RimWorld
Guards For Me
 Ця тема закріплена, тому вона, мабуть, важлива
[Features Request]
Want new features ? you are in the good topic :br_cool:
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Показані коментарі 115 із 58
not so much as a "feature", but may I suggest that when someone is ordered to patrol, that pawns move at their standard jogging speed until they reach the first waypoint, at which point the patrol walk speed set in the options menu takes over.

What i'm trying to say is, I don't like it when my guards take 10 minutes to reach their patrol route from the rec room.
Would be nice to see patroling as a job type so you could change priorities in case you want the pawn to take care of some other job before going on a patrol. Less micromanagement that way.
aRandomKiwi  [розробник] 11 верес. 2019 о 9:13 
@TheGoldenCPU : I understand, done with the latest update (1.0.3)

@Purrie : I will see what i can do because I prefer to avoid that it leads to breaking changes with the current version
You should add events that would encourage use of guards, like enemy spies sneaking in with visitors to steal your stuff or to plant explosives. Perhaps an increased frequency of prison breaks?
Would kind of wish for a job type as well, most of the rimworld players like to alter our own experience, but I can also see why you may not want to do that. I also like TranslucencY's event suggestion. I would think the patrol will be more useful if this mod came out before predator alert mod or hunt mod. Right now, I don't see much use for patroling. However, they are particularly useful for my andoid colony right now though, as for battle droid doesn't really do anything except hauling, but again that's why I would like to ask for a job type. Sometimes you want them to do haul/cleaning before they patrol, sometimes you feel like you need them to guard first. Sometimes you want some of them to go cleaning/hauling bodies, while the others go protect your miners/tammers. And flipping through job types to removing some of them from certain jobs will be a bit tedious everytime situation like that happened.
aRandomKiwi  [розробник] 12 верес. 2019 о 16:19 
@Mistletoe The Bard : After seeing your detailed explanation of pros, i have reconsidered my choice, I will see what I can do to have the 3 guards duty as a job in the next update.

What I dont know is if i should set the "jobs mode" enabled by default, or keep the actual jobless behavior as default ? (there will be the possibility to alternate between the two in settings)

@TranslucencY : Good idea i will check that after the job feature.
a security happiness effect would be great, more guards more happiness
aRandomKiwi  [розробник] 14 верес. 2019 о 8:24 
@Mistletoe The Bard, @Trexxon : Done with the latest update (2.0.1)
Автор останньої редакції: aRandomKiwi; 14 верес. 2019 о 8:24
I remove the mod and the mod is somehow active in the game why is that?
Great mod!
Could you add compatibility with mod 'what the hack'?
Would be great having mechanoids guards!

Would be awesome to see this mod get compatible with the multiplayer mod :D

Currently :
The game desync when press the Protect unit/Gard mod (on/off)/Patrol buttons + the Press 'DEL' to remove the patrol.
Press 'Backspace' to remove the last waypoint don't cause desync.
Force a guardian (Left, Right, Top, Bottom) when he his already in position before the server launch don't cause desync either.
Could we possibly get a sub option to the Exterminator mode where the guards only shoot at hunting designated wildlife? For me it would help out when my manager designates predators in an area but I don't so much mind a little bunny hopping by
Unrelated (somewhat) to this beautifully effective mod; executions. Would be great for military-themed colonies to have a firing line spot. Or Western/Medieval colonies to have a guillotine or hanging post. I don't think there would be a need to program any reactions by colonists to said executions since that is already in the game. A simple quality-of-life mod that makes it more than just 'yeah go touch that prisoner and instakill him'.

Could even be a submod for a 'Judge-Jury-Executioner' mod, which has courts and trials or dicatatorial tribunals; the roles in each determined by who has the job, ect.

All of this is just speculative and just some ideas, great work so far on these addons man!
I join the request of [SOM] †V†Barracuda - we badly need a way to just tell people assigned to guarding to go on offensive and just actively seek out and attack animals and buildings you mark with a designator automatically. So yeah - basically a Extermination mode.

Also would like to expand on that feature - add a passive extermination mode for guards, which makes them just outright shoot animals that get too close to their guard spot\patrol path, but not pursue them otherwise. This is really badly needed feature - i get sick and tired of critters zooming in on from all over the map to pick some random dropped food inside my base and triggering every last trap. Add to that that boom animals also explode and set defenses on fire... It would be amazing if you could just post a lone dude with a big gun to scare animals away.
Hi, just a suggestion, not sure if it is possible. But it would be nice if you were able to protect/guard traders/guests/visitors. Plenty of times they get killed resulting in a negative relationship impacts.
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Показані коментарі 115 із 58
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