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Mr Samuel Streamer
Mr Samuel Streamer

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Generations II Submissions for Tribal Mods & New Series!

Good morning, or evening, or whatever time it is wherever you are,

Quick summary below, longer, bigger words below that:

- Submit mod ideas for the Tribal/Neolithic/Classic Era in the comments box below!

- New series coming ASAP


Generations II Neolithic:

So, as I mentioned in the last post, I want to focus on the actual modpack and gameplay of Generations II rather than it as a series upfront. If the modpack is great from the get-go, certainly makes it a lot easier to make a good series out of.

We're going to go through, era to era, and choose mods to make each era worthy of playing, and a unique experience in its own right, and then move on only when I'm happy with the current era.

I have already got the core modpack ready and playable, but I don't want to miss out on any particular hidden gems or mods I wouldn't normally use!

This time around I am looking for Tribal, Neolithic, or Classical mods, anything that would fit into the first part of the colony experience from scratch.

The playstyle between early tribal colonies and full on Greco-Roman classical senate will be pretty different but I'm using Tribal, Neolithic, and Classical interchangeably because as far as the game is concerned there is no difference. It's all the same tech level, we'll just obviously need to invent clubs and tribal wear before we go for swords and togas.

So, I'm open to any and all suggestions (that fit the design document) and this is something in particular I bow to your wisdom on, because Tribal/Classic era is rarely something I play, mainly because many, many mods focus on every era beyond that, so it can be pretty limiting.

Just remember my patented 4 points to a good modpack;

- Does it look like Rimworld?

- Does it fit an era?

- Does it complement other mods?

- Is it balanced for a base game experience?

If it's Neolithic/Tribal/Classic and fits right in, then there's a good chance I'll add it!


New Series

For the new series, I originally had a very different, very ambitious idea, but I figured with Generations II in progress in the background, I didn't want to be dedicating all of my time to something very silly that might have been a weird reference.

So Star Trek right (bear with me) has an episodic format where everything sort of returns to normal before the end of the episode so no matter what episode you watch on TV you sort of know what's happening, unlike say Game of Thrones, where picking up mid season would leave you lost, confused, and frightened if you hadn't watched anything else.

Or just all the time with season 7, even if you'd watched everything else up to that stage.

The idea of having a status quo Rimworld series where everything returned to normal, with our characters on a spaceship going planet to planet and doing a task there was ambitious, and I thought it would be a fun way to reintroduce old characters, and tie everything together. Imagine our band of intrepid explorers getting a mission to sign a peace treaty in the Petal Empire, or having to save the planet from a horde of Anne's Vampires, that type of thing.

I like the idea. I think it could work. I'd just need to plan all of the different stories and episodes that will happen, but I couldn't do it unless it was somewhat preplanned and not during a big old modpack creation behind the scenes, so I'm putting a pin in the idea and coming back to it later down the line.

The actual confirmed new series out hopefully today will have a similar theme of old characters returning, not like a big crossover series such as 7 Deadly Sins, but more of a weird concept.

An idea crossed my mind that existing in the Rimworld galaxy as the Empire must be horrible. Just a truly terrifying experience where one planet has, say, a bloodthirsty vampire empire, then another has a mad chocolatier making record profits, and another is beset by the Pirate Captain Bucko drink.

Then it occured to me that I'm just one player in a vast sea of army cosplayers, anime ladies, furry enclaves, cyberpunk horrors. Imagine how horrifying it would be to play as the regular, plain old Rimworld Empire amid a sea of player-styled factions. One minute organ harvesters are at your doorstep, the next an army of supersoldiers with katanas.

So that's the plan for the next series. We play as a very strict recreation of the Empire, with  few extras.

The characters we gear-up and give bionics to should match the templates in the Empire in the base game. The turrets, the bases, the tools at our disposal should be similar to what the Empire were to have in vanilla. We run a very tight military experience, based on classes and gear that the game has already outlined for us, and we try and take on player-styled characters using Compressed Raider.

To try and emulate the NPC experience a bit more I've added mods like fog of war, because the AI tends to not really care about you wandering around outside their base when you attack. And we have VE: Outposts, to simulate being able to build multiple settlements as the Empire will have on larger worlds. We can also create things that are usually restricted, such as persona weapons, cataphract armour without tech prints, eltex gear, neuroformers.

All the tools the empire would bestow on you as a reward should be ours to craft from the get go, because we are the empire, right?

Then coming to kill us will be horrible anime characters, slime girls, and of course many cameo characters. An empire recreation of Bucko Drink sent to level your base purely for training purposes sounds good to me.

So this may take slightly longer than usual to setup, because it's weird, and I still aim to get the new episode out for today, but I will delay it until I'm happy that it's good, because I think it's a fun idea.

Thank you all for bearing with me as I juggle all this stuff, there are a lot of messages in my inbox to go through and I'll get to it as soon as I've got this next series in a good place over today!


Thank you all for being a part of the weird experience, some big channel changes coming later this month, but that's a secret I'm not ready to announce yet.


Mr Samuel Streamer

The Youtuber formerly known as Roll1D2 Games

The Youtuber currently known as Mr Cool

Comments

https://steamcommunity.com/workshop/filedetails/?id=2458179405 Unlike many others this one includes classical Egyptian culture AND has Carthage, Spartan, Roman, and Greek NPC factions to boot. Naming system... tribal era & tribal names vs the weird as hell Gaulic translated names. https://steamcommunity.com/sharedfiles/filedetails/?id=2016453798

https://steamcommunity.com/sharedfiles/filedetails/?id=2597790751 https://steamcommunity.com/sharedfiles/filedetails/?id=1122870388 https://steamcommunity.com/sharedfiles/filedetails/?id=2026582975 https://steamcommunity.com/sharedfiles/filedetails/?id=2607350656 https://steamcommunity.com/sharedfiles/filedetails/?id=2801265143 https://steamcommunity.com/sharedfiles/filedetails/?id=2195469123 https://steamcommunity.com/sharedfiles/filedetails/?id=2052271495 More for tribal Bronze Age type era & earlier, compatible with Vanilla Expanded. The second mod here adds in musical instruments WITH SOUND! The third lets tribals communicate via smoke signals IE a fuel-eating unpowered "comms console" that won't talk to orbital traders. The fourth adds in clay, ceramics, and mudbrick-laying in combination with Vanilla Expanded Framework. Fifth is tribal floors. Sixth is a pre-industrial medicine overhaul - theres the linked version and a dumbed-down version. Seventh is jade & ivory carving, for primitive artwork.


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