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This mod predates the 1.0 release.
SJW doesn't like to be properly corrected
since you clearly also misunderstood me i think you should pipe down as well, i can't be asked for a long pointless argument.
if your intentions were good and you wanted to help people playing older saves, good, well done to you, you saved someone's save. On the other hand if you wanted to leach of a successful mod you're a sad human being.
and did anyone update for 1.0?
--> Another possible solution (or negotiation outcome) would be to have the player meet said faction on neutral ground, either in the wilderness or at a third-party base / trading hub. There is a lot of potential for storytelling here that is being squandered with this mod. For instance: what happens when you get there? Does everything go smoothly?
There is no process of negotiation.
Payment comes immediately, and the hostages are gone in an instant.
--> Players should be responsible for keeping their prisoners healthy until such a point that someone from said faction can make the trip to get them so they still consume resources, thus making holding hostages more of a "business decision". This also opens the possibility that they might never show up, they don't actually care about said individual, and are just using them to drain your resources.
Critique and suggestions:
Holding people hostage is in no world a "friendly" thing to do. Players should never receive a goodwill boost for demanding ransom. That's not even a question of balance, just a question of sense. The fact that you could have done something worse does not make a bad thing better. Giving a boost to goodwil here makes it feel very cheaty. Yes, there's options, but whatever, "cheating" should not be the default. If anything, your logic is backwards. A very hostile faction might expect you to defacto kill prisoners, so it might make sense to give a small relationship boost at the very low end of that spectrum, but unless a ransom represents "changing your spots" it should be regarded as a very hostile action.
Go to "AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" there you should see a .xml file with the mod name, open that file with notepad and simple change the numbers there to what you want.
2. The option to ransom 1 or all of the prisoners of that faction you have all at once, the chance of the demand being accepted going down as the amount of people and/or amount demanded goes up.
3. They don't send a raid every time, sometimes they just go tell you to go shove it or even funnier if they are a high tech faction cause the prisoner's 'suicide chip' to activate and kill him under your guard (lol)
4. Options to change these to other peoples liking, i.e. back to the settings you have right now.
I have a couple of issues with it though, I didnt want the tribe to become friendlier so I changed the setting to be negative by 2 instead, I mean I just sold one of their guys to them rather than let him go for free!
The main one is though I tried to ransom a leader back 3 times in a row and it caused 3 consecutive raids, the issue with this is essentially they keep just sending 1 guy and I effortlessly kill him and take his expensive stuff making it fairly unbalanced.
I would suggest some changes if you're open to make it more balanced - next post :)
They have rejected my ransom of one of their prisoners about 10 times, but they never sent a raid. Other factions don't behave that way.
The faction I'm talking about is friendly, could that be the reason?
Also the decimal points for all of the other sliders is pretty unnecessary and makes me worry it will break something with such unusual numbers being applied.
Besides that stuff this is really original and awesome, I love it!
Another suggestion would be to have the failure and success chances tied greatly to the pawn using the comms console's social skill. Or even whether they are abrasive or have an annoying voice.
And I was wondering if I am the only one that has the problem of being unable to adjust the chance of failure slider. It automatically grabs the goodwill effect on failure slider instead, no matter where I click (below the chance on failure slider that is, other sliders work alright insane decimals included.
cheers,
Maarten
Fair7
You can abuse the mod for ez organs and or ez silver, one thing i can think of to combat this is the more you fail or the lower your goodwill with the faction becomes, the more raiders they send, the stronger, better outfitted the response squad should be.
While watching your stream you were raided by factions who walked to you, when i failed a ransom attempt with my most hostile faction at -100 they send a squad of 10 by drop pod right into my base where i store my weaponry and they ruined a few sections of my base via incendiary nades but I had failed it twice before with a different faction and they walked to me so I had time to prepare etc.