RimWorld

RimWorld

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Two Royal Families (hostile)
   
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Mod, 1.1, 1.4
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Posted
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440.776 KB
Mar 16, 2020 @ 8:48pm
Mar 1, 2023 @ 6:38pm
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Two Royal Families (hostile)

Description
This is a really basic mod that just duplicates the Shattered Empire faction .xml and makes the copy permanently hostile. The second faction *isn't intended* have access to the first's quests, titles, or anything of the sort (since it shouldn't need them).

There might be any number of weird interactions, please notify me if the second faction does anything you think it shouldn't down below.

1.1:
The Non-Hostile version allows you to pursue both factions' favor, if you want that. It won't increase the number of quests given, but maybe you can have some internal politics for roleplay. Up to you. Do NOT use both at the same time - there shouldn't be any major breakages but only one will work.

Also probably only useful in 1.1:
If you wanna see both empires start slinging psionics around (like they ought to!) check out Powerful Psycast AI! Two Families includes a patch for incorporating psykers into the second Empire's lineup too.

Have fun!
36 Comments
megabot Mar 2, 2023 @ 1:33pm 
perfect. though actually i remembered another mod that might interfere, namely vanilla psycasts expanded (Which can allow the enemy to have psycasts)
Zeri  [author] Mar 2, 2023 @ 5:04am 
It should, it acts as a separate faction entirely
Won't use anything from that mod though, maybe aside from namelists and changes to the existing pawns
megabot Mar 2, 2023 @ 12:11am 
nice
now, hoepfully it will work with vanilla empire expanded
Zeri  [author] Mar 1, 2023 @ 6:42pm 
Updated.
...I think the Empire's quests have been updated enough to only work with the *real* Empire, but I would look out for overlap.
The .xml for this mod was redone (i.e. cut down from 1.4's edition of the Shattered Empire) and should be a little cleaner now... probably.
megabot Mar 1, 2023 @ 9:31am 
I see, thank you for explaining. good luck and have fun with updating, if you will do it. i hope it goes well!
Zeri  [author] Mar 1, 2023 @ 8:41am 
Kind of, yeah. Most of it boils down to a single .xml file that just says "put a faction on the map, make it hostile, and if it attacks it will use the Empire's units."
Was fairly simple, most of the difficulty came from a little trial-and-error to make the second empire not offer the first empire's quests. Nowadays there's a significant number of new/changed definitions that would need updating and the work to prevent quest overlap might need to be redone.
megabot Mar 1, 2023 @ 8:35am 
btw I did not expect you to answer due to the last update being around 3 years ago so I posted this mod in mile's discord server as a request to be updated, though I doubt that he will get to it any time soon, but I just wanted to say this since it might be important information (also, him updating a load of mods to newer versions, he might be able to help you update yours too)
megabot Mar 1, 2023 @ 8:33am 
may I ask how complex the mod is? I would assume it just copies the royalty faction and pastes it and makes said faction hostile. i am no programmer by any means so i just theorized/am curious
Zeri  [author] Mar 1, 2023 @ 8:32am 
Yeah def not. I might remake it someday (possibly soon, been playing Rimworld again lately) but just off the top of my head I can think of a multitude of reasons why this one won't work properly in 1.4.
megabot Mar 1, 2023 @ 7:09am 
based upon the fact that his is 3 main versions behind, i assume it is not compatible with the current version (sucks but oh well)