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CE?
otherwise you can post your modlist/details in the troubleshooting-thread on the current mod-page
It'd be a different game for me gameplay-wise though, but it'd be good.
Sounds interesting (genetics etc.) but you are probably right that there are to few generations for it to be interesting - maybe the mod could reduce the lifespan, but it still is a lot of time.
It would stand to question if that's sensical to make though, as the average playtime of a single colony probably doesn't exeed much more than 1 generation or something (idk and depends)
I find a config for faction affiliation would actually be quite interesting. I'd suggest to have it be from 100% to 0% probability of your faction or the other faction, and if you want to take it even further, you could have the mothers faction have an additional probability bonus ^^
The config I mean (like your age upon birth and whether vampirism and lycanthropy pass to kids) would be the default faction for prison births. Well, births in colony? If birth on location = faction of map then traveling pregnant women might give birth to someone else's faction or visitors (Hospitality, normal caravans) would give birth to yours.
(I don't understand what the config that you mentioned would do.)
Did you account for a wierdo like me doing something like that, and did it work as planned? Does it work the same in 19? Is it possible there's a config in the mod so you could make friends with other factions this way?
With the prisoner in question, while she was in prison our factions became allies but I kept her locked up anyway, and I released her after she gave birth and her kid leaving unharmed also increased faction standing.
@MasterBabel - Hmm, it sound strange, especially non dwarf colonists having dwarf children (I know that if you have a PrepareCarefully preset from B18 it can cause problems (They changed some race stuff), but otherwise / in general - it should be ok)
My Load order most of the time looks like this: Core, HugsLib, JecsTools, ChildrenSchoolLearning, HumanoidAlienRaces2.0, AlienChildrenCompat, [AlienRaces]
Sepon, I thought about that too. Jecrell made a mod recently called RimWriter that pawns can read or write scrolls, books, or tablets to cure the insanity inflicted by the Call of Cthulu stuff he made, and there are other books too that have to do with techs, lore, or skills. I was wondering if Children & Learning could be compatible with it so that the Teacher doesn't have to just write on a board, it can be written on something more permanent that could help Students get to the Teacher's proficiency level on the skill they wrote the book for.
It should work for them to have a 18 year old child with the operation.
@Sepon - I am not a native-speaker either ^^ I have a big list of things that need some more detail / rework in schools and I will look into it when I implement those - you are not the first one to request it.
You can set the pregnancy chance to 0% and disable children for now + change the age at which you can go to school - maybe that is of use to you currently
I like the "school" functionality of your mod alot, is there a chance to get a separate mod for this?
Something like evening school where pawns gather in the classroom an get some exp from more skilled ones (maybe at a really slow rate for balance). I think it will be a really nice addition, especially for late game colonies. Thanks.
Btw, sorry for my english
Which makes me ask a question- do you have it set up so that there are children born of mixed race heritage? Like Elder Thing (Call of Cthulu Elder Things) colonist + Colonist?
I know you do have it so there can be vampire/werewolf/mortal/android offspring. What else ya got goin on there? I'm just wondering since I got a few more mods and wanted to make sure they're all friends.
Also, I know Elder Things are super old, and wouldn't get any romantic attention (plus they have no gender) but a surgically impregnated one giving birth to an 18 year old that lives and works alongside someone of similar age...
It'd be kinda funny if I had a mod 'conflict' that fixes a bug tho.
[It should be: Base chance(Default=20%) / 100 * (Pawn1Fertility / 100) * (Pawn2Fertility / 100)]
[so: 0,2 * 1,0 * 1,0 with default settings and 100% fertility colonists = 20% chance]
[so: 0,2 * 1,5 * 1,0 = 30% chance]
Which mod gives you more than 100%?
@raydarken - I will definately give it another test with the next big update
@cammillotto - Selecting the source is something I will look into for the next update and I will also have a look a adding animals too (as an optional option to enable if possible)
@jackik1410 [V-WG] - The nested options are a good idea to select the source for the operation
I've a suggestion too but I'm sure it's not doable: add an option to select the donor of an impregnation op :-)