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nomadsland's Issues

Improve usage of genes

  • Test Nomadic and Sedentary genes

  • Come up with icons

  • Would like to have the genes inherit with high probability, but sometimes, it should flip to the other gene in order to generate interesting tension (child of nomads wants to stay put suddenly, child of settlers wants to see the world suddenly).

  • Find out what the biostatmed and prefix stuff is all about in the defs

  • Force the gene in the respective scenario (biotech sanguophage scenario forces a vampire..)

Distinguish mood effects with stages or degrees?

As a dev, I want both the afterglow mood de/buffs and the on the road effect for the two traits to have their own description and calculation rules separate from the main mood effect calculations. Right now, all the aspects come from a single algo per trait.

Might want to investigate stages or degrees for those - find out how that works (compare undergrounder stages?).

Add third scenario w/ mixed traits

Add a third scenario that forces some pawns to have Nomadic and some to have Sedentary traits so we immediately get those huge conflicts?

Add Nomadic facilities: tent, table, fence

As a player, I want my Nomadic pawns to have some natural comfort. Seeing that the natural goal of creating nice houses is discouraged for Nomads and bedrolls might still give mood debuffs, I want them to have appreciable tent-like sleeping opportunities, akin to what the Camping Tent mod offers. However, that mod still gives pawns mood debuffs if they have to sleep in tents, but a nomad just wouldn't care.

Maybe add a debuff for Sedentary pawns.

Prevent (starting) pawns from having both Nomadism and Undergrounder traits

During playtesting the Nomadism scenario in v.1.0.0, we had random starting pawns that had both the Nomadic and Undergrounder traits, despite Nomadic declaring a conflict with Undergrounder. Research why the conflict is ignored by the scenario manager.
Do I need to use a fully qualified defname for the vanilla trait "Undergrounder"?

Add Tribe-Name-Generator

Add a tribe name generator that just uses the vanilla generator, but uses "Nomads" instead of "Tribe"

Verify mod doesn't add Outdoor need

Steam workshop user handsomegrape said in the mods discussion section:

I also noticed you added a need for outdoors, unless that's from somewhere else, that might be worth mentioning.

  • Verify the mod doesn't add the Outdoor need (sample bias?)

(Related to #8?)

Add dedicated texture for pasture gate

Follow-up for #3, which offered only the standard texture for the new pasture pen gate. Door textures seem to be hard, need to read up on them first, but don't want to hold up the pasture pens.

Add shelves in Nomadism scenario

In the Nomadism scenario, consider adding shelfs as starting things, so that medicine doesn't immediately spoil in pure outdoor playstyles.

Write a small guide

  • What to focus on as Nomad/Settler
    • Set up pen, shelter, basic facilities
    • Scour map and extract the most valuable resources for trading
      • ruins/leftovers
      • wildlife
      • rare ore like silver, gold, jade, uranium, plasteel, components

Add nomadic facilities: tents, tables

Follow-up for #3

As a player, I want my Nomadic pawns to have some natural comfort. Seeing that the natural goal of creating nice houses is discouraged for Nomads and bedrolls might still give mood debuffs, I want them to have appreciable tent-like sleeping opportunities, akin to what the Camping Tent mod offers. However, that mod still gives pawns mood debuffs if they have to sleep in tents, but a nomad just wouldn't care.

Maybe add a debuff for Sedentary pawns.

Investigate Sniper Rifle in Nomadism scenario

During playtest, a Sniper Rifle was observed as part of the starting things in the Nomadism scenario despite not being declared in v1.0.0.

Investigate why the Rifle generates, and suppress/remove it.

Verify Biotech not needed for non-gene features

In the Steam workshop user comments, handsomegrape asks:

If it adds genes, shouldn't it require biotech? From the looks of the screenshots, it doesn't look like you have biotech installed though.

  • Verify Biotech is not needed for the non-gene features
  • Improve description to clarify the relation to the DLC

Rename trait defs

Initial tech debt:

  • Rename NP_Nomadism_Nomad --> NP_Nomadism_NomadicTrait
  • Rename NP_Nomadism_Settler --> NP_Nomadism_SedentaryTrait

This would break existing saves, so it'd need proxy traits with the old name, ideally inheriting everything but the defname from the renamed traits (but in initial tests, inheritance doesn't work very well, or I'm just too stupid for it)

Verify mod is safe to add/remove to existing savegames

As developer, I want to make sure that adding the mod to or removing it from an existing savegame is safe.

  • Verify by testing.
  • Especially look at
    • Things added by the mod and in use by pawns (e.g. tents)
    • Traits and genes inherent in pawns (Nomadic, Sedentary)

Slightly improve stats for nomads

  • contruction: It's a real pain to see them struggling putting up a pen over a whole week..
  • increase on-the-road and afterglow buffs

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