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I would prefer to say that SOME people really, really would love to have it officially as a (completely optional) DLC only for those who are interested in it.
I may add that the developers of the "multiplayer" mod have problems because they have got the code from the original mod dev, but this original mod dev himself has left them without further infos. So they have lots of troubles to get it up to date...
Maybe you could find a solution from which everyone win-wins?
a) you amassed a certain amount of wealth and influence among your neighbor factions.
b) you contacted the empire yourself by visiting their settlement or talking to them via comms console.
c) an event occurred where an official from the empire crashlands or passes through your settlement and you managed to assist or greet them.
cons of needing to "earn" empire contact :
-it would take longer before players start casting scifi magic.
pros of needing to "earn" empire contact :
-it's a more immersive narrative.. compared to empire suddenly contacts some random dudes living in a tiny shack eating a dead uncooked squirrel..
-plus casting magic in early game is overpowered. (imagine space jedis fighting against a couple of cavemen with wooden sticks)
seriously, it's easy to get yeoman rank, allowing ALL of your pawns to cast spells without clothing/throne/room requirements. plus, if you have psychic sensitive pawns, you can cast up to level 4 spells without consequence (if you can manage to find and use a silencer)
but even just spamming level 1 spells is more than enough during early game to feel like an army of demigods.
that AI ship wanting to carry you away into space, should also be gated as well via milestone.
ie :
it's a more immersive narrative if AI ship only contacts you after you enter one of those "ancient danger" rooms. tripping an alarm system, or after you kill your first mechanoids.
this way, the contact occurs as a consequence to actions of the player, like some sort of a reward or an achievement. it makes it feel like you've "earned" it.
Same. I really hate it. I wish that instead, there had been similar penalties applied to psychic users regardless of title. For example, psychic users would get sick and vomit if they ate sub-par food because the psychic abilities require so much energy that they need to eat well to maintain their health. Or that they have to recharge their power in a structure similar to the throne.
The mood debuffs are a huge drag and immersion-ruining. The playerbase already hates arbitrary, unfair-feeling mood debuffs like the ate without table, organ harvesting debuff, etc. So this was a weird route to go for the devs, imo.
or when they socialize with pawns, they would inspire then to work harder, as a good nobleman should
My opinions for future? Lots of opportunity to do spinoff or expansion, perhaps independent but interconnective games.
My thoughts for rimworld? It has been a bit teetering on the clunky side as some features upset the story immersion vs game mechanics. I think a 1.2 update could really benefit on a focus of refinement of what exists.
For royalty? I would like to see tribal equipment and furnishings brought in for clothing, decor etc so that those who start tribal also can partake in the progression. Perhaps with alternative naming for the ranks. I would like my tribal backer character to stay tribal if opportunity to actually turn into a ruler.
Yes but... Its true, there are thousands people interested in this feature and willing to pay for it.
By the way yes, the mod was interesting but has many proboems for the reason u said, but with this feature added in vanilla or with an official dlc it could be stable and much better than with a mod made and sustented by volunteers
Advice: don't use a good pawn for a royal. Use someone who actually is useless with no good stats and who is incapable of violence. They're already useless, and their ability to then use powers lets them assist in battles.
For those who have a complete hard on for gating content (the minority), perhaps an option that players can choose. Have the quests right off the bat or gate the content to a certain progress point. Otherwise, it does not need to be gated.
But they aren't actually royalty. They are normal people who had a title bestowed on them. They didn't grow up with the expectation that someone would cater to their every whim for the rest of their lives. And even people who do grow up wealthy and cared for aren't necessarily snobs who will refuse to eat "normal people food." Trump loves his McDonalds, you know...
Ludeon Studios is currently looking for a developer with multiplayer experience. However, afaik no one knows whether that's for Rimworld or the next game Tynan is planning, which is a very real possibility. Multiplayer for Rimworld would be a nightmare to work out because of the changeable game speed. I really hope they can figure out how to do it in a satisfying way, though.
https://ludeon.com/blog/work/
When you start garnering favor with those in such a position, you begin to mentally train yourself that you're royalty; you become your attention. For all intents and purposes, they are royalty because they think they are.
Some wealthy people are snobs and some aren't. In this case, these pawns are. No big deal.
ie : occasionally generates "milestone" quests that advances the story narrative as the player delves deeper into rebellion or fealty to the empire.
ie :
-fealty to the empire, storyteller will give you more quests to attack rebel settlements or capture their leaders or something
-alliance with the rebels, could send you more quests like kidnapping or assassinating the stellarch or whatevs, or they could send you to destroy a weapons factory or a psionics bootcamp or something.
with each "milestone" quest success, the more the narrative comes to a close towards the victory of the rebels or the empire as another alternate ending (aside from escaping the planet)