RimWorld

RimWorld

Not receiving Empire quests.
I just recently got gifted the Royalty DLC, and I've been trying to partake. TRYING AND TRYING to partake.

Since the Noble Wimp quest, absolutely nothing royal has happened. I've had time to get a xenohuman alchemist "creep" who researched microelectronics for me. I've had time to stabilize food, shelter, temperature, research, and population. I've had time to do most of anything I could've wanted to in this game, and still I've gotten no further interaction from Royalty, besides the Empire shamelessly raiding me, and a quest from an empire deserter which I declined because I'm trying to gain honor for my pawn.

How do you play with this DLC? There's nothing happening.. :rwslugcat:
(also is there a mod to make anima trees not tribal exclusive?)
Last edited by StockSounds; May 18 @ 6:57pm
Originally posted by MadArtillery:
Need the empire faction and then it's just rng. Royalty doubles quest frequency so usually it shouldn't be too long between them just by pure quest volume but rng can be annoying at times.
Originally posted by StockSounds:
How am I supposed to get the goodwill anyway? They have -100 and didn't accept me releasing one of their raiders as reason to stop hating me.
Oh are you playing some sort of mod faction? Empire defaults to -100 with non player factions so modders making playable factions need to remember to manually change them to not permenantly hostile. HAR Races starts are what usually run into this.

If you took the deserter and made them hate you that way, deliver gifts to settlements.
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Showing 1-15 of 16 comments
The empire has cities and will regularly send you quests. If you're not receiving quests from them then your relationship with them is likely hostile. If you're being raided by the empire, you're probably hostile with them.

Once you have a high enough title (Knight) with the empire from trading with the tax collectors or doing quests, your pawns with sufficient titles can trade with the empire.

Any colonists with sufficient titles can also use permits to request aid from the empire. You can spend honor to use these whenever you'd like, or use them for free by waiting.
Well how come I have poor relation then? I thought it was supposed to be like that.
I didn't do anything to wrong them, I didn't settle too close, is making them not hate me just part of the fun, or is the reason that the raiders are superheroes because they're not actually supposed to hate me?
How am I supposed to get the goodwill anyway? They have -100 and didn't accept me releasing one of their raiders as reason to stop hating me.
The author of this thread has indicated that this post answers the original topic.
Need the empire faction and then it's just rng. Royalty doubles quest frequency so usually it shouldn't be too long between them just by pure quest volume but rng can be annoying at times.
Originally posted by StockSounds:
How am I supposed to get the goodwill anyway? They have -100 and didn't accept me releasing one of their raiders as reason to stop hating me.
Oh are you playing some sort of mod faction? Empire defaults to -100 with non player factions so modders making playable factions need to remember to manually change them to not permenantly hostile. HAR Races starts are what usually run into this.

If you took the deserter and made them hate you that way, deliver gifts to settlements.
Last edited by MadArtillery; May 18 @ 6:51pm
Originally posted by MadArtillery:
Need the empire faction and then it's just rng. Royalty doubles quest frequency so usually it shouldn't be too long between them just by pure quest volume but rng can be annoying at times.
Originally posted by StockSounds:
How am I supposed to get the goodwill anyway? They have -100 and didn't accept me releasing one of their raiders as reason to stop hating me.
Oh are you playing some sort of mod faction? Empire defaults to -100 with non player factions so modders making playable factions need to remember to manually change them to not permenantly hostile. HAR Races starts are what usually run into this.

If you took the deserter and made them hate you that way, deliver gifts to settlements.
Thanks for the info, I'm gonna dev the goodwill now that I know it was incompetency of the VFE - Pirates team.
I wasted so much time trying to get an empire quest when in actuality the issue was VFE - Pirates lack of proper DLC integration.
Actually, I should just restart, even though it was a really good run I think it's already ruined.
Astasia May 18 @ 7:08pm 
Pirates are intentionally hostile to the Empire. Because they are pirates. This should really be obvious.
Originally posted by Astasia:
Pirates are intentionally hostile to the Empire. Because they are pirates. This should really be obvious.
New Cove isn't really pirates; they're more like former pirates turned survivalists.
It's not like anyone else hates them for being pirates anyway.
Last edited by StockSounds; May 18 @ 7:12pm
Astasia May 18 @ 7:16pm 
They are still pirates. The pirates, bandits and ancients factions from VE are intentionally hostile with the Empire, this is confirmed by Oskar, people made comments about this within days of the mods going live. Their other factions are not hostile with the Empire.
Originally posted by Astasia:
They are still pirates. The pirates, bandits and ancients factions from VE are intentionally hostile with the Empire, this is confirmed by Oskar, people made comments about this within days of the mods going live. Their other factions are not hostile with the Empire.
Well that seems like it was poorly thought out, because if they were known to be pirates then they would be disliked by other factions too, not just the Empire. I'd call it an oversight, just one that they thought about anyway.

It's not like it's good for gameplay or anything, it's detrimental as I've displayed.
Last edited by StockSounds; May 18 @ 7:20pm
Astasia May 18 @ 7:26pm 
What's detrimental is diving into a new expansion with ANY mods, let alone ones you are not familiar with the intended mechanics of. Calling the mod devs "incompetent" and making angry comments on the workshop page for your own mistake is pretty uncalled for honestly.

Oskar, the lead VE dev, is a developer for the game and made all(?) the art for Royalty, it's not an "oversight."
Last edited by Astasia; May 18 @ 7:27pm
Originally posted by Astasia:
What's detrimental is diving into a new expansion with ANY mods, let alone ones you are not familiar with the intended mechanics of. Calling the mod devs "incompetent" and making angry comments on the workshop page for your own mistake is pretty uncalled for honestly.

Oskar, the lead VE dev, is a developer for the game and made all(?) the art for Royalty, it's not an "oversight."
Admittedly, it may be my fault for thinking such a thing would have no effect, but I chose to ignore it since in all my previous playthroughs the faction had only affected outfits.

As I said before, that IS a bad thing to slip into the mod. Being both unable to befriend the empire without significant effort, and having people deal with empire raids on a regular basis is deranged. Meanwhile they decided to make it so that you can't select the ship part landing in editing other scenarios, so I pretty much had to select this scenario if I wanted the cool starter objects that I love VFE Pirates so much for. I picked this scenario because it's way more fun than the vanilla options, not because I really like pirates or whatever.

Nobody plays RimWorld without mods, and I wasn't planning to start now just because it's time to drink from the Royal chalice. DLC are just expensive mods anyway.
You can't expect me to be familiar with the mechanics of how this mod unspokenly interacts with a DLC that I just got, and you can't expect me to play without mods on RimWorld.
Last edited by StockSounds; May 18 @ 7:41pm
Astasia May 18 @ 9:38pm 
When creating a new save, select the pirate scenario, click edit scenario, change the starting faction from "new cove" to "new arrivals" then start the game. Now you have all the elements of the pirate scenario but you don't start as pirates that are the enemy of the empire.
Originally posted by Astasia:
When creating a new save, select the pirate scenario, click edit scenario, change the starting faction from "new cove" to "new arrivals" then start the game. Now you have all the elements of the pirate scenario but you don't start as pirates that are the enemy of the empire.
Aye, but I figured "eh what's the difference besides cooler clothes?"
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