Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=2583377522
Would still be interested in opinions on this, do you enjoy the randomly added relations and I'm the weird one here, or is this a longstanding issue?
Sometimes the game even helpfully deletes the relationship for you thanks to its zealous pruning; I once did all I could to rescue a colonist's sister only for her to revert to being a neutral NPC after the rescue, which was fortunate since she later died of an infection anyway.
The fact that the relationships mean next to nothing most of the time is probably RimWorld's worst weakness.
But it can be rather jarring/random when it happens. I recall once when I had two of my colonists' wives die on my map to two different timberwolf events, all in the span of a week. Bizarre. Remember that RW is a storytelling engine more than anything else... so gotta keep that storyline peppy, eh?
Yes, it is intended. I think the important thing to note is RimWorld is trying to create a story to tell you, not the other way around. For the most part you are supposed to go with the flow and fill in the blanks, rather than trying to plan a story out ahead of time. Starting with a pair of lovers you think are going to get married and start a family, only for a spouse to show up randomly, is an interesting plot twist and leaves a lot of room for your imagination to figure out why they weren't together before and why one of them found a new lover, there's a lot of story to be told there.
That said, I don't always play that way myself, I do sometimes have characters I create with a fixed background and story and the game can occasionally try to mess that up. I just use the Character Editor mod to drop problematic relationships if they interfere with what I'm doing. I think a mod like No Random Relations would make the game very dull though, as those relationships for other characters can be really interesting and change how you approach recruitment or combat. Somebody's mother shows up as a raider, do you try to down them with fists, do you use a shock lance, do you recruit them after, or do you just let them die and deal with the mood penalty? Having to make those decisions is interesting gameplay.
Those are pretty good points (as always) and now I understand why that system is put into the game. Also well put with "Rimworld tells YOU a story".
I personally think it would be better to bar the "lover" thing from this and only allow relatives or ex-lovers, as it can be rather realistic that a pawn has some never mentioned "ex" somewhere, but a having a lover somewhere in the world would, to my feeling, be something that so important to that pawn that it should be noted in the social tab from the start and just feels weird when the game randomly decides that the pawn was in a relationship this whole time. Everyone has parents somewhere, no need to fill the social tab with them, but being in a relationship?
Also, funny: I nursed the crashed pawn back to health and instead of joining my colony he just left the map without taking notice of his lover. I am always a bit disappointed about the underdeveloped relationship system in Rimworld, and I would gladly spend money on a DLC that improves on that.
Just a tip: if you really want a pawn, you'll need to capture it and process it. Once I had a wildwoman I really wanted to tame... but when an active defoliator cluster killed a few 'visitors', the visitors dropped a few meals. It was winter and she was hungry... so she was gonna cross the map to eat... and die. I ended up downing her and capturing her for her own good. Made great art that one.
Huh, I use ideo but have the belief system switched off currently to focus on the biotech stuff.
Thanks for the capture tip - it comes with disadvantages though, this pawn for example belonged to the Empire and I didn't really wanted to throw the Empire's opinion of my colony away.
Open dev tools, Remove relationship tool. Click on the pawn, choose the unwanted relationship. Job done.
Same way you can force add relationships...
They could have a origin trait associated with the starting conditions that determines what your character was doing when they crash landed at the start (or whatnot), such as The Long Sleep, Lost In Space, Unexpected Detour, or Native Life, that could help mesh the story or something, but it's probably too much trouble to bother with.
But to have 2 kids and an ex-husband pop up out of nowhere (All of who are 50 or younger) on the specific Rimworld I happened to crash on, for my coreworld escapee who has been in cryptosleep for 2000 years is immersion breaking af.
seems like they need to make the generation a bit more restrictive
that said i still prefer the current system to nothing
speaking of drafting doctors and field medics. i usually assign all my colonists 3 regular medicines. then i can always "tend with medicine" when they are drafted. infection is much less of a concern than bleeding out is especially after mid game. Also when you are capturing/healing pawns when doing a caravans its much easier and faster.I also set all my colonists to self tend enabled. you can still order them to lay in a medical bed if you want.
in your hospital you can always put a patient with an infection into the highest quality bed to help immunity gain faster as needed.
They are never "impossible," or all that "improbable" even since there is a lot of room for interpretation at the start. You don't know how long your casket has been in orbit before being swallowed by the atmosphere, or how large the ship originally was, or what the landing plan was. The game has some pretty strict rules in place on relationship generation so it always "makes sense." It's only when you create your own headcanon for a character ahead of time that things get wonky.