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And yeah you can save scum if you're that bothered.
There is a psy power thingy called world of love that is like cupid and will increase their chances but of course that's rare. I've never had to use it though.
That does seem like the best chance. Maybe they'll keep at it, if they don't think too less of each other because of the rejection. I've had marriage proposals rejected that worked out later. In the game.
You have Psychology mod? I thought maybe had sth to do with that
I don't mind there is a chance of failure. I don't mind that the chance of failure seems radically higher now than in the past.
What I mind is Tynan's overall way of doing things. Everything is absolutely perfect. I mean they both have 100 opinion of each other. Not 93, not 95, freaking double 100s. OK, shouldn't be a guarantee of success, but it also shouldn't be either success or ruin my game. How about 90% chance of success, 9% chance of mildly unpleasant break-up and only 1% chance of everything spiraling out of control from a too-powerful, too-long-lasting mega malus. That is, that's what should happen when they player has executed perfect play.
But Tynan is on the record from early on saying that skilled play by the player should not be rewarded with success. It is this game's worst flaw, and what 70% of mods seem to be trying to address. Seems like he has turned his attention to the marriage proposal failure as his latest way to f*k with players. I want to play a colony builder survival game, not some F*ing "Story Generator," where I don't get a say in what the story is.
The RNG-♥♥♥♥♥♥♥♥, people suddenly going picking up metal scraps inside a mech-cluster that you ordered to pick up 3 weeks ago in game, Medicine Priority 1 beeing more a mild suggestion than a setting....thats alright with me on Randy tbh.
On Cassandra, yes i agree, the ♥♥♥♥♥♥♥♥ gets out of control sometimes. Still...best colonysim ever :D