[B18][WIP][EXPERIMENTAL]Problems on RimWorld, ITIL IN SPACE

Started by FuriouslyEloquent, May 30, 2018, 12:03:55 PM

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FuriouslyEloquent

After some thoughts, I decided to post my proof of concept extension of Incidents into Problems (hence the ITIL joke). I've add several additional components and am trying several new approaches to scenario creation. My primary inspiration for this is Crusader Kings 2 (yeah I'm sick, but we both play RimWorld so ...) and their event style, which I will be attempting to bolt onto RimWorld. Lets see ...

GitHub Link

Description
A hacker sets up camp outside your base, sending threats of extortion backed by hacking your turrets. This cycle continues until you pay, develop countermeasures, or eliminate the threat.

Dependencies

  • Harmony - Included

Features

  • Creation of an ProblemWorker that extends IncidentWorker, but provides access to a persistent copy with storage. Its a thin wrapper and interface in one ...
  • StorytellerComp_Problem and ProblemManager to manage problems
  • DynamicCommManager - Add new CommConsole options/Faction dialog options, as well as tie ins to the LetterManager
  • DynamicComponentManager - Add/remove stateful ThingComps onto Things
  • ResearchTaskManager - Be notified when research completes. Lock/unlock and reset research progress. Useful to create repeatable research based tasks
  • Some additional dialog work
  • Dynamic jobs related to this scenario

At this time I have not balanced anything at all, not message delays or anything else. Presently I launch this Incident entirely via developer menu. Be forewarned, this will continue until the hacker is destroyed, and it is possible that later cycles of hacking coincide with raids. Or during peaceful trader visits ...

As another note, you should be able to remove this mod if things get too hairy and you'll be left with a bunch of red logs but your game should continue.

Wishlist

  • Add mystery, and have players investigate to find identity of hacked ally base
  • Expand searching for the hacker. Maybe some event if players approach hidden site on world?
  • Creation of ambush on hacker with allied base
  • Additional taunts if hacker kills pawn/animals
  • Make hacker have an actual camp with tent from Camping mod if it is installed

Really this is just to see how far I can take things. I have a few more grounded ideas that I will probably move onto before this is complete.
Someone should be cropping their images ... but I'm not