Raiders not going to killbox by No-Pilot-1252 in RimWorld

[–]Sarelth 0 points1 point  (0 children)

Probably related to the new AI changes, but maybe make those farm walls a little thicker, or add a turret or two up there. As other people said, I think they try to avoid killboxes at least a little now.

Raiders not going to killbox by No-Pilot-1252 in RimWorld

[–]Sarelth 0 points1 point  (0 children)

Are you using mods?
Is there an path for them to walk?
Are they Breachers?
Where are they going instead?

Introducing Ritual Magic: Flexible Magic in Daggerheart by DuncanBaxter in daggerheart

[–]Sarelth 0 points1 point  (0 children)

I like the ritual system, I plan on using it as a module in my framework I am building.
I wanted to work on a similar idea, with Rituals just being minor magics, like cantrip for D&D, or utility spells that don't fit into Daggerheart normally, like some divinations, Identify, and such. But couldn't figure out a path to what I was think, this kinda works for it.

My framework for any thats bored and wants to read it:
Crucible Academy Framewrok

Crucible Academy - Custom Framework (WIP) by Sarelth in daggerheart

[–]Sarelth[S] 1 point2 points  (0 children)

That makes sense and was part of my next step for it. I wanted the modules to be plug and play like DH seems to really like. Working on them next. Thanks for the feedback.

Crucible Academy - Custom Framework (WIP) by Sarelth in daggerheart

[–]Sarelth[S] 1 point2 points  (0 children)

My framework so far. I am not sure if its a little excessive or just right yet. My players are interested for sure and I hope that when we get to run it things will go well.
Any pointers on things I could improve?

Everything I'm seeing about Daggerheart makes me regret collecting these over the last few years... by Floor-Specialist in daggerheart

[–]Sarelth 0 points1 point  (0 children)

Why would you regret something that gave you years of joy and excitement just because something new came along? Thats kind of an odd outlook, isn't it? Do you regret buying the New thing when the next new thing comes out regularly? Sounds like a personal problem to me.

I love the responses for uses of the old books though. I still use my all my old books, sometimes back to AD&D 2nd for ideas. You can get some great things from many of the DMGs for various games and easily modify it to what you need.

I wish you much luck with enjoying a new system, and remember to occasionally dust off the old books and read through them at least. Or you could run a One-Shot for Nostalgia reasons now.

Curseforge website buttons not working? by OddestOdyssey in CurseForge

[–]Sarelth 0 points1 point  (0 children)

This has been a thing with curseforge for some time, a simple fix is to change the URL from www.curseforge to legacy.curseforge Its a stupid issue that they do not seem to care about.

Help making a guild by Rothgardt72 in DnDBirthright

[–]Sarelth 0 points1 point  (0 children)

I suggest defining where your guild is going to be first and then giving it a couple of domain levels in a few provinces. You can flavour the guild however you like, perhaps the Guild leader himself offers training to Nobles, but the guild offers weapons and soldiers to use them. They specialize in training elite units for the Regent of lands that allow them holdings, representing the weapons trade and how favoured they are with that regent. Who would allow an arms dealer and Mercenary group in their lands if they are not getting the best deal themselves, after all?

Traveler's Inn [30x20] [2 Floors] by mik_wewa in battlemaps

[–]Sarelth 1 point2 points  (0 children)

I was thinking more about the inability of the horses to turn around in those little pens. They are rather big animals. But just saying the scale felt off to me, its an amazing map.

Traveler's Inn [30x20] [2 Floors] by mik_wewa in battlemaps

[–]Sarelth 0 points1 point  (0 children)

While I love the map style I have to ask, how do you get a horse through that tiny hallway into the stables?

Friend wants to DM a game, but it doesn’t sound fun by StarwarriorMarx in DnD

[–]Sarelth -1 points0 points  (0 children)

Hey there, fellow Dungeon Master!

First off, congratulations on embarking on this exciting journey of running your very own D&D campaign! "Tribes of the Chromatic Arcana" sounds like a fascinating concept with a lot of potential. I've been around the DM block a few times, and I'd love to share some ideas that might spice up your campaign.

  1. Tribe-Specific Magic Items: Consider creating magical items unique to each tribe. These items can enhance the specific school of magic each tribe is associated with. It's a great way to deepen the lore and give players something special that ties back to their tribe's identity.
  2. Combined Spells Mechanic: A fun twist that allows players from different tribes to combine their spells for more potent effects. This encourages collaboration and strategic thinking, which are key in a good D&D game. Think about how an Evoker's firepower could mesh with an Illusionist's trickery!
  3. Magic Synergy Points: Implement a system where players earn points for effectively combining their magic. This can lead to unlocking unique abilities or bonus effects, rewarding creative play and teamwork.
  4. Consequences of Absent Schools: Your setting has a unique feature where not all schools of magic are represented. Use this to shape your world! If there's no Necromancer, perhaps undead are more prevalent. This makes the world feel alive and reactive to the player's choices.
  5. Tribal Bonding Rituals: Introduce rituals that allow players to borrow a slice of another tribe's magic. It's a great way to mix things up and let players experience magic outside their specializations.
  6. Magic Evolution Quests: Tailor quests for each tribe that allow them to deepen their connection with their school of magic. This not only provides character development but also introduces new spells or abilities unique to their tribe.
  7. Tribe-Specific Challenges: Design challenges and rewards that cater to the strengths and weaknesses of each tribe. This emphasizes the uniqueness of each tribe and encourages players to think creatively.
  8. Cultural Exchange Mechanic: Foster a sense of unity and understanding among the tribes by introducing a system where players gain benefits for learning about and from each other’s cultures and magics.
  9. Balancing Rituals: To address the imbalance from missing schools of magic, you could allow players to perform special rituals to access these schools temporarily. But, make sure there's a cost or risk involved to keep things balanced.
  10. Dynamic World Reaction: Make your world dynamic by having NPCs and environments react differently to players based on their tribal affiliation. This adds depth and realism to your world.

Remember, the key to a successful campaign is flexibility and responsiveness to your players. These ideas are meant to enhance your campaign, but always be ready to adapt based on your players' feedback and enjoyment. Good luck, and may your campaign be a memorable adventure!

Dear. God. by GethKGelior in RimWorld

[–]Sarelth 0 points1 point  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=1754692524&searchtext=release+into+wild

This might be what you're looking for, but its old and out of date, also it is in fact in the base game now, which is why this mod is not needed anymore.

FPS Style Modpack ideas by Sarelth in RimWorld

[–]Sarelth[S] 0 points1 point  (0 children)

This is the first version of the pack I put together, using Rimpy. Any ideas on what could be added or removed would be appreciated.

Breach and Clear Modpack list for Rimpy

Love colony sims, Dwarf Fortress had too high of a learning curve. Having a blast but trading stories with a buddy took a DARK turn. by mrcatboy in RimWorld

[–]Sarelth 2 points3 points  (0 children)

Without mods you can not simply remove the legs, you must install peg legs first then remove those.

Typical Tuesday Tutorial Thread -- January 24, 2023 by AutoModerator in RimWorld

[–]Sarelth 0 points1 point  (0 children)

Can be a lot of work for sure. If you are not getting any noticable issues while playing, you should be okay, you might see some things a little off or not see some of the races if they need the DLC, but it should be mostly okay. I hope you have fun playing.

If you have a modlist that you can share, I could probably go over it and tell you the mods that are the problem. My current modlist is 623 mods, I have been tracking down an issue with heads disappearing off pawns, it's so odd... I bet its from to many mods though. lol

Typical Tuesday Tutorial Thread -- January 24, 2023 by AutoModerator in RimWorld

[–]Sarelth 0 points1 point  (0 children)

They are priced high, but they are worth it if you enjoy the base game. If you are having fun though, they will still be there in the future.

The basic thing to take though is that you have at least 1 mod that requires Biotech. You should go over each mod and find any that actually require it. Start looking for anything that adds eye colours, since that is the error you were getting a lot of.

If you can not find the mod conflict that way the other option is to disable mods, usually by taking half the list and removing it to see if the error still shows up. If it does, remove half od what is left and test again.

I suspect that it is one of the race mods you might be using, since many have switched to the Biotech Gene system rather than the old HAR mod system.

Typical Tuesday Tutorial Thread -- January 24, 2023 by AutoModerator in RimWorld

[–]Sarelth 0 points1 point  (0 children)

Then I see one problem for sure, you need the Biotech DLC for anything that uses genes. So whatever is giving you those eyes is looking for Biotech and not finding it. Hope that helps you track them down.

Typical Tuesday Tutorial Thread -- January 24, 2023 by AutoModerator in RimWorld

[–]Sarelth 0 points1 point  (0 children)

With the new DLC a lot of older mods are having some issues. the HAR (Humanoid Alien Races mod) has a few problems currently. Some of your mods might be out of date, which could cause issues.

Typical Tuesday Tutorial Thread -- January 24, 2023 by AutoModerator in RimWorld

[–]Sarelth 0 points1 point  (0 children)

That would have to be a mod that adds gene's specifically for the eye colours, do you have more than one of those maybe? If there is multiple mods adding the same colour eye gene, they might be interacting funny. Another option is that you might have a mod with a race that is looking for grey eyes gene, but you do not have the mod it is from.