[A16] Psychology (2017-5-14)

Started by System.Linq, August 19, 2016, 07:16:38 AM

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Kyna Tiona

You didn't see this posted anywhere else. [Cough]

So I haven't interacted much with Prude and Lecherous yet, although I'm looking forward to it. Would it be possible to round out the two predominantly negative libido-related traits with a more positive one? Like, a trait called "Pervert" that causes the character to initiate [cough] "lovin' " more often and get a mood bonus in the presence of nude characters they find attractive? (Though I guess that latter might be at the expense of the other character's mood...)

System.Linq

As a testing measure, I created a clique in my colony with the new update. Someone even held a party, and only one fight broke out (against a clique leader, because her husband was the other clique leader). It didn't seem debilitating at all, so I guess it's fixed.

Kyna Tiona

Quote from: Psychology on January 05, 2017, 12:05:19 PM
As a testing measure, I created a clique in my colony with the new update. Someone even held a party, and only one fight broke out (against a clique leader, because her husband was the other clique leader). It didn't seem debilitating at all, so I guess it's fixed.

I'm no longer unbiased towards this mechanic, so I'm going to have to refrain from playing with it or voicing any further opinions on it for a few days. Which coincides with when I estimate I will be sea iced out, so I guess that works out pretty well.

System.Linq

Updated to 2017-1-5. Primarily fixes and tweaks.

Screech

I disable the sabotage event yet there's still a colonist leaving doors open. Please fix this.

primustan

I've been enjoying this mod and the new narrative it adds but I do have one issue with one of the newest changes to the mod.

The "individuality" feature doesn't seem to be as balanced as it could be or realistic. I feel that most people in real life actually would prefer to fit into a group. Gameplay wise, there aren't a massive amount of clothes to choose from to make all the pawns happy, especially in colder climates where everyone needs pretty much the same parka, toque, shirt and pants outfit to stay warm.

My suggestion would be to either make the mood impact a lot smaller or add a new "Hipster" or "Individualist" trait.

Kyna Tiona

#186
Quote from: primustan on January 05, 2017, 02:22:08 PM
I've been enjoying this mod and the new narrative it adds but I do have one issue with one of the newest changes to the mod.

The "individuality" feature doesn't seem to be as balanced as it could be or realistic. I feel that most people in real life actually would prefer to fit into a group. Gameplay wise, there aren't a massive amount of clothes to choose from to make all the pawns happy, especially in colder climates where everyone needs pretty much the same parka, toque, shirt and pants outfit to stay warm.

My suggestion would be to either make the mood impact a lot smaller or add a new "Hipster" or "Individualist" trait.

Hm. I mean, the main time that comes into play is, as you say, everyone wearing the same type of gear for pragmatic reasons. Which implies that you're most likely crafting it from a renewable resource, since otherwise there'd be some mix based on what the merchants sell. Which is to say that the individuality feature is mostly a mood nerf to colonies that rely on being able to make their own clothing entirely from scratch.

Were it possible to dye clothes, this problem would both disappear immediately and encourage trade by making fully renewable clothing take more infrastructure. Which is something I would love to be able to do anyway, so I guess it's time to see if someone's made a mod for this yet...

EDIT: Oh, it exists. Sorta. I don't like the colors, and it looks like it only dyes cloth. It's under an open license, though, so I could probably upgrade it without too much trouble. Guess I know what I'm doing tomorrow. I have this horrible habit of working on four mods at a time...

System.Linq

#187
Quote from: Screech on January 05, 2017, 02:18:56 PM
I disable the sabotage event yet there's still a colonist leaving doors open. Please fix this.

Sabotage event starts disabled (it must have the red X), and if you already have a saboteur in your base it won't get rid of them. Open the save file and figure out who it is, then arrest them.

Quote from: primustan on January 05, 2017, 02:22:08 PM
I've been enjoying this mod and the new narrative it adds but I do have one issue with one of the newest changes to the mod.

The "individuality" feature doesn't seem to be as balanced as it could be or realistic. I feel that most people in real life actually would prefer to fit into a group. Gameplay wise, there aren't a massive amount of clothes to choose from to make all the pawns happy, especially in colder climates where everyone needs pretty much the same parka, toque, shirt and pants outfit to stay warm.

My suggestion would be to either make the mood impact a lot smaller or add a new "Hipster" or "Individualist" trait.

Name one place you've ever been to where people all wore the exact same thing, from head to foot, by choice. No one wants to live in a community where they have no clothing options. It makes you look like a cult.

There are a massive amount of clothes to choose from. In order to be non-individual, they must be wearing the EXACT SAME type, material, and color of clothing. A beaverskin parka is not the same as a hyperweave parka. Brown cloth tribalwear is not the same as tan cloth tribalwear. It's not difficult or unbalanced.

It doesn't nerf colonies that rely on making clothing from scratch. It nerfs colonies that rely on making one article of clothing from one source for everyone. Even that can be worked around; give everyone the same parka, button-down shirt, and pants, and a different-colored tuque. It's not hard.

Screech

And how am I supposed to find the saboteur with over 20+ colonists? This is the part I hate from your mod. I don't feel like playing "Where is Waldo" in a micro management game. That's just tedious and a huge waste of time. Would make sense if they would do something a real saboteur would do like you know, like blowing up a power generator or destroy coolers, or destroy a wall or something. Leaving doors open is just ridiculously stupid and just plain annoying.

Kyna Tiona

Quote from: Screech on January 05, 2017, 04:17:49 PM
And how am I supposed to find the saboteur with over 20+ colonists? This is the part I hate from your mod. I don't feel like playing "Where is Waldo" in a micro management game. That's just tedious and a huge waste of time. Would make sense if they would do something a real saboteur would do like you know, like blowing up a power generator or destroy coolers, or destroy a wall or something. Leaving doors open is just ridiculously stupid and just plain annoying.

I mean, where are they leaving doors open? I had a saboteur leave base doors open to the -50 C temperatures outside, or leave the freezer open to put the food at risk of spoiling. The same one liked making a bunch of noise so everyone else had huge mood penalties from disturbed sleep. It's not flashy and dramatic, no, but it can be surprisingly effective sabotage nonetheless.

Hydromancerx

#190
I honestly thought the opened doors and having a saboteur were some new base game thing until I found the message yesterday. Great job! I could not even tell it from the base game!

System.Linq

Saboteurs do destroy things. They also leave doors open. People notice the doors. They don't notice the breakdowns as much.

Quote from: Screech on January 05, 2017, 04:17:49 PM
And how am I supposed to find the saboteur with over 20+ colonists? This is the part I hate from your mod. I don't feel like playing "Where is Waldo" in a micro management game. That's just tedious and a huge waste of time. Would make sense if they would do something a real saboteur would do like you know, like blowing up a power generator or destroy coolers, or destroy a wall or something. Leaving doors open is just ridiculously stupid and just plain annoying.

I just told you to open the save file and figure out who it is. Just search for "saboteur." I don't care what you hate, you have the option to disable it and remove it and I don't want to hear your whining about how you have to pay attention to your colonists in a game about managing a colony when I just told you what to do so you wouldn't have to. I can't simply reach into your game and turn it off. Stop being dense.

Quote from: Hydromancerx on January 05, 2017, 06:13:52 PM
I honestly thought the opened doors and having a saboteur were some new base game thing until I found the message yesterday. Great job! I could not even tell it from the base game!

Thanks. I appreciate comments like these because dealing with complaints about it is frankly exhausting. Most of them were well-meaning "I don't understand why these doors are open?" mistaken-for-bug comments but lately I've gotten mainly people outraged that I would program something like it. Some people seem more offended by an occasional open door than by a pawn's death or the destruction of their colony. It's not Where's Waldo, it's a whodunnit detective minigame, and if you hate your doors being held open so much, why don't you catch the guy?

Hydromancerx

Could you add 2 new traits?

Watchdog /  Observant - Can more easily spot a Saboteur. However is more likely to notice a lot of things such as dead bodies, messy rooms etc.

Oblivious / Unobservant - Has an extremely hard time spotting a Saboteur. However doesn't notice a lot of things such as dead bodies, messy rooms etc.

System.Linq

Colonists don't spot saboteurs. The player does, by catching them sabotaging the base. The pawn has to make physical contact with any door or object that they mess with.

Hydromancerx

Darn. That would have been cool if they could. In fact having a crime vs law dynamic would be cool. Such as maybe some pawns will vandalize the place by tagging on the ground or breaking a statue. Then we could have some sort of alert system of either pawns or cameras or whatever catching them in the act.

Your saboteur dynamic has given me so many ideas!