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Speaking of fire, volcanic ash, etc.--I've always thought that a forest/prairie fire ought to give some kind of temporary fertility boost to the area of burned vegetation. Several traditional cultures practiced slash-and-burn agriculture, and their cycle of burning an area, planting on it for a few seasons, then abandoning it for a few seasons to grow new trees and brush before burning it a second time would add a new dimension of complexity--either strategically let wildfires burn for a while and plant your crops on that ground for a few years, or conscript your resident pyromaniac(s) to start fires in a given area and have all the other pawns on standby ready to put out the fire before it gets too close to the chicken coop. Or perhaps raise a herd of boomrats to be used in starting the fires as desired.
A short term (as in a few days) of massive flooding could be fun, too, at least for the player. Trigger a massive rainstorm that lasts for several days, send the payer a foreboding letter or two after the second day of rain and give the player another day or two to frantically build sandbags or levees to protect whatever he or she values most, then raise the water level on the map so everything that isn't a "mountain", safe behind a levee or a substantial ring of sandbags, or sealed behind something like a canal's lock system is "chest-deep water" or deeper. (SmashPhil's "Boats" mod would be a good one to have running in tandem with this kind of scenario.) There could of course be leaks caused by low-quality building work, the breakdown of sandbags as the pressure of the water built, sabotage by a pawn, etc. Once the water receded, it'd leave a layer of mud and rotted everything to clean up, plus the likelihood of toxic mold growing and infectious disease probabilities going through the roof, changes in the landscape--creeks turned to rivers, rivers turned to deltas, small ponds grown to lakes--all of which the colony has to clean up, adapt to, and recover from. The good side of it would be that the muck would provide a soil-fertility boost, at least for a while--the ancient Egyptians built their whole civilization on the yearly flooding of the Nile, so there's real-world precedent for that, too. Come to think of it, a "floodplain" could be another terrain type requiring a rather unique play strategy--super-rich soil that's great for growing crops in the right season, but don't build anything on it unless you know how to build houses on stilts.
Raids during flood season or a volcanic winter could be fun, too--some desperate neighbors charging in looking for supplies and possibly people to conscript.
I don't know anything about C#, but I'd be happy to try and help with the XML and writing the letters and such.
Lava could also come out of them as another event, burning the plants around them, and spewing out small rocks of various gems, except for compacted machinery, though. :3
1: Hidden spy(Bad event)
This plays out as a normal encounter disguised as a wander or what not, but as soon as the traveler(s) get out of the map, your suddenly attacked days later or immediately as the "wanderer" turns out to be a reconnaissance spy that scouted the area, goes with an attack force. However it depends on the intelligence of the spy pawn in question and may be suspicious on how they behave(dumb ones with a question mark while the other ones are more subtle or will act out like the event is said to do). The problem is how complex it will be to code it.
2: Men in Black(Hidden bad event)
This is meant to have a red envelope as it is the opposite of man in black as a good event.
The event plays out unlike the man in black event, where as the other event is a unlikely rescue attempt to save your last colonists' last knees, the Men in Black is where for whatever reason, they attack your settlement without warning. This event adds mystery to what just happened.
3: Mechanoid wander(Netural)
This event is strange as a couple of Mechanoids just wander in your map, nothing bad happening, but this raises more questions then answers(This can be related to strange things just happen like in real-life)
4: Mechanoid Joins(Very rare, good event)
This is very rare due to either reprogramming or consciousness, this Mechanoid joins your colony.
5: Mechanoid Joins(Traitor, bad event)
This Mechanoid turns out to be a traitor. Watch out for it's attack force! It's like the Mechanoids Joins, but it's like the Wanderer Joins then turns traitor event, but with a Mechanoid.
6: Builder's request(Neutral to Good[Depends on player interaction on said faction])
This is telling the player that the faction can pay some silver(Must be good enough to have a silver vs privacy choice of getting a neutral faction's building next to or near the building of the player's buildings[Neutral or good faction], but if the player has a good relations with the said faction, the player can increase the relations by setting it as free[Good relations with faction only]
7:Outpost Found(Neutral, until contents are discovered)
This event tells you that a seemingly abandoned outpost is found, but beware of anything found in it's interior(Such as a trap, amount of silver found, etc)
But this event can be found during the travel, on the spot of the player's choosing(Very rare), or in/around mountains.
8: Mercenary work(Good)
A Mercenary(ies) has a promising contract with your colony for amount of silver/goods for bounty hunting or etc. This is for the factions or the player who want to hire mercenaries to take out a military base or getting a quest done with a % of silver or goods as payment for a job, but make sure you pay them!
9: Mercenary Retaliation(Bad)
A Mercenary group are attacking your colony. This can happen with many situations: Attacking a mercenary groups that are following a bounty(Extremely low chances unless your harboring a wanted criminal/person), not paying the bounty for a mercenary, screwing over a merc by attacking them, or attacking one of their private/public bases.
10: Ancient Disease(Bad, yellow envelope)
An Ancient Terran disease has sprouted back with a vengeance!
(Old world diseases: Smallpox: Very feared and can causes social issues, but if the strain hasn't evolved, it's very easy to cure with the vaccine. Cholera: Basically you have contaminated liquids and is deadly in watery areas or toilets. Kuru/CJD: It's deadly due to random prion mutation that causes the brain to dysfunction and cause the victim to die horribly and eating the Kuru contaminated body infects the consumer.)
11: All out assault! (Very bad event)
A faction has enough of your insolence and has sent a all out assault with drop pods, all enemies at every corner, and with multiple people at one. This event has a highly coordinated assault with drop pods, support sieges, melee, support gunners, grenadiers, attack animals, and galore enemy types. This is brutal.
12: Battle survivor(s) surrendered(Neutral)
A survivor/a group of survivors has surrendered to their fate(s) to you.
This can result in good and bad events following up with this event.
13: Boomolope Assault(Bad to Very Bad event)
A hostile faction has sent hostile Boomolope to explode on your base. It's bad on land, but worse with drop pods.
everything just truned hot an dry overnight with the exception of the ice sheet that became tundra
would have been more immersive if these happens in steps.
Going up in heat one step and then go one step in dryness after some time.
Loving this mod! Had one of those great rimworld survival experiences with the Ice Age event while already playing in the chilly boreal forest. Had to get pretty creative with heating because a drought had eradicated the majority of trees on the map just the previous season. A year into the ice age I was starting to get used to the situation, adapting, getting near the end of Aprimay and already having comfortable temperatures of -10C. But then suddenly the ice age event ended, and temperatures immediately rose to 10-15C. Nice for my colonists, for me it broke the realism and immersion.
Long story, but my suggestion is to taper the endings of these major purple events like Ice age and Global warming, meaning that temperatures would slowly start to get back to normal, instead of suddenly changing drastically. In my opinion, this would bring more realism to these serious, drastic events. Only problem is that I don't know if it is possible code-wise. Maybe these events could be fixedly followed by another, things are getting back to normal event?
Feature idea 1: "Refugee Influx"
Several colonists have escaped from their previous colony and are hoping to seek refuge in yours.
Feature idea 2: "Hostage Situation / Ransom"
A dangerous group of colonists have kidnapped one/or more of your colonists and have demands that need to be met by a certain time.
If their demands aren't met by the allocated time, they will likely execute your colonist/s. However, even if you meet their demands, its not guaranteed they will uphold their end of the deal (spoiler: they might not release the prisoner/s).
Feature idea 3: "Hostile Takeover"
A group of raiders/a rival colony are hellbent on controlling your portion of land for its resource value/taking your belongings.
They may be willing to negotiate with you, if your clan is on positive terms with them. However, if you anger them enough, they will attack, and they will claim everything you own, and might even, enslave your colonists to work for them. Or worse... they might kill your colonists on the spot (death squad? public executions?)
Feature idea 4: "Human Trafficking"
One of your colonists have been kidnapped and have been forced to be a slave in another colony. The nefarious kidnappers are not willing to give them up, without a fight, or a hefty payout.
Feature idea 5: "Assassination Contract"
One of your colonists has been marked for death, and an Assassin has been hired to take him/her out.
You may be able to reason with the contractor, or offer the Assassin a better deal somehow, but it will be at your own risk...
P.S. Since these are all Human-related events, maybe you could make another category of events for specific interactions with other NPCs in the game ("NPC Events"). I'm just spit-balling ideas, but hope this helps.
more love!!!
(Requires: 2 factions that are hostile to the player, and are hostile to each other.)
-2 separate hostile raids spawn with the goal of wiping each other out. While this normally would be cause for celebration, it seems the field of battle is centered squarely on your colony.
-The raiders will usually leave once one side wins, but there's a chance they may turn their attention to you afterwards. If you attack either side, they will always fight you once the battle is over.
-While your colony might not be the primary target, the raiders most certainly don't care about collateral damage. Keep your pawns away from the firefight lest they catch a stray bullet, and get ready to do a lot of repairs, especially if mortars are involved.
The winds grow quiet, the birds stop singing, the lands are quiet. Everyone for some reason starts to focus on themselves. No one is talking to each other much if at all, didnt you repair that battery the other day? why is it broken again? where did you put your gun?
Paranoia sets in, your pawn(s) have been struck with proditiophobia.
Effect: They have a chance of turning fully hostile if not kept in the best mood, a snap is all itll take.
=
Easter Egg, passer-bys/caravan:
A group of Royal knights are passing through, they seek to find the holy goblet.
Catch: after they get to the caravan parking spot, one hostile rabit enters the area. manhunting anything it sees, its as weak as a normal rabit, but strong as a Thumbo
=
Anomaly: Time 7 day.
The common work goes on, everything is going well. But... something seams off.
"i thought there was someone in here". "I thought i saw something move". "where is that knocking coming from?"
Effect: Youre colony is being effected by Xenophobia, a fear of the unknown or what they dont understand. They will cower at random moments for seamingly no reason.
=
you need more anomalous events.
The player gets a letter that not one, but two armies have appeared from opposing sides of the map and have begun the process of setting up fortification in preparations for battle with one another. After taking several hours to draw their lines in the sand the two armies will clash, and will ignore the player's faction and pawns (even if they are enemies with them) unless provoked first.
Eventually one side will claim victory and their defeated foe will be chased off the battlefield by them. Depending on the relations to the player's faction of the side that was victorious one of two things can happen;
If the faction is either allied or neutral to the player's own they will capture/rescue any pawns left downed after the battle and loot the fallen taking the bodies with them but not bothering to tear down the fortifications (or maybe leaving just the naked corpses behind for the player to clean up just to be pricks).
On the other hand if the winner is hostile to the player's faction then they will immediately turn their sights on them and attack as soon as they rout the other army, forgoing looting and capturing/saving the wounded for a quick second victory.
If they take enough damage however they will flee like any raiding force does, forgoing again any capturing, recusing or looting. This could be limited to only medieval/neolithic factions, or have a higher chance for them to square off instead of raider/spacer factions. Fortifications would be limited to barricades, sandbags and if the right mods are installed cavalry spikes and maybe machine guns for industrial+ factions.
Another possibility is that if one faction is allied and the player actively helps them defeat their rival they might leave rewards or give a relationship boost, belatedly if they risk the crossfire to rescue their downed pawns. If the player wants to vulture the battlefield then either the winner must be hostile or they need to be quick to move in once the battle is over to get a chance at some of the loot (the winning army won't begrudge any battlefield looting as long as the player doesn't do anything harmful, they are all tired and want to go home), potentially risking harm from the crossfire or becoming combatants themselves if hold fire isn't selected ahead of time.
Hope you enjoy my concept, no idea if this is even possible within the limitations of the game, but you guys never stop impressing me with scope, depth and quality of the mods you bring us all so I wouldn't put it past you to make this work if you so choose!
Caravan:
- A small - large caravan will pass through your settlement, carrying food, weapons, and a few un-installed structures (beds, bedrolls, wooden walls, etc.) and will setup a small outpost, most preferably near a mountain. If the Faction is allied, or has a good relationship with you, they will leave a few items of their medium-great weapons... or you can attack them for all of the loot, although this will anger their faction, severly! (If the faction is hostile, they'll stay only pass through, or attack if there's a raid going on.)
Ambushed Caravan:
- Same thing as the caravan, but a raid will happen shortly after, to be exact, An Ambush!
A small raid (3 - 5 ppl) with decent-tech weapons (revolvers, rarely shield belts, etc.) that will mainly focus on attacking the caravan (unless of the same faction, then this event won't happen anyway.) If you help out the caravan, you will get goodwill from that faction, a decent amount, too!
[ Only if the caravan is hostile to you ] Although. On the other hand, you could help out the AMBUSH(ers). Keep in mind if the caravan is hostile to you, only factions that are neutral / allied will ambush the caravan, and sometimes hostile, but mostly in rare cases, Therefore; if the faction is neutral or allied to you, the goodwill will be a medium positive, whilst no goodwill will be lost for the hostile faction.) (Im thinking of something like 7-15 good will, as the caravan has some really good loot, and the event is medium-rare.
IN the most rarest of cases, the raiders can either be mechanoids, (if the difficulty is correct.. ..of course.)
I think these two events would fit Rimworld really well, as your caravan can also get ambushed, (although not common...) and there's no reason for caravans to not pass through your colony, and get sometimes ambushed, either! ..I hope you like my idea(s), so far, this mod has been really great! (i see you've included my ship battle thing... ..thank you.) and i hope this mod can get really great and big! :D
Although, i have one last idea for this comment left: :D
- Caravan Passing (Quest!)
- A hostile / neutral caravan will appear on the world map, somewhere really close by, 1-2 days away, probably. You can fulfill this quest by going there, and attacking it (if faction neutral, their goodwill will greatly decrease, and if the faction is hostile, it will decrease medium-ishly. The Caravan will have some good loot, (perhaps even some items from the insectoid mod?) but it'll also be greatly defended, with a randomly-generated outpost. (preferably built around a mountain) The outpost will NOT be a proper base, but instead a small house that is able to defend it self, and the most basic of a kitchen and freezer, although the size and complexity will vary with the amount of loot and value or people there.
If the faction is hostile to you, if you attack it and defeat it, taking the loot, all hostile factions hostile to that hostile faction that is hostile to you (heh.) will get a minor goodwill boost
(3-5)
Anyway, thats it really! Thank you for reading! :D