RimWorld

RimWorld

[Outdated] Call of Cthulhu - Cosmic Horrors [Deprecated]
Ryoma  [developer] Sep 18, 2016 @ 6:08pm
Ideas & Suggestions
If you have any ideas, feel free to write them down here. This is only the first update and I'm planning at least two more big updates to this Cosmic Horrors mod (and continued support for future alphas).
Last edited by Ryoma; Sep 18, 2016 @ 6:09pm
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Showing 16-30 of 116 comments
Ryoma  [developer] Sep 26, 2016 @ 10:45am 
Originally posted by Agent Pumpkin:
Fantastic Mod. I think your spot on about cthulhu and any of the Elder gods, you need to keep there appearence at a minimum as they should destroy/send everything insane and end the game. I would like to see in the future - Dark Young of Shub-Niggurath, Hound(s) of Tindalos and Nightgaunts. You could also change the Pirate faction to a Cultist Faction.

Can you imagine the Hounds of Tindalos as a gameplay mechanic? They would just run through your walls! Terrifying!
AgentPumpkin Sep 27, 2016 @ 12:24am 
My thoughts exactly! muhahahhahhaaaa! Of course you may want to modify this to give the colonists a chance. Perhaps they can spawn inside any room, but after that their movement is normal unless they wish to leave and go and terrify another colony. Oh and their immortaility may also be a problem. ;)
Ryoma  [developer] Sep 27, 2016 @ 3:25am 
Originally posted by Agent Pumpkin:
My thoughts exactly! muhahahhahhaaaa! Of course you may want to modify this to give the colonists a chance. Perhaps they can spawn inside any room, but after that their movement is normal unless they wish to leave and go and terrify another colony. Oh and their immortaility may also be a problem. ;)
How about tying it with an optional colonist saving event? The colonist is a time traveler being chased by some monster. You can take in the colonist, but if the hound of tindalos comes in, you have to kill it before it kills the colonist?
drynyn  [developer] Sep 27, 2016 @ 5:41am 
The hounds would be easy to defeat. Just make sure that your rooms don't have any right angles... oh wait.
AgentPumpkin Sep 27, 2016 @ 6:31am 
Good event that. It could be kill the Hound, or just drive it away (and it may come back!) :)
AgentPumpkin Sep 27, 2016 @ 6:48am 
Is it possible to be able to have Nightgaunts pick up colonists and abduct/capture them? Then if the Nightguant isnt downed/killed while leaving the map the colonist is seen no more? That would fit in with how Nightgaunts behave in the Mythos...
Last edited by AgentPumpkin; Sep 27, 2016 @ 6:49am
Ryoma  [developer] Sep 27, 2016 @ 8:40am 
Originally posted by Agent Pumpkin:
Is it possible to be able to have Nightgaunts pick up colonists and abduct/capture them? Then if the Nightguant isnt downed/killed while leaving the map the colonist is seen no more? That would fit in with how Nightgaunts behave in the Mythos...
Definitely possible. I can set the AI to down and kidnap.
AgentPumpkin Sep 27, 2016 @ 8:41am 
Excellent... <rubs hands in glee>
Ryoma  [developer] Sep 27, 2016 @ 8:41am 
Originally posted by drynyn:
The hounds would be easy to defeat. Just make sure that your rooms don't have any right angles... oh wait.
A wall going upwards has a right angle. I think the counter strategy is to understand that the hound of Tindalos only hunts one colonist and wants to eat that one colonist because it trespassed into another dimension or did a time warp. So by preparing for that colonist to be assaulted, you could prepare some protection.
AgentPumpkin Sep 27, 2016 @ 8:44am 
You can also "Trespass" on a Hound just by looking at one through a dimensional viewer/portal. Oh thats a thought. Can the game handle "magic" ? Especially Binding/Summoning ?
Ryoma  [developer] Sep 27, 2016 @ 8:44am 
I've decided for my next monster I want to do the Dark Young of Shub Niggurath and make them act like the Thrumbos that enter the area -- except in a dangerous herd with a short attack radius. I don't want them to ever 'assault' your base, but just to be another thorn in your side. What do you think?
Ryoma  [developer] Sep 27, 2016 @ 8:46am 
Originally posted by Agent Pumpkin:
You can also "Trespass" on a Hound just by looking at one through a dimensional viewer/portal. Oh thats a thought. Can the game handle "magic" ? Especially Binding/Summoning ?
Yes it can. It defnitely can. I have so many plans for this mod now it's starting to blow my mind. For instance, we can send colonists on away missions. Did you know that? That's right. I found out I could do that through the code. I could just rewrite some kidnapping variables and have a colonist go out and perform a mission, get a result dialog screen, and then come back with possible amazing loot like grand statues or relics of power or... sadly... not at all. I'll save that stuff for the cultist pack.
AgentPumpkin Sep 27, 2016 @ 9:05am 
Oh..... thats excellent news. Also love the choice of a Dark Young. Thats spot on, attacking only when something come close.... like visitors to your colony! ;)
Last edited by AgentPumpkin; Sep 27, 2016 @ 9:30am
drynyn  [developer] Sep 28, 2016 @ 10:51am 
Originally posted by Jecrell:
Originally posted by drynyn:
The hounds would be easy to defeat. Just make sure that your rooms don't have any right angles... oh wait.
A wall going upwards has a right angle.

I was joking - you can't get away from right angles in a square cell based game. (Though pedantically it is angles shaper then 120 degrees they come through.

+1 for dark young and nightgaunt kidnappings.
+1 for missions. One of the Misc. mods does this and it is good !!Fun!!.

Though that leaves me wondering if you plan on implementing insanity loss on sight? (perhaps done as a weak mid-range attack?)
Ryoma  [developer] Sep 28, 2016 @ 9:08pm 
Originally posted by drynyn:
Originally posted by Jecrell:
A wall going upwards has a right angle.

I was joking - you can't get away from right angles in a square cell based game. (Though pedantically it is angles shaper then 120 degrees they come through.

+1 for dark young and nightgaunt kidnappings.
+1 for missions. One of the Misc. mods does this and it is good !!Fun!!.

Though that leaves me wondering if you plan on implementing insanity loss on sight? (perhaps done as a weak mid-range attack?)

I just have to prevent it from spamming the insanity on sight, but when I figure it out the cosmic horrors will add a little insanity to your colonists.
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