affected by fire. Other risk factors could be added in, for example scenario's where your 'cred sticks' or 'ledger' device might break / gets hacked / you lose your private key, just to name some options.

Also an interesting aspect that could be added to this system is that different factions might prefer some payment methods more than others. Technologically advanced factions might prefer digital currency's more and tribal factions might prefer physical currency's more.
#25
They are probably considered 2 different animals by the game, that is why their skin won't stack and may be why the sometimes appear invisible (some conflict). You should try disabling one of them to see if it fixes your issue.
#26
Would also appreciate this function, atm I have to murder wandering pack animals for their loot, which seems a bit odd, why not just unload the items they carry?
#27
Quote from: Samapple31 on August 26, 2020, 11:07:48 PM
Give me 1 big reason why Rimworld has to deal with weapons.

Hunting.
#28
Mods / Prison labour bug
October 19, 2020, 05:46:09 AM
My wardens are picking up my prisoners at random from the quarry they work in and deposit them back into their cell, the prisoners will than often go back to the quarry to continue their work, but sadly this ends up consuming a lot of time for my warden pawns.

Does any one know a fix or workaround?
#29
General Discussion / Managing prisoner gear
October 17, 2020, 09:02:39 AM
Is there any good way of managing the equipped and/ or carried items of prisoners? By default they simply keep what they have on them including protective gear like body armour. Is there any easy way to provide prisoner clothing if they end up without any clothing? Not having control over these things ends up in a lot of non ideal situations.
#30
General Discussion / Re: some problems with wild pawns
October 17, 2020, 04:10:06 AM
Quote from: Canute on October 16, 2020, 03:20:50 PM
Ofcouse the pawn's don't leave the map, because the map was his home zone before.

When you get banished from a community it's not like they want you to stick around in thier base, the whole idea is that you leave.