Questions on how "points of interest" are generated on the worldmap

Started by Lightzy, November 15, 2016, 05:12:14 AM

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Lightzy

1) What logic determines how villages, mechanid hives, ancient ruins etc are placed?

2) Can new factions appear due to world events? (For example, a hive raids a village, the survivors relocate)

3) Is everything apparent to the player straight away or can POIs be hidden?
(For example, ancient ruins with some artefact loot that you learn the general area of but have to send an exploration group to run around and find it, or you can acquire a map to pinpoint the coordinates etc)

Edit: Side question:
Are off-colony areas controllable?
Meaning, if my caravan reaches a spot, can I control the pawns there directly, locally, as in the colony screen? Or is control only "worldmap caravan" control?
(of course direct control would be ideal, enabling you to control combat situations, actually explore locations yourself, or even, heck, start a sister colony)

Canute

I think you ask about the coming A16 features.
This version isn't even out, and you ask about things they arn't made yet or still changeable.
Like all other "normal" user you need to wait until more info's come out.

Quote3) Is everything apparent to the player straight away or can POIs be hidden?
(For example, ancient ruins with some artefact loot that you learn the general area of but have to send an exploration group to run around and find it, or you can acquire a map to pinpoint the coordinates etc)
At A15 this example is just a rare special event triggered by the storyteller.
You can't force to get one of them nor you can see the team on the worldmap yet.



Lightzy

Of course I'm asking about A16. There's no worldmap in A15 really.

Jimyoda

You should have read the FAQ.

What features will be added in the future?
Ludeon uses an iterative, evidence-based, dynamic development process that changed direction often. This is the best way to create the strongest game design, but it also means we have no way of knowing how the game will develop before it does. So to reduce stress, wailing, and gnashing of teeth when the designs change (as they always do, for good reasons) we won't answer questions about future developments. Because honestly – we just don't know the answer! This leaves us free to iterate and change things as needed without worrying about pissing off players who were expecting a certain feature to work a certain way. It also saves us a lot of time that would otherwise be spent constantly managing and updating community expectations, which means that we can get the actual game to you faster and better.
Quote from: Rahjital on July 09, 2015, 03:09:55 PM
"I don't like that farmers chop people up."

Obviously she has already played Rimworld :P

Read the wiki. Edit the wiki. Let the wiki be your guide.
http://rimworldwiki.com/

PhenomTaker

Quote from: Lightzy on November 15, 2016, 02:05:50 PM
Of course I'm asking about A16. There's no worldmap in A15 really.
How should anyone know how the mechanics for something works, if it isn't even implemented yet?

carbon

Jimyoda, to be fair, occasionally Tynan does get generous and offer a tiny bit of info on in-the-works stuff.

But I agree the OP is a little too greedy for details to have much hope of a response before release time.