RimWorld

RimWorld

Dynamic Diplomacy - Continued
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Update: Jul 8, 2024 @ 7:10am

[Auto-generated text]: Update on 7/8/2024 10:10:49 AM.


A small fix. I forgot to serialize battle sim label and description

Update: Jul 7, 2024 @ 8:21pm

[Auto-generated text]: Update on 7/7/2024 11:21:38 PM.

Fixed a bug about battle sim:

When SOS2 or Rimnauts2 are detected, the script will now use fixed temperature range check to search for simulation tile, instead of suitable biome check for NPC pawns. For unknown reason these two mods cause issue of suitable biome check for both NPC and player pawns, making tile search fails and end up always in the same tile 0 (or maybe -1), even in ocean.

Also added description on each battle sim site to show who is against who for which contested settlement.

Update: Jul 7, 2024 @ 5:33pm

[Auto-generated text]: Update on 7/7/2024 8:33:22 PM.

Hotfix about SOS2/Rimnauts2 breakdown the battle simulation tile search.

Update: Jul 7, 2024 @ 12:34pm

[Auto-generated text]: Update on 7/7/2024 3:34:01 PM.

UPDATE:

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

In simple words, it's a mode for players who prefer more intervention of warfares between NPC factions, instead of just watching them fighting each other for fun. The fight wont start until your pawns reach there, or after 2 days timeout it will be resolved automatically without simulation. You can reach them both via vanilla ways or using SOS2 shuttles (SRTS not tested, please feedback if it doesnt work).

Also I tried to fix some issues of NPC spawning in the rock during battle sim. However with Geological Landform it may still happen for this mod often generate "extreme" mountain maps with few walkable area. It's recommended to turn off all mountain types in "Landforms" tab of mod config.

Otherwise old battle sim still works as before, no other change.

Update: Jun 21, 2024 @ 8:38pm

Remove "Need restart" warning on mod config menu, it's no longer true.

Update: Jun 21, 2024 @ 8:22pm

A small fix

Update: Jun 21, 2024 @ 7:31pm

UPDATE:

1. In-game mod config changes are now applied runtime immediately. In previous versions the original author coded as a way making them applied only during the game start (main menu) so you needed to restart the game to apply new settings.

2. Some small code change to accommodate with my own mod Diplomatic Marriage & Permanent Alliance (DMP). Now DMP can read the settings of Dynamic Diplomacy and start an alternate version of military alliance against the player and their permanent ally faction, when the latter grows too powerful. Check my other mod for more info.

3. A minor change about military alliance: During the alliance cooldown (10 events of this mod) there will be no diplomatic relation changes. DMP special version of military alliance are considered a Dynamic Diplomacy military alliance as well. This is to prevent the alliance against the strongest faction from being dissolved too quickly, which defeats the purpose of this event.

Update: Jun 11, 2024 @ 2:40pm

Bugfix: Conquest event will no longer randomly take NPC settlements that are linked to quests. This bug may have previously caused NPC faction loose a settlement required for an ongoing quest, making the latter unable to finish.

Update: May 22, 2024 @ 7:39am

[Auto-generated text]: Update on 5/22/2024 10:39:39 AM.

Update: May 8, 2024 @ 9:50am

[Auto-generated text]: Update on 5/8/2024 12:50:38 PM.