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强制变更派系
基本丧失学习能力
性情大变
我day到了是战斗员化
文本保持簡體中文即可
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This fictional company is not part of the colonial fleet but rather an illegal entity operating outside its framework. If a "Shining World" police force exists, they would hunt down this group for crimes against humanity
Also, have you thought about making a version of the mod without The Dead Man's Switch? Not everyone plays with TDMS. I almost always use this mod, but it would be nice to have a separate version without TDMS and without debuffs, of course. :)
In fact, you can get more exactly narrative sense from the mod than practical sense. Create a colony, absolutely loyal fleet soldiers. On the gameplay side, given the abundance of mods for the game, the practical use of Control Spine is not so great, especially if the player has already understood the game mechanics.
Anyway, thanks for the mod. Very interesting idea.
Would like options to customize debuffs and appearance or just a more useful version of the mod. But if you don't have time for that, fine.
My coding skills are not very impressive, but I will try to dig into the mod files myself, maybe I can redo the options that do not suit.
On the gameplay side, again my personal opinion, it's worth spending time and resources, it's worth it just for the opportunity to easily recruit an elite soldier with cool skills and traits. As I wrote before, as cannon fodder, robots are a better option for a colony.
But not subject to nervous breakdowns colonists with good traits - this is interesting and worth the effort.
Maybe it will be a little unbalanced, but honestly, if you know how to play Rimworld on endgame nervous breakdowns are not such a problem already.
But maybe you would consider making a customization menu for the mod or maybe a second “lite” version of the mod? Maybe add another more resource-intensive implant to the mod in terms of complex resources in production?
Without the debuff to learning speed and psychopathy. (And also without eyes that are broken, as well as hair should be made optional. Logically, a computer connected to the brain doesn't change hair color! That's weird.)
Again, this is all my personal opinion, but the benefit of Control Spine can only be if you remove serious debuffs. Then it immediately makes sense to produce this implant.
As an example of narrative storytelling: a colonial fleet has suffered serious losses in crews and needs absolutely loyal specialists with good skills, soldiers, technicians, scientists.
At the stage of the game when spines are available, mechs and synths are already available. “Disposable soldiers” and even with such serious debuffs are no longer particularly useful at this stage.
The only option for this whole thing is if the player intentionally doesn't use mechs and mechs with synths. But this is already self-limiting.
Well, the concept of using the use of Control Spine technology as a means to quickly recruit cannon fodder, I can see why there are strong drawbacks.
But... In the overall context, it's still not a productive enough technology to use. Both narratively and gameplay-wise.
Specifically, it's all about the BioCPU required to create this implant. It's a very expensive and difficult component to manufacture. And a long researched technology to obtain.
At the endgame stage, when it becomes available, it is already possible to produce, for example, Iguans. And the production of these mechs requires BioCPU. Why bother with catching and augmenting a random pirate mercenary when you can spend the same resources to produce super cool mechs?
Mechs will be much more useful in assault or defense.
Note: This translation was processed through automated tools with subsequent human refinement for technical coherence.
so...Welcome to friendly discussions, you can continue to communicate. After all, my ideas may not necessarily be correct or perfect.
Visual indicators like hair/eye color shifts simulate manga-style "Akuochi" tropes, symbolizing complete subjugation where individuals become mindless colonial tools. Regarding the eyelid issue I implemented facial animation safeguards, but technical faults emerged unexpectedly (notably only affecting facial animation integrations - vanilla engine seems unaffected).
Thank you for your advice.
Regarding my design philosophy for this implant: Its core function lies in forcibly converting prisoners' loyalty (this reminds me of Metal Gear Solid V: The Phantom Pain's mysterious 100% recruitment rate - despite Big Boss' charisma, why didn't Diamond Dog recruits defect earlier?). This device becomes particularly valuable for managing volatile internal units like pyromaniacs or berserkers, effectively neutralizing threats that often exceed enemy dangers through forced compliance.
It's not really a problem. Like the mod mechanics described before, but I personally would not want pawns to change hair color.
In conclusion, I want to reiterate once again, the production of a spine implant - requires a lot of resources and a lot of research.
Pawn essentially gets in addition to his nervous system in the form of an additional synthetic brain. Is this supposed to make it better or what is the point of such technology at all, purely logically? With such problems after the implant is installed, that in terms of game mechanics that narratively - not rational to use.
If you make these changes, the mod will become playable. Without these changes it is almost pointless to use it.
This is worth fixing in the first place.
Well, and actually about the mod itself. The idea itself is very interesting, but the execution in the context of gameplay is not very impressive.
The implant from the mod requires a lot of research resources, and in the end does not give significant bonuses and even harms. Which makes it essentially useless.
I think it is worth a little rework mod, first reduce to the minimum values, or better yet, remove the debuff to the speed of learning. Secondly, remove the replacement of all traits for “psychopath”.
I want to write some feedback and would like to know if it's worth waiting for any changes to the mod, maybe?
Write please, if you do not plan to work further on this modification.
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