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posting here. Anyway hope will post one if not thanks for the cool mod anyway.
If I understand correctly, you wanted off-steam download right?
it's here
https://www.nexusmods.com/rimworld/mods/295
anyways, updates and bug fixes on off-steam downloads will be slow
I love story tellers that can cause chaos to make it fun for all. for now i may have not know much of her other then spawning large numbers to attack you. I'll tell you more once i'm done cleaning and using her again. Rimsenal has a story teller like her the yellow on that might act the same as her as "yellow" is more combat focus. Have not used "yellow" for sometime and given the mods i have she might as will spawn a huge wave like yours did. If she is going to be chaos then more power to it or a wave system where she sends strong raids and let the player rest before sending more. What does she do overall?
First, food balance
The idea of Kijins eating twice as much came from these
1. Something that would give new game play experience
2. Kijins are strong(physically), they are like athletics so they eat a lot.
3. Kijins are medieval faction.
So I think I succeed on making new game play experience.
Food become prime matter from the start to the end of game.
and I needed to play differently. (build big farm field, buying food off from traders, etc)
But to think of it, Kijins don't have enough advantage in return for eating twice as much.
Nor, they have any method to overcome food problem.
without these, the game will not be a "play". It will simply be a "torture"
I felt that way while providing food is a critical matter, non of their advantage is critically good.(except their looks)
The advantages on Kijin race are following
- works 1.5 times faster (and they cook even faster)
- Doubled carrying weight, more HP, more dodge chance (these doesn't feel significant in game play)
- Kijin items, and weapons
- Can eat lavish meal nutrient-efficient
- the B**bs
Sadly I ran out of ideas here. so feel free to suggest me any advantages or method to overcome the food issue
This is something that doesn't run as I expected
So far I ran 2 full scenarios one with dev, the other without dev, I couldn't find right balance.
That was very time consuming work. This Kijin scenarios do takes a lot longer than vanilla.
This is reason why I needed feedback on storyteller dearly.
I aim for two things
- Story somewhere between Cassandra and Randy
- End game raids are still challenging
Cassandra = very expectable and simply hard
Randy = not expectable and randomly hard
So I mixed up those two, expecting not-so-expectable story.
oh yes, the story, I'm talking about raids
I found it bit useless to add random raid in between raids coz it doesn't give me any breathing time.
So instead I made Kijin storyteller have good chance to spawn a raid after another.
But problem comes with individual raid size. At some point it is just enough and some point after it is too much.
This is becoming bigger problem as I try to balance next thing: end game raids
With Vanilla storyteller, raid size doesn't grow much at all after some point passed
But Kijin scenario requires to play beyond the point.
200,000 wealth, that's being achieved when you built every type of rooms possible.
So I changed the values so that raid size grow constantly up to the point and beyond where Kijin scenario need to play
So combining this two changes making this story chaotic.
If I understood the storyteller system correctly, the numbers I put in should make sense, but the resulting game play?
No.
So now, distrusting my understanding of system, I'm messing around with the numbers one by one.
ok so I looked down raid generating code carefully, I found where I messed up. I'm fixing it and testing it.
So suggest me these kind of stuff
1. Raid too hard!!! or too ez
- needed info
- days played colony
- wealth and # of colonist
- raid size
2. Forget about the damned raid I have better suggestion
3. Orbital traders and traders too often? (yes, I did made changes)
4. Disease rate(I found it critically hard especially for Kijins coz they eat a lot)
Thanks for the concerns
I found a way to track raid point in dev mod, so it is going to be in reasonable difficulty
For some reason the textures for the helmets appear on my other non-Kijin pawns.
They dont feel particularly tough in fights either.
Thanks, so mixing Kijin up with other race actually have good use.
teenager until 100 is actually a bug :( glad you noticed
What happened there is I tested to see if kijins can avoid birthday hediff by setting their adult age 100(which didn't work)
and I forgot to put it back to normal. I'll be fixing those next patch
(oh, and that explains why they aren't tough in fights... teenagers have meleedamagefactor 75%)
for the helm texture .... There was something I wanted, so I thought I'd put it that way.
I did noticed it on the mod info(which people usually don't read)
But I am getting a couple of people asking about the helm.
So, does the changing looks of helm really bothers you? If it does, I have to think this really seriously and I need to come up with something or give up what I wanted to do
First let me explain why I ended up making it like this.
Let say u are running multiple races all mixed up in your colony.
Most of the race mod I used had their race specific apparels and I didn't like it for two reasons.
1. too many recipes in my workbench : I had hard time making clothes for each every different race in my colony
2. the alien races couldn't use clothes which I took off from raiders, and humans couldn't make use of quest rewards(because they were alien clothes)
So I made Kijin clothes be freed from those two burdens me! Yay!
But here I came to face problem : while I could make body-clothes to have race-specific looks, helmets weren't
Say for example, shirts looks different when they are on different body(hulk, thin, male and female)
but helmet looks the same regardless of head type.
That's where I ended up. I couldn't find a way to solve this issue.
Let me know if you know a way to solve this.
or say it's better off making racial helmet item separately