RimWorld
A RimWorld of Magic
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Torann  [δημιουργός] 4 Αυγ 2021, 14:53
Ideology
Post bugs or suggestions related to the Ideology DLC here.
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Εμφάνιση 31-45 από 127 σχόλια
Whenever I make an enchanter's stone, and equip that to someone, a bunch of ideology continuous red errors appear.

Exception while recalculating WearingColor_Favorite thought state for pawn Hammer: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.ThoughtWorker_WearingColor.CurrentStateInternal (Verse.Pawn p) [0x0003a] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0 at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0 at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x0001e] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) RimWorld.SituationalThoughtHandler:TryCreateThought (RimWorld.ThoughtDef) RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts () RimWorld.SituationalThoughtHandler:AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) RimWorld.ThoughtHandler:GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups (System.Collections.Generic.List`1<RimWorld.Thought>) RimWorld.ThoughtHandler:TotalMoodOffset () RimWorld.Need_Mood:get_CurInstantLevel () RimWorld.Need_Seeker:NeedInterval () RimWorld.Need_Mood:NeedInterval () RimWorld.Pawn_NeedsTracker:NeedsTrackerTick () (wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch2 (Verse.Pawn) Verse.TickList:Tick () Verse.TickManager:DoSingleTick () Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()
It would be cool to have for tribal/neolithic people a meme/precept where the established schools of magic are unknown to them and they can't directly use their power, having to pour their magical power into a vessel (Gauranlen tree/sentinel type things?) to use their power
It would need to replace the magic skill point system entirely. Maybe it could be something Magically Gifted characters can do. Pour what little mana they draw into themselves as a gifted indiviual into a Guranlen tree or Anima tree in order to gain specific spells.

Taking mana drain for 24hrs every time they perform the ritual so they can't just spam it.

Then they can cast the spells they were given by the trees a number of times equal to the ritual getting performed, so after a week your pawn would have 7 casts avaliable to them, and they could spend 1 cast to call up some Clawer dryads or something, then they have only 6 casts.
Hi Torann, if it's not too late I would have some suggestions too.

1) Since Ideology introduces the random generation of special dungeons and ruins, I believe this is a unique opportunity to add new quests more in the style of D&D, like real dungeons.
You could then introduce new quests that require you to go to a dungeon to do something, examples can be the following.

a) An undead army that periodically invades the colony, we are contacted by an ally who tells us that he has identified the possible source of these events. The quest is to go to that dungeon and face the lich to try it out. They will reward if will success because the undead are attacking also their city.

b) A variant of the above proposal but with a portal located in one of this dungeon, from which demons or elementals come out, it is therefore necessary to enter the dugeon and destroy the portal.

c) A group of evil wizards who carry out raids and plundering to other outpost, we are contacted by allies to fihish this. These wizards could be particularly powerful because for example they use particular relics, such as altars or statues that make them particularly dangerous.
Once defeated, these structures could be returned to the colony for an advantage (a bit like the relics of ideology). For instance;
** If activated they could trigger events like "mana surge" but with a cooldown.
** Some of this relics can only be activated once and then will be destroyed... when activated grant a particular power, it could be a generic power such as the possibility for a necromancer to have 3 undead without mana keep cost or an increase in the mana regeneration of the 30% permanent. They would be items that should no longer spawn in other quests as a matter of balance.

Honeslty the possibility are endless and it's a good chance for bring more adventure spirit out of the colony.
If you want complicated your like than would be also nice if some of these bosses have special ability, like in wow where players have to for example move from certain locations or do different things in different phases. If you are interested in a similar approach I recommend that you speak to Nolan, the author of RimAdventure.

2) I must say that also if many love to play RoM in medieval fantasy style, Rimworld is still a game with Scii-fii orientation and everyone is now not very clear what magic is ... It would therefore be nice to take advantage of Ideology expansion connecting these 2 things a bit ... for example, there could be bionic or arcotech implants that give bonuses to mana regeneration ...
This coud be done adding smething like this;

a) Bionic implants or even just arcotech with magic bonuses (this would suggest that magic has been discovered in times now forgotten by achotech entity).
b) Structures and relics with a high-tech aspect.

This will open to memes like; "magic transhumanist", whose purpose is to reach ever higher technological levels and oriented towards an ever finer control of magic energy.

3) Lastly i will admit i'm a necrmancer fun, like the most of people, so will be nice a ritual (the require necromancers) for create powerfull undead. Someone suggest this, would also nice bring it out of the colony on our adventure.
Torann  [δημιουργός] 20 Αυγ 2021, 13:13 
@GRUFOLA
It's not too late; I'm still looking for more idea's that can be added as I work on the basics and core meme's. Thanks for the suggestions.
I ran into a bug with slaves from the ideology dlc. I had a brightmage colonist perform a mass light skip with a mix of colonists and slaves around them. After teleporting, the slaves had become regular colonists.
Raised undead should not count towards any Ideology. kinda stupid if some raised undead questiones the religion of my other pawns when it cant even talk. If they counted towards any ideology it should be with the master.
New Altar: Magicyte Spine. A spire made from Magycite infused with mana, works like any other altar, but has a more arcane bent.

New Ideogram Style: Arcane.
Magic cirlce could be an arcane ideogram.
If you look up the Seals of Solomon those would make awesome ideograms for arcane magic.
Celtic Knot would make a good one too.
Celtic Shield is another awesome one.
Nodic stave runes are cool as hell, and are a form of norse magic.
I would love to see certain types of mages on the preferred weapon types. Light magic versus dark is the obvious one. But there's room for a ton more. Fire vs. Ice or Magical vs Physical. Means you CAN have both, but people will like them less and they won't be happy about it. I see this feature going unnoticed by modders.
Whatever you do, just make sure it doesn't adversely affect the base mod.

Keep in mind - the ideology itself is optional content.

It's what bugs me the most around RW modding scene nowadays.
People treat ideology like RW 2.0 or some such, and the unrestrained flow of ideas that comes out of their heads about it is almost frightening.

Wherein I see ideology like a freak show or a circus. (IMHO it breaks RW's overall style more than any mod ever did, and it seems to be greatly "overdone" to boot)
Granted, I haven't actually played it, but I was never particularly charmed by it's ideas in the first place and the more I hear about how it works the less I want to be anywhere near it.

If I wanted to play a cult simulator I'd play a dedicated cult simulator.
I am currently messing with undead, to make them more compatible with ideology, can we be allowed to imprison them, so that we can convert them to our ideoligion? I remember you use to be able to imprison them at one point, but I cant anymore and this would be a good time for that to be possible, maybe only player controlled undead can be imprisoned so they can be converted.
Or just make it so undead raised either don't have an ideoligon or they are raised with the ideoligion of the caster.
The ability to change what mana is called depending on your faith.

Hundreds of different cultures have different names for mana, real and fake, alchemists used to call their art Mathematicks, and Thaumaturgy. Diskworld measures their magic in Thaum's
In skyrim Mana is called Magicka.

The ability to change what your citizens call mana because of how your Ideoligion sees mana would be awesome.
The above, I would love seeing named magic sources. How I see undead is that their soul is bound back to their bodies, this allows them to be corrupted. This is mostly to open the options up for sentient undead, like ghouls, wights, etc. The undead summoned should have a second trait that is simply "Mindless", as all skeletons and zombies are, this should simply remove their ideology. Undead should be imprisoned, but mindless shouldn't be, simply because they have no understanding of the concept of being imprisoned.
Pawns that Venerate an animals are unable to cast Heal on them. Does the game think all targeted effects are potentially harmful? Is it possible to get a bypass on it for restorative/protective spells?
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