Jobs and titles

Started by postm00v, December 15, 2016, 03:01:15 PM

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postm00v

A while ago I suggested a administration feature, because every town needs some sort of admin. This would add a lot of RP. Unfortunately it was turned down. Yesterday I was playing the unstable test build, and noticed we could have several bases. Which got me thinking again. Then I noticed the framework was already in place.

If we could edit the rule where it says 'Male Colonist', that would add the RP, without the need of creating a new menu. We could make up our own titles and jobs.

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keylocke

this is a good idea.

i usually modify pawn's nickname to indicate their combat specialty. (like Xprofession# : S=sniper,T=trigger,B-brawler,G=grenadier)

so it's usually like S-builder1 = is a sniper who specializes in construction. the number in the end helps me keep track how many people are specialized to perform a task.

as for how i choose which are snipers,triggers,brawlers,grenadiers : pawns with passion and shooting and skills greater than 10 are snipers, less than 10 are triggers. pawns with passion for melee but no passion for shooting are brawlers. pawns with passion for both melee and shooting are grenadiers.

as for professions. i assign tasks based on passions. they are usually assigned to jobs they're most passionate about.

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however, my naming convention ends up turning my pawns into looking like robotic ID designation. so your suggestion to have a separate job title than the nickname part would be great so pawns can have both a cool personalized nickname AND a job title to make them easier to identify.

postm00v

Exactly! And I'm not a coder, but I'm fairly sure this can be easily implemented.

daduhweewah

#3
Does the unstable test build have the A16 stuff in it? How does one play on it?


NVM, found it... In properties in the steam page, I had never checked there to see if it was an option. I have been avoiding playing rimworld for weeks waiting for A16.