RimWorld

RimWorld

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Dynamic Diplomacy - Continued
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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1.433 MB
Apr 12, 2024 @ 9:52am
Jun 17 @ 11:18am
24 Change Notes ( view )

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Dynamic Diplomacy - Continued

Description
Disclaimer:

I'm not the original author. I just took charge of the update since 1.5. All thanks to NilchEi for this great mod.

However from 1.5 I did add some funny new features, translations and minor fixes. Details will be explained below.

Languages available:
English
German (Added by original author)
简体中文 (Added by Shavius, minor correction by myself)
繁體中文 (Added by Shavius, minor correction by myself)
Français (Added by myself)


Pre 1.4 mod page

https://steamcommunity.com/sharedfiles/filedetails/?id=1875168898

Github of this updated mod (source code included)

https://github.com/Ionfrigate12345/Rimworld_DynamicDiplomacyContinued

==============
Important new features:


- Now the BETA version of "Semi battle simulation (SemiSim)" is on. You can check it in mod option and read the mousehover tooltip for more details.

In short, SemiSim is for those who prefer more intervention of warfares between NPC factions, instead of classic battle sim(ClassicSim) allowing only passively watching without having time to join yourself.

The major change of SemiSim compared with ClassicSim:

1. The battle wont start unless your pawns reach there.

2. If you don't reach the battle site in 2 days, the battle will be resolved automatically without sim.

You can reach them both via vanilla caravan or using shuttles (Vanilla Imperial, SOS2, SRTS etc.)

BTW SemiSim is also more CPU friendly for it wont generate one map for each battle.

- The automatic battle resolving algorithm for semi battle sim basically considers tech level of all factions, higher tech NPC has also slightly high chance to win. It also identifies some extremely powerful modded factions by giving them extra winning chance, currently only VOID and Sacrileg Hunter (from Caravan Adventure). If you know some other well known modded powerful factions please suggest in the comment together with their reasonable bonus score, so that their auto battle results wont be too different from simulated ones. For reference of scores currently in use: VOID is 500, Sacrileg Hunter is 100.

- Now introduced Factional War and Factional War Shelling AI for some of the battle sim. Thanks ShadowRabbit for these funny and wonderful AI code.

- You can now give all 4 incidents extra triggering chances in mod config, making them happen as frequent as you want, up to once every 6 hours. If you have battle sim activated, for performance purpose it's recommended to use the new semi battle sim for high conquest frequency setup, so that only those battles you want to join will be simulated.



Compatibility

- This mod only adds some random events to make NPC factions interact each other, it doesn't touch player colony map at all. So it should be compatible with most mods, even including RimWar (although unrecommended by original author himself)

- Some mods may cause issue to battle simulation, by altering map generation and creating "extreme" maps which seriously interfere NPC pathing. The most popular example is Geological Landforms. I tried my best to optimize the spawn locations of both NPC armies (for example, by setting minimum distance of two spawn points or ensuring they are reachable each other), but it may still happen with such mods. For Geological Landforms, it's recommended to turn off all mountain types in "Landforms" tab of mod config, unless you dont use battle sim at all.

- WARNING: If you use Rim Languages, you may need to manually create language for new factions dynamically created by DD to prevent crush.


Credits

NilchEi as original mod author before 1.4

ShadowRabbit as author of Factional War. I used some of the AI in this mod for battle sim.

Dingo Ananas & aRandomKiwi as authors of MercenaryForMe. For I'm not good at GUI designing so I picked melee attack png of MFM as new battle simulation site icon

Shavius for Chinese translation.
https://steamcommunity.com/sharedfiles/filedetails/?id=2124595827&tscn=1716387723
注意:本模组已内置该汉化包,该链接是为了鸣谢原作者并注明中文汉化出处,无需额外订阅。

Lastly Tynan Sylvester and Ludeon as Rimworld game maker.

=======================
If you want more player intervention of NPC diplomacy, this mod now collaborates with my own mod Diplomatic Marriage & Permanent Alliance , which furthermore collaborate with Rimcities and A Petition for Provisions, with all these mods in addition of DD, you can now pick a faction to permanently ally with by marriage, then help their expansion for a purpose of your own, instead of just watching NPC fight themselves for fun. Besides I implemented a special version of military alliance making the player involved in the great war as well, more precisely, player + permanent ally VS the rest of the world.
237 Comments
BigDorbo Jun 17 @ 11:36am 
Grateful for your updates to this one.
Ionfrigate12345  [author] Jun 17 @ 11:20am 
UPDATED to 1.6
Please check if the worldmap tiles calculations are correct (for example, new settlement expansion tile selection). Tynan made alot of code change in the framrwork about planet tiles.
I made some rough test, seems working but my test may not cover all use cases
V.O.I.D. Advisor L22B Jun 15 @ 12:35am 
Thank you for adding V.O.I.D. compatibility.
Ionfrigate12345  [author] May 26 @ 8:19pm 
@rout This is the light version of Rimwar. According to original author you can even use both, although not recommended.
Head May 26 @ 4:24pm 
Is this better than rimwar?
Deankiller Turnupseed May 21 @ 1:42am 
I tweaked some settings for this and getting this error on world gen now.

Error while notifying ideos of a HistoryEvent: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B374C142]
at RimWorld.IdeoUtility.Notify_HistoryEvent (RimWorld.HistoryEvent ev, System.Boolean canApplySelfTookThoughts) [0x0012b] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at RimWorld.HistoryEventsManager.RecordEvent (RimWorld.HistoryEvent historyEvent, System.Boolean canApplySelfTookThoughts) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Gozer May 9 @ 8:21am 
@Ionfrigate12345 I do have a faction without languages now in my save, but no crashes so far.
Don't know what will happen interacting with them.
Ionfrigate12345  [author] May 9 @ 8:03am 
@Gozer That mod is pretty new yet. I myself am not sure how exactly its language system works. Maybe DD new factions will inherit automatically the old faction language instead of crushing (not tested)

If not sure you can also deactivate faction creation in DD.
Gozer May 9 @ 7:21am 
@Ionfrigate12345 sure, I will.
I asked because you mentioned it and invited to read its description, but no such thing was there.
Both your mods introduce interesting things and it would be a pity for them not being compatible with each other.
Ionfrigate12345  [author] May 9 @ 7:05am 
@Gozer You need to ask Rim Languages mod author for details. This mod is not open source yet I can't CRUD its internal data in my own mode in such advanced way