RimWorld

RimWorld

NPC Bonus
17 Comments
Pelador  [author] Mar 30, 2020 @ 9:06pm 
@Rex705

Please see discussion
Rex705 Mar 30, 2020 @ 8:50pm 
1.1 support?
FrozenSnowFox Sep 11, 2019 @ 12:30am 
Thanks for adding the higher limit Pelador and thanks again for doing it so quick.
Pelador  [author] Sep 10, 2019 @ 11:10pm 
@Update @FrozenSnowFox

Upper limits changed to 100%. (Details/Notes above changed to reflect this.

Note: Applying large values will make the NPC be more capable on average to afford the very best tech available, especially if their pawn kind information tags them to use specific items where possible (though this could be by design). This has the potential to skew things more favourably for the NPCs as a balance concern.

This comes with a "warning" however, since applying larger setting values will also skew NPC equipment to make it begin to be more homogenised (less variety) as the tendency of equipment use will move towards the better tech available on average, though the randomisation will still allow for some variety. (This is still weighted by commonality and other definition settings that control the regularity of the items).

I have still added the larger limit values to allow for player choice, it is left to player discretion how they wish to apply this tool.
FrozenSnowFox Sep 10, 2019 @ 8:29pm 
Nice idea and I like how you can easily adjust it. Any chance you can drastically increase the ranges (100%, 200% maybe even 300%?)? I've been using Enhanced Raiders 1.0 with Combat Readiness which results in small extremely well geared raids. Unfortunately Enhanced Raiders is done via xml so it doesn't have the great compatibility your mod does.
Pelador  [author] Sep 8, 2019 @ 5:40pm 
@Mayonnaiz

Yes, but I'm using the standard mod settings process which has a limited canvas space to work with, so would have to perform additional GUI work to have all the individual tech epochs provided for.

Since I'm using percentages, the category use with pre/industrial/post eras seemed sensible by equivalence.

I could do the additional GUI work but I'd have to justify the investment of time really.
Mayonnaiz Sep 8, 2019 @ 4:01pm 
Seems truly good to create a better 'curved' and coherent experience. Is there a possibility to separete each sub-tech completely rather than pre/post ?
Pelador  [author] Sep 6, 2019 @ 11:14pm 
@Update

Additional option to check for the minimum potential weapon value for the technological era. (Further details above).
Oniwabanshu Sep 6, 2019 @ 7:03pm 
I was tinkering all the faction mods I had installed manually to increase this number, thank you very much for this!
Pelador  [author] Sep 6, 2019 @ 2:35pm 
@dninemfive

ty, will update the notes to reflect awareness to the validation notifications.
dninemfive Sep 6, 2019 @ 2:04pm 
I didn't test it with this mod, no.
Pelador  [author] Sep 6, 2019 @ 2:04pm 
@dninemfive

Do you get validation notifications for when the values are tuned lower than the 0% adjustment value? As any other values wouldn't respond or remove those validation checks where a sufficient allowance is provided? And if a 0% adjustment is applied and you are still getting those validation notifications then again that it a helpful warning to the creator of the faction about their allowance settings.
dninemfive Sep 6, 2019 @ 1:51pm 
I was just wondering since I get validation errors when making factions - wouldn't want people who don't understand this mod spamming you with bug reports.
Pelador  [author] Sep 6, 2019 @ 1:24pm 
@dninemfive

Going to look into adding an additional check for possible ThingStuffPair combinations to allow for minimum allowance for weapons (maybe as additional option). Though will need to check if commonality factors can still create an exclusion to that minimum in the generation process.
Pelador  [author] Sep 6, 2019 @ 12:00pm 
@dninemfive

It applies a factor to the existing base values. It doesn't add additional checks into the pawn equipment generation process.
dninemfive Sep 6, 2019 @ 8:01am 
Does it prevent the cases where PawnKinds have too little money to get weapons or equipment?
Trunken Sep 6, 2019 @ 5:39am 
This is a very important and great mod you made here, Pelador. Always impressed by your stuff. And... really excited that i can adjust the item spectrum now for raiders. Makes the game way more fun, when your enemies have buying points left for better guns.