![]() Remember how constantly being hit on and rebuffing people doesn’t lead to a mood penalty, only a reduced opinion of the person pursuing? In daily life, the feeling of having to constantly turn people down is not a nice feeling. On top of that, what RimWorld doesn’t model is as important as what it does. Contrast this to the calculation for men, where pawns 15 years older than them have absolutely no chance. And, unlike for men, there’s no firm cutoff for pawns that are “too old”: even pawns 40 years older than the woman in question have a chance of being perceived as attractive. On the other hand, women overwhelmingly prefer partners older than them. So in this case, Boots wouldn’t find any woman over the age of 32, or any woman under age 16, attractive. There’s also a minimum age for attraction, 16 years old, and a maximum age, any pawn 15 years older than themselves. But, since the same code doesn’t check for relative age, 17-year-old Boots wouldn’t actually find a fellow 17-year-old teenager all that attractive. This explains why Rob (age 32) and Boots (age 17) keep trying to ask out Reed (age 23). If the male pawn in question is under 20, that doesn’t make a difference – because it’ll check the “lower” bound first, they’re guaranteed to find a 20-year-old attractive. Otherwise I hope to see you planet side so be sure to get in touch with your character ideas.In RimWorld, male pawns will always find pawns between 20 and their own age attractive. I'm open to suggestions on if/how you want me to update you on how you/the colony is doing (I'd even turn it into a story-styled blog post if there was enough demand for it). But if I get the chance I'll check in if people have any questions. I'm heading out later so I might/will likely be unavailable for a lot of this time. I have gotten 40 characters to work well enough though so it will probably be the second I'll leave a comment when I'm no longer accepting more characters ( I've received enough characters or enough time has passed).Just note that there'll be a limit on how many characters I can put into it If you want to include more than one character (a family or couple, etc.) then by all means.For this reason, no got-tier (all skills maxed) characters, as you've got to keep things interesting.Feel free to pick something you usually wouldn't. There are plenty of roles to be filled on the colony, whether they be a soldier, medic, cook, farmer, smith.Also if you want to give a list of traits you can find them Here.If you want a list of backstories, you can handpick one from here (overwise I'll pick one that fits what you've given me).You can send these to me in the comments or by sending me a DM.Just so you know what I'll be working with, this is the screen I'll see when putting your character together: species, available from mods: (Human, cat people, crystalloid, Fox people, Star Wars: Zabrak, Twi'lek Mass Effect: Asari, Batarian, Salarian, turian).Also I'm using a mod that adds the kinsey scale of sexuality so to be representative of you (just need: Absolutely/mostly gay/straight or 50/50).some idea of what their good at from the image below, on the right.Physical appearance: Skin color, build, hair.Some sort of backstory/background on your character be it, general or specific.The setting being that in the distant future our ship for one reason or another cannot take us any further, the members of this ship take escape pods to the nearest habitable planet with as many resources as possible and try to survive there, fighting against starvation illness, the hostile wildlife and the hostile inhabitants of this planet. Using the power of mods I can change who in my colony I start with (e.g. In 12-14 hours I'm going to be starting a new Rimworld playthrough with a large colony and thought it'd be fun to get some of you all from luscious involved in adding yourselves into my game. So a bit of a weird/unusual diversion from my typical blog posts.
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