RimWorld
[Outdated] Call of Cthulhu - Cosmic Horrors [Deprecated]
Ryoma  [Fejlesztő] 2016. szept. 18., 18:08
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).
Legutóbb szerkesztette: Ryoma; 2016. szept. 18., 18:09
< >
6175/116 megjegyzés mutatása
Jareix Craivix eredeti hozzászólása:
Bobby the Beginner YT eredeti hozzászólása:
what if you hate to burn the meat lol liek me
Cook them into lavishing meals and forbid your colonists from eating them. Then sell them.
oh thanks i thought you couldnt make meals out of the strange meat too
Legutóbb szerkesztette: BeanSlinger419; 2016. dec. 26., 7:37
Currently you really should tone down the Cthonians. They are really biased towards Cultists due to their propensity to hold onto prisoners... but more so they are far too strong.

As a possible suggestion, use many smaller Cthonians as opposed to one large one. You don't have to make them easy, but they should at least be on par with a poison ship / psychic ship. It even allows you to adjust the difficulty.

If you want to use "Color from Outer Space" just make it a sort of insanity version of Toxic Fallout. Anyone who is outside slowly goes more and more insane. Don't even have to actually use the creature itself.

Also give a LOT more leeway for the Starvampire. Depending on the situation they are often just a "Your dead" scenario for your outermost members due to them going extremely fast, being very deadly, and being invisible to the player. Possibly give a delay before they attack, if that is possible. This pause also lets you have the ability to adjust the difficulty (possibly more Star Vampires).
Ryoma  [Fejlesztő] 2017. jan. 20., 16:45 
Neonivek eredeti hozzászólása:
Currently you really should tone down the Cthonians. They are really biased towards Cultists due to their propensity to hold onto prisoners... but more so they are far too strong.

As a possible suggestion, use many smaller Cthonians as opposed to one large one. You don't have to make them easy, but they should at least be on par with a poison ship / psychic ship. It even allows you to adjust the difficulty.

I'll do some rebalancing.

If you want to use "Color from Outer Space" just make it a sort of insanity version of Toxic Fallout. Anyone who is outside slowly goes more and more insane. Don't even have to actually use the creature itself.

We actually have something for it, but I'm holding back for an incidents mod.

Also give a LOT more leeway for the Starvampire. Depending on the situation they are often just a "Your dead" scenario for your outermost members due to them going extremely fast, being very deadly, and being invisible to the player. Possibly give a delay before they attack, if that is possible. This pause also lets you have the ability to adjust the difficulty (possibly more Star Vampires).

Currently there is a short duration that elapses before Star Vampires begin their attack, so I'll just up the interval a bit. I also just added a "slow down" bit of code now that causes the game speed to crawl down to normal speed if people are going fast.
Legutóbb szerkesztette: Ryoma; 2017. jan. 20., 16:45
Wow, I honestly didn't think you would consider what I said, I guess I should keep this mod on. I guess I'll make a non-balance suggestion then.

For the Deep One faction, using Half-breeds and people with the Innsmouth look who act more like ordinary people would be a good touch.

As for the Mi-Go, it might be a good idea to include some of their tech for people to grab off them. Examples include
-Bio-Web Armor: It is a good universal armor but degrades extremely rapidly. Making it an outer layer armor that, yeah degrades at double or triple the normal rate is a way to go.
-Electric Gun: a stun gun, though quite lethal, used by the Mi-Go to stun targets long enough to slice into them.
-Mist Projector: Personally I don't QUITE know how to do this in game... It is essentially a liquid nitrogen launcher, short range cone (10ft)... Maybe a well represented as a shotgun type weapon?

As well Mi-Go can create mining machines that are extremely destructive. A "Poison Ship" type event... or as some sort of siege.

The only other Lovecraftian creatures with offensive technology I know of (outside Serpent People's many venoms, drugs, and poisons) is the Yithian's Lightning Gun. Which is also a weapon that wears out quickly.

I guess I am not helping too much since this is all information you likely have access to along with spells and the like... I'll stick to offering balance suggestions I guess.
Neonivek eredeti hozzászólása:
Wow, I honestly didn't think you would consider what I said, I guess I should keep this mod on. I guess I'll make a non-balance suggestion then.

For the Deep One faction, using Half-breeds and people with the Innsmouth look who act more like ordinary people would be a good touch.

As for the Mi-Go, it might be a good idea to include some of their tech for people to grab off them. Examples include
-Bio-Web Armor: It is a good universal armor but degrades extremely rapidly. Making it an outer layer armor that, yeah degrades at double or triple the normal rate is a way to go.
-Electric Gun: a stun gun, though quite lethal, used by the Mi-Go to stun targets long enough to slice into them.
-Mist Projector: Personally I don't QUITE know how to do this in game... It is essentially a liquid nitrogen launcher, short range cone (10ft)... Maybe a well represented as a shotgun type weapon?

As well Mi-Go can create mining machines that are extremely destructive. A "Poison Ship" type event... or as some sort of siege.

The only other Lovecraftian creatures with offensive technology I know of (outside Serpent People's many venoms, drugs, and poisons) is the Yithian's Lightning Gun. Which is also a weapon that wears out quickly.

I guess I am not helping too much since this is all information you likely have access to along with spells and the like... I'll stick to offering balance suggestions I guess.
*Coughs* no spoilers...
Legutóbb szerkesztette: Jareix; 2017. jan. 22., 13:25
Dear Jecrell I have only one suggestion/critcism for the mod:

Please reduce the frequency of the chthonian larva sound effect

I now have those three larvas in my colony and I swear when I play on fast forward it's an almost continuous growling.

I'd really loved to have them as dog substitutes but currently that's just too annoying to listen to.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
Would like a more selection to tame love-craftian monsters. So far there's only larva, dark young, and byakhee (My overall favorite the giant insectoid dragon) All would like to learn more about their stats and what they do because Byakhee can carry colonists and other pets??? but I haven't experimented with it so not sure what it really does unless I experiment it.

Is it like mounting it? Because that'd be sweeeeeeeeet to have a colonist with a ranged weapon shooting from ontop of a monsterous insectoid dragon.

Because in the descriptions it says only the best or the champions can ride the beast.
Legutóbb szerkesztette: Proto; 2017. márc. 7., 17:01
explode into space eredeti hozzászólása:
maybe adding a necromancer who summons skeletons to attack your colony

Necromancers are always a plus.

I love the summons, the byakhee and womb between worlds are great. I would like the aspect of cthulu to be a little more specific once you have enough favor. Replace missing limbs with priority over RNG anyone at random.

Love having my cultists fight alongside the horrors during sieges.
I know Necromancers aren't really anti-Lovecraft (Heck there is one god in lovecraft who does nothing but turn people undead in a really horrific and awesome way)... But I'd kind of hope there would be a bit more priority given to things that are uniquely mythos and lovecraft related over admittingly cool but tertiary examples.
Hate to agree, back to diablo 2 I crawl :(

Nevertheless, always hoping. The mythos blends great with the rimworld lore for me, adds to the replayability already inherent.
what if you made creatures that came from water and would try to kill you?
Ryoma  [Fejlesztő] 2017. máj. 26., 20:40 
quickerthanlight eredeti hozzászólása:
what if you made creatures that came from water and would try to kill you?
That would be so fun~!
I'm not sure if this has been suggested yet (or maybe this might work better with the Elder Things mod), but perhaps you could add in the Albino Penguins from The Mountains of Madness?

Like in the story, they'd be really big and intimidating, but in actuality they'd freak out and flee at the slightest sign of danger. Due to their cattle-like nature, perhaps they could work as an alternative to cows in real cold areas like tundras.
Ok here is going to be a controvercial one. Can we have this mod in a "lite" version that turns the frequency way down? I love the content, but I've started growing weary of being accausted of elderich horrors constantly, but would love to keep this running in the background to spice up my game still.

It doesn't need to make the encounters easier since that isn't what I am looking for.
< >
6175/116 megjegyzés mutatása
Laponként: 1530 50