Create unique faction and have chance to see it in upcoming overhaul mod !

Started by Tapkevich, July 28, 2016, 11:09:48 AM

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Tapkevich

Hi guys, im member of Rimworld Ascension team and i got some request for you.  We need unique factions in Rimworld Ascension and i ask you to share any ideas you have in mind. Will be awesome if you can formalize your idea so it can answer this questions:
1. History of faction.
2. Special traits that will make this faction unique.
3. What their equipment should be.
4. Their relations with player.
5.Any special events that include this faction.

We appriciate interesting mechanics and events, some of them my end being impossible to implement, but you never know it before you try. So be creative and give us your craziest and not so crazy ideas. For now we most interesting in Neolithic and Medieval factions, but that dosent mean, that we dont need  modern,space, or steampunk factions. After we finish first 2 eras we will diffinetly implement best ideas in future versions of the mod.

You can leave your ideas here, or pm me on forum.

A Friend

Quote from: A Friend on October 10, 2015, 04:48:57 AM
I'll see if I can use my BS-ing skills...

Glitterworld Expedition Team

A camp of heavily armed soldiers and scientists.

Far from the safety of the core worlds, these people seems to be fairly new to the rim. What reasons they have for traveling this far is uncertain. Whether it be surveying local Transcendent worlds, gathering information for the Ordo Historium or plain collection of ancient relics, their presence here sparks curiosity and unwanted attention.

They are very distrustful of the local populace and will rarely trade. But they seem to easily accept offers of relics and other rare items.

Glitterworlds being devoid of war and conflicts, these people have little to no combat experience. But make no mistake, the level of technology they have far outclasses those of their neighbors'. Sporting combat mechanoids, an arsenal of charge weapons and impenetrable power armors. These people are not ones you would want to anger.


Faction trait: Quality over quantity, an opposite of the tribal faction.

I'll include additional ideas later.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

Near

I think you should move this topic to the mod section because it will get more attention there.

Tapkevich

Quote from: Near on July 29, 2016, 09:43:55 AM
I think you should move this topic to the mod section because it will get more attention there.

Ye i think you are right.

A Friend i'll be waiting

Axel

Nergali Protectorate

A couple decades ago a handful of colonial ships landed on the plane, however colonization failed due to the other factions on the planet and infighting within the group of colonies. The more militaristic of the colonies has recently opened communications and has setup a protectorate for any groups being targeted by pirates that prove valuable. If you can manage to communicate with them and prove your worth they'll send a handful of fighters to help you out. They also send out expeditionary groups here and there to check up on the nearby groups.

Basically what I'm thinking is there's a faction that you can hire to help you out and if you're lucky they'll send some fighters for free or there will be a travelling group that just so happens to come at a good time.  They would be spacer level in terms of tech that way they're more valuable to recruit than say a group of outlanders.

Craig1020

Quote from: Tapkevich on July 28, 2016, 11:09:48 AM
1. History of faction.
2. Special traits that will make this faction unique.
3. What their equipment should be.
4. Their relations with player.
5.Any special events that include this faction.


1. This colony is formed primarily of young adults and teenagers, no one lives beyond the age of 23. This is due to an ancient ritual in which by culling those who turn 23 the population size may be kept manageable. They are not concerned with much beyond their own borders, and treat those with technology as not only dangerous to their physical and spiritual needs, but also as harbringers of the apocalypse. There are a few within their numbers who seem to disappear before their 23rd birthday to avoid the ritual and it is possible some may have survived outside their colony.

2/3. Traits are simply no one older than the age of 23, Tribe level technology with some exceptions. Some of their "elders" have access to more powerful relics, which are used in times of what they deem to be great strife. They will not be friendly with colonies who have mostly elderly colonists. They are techno-phobic children essentially, they also possess an extraordinary immunity to disease and illness native to their home planet.

4. They will have limited trading with players, they will not buy or sell medicine or weapons/armor. They will attack colonies whos average age continues to increase. The more colonists a player has, the more hostile they will be. They will attack in a fanatical state and do not retreat. They will not buy slaves and only sell slaves who are older than 23.

5. -> Great Culling -> An immense attack on players who are growing too quickly or researching too fast.
    -> Outsider Epidemic -> An illness they are not able to process rips through their tribe. Their numbers will reduce quickly and pose less of a threat for a significant amount of time.
    -> Strange Outsider -> An exile of their colony who escaped before being sacrificed decides to join your colony, can they be trusted or do they have another agenda?

Hope you like them! ( Inspired by an episode of Stargate SG-1 )


robotguy4

Quote from: robotguy4 on July 24, 2016, 08:52:28 PM
I have an idea for a modded race/faction I've started to call The Hivemans. I've started to look through the modding documentation and so far, it seems somewhat possible, however, due to the scope of my idea and my track record with mods in the past, I think I'll try getting some input before starting. This would be a BIG mod. If you have any suggestions where to start (maybe which chunks to start working on first?), that would probably be helpful. Things are subject to change.

The Hivemans are a playable eusocial alien race that utilizes near-instantaneous interstellar travel to spread from planet to planet.

Before you type "READ THE LORE!" I should say that 'alien' and 'instantaneous' should have quotes around them.

The Hivemans are a race that are more alien in terms of the definition of alien that is "strange or otherworldly" than "not human". If you were to study a Hiveman's genetic code you'd find many sections are similar to human beings. This suggests that the Hivemans are most likely highly engineering human beings. It's most likely that the Hivemans are either the product of Transcendent/Near Transcendent technology. "But Robert!" You may say, "Why are you so awesome and also shouldn't you just call them modified humans? Also, can I have your babbies?" Oh, ho, ho! Hypothetical question asker! Thank you for your flattery! While you can call them "modified humans", but due to their differences in culture, biology, gameplay and emotions, we may as well be calling them "aliens" even if their lineage is human. And, no, you can't have them. I'm throwing a barbecue later.

Now for the "near-instantaneous" travel: transmissions are only "near-instantaneous" to the occupants. While hours or days have passed for the occupants, in the outside world decades or centuries have passed. Yep! Time dilation! The exact mechanisms of these devices have been lost to time, even to the Hivemans (they just build the things and use them) but it probably warps space time. Whatever goes through them is subject to time dilation. These systems use a TON of power and release a TON of heat during a transmission but can be reused for multiple transmissions of colonies and also makes Hiveman colony ships less resource hungry (they only need to be designed for traveling a few years in interplanetary space vs decade or century travel in interstellar space). This is VERY useful for the Hiveman's end goal.

The Goal
The end goal of the Hiveman race is simple: Spread to as many worlds as possible by any means necessary. Instead of the game ending when you send out a colony ship, the game will continue and a counter will go up by 1. The only reason your game will end is if every single colonist dies (or should it be if the queen dies?).

Hivemans are eusocial. Basically, think ants: there's a queen, warriors, and drones. Let's look into that:

Queens
They shit out eggs that can be turned into more Hivemans. Most important Hiveman; always keep at least 1 alive and happy.

I've been thinking about how age would affect this. A young Queen will only output 1 egg per gestation cycle, while an old one will output in the tens. A young Queen would also be more mobile and eat less. I'd probably have to add in a mechanism for artifically increasing age.

Eggs can be seen like rock chunks: you need to process them before they're useful. Unlike rock chunks, you can choose what they turn into probably using something like a spawning pool which turn the unset eggs into set eggs that then hatch into the other classes.

There'd probably be different kinds of queen like one that is able to do work, but I haven't decided anything yet. I'm also thinking they'd be the only ones who would be affected by beauty.

Not sure if you can only be limited to one Queen (the one you get at the beginning) or if you'd be allowed to hatch more. You will be able to hatch Princesses for the colony ships, but they won't lay eggs.

Warriors
So far, I've thought of two kinds of warriors: Tank and Flanker. Tanks are slower moving but have high damage tolerance. Flankers are fast, but weaker than flankers. I'd probably throw in some ability for built-in biological weapons like knife claws or acid spitters.

Most of them don't do work. At most, they'd be able to do some socializing, healing and hauling. The rest is all melee and ranged.

In terms of modding, I see that the differences between Tank and Flanker would be set via the backstory, seeing as this not only changes the stats and adds certain modifiers, but also changes the appearance of the pawn allowing me to make Tanks big brutes and Flankers smaller and skinnier.

Drones
They do all the work and they're all specialized for specific types of work. Each drone is good at one skill and maybe a second, partially related, skill. Again, this would be controlled via backstory, which not only increases the skills but disables the rest (maybe not social?). I'd probably make their main skill have a burning passion. I haven't decided what combo drones there should be. Probably no Artistic specialization drones, or if there are, they're "glitches".

Along with one of each skill, I'm thinking of one more worker:
Logistics. They haul and clean shit. Fast moving and high carry capacity. Can't do much else. I'm also thinking that they could be able to regenerate organs and act as organ donors. If this is the case, they'd have two hearts.

Structures
I'd probably implement Hiveman structures like every other structure, meaning that Humans could build these structures as well, however, one resource required would be a special material which can only be generated by Hiveman drones, the generation of which would probably be similar coding-wise to chickens and unfertilized eggs. I'm currently calling this resource Bio-Resin.

I haven't thought much about structures besides the end game transmitter and Hiveman colony ship.

There's a few gameplay changes that I'm thinking of such as everyone being hostile, cannibalism is OK (Er, I mean to Hivemans. Disregard the earlier babbie joke.) and being around the Queen gives a social buff.

TL;DR: Hivemans are human ants.

Please let me know what I'm going to have to worry about, if I'm being too ambitious (probably am), some modding tips, ideas of your own, or Chinese lemon chicken recipes. I'm probably going to work on it in chunks.

As I've been doing more documentation skimming and experimentation, I've realized that most of this wont be possible without dll mods.

Tgr

I love the Glitterworld Expedition and Protectorate ideas (though not the title "Nergali" heh), I like that they are interesting concepts for factions but fit generic roles in the universe and backstory.

Mine is:

Military Deserters

"Which distant war these soldiers fled - and indeed, whether it is even still going on - is unclear. But the desperate times that led them here have not belied one of the few constants of human history: Deserters have a bad reputation for a reason."

(These soldiers should come in multiple flavors to reflect medieval to middleworld cultures which may have sprung up locally on the planet you are on, or perhaps spacers to represent similarly stranded troops or expeditionary parties from various navies. They should have good, but not excellent, standardized equipment in simply okay repair and chronic health conditions like malnourishment and disease.)


Reolos

The Underpeople

Faction History:  Centuries before our player's toons arrive, another crash brought victims to the planet.  These found shelter in a large cave system under the planet, and were never able to contact the outer galaxy.  Over the generations, they survived on cave flora and fauna, tunneled out villages and tunnel networks, and adapted to cave living.  They also became insular and greatly mistrust those who live on the surface.

Special Traits: 1) Enhanced vision in the dark/ Diminished vision when it is light.  2) All Underpeople have an exceedingly high mining skill

Equipment: I picture medieval weaponry.  Axes, picks and crossbows. They should be heavily armoured because of the easy access they get to minerals, and should carry a larger than normal amount of wealth with them.

Player Relationship: Hostile. Recruiting should be rather hard, and toons will keep their darkness preference.

Special Events: Attacks should take place only at night. Underpeople should literally pop out of a newly made tunnel in the ground, sometimes right in the center of a base. They will attack light sources first, and then move on to general mayhem and melee. When finished, they will retreat to the tunnel, or off the map, whichever is closer.

Tapkevich

Sorry for not responding for that long, after some time i didnt expect anyone to answer here, and forum got no personal messages about answers in my theme.

Axel
We have similar medival faction, but they got some interesting hidden quest, that need to be made in order to hire them. Can u think about something interesting for your guys ?

Craig1020

Problem here is that your colonists wont rly grow much throught your gameplay. Even 10-20 years old colonies is not that much. How you think we can calculate their hostility then?

robotguy4

Thats look like another big mod, or player faction for specific scenario. Mb will make them, as other infestation type, but im not sure.

TREH
As some "another pirate faction" mb. But nothing unique about them.

Reolos

I love dwarves ! What you think about making them steam-punk race ? Some good old dwarvs bear that give + 20 happines and + 10 to melee skill?


Axel

I cant really think of anything that would make it unique as the only difference between both factions would be tech level, in which case everyone would try to beeline to the higher tech level unless your faction was more reliant on numbers while mine relied heavily on equipment but then thered be concerns of balance.

If anything I can throw you little tidbits and if you like any we can try expanding on them;

An exiled group of pirates were left in an irradiated part of the planet to die, however they did not. Instead their bodies became disfigured and leathery and they adapted to the environment.

A wandering band of doctors who come by to heal those that need help, no one messes with them and they can trade exotic medicine and maybe even train a pawn (questline?)

a group of prostophobes who are spacer level that believe in the purity of the human body and kill those who have prosthetics.

a tribesgroup heavily reliant on animals with everyone having a spirit animal assigned to them at birth, which would be the animal that they have tamed.

A sort of explorers guild that goes and looks for artifacts on rimworlds, maybe itll lead to information on who created the mechanoids or just like lore stuff that you youve incorporated into the mod.

Pallids, a group of cavers who cant be out in sunlight without proper protection.

The grimms, monster tamers who buy and sell exotic creatures like the thrumbo and any other legendary creatures you might add.

Nemors' children a cult that worships a water god and provide sacrifices in hopes of bringing him out of the water.

Just let me know which you find interesting and what you think could fit the lore of your mod. Also let me know what the different tech levels are and if religions are going to play a role as that could be an interesting mechanic.