[A17] Nerve Stapling v2.2 (upd 2017/Jun/8)

Started by Thirite, January 09, 2017, 12:50:55 AM

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Thirite

I don't have any plans to add any of my mods to Steam and ask that no one attempt to do so.

NotSoSubtle

Quote from: Thirite on January 22, 2017, 01:59:56 PM
Aw fug. I guess I will have to detour the code responsible for querying if a work type is disabled or not. I didn't want to if I could get away with it, because detouring code can cause mod incompatibilities. Oh well.

Hope it works. Been waiting for a surgery=pawn conversion for a long time, and opening up all jobs was huge, even at the cost of skills and passions.

Also, my interest has nothing to do with all the other 'mad science' mods I've downloaded....  ::)

NotSoSubtle

Had a random thought; Maybe you don't have to detour code.

Any time I apply the nerve staple in my game in works as intended. The problem is on load, a small part of it is not retained. I'd be content with the ability to refresh the nerve staples when I load in. Either a follow up surgery labeled 'reactivate chip' or a right-clickable action on pawns (like the capture action) that has the same name.

Then I realized you could add flavor to this. Maybe it's not enough to have the chip, the chip has to receive input from a transmitter to function properly. The chip has all the access it needs to make changes to the victim subject, but doesn't have the processing power on board to trigger those changes. If power goes out, all the nerve stapled pawns could get all their stats back and get a growing mood debuff as their head clears. This also limits using stapled pawns in caravans as the transmitter has to travel with them. You wouldn't even need a new building, really. Just apply the on/off check to the comm station or reuse the trade beacon sprite if you go about it this way.

I'd have no problem toggling the thing on and off when I load in to get full functionality, and I think the extra flavor/limitation would be nice too.

Thirite

Hmm, interesting idea. But like I said earlier, the pawn isn't temporarily controlled, the nerve staple causes permanent changes to the reward circuit of the brain. Might be fun for a "mind control crown" thing which isn't as permanently embedded as a nerve staple though.

But for the whole thing on stapled pawns losing enabled work abilities on game load, there's no need for the player to do that manually- that doesn't even make real sense. I can just automate that via code. I'll fix it asap, just haven't gotten the time to sit down at my computer for a few days now.

Lord_Orion

This looks really cool going to install this tonight! Makes me miss Alpha Centauri. Hmm Rim Centauri......

PiwahnahKitteh

Hehehe, no more drone riots! ;D Can I ask, what would nerve-stapling do to someone with an addiction, say Luciferium? It wouldn't neutralize the beserk-until-death if the drug were forbidden would it?

Thirite

It won't remove Luciferium addiction or side effects, but now that you mention it, it really ought to remove other drug addictions.

Techgenius

Quote from: PiwahnahKitteh on February 05, 2017, 12:36:50 AM
Hehehe, no more drone riots! ;D Can I ask, what would nerve-stapling do to someone with an addiction, say Luciferium? It wouldn't neutralize the beserk-until-death if the drug were forbidden would it?

I dont see luciferium as a drug addiction as it is more of a new body function, you kinda... "Mutated" by using luciferium, became a time-bomb wolverine.

PiwahnahKitteh

Quote from: Techgenius on February 06, 2017, 02:00:20 PM
I dont see luciferium as a drug addiction as it is more of a new body function, you kinda... "Mutated" by using luciferium, became a time-bomb wolverine.

True, it is a sort of mutation/evolution, but it is an addiction in the sense you have to keep consuming the Luciferium to prevent breakdown of the mechanites/eventual death of colonist ;D Glad to hear the nerve-stapling wouldn't change that element though, since the mechanites should (theoretically) repair the change caused by the nerve-stapling.  ;D This is totally going in my next colony

AngleWyrm

#24
Recap of the description on the first post:
  • Nerve stapling causes a pawn to lose any destructive or degrading traits
  • If applied to a prisoner makes them immediately join your faction.
  • A permanent +20 mood buff is added to simulate their newfound obedience and complacency
  • Pawn's refusal to engage in any type of work is rescinded.
  • All passions are gone forever
  • All skills suffer a 25% hit (eg: a skill at level 20 would be knocked down to 15).
  • Nerve stapled pawns will also occasionally suffer states of confusion from the brain's fruitless attempts to undo the affects of the nerve staple.
I like all of this list except for #6 where the great skills that make a pawn desirable are removed.
Why then would I want the pawn?

The many thousands of experience points it takes to level up represents a long history of a pawn's life; repeating that same experience for that same pawn seems like tedium.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Thirite

Updated to A17! Now working as originally intended thanks to use of Harmony's excellent tools.

kaptain_kavern

Downloading ... It ..... Right..... Now    ???

Thirite

Updated to v2.1
- Fixed minor error with EPOE compatibility mode

toric

could we get an RSBE compatability patch?

Thirite

Sure thing.

Updated to v2.2
- Added RBSE compatibility mode