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Moving onwards, some ideas for your rework
- Situation A: a choice of adding minor artifacts upkeep during phase 1 / 2 to boost either the quality or the strength of the effect (though I think that's mostly affected by the jobs + amount of times a relic has been made)
- Situation B: where the alloy/steel/whatever material they use to craft the relic turns out to be of very poor material.
> Approach A: do nothing, just keep working (will result in 1-3 levels lower quality, rolled randomly?)
> Approach B: purify (added upkeep for the situation, alloys + minerals or sth idk) which will boost the quality (0-2, so no guaranteed quality tier increase)
> Approach C: scrap the project and get rid of the goods (= lose some basic materials, but also start the next situation with some progress already because they've still done some prep work or decided some things were worth salvaging after all
- Situation C: sudden inspiration. While crafting the new relic, the craftsmen were hit by a sudden burst of inspiration. Eager to explore this new concept/chain of thoughts (couldn't rly think of better words) the craftsmen considering experimenting in favour of finishing their work
> Approach A: Let them experiment. This will either slow down or speed up the progress slightly (random) and will result in a wider range of quality lvls (can roll any quality)
> Approach B: Focus! We have to meet the deadline/quota! (Default progress speed, perhaps a small chance to roll a slightly lower quality lvl due to being distracted)
> Approach C: Fund their experiment: add upkeep of energy credits + some research (physics and/or engineering makes most sense) which will do two things: either lower the quality but increase the progress of the situation or the inverse. First I thought have the quality increase pay off with an effect decrease or the inverse, but that would destroy the whole point of quality in the first place, right? Point of quality = better effects, no?
These are just my initial ideas but I kind of dislike the steam formatting. If you find them interesting and would like me to come up with some more, feel free to let me know. Thank you all for your work!
> Approach A: Such is life. Nothing happens besides the pop demotion.
> Approach B: Fund workspace safety: either a (very small?) upkeep added to the job/building to increase the situation speed very slightly.
Approach B could also either lower or eliminate the chance for this situation to happen again as long as the approach is never taken. Or that could be Approach C where there's a one time cost/payment + the added upkeep to "cure/help" the affected worker so he can keep his job and removing this event from the pool of possible situations.
I'm just spitballing. I have literally no idea if these are all possible to code in the situation framework.
- Situation E: In Sync. Everyone had a good day/week/month and felt very in sync with each other. Almost... hivelike or telepathically connected (could have increased weight/chance for these government/species?)
> Approach A: Excellent! (Situation progresses at double the speed. Quality roll +1/2) Idea is "just go with the flow, enjoy a good thing while it lasts"
> Approach B: "Exploit" (better word?) the situation. Progress remains the same, but quality is guaranteed Masterful or Legendary
> Approach C: Observe/study. Halves situation progress. Normal result. Permanent buff to future relic-crafting-situations (either a +1 in quality or small situation progress increase)
I don't know whether or not it's possible to have repeating situations where 1 approach is limited to one/game but other approaches can be repeated.
> Approach A: Reprimand them. Progress slowed slightly, but gain some research from the observations (physics/engineering make most sense)
> Approach B: Deal with the fall-out. Progress slowed (more than slightly, but not insanely much). Reduce the planet devastation with 10. Optionally add a small energy cost/upkeep until end of situation or sth. Could also combine both approaches.
> Approach C: Nature will heal. Work is all that matters. Progress gets a little boost, but max quality will be lowered.
- Situation G: Ever increasing demand (repeating event)
> Approach A: Try to keep up. Progress is slowed slightly (repeatable option until the progress has a minimum value that you guys decide on). Max quality roll is also lowered by 1 each time this option is taken.
> Approach B: Train more craftsmen. Adds a small research upkeep and will give +1 job cap at the end.
> Approach C: Hire muscle. Temporary job position created. Progress either goes on as normal or with a slight increase. Quality has normal rolls. Perhaps a -1 max quality roll.
This is starting to look to me like they'd be better as planetary buffs/debuffs or sth or as three different situations that remain in effect until all options have been taken (as in, Effect A from Approach A will be active until effect B from approach B is taken, but you can't instantly take approach B, you either have to wait for something (Trigger? Time? Event?)
No thats a current bug I also noticed. Seems like a weird issue. Need more time to invest this
Regarding all you ideas. Tbh I will just implement them to the best of my ability how you describe them. Although some of them already exist in a slightly different form. All random events are rare
Malthus and I agree that we really like your ideas. There are 10 random events for the smithing situation currently. If you have some ideas how to improve them, that would be nice.
For a quick peek into every single one:
> start game with one of the origins
> pause game!
> open console
> type "event mem_ancestors_grudge.999"
> choose the third option (it should show you which one starts the forge trial situation)
> click on the situation with the game still paused
> reopen console
> type "event mem_ancestors_grudge.998"
> now you should see each event
I'll see when I find some time to dig into them. I guess I could also just poke around the mod files (localization or events) to see what they do? It probably won't always be as clear or obvious as going ingame.
Most events are straight forward (except the one that Malthus did, 445-450 :)). Thx for helping out
Here a copy of my event notes/ the id for all events currently in the crafting situation, Everything except .450 should have locs with title, desc and options:
############################################################################################################
# random events for crafting situation
############################################################################################################
# mem_ancestors_grudge.400 | alloys
# mem_ancestors_grudge.405 | consumer goods
# mem_ancestors_grudge.410 | failed but MA
# mem_ancestors_grudge.415 | rick/cube relic
# mem_ancestors_grudge.420 | accident/dead smith
# mem_ancestors_grudge.425 | motes
# mem_ancestors_grudge.430 | tech
# mem_ancestors_grudge.435 | nanites
# mem_ancestors_grudge.440 | rival sabotage
# mem_ancestors_grudge.445 | diggy hole
# mem_ancestors_grudge.446 | diggy hole success 1
# mem_ancestors_grudge.447 | diggy hole success 2
# mem_ancestors_grudge.448 | diggy hole success 3
# mem_ancestors_grudge.449 | diggy hole fail
# mem_ancestors_grudge.450 | diggy hole hidden event to choose 446-449