RimWorld

RimWorld

Dynamic Diplomacy
670 Comments
< blank > Jul 14 @ 4:47pm 
1.6?
Orfanclub6 May 31 @ 5:57am 
Works in 1.5 , I think the salutes are for the mod author.
Snorlax Mar 27 @ 10:28pm 
nuh uh
Winter Oct 27, 2024 @ 7:36pm 
o7
seabazian Oct 15, 2024 @ 1:24am 
o7
MikkieRM Sep 19, 2024 @ 3:48pm 
o7
VelxraTV Sep 6, 2024 @ 1:18am 
Azraile Sep 6, 2024 @ 1:14am 
o7
asleepsheep Jul 12, 2024 @ 3:20pm 
o7 thank you
velascoje May 10, 2024 @ 9:32am 
Thank you for your work.
Clunas May 5, 2024 @ 4:26pm 
This one was a staple in my mod list for years. Thanks for all the fun!
Alu Apr 17, 2024 @ 1:17pm 
RIP you'll be missed. Thanks for the mod, and the person who updated it. I do hope the idea of this mod, or the one from Rimwar, is put into the core game eventually. It seems too good to pass up that this will be official someday. Even Dwarf Fortress has wars, invasions, peace, etc.
Ionfrigate12345 Apr 12, 2024 @ 10:01am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3220299022

I made an updated version. Thanks the author for the great mod, its one of the favorite mod I m using in 1.4 and I dont want to abandon it.

In general the only code I need to change to match 1.5 is the way this mod uses to pop up letters.

Find.LetterStack.ReceiveLetter()

This function has parameters changed in the new assembly

So I suppose it should still work in 1.5
NilchEi  [author] Apr 9, 2024 @ 10:18am 
No, I'll give permission to anyone willing to update & continue my mods.
sirduck Apr 8, 2024 @ 5:05pm 
you will update for 1.5?
Stellar forester Mar 11, 2024 @ 12:57pm 
i still get quests but sadly i cant trade with them at their bases.
NilchEi  [author] Mar 10, 2024 @ 8:24pm 
They'll eventually come back if Rebellion is enabled, and they should still show up on the events.
Stellar forester Mar 10, 2024 @ 6:21am 
could it happen that one faction gets wiped out? like the empire? i have no empire bases on my map and dont know how to get them back.
Charisk The Amalgamate Mar 9, 2024 @ 5:14pm 
Is it compatible with the Rim War mod?
ODevil Feb 25, 2024 @ 1:47am 
I got like 1300 letters telling me the result of 2 factions finishing their simulated fight, don't think that's supposed to happen...
NilchEi  [author] Feb 7, 2024 @ 8:38am 
Use Faction Customizer mod.
Duncanois Feb 4, 2024 @ 6:17pm 
How do I manually change relations? The empire faction and friendly outlanders won't fighter each other
NilchEi  [author] Jan 17, 2024 @ 11:03am 
@Kribble It's persistent bug associated with simulated battle option that I haven't been able to root out, are you using History Generation?

@ItzKreifer I remember VOID being compatible (unless new update added something), though this mod treats VOID as "normal" faction resulting in non-thematic events like Void settlement being conquered by Tribals.
ItzKriefer Jan 7, 2024 @ 4:38pm 
Is this compatible with the V.O.I.D. Faction?
Kribble Dec 30, 2023 @ 2:32pm 
I've been having a strange bug where after a battle ends and there's a conquest for some reason the conquest event spams rapidly and infinitely in the same place as dozens of dots appear on the same tile in seconds. What is that and how do I fix it?
NilchEi  [author] Dec 30, 2023 @ 11:42am 
You'll have to modify Storytellers_Patch.xml. Just duplicate line 3-35 and change xpath to whatever name the custom storyteller is using (It's already compatible if it's BaseStoryteller).
sarin555 Dec 30, 2023 @ 8:43am 
Is there a way to make non-vanilla storytellers compatible with this mods?
NilchEi  [author] Nov 13, 2023 @ 10:00pm 
No, Dynamic Diplomacy events are purely RNG and designed to be thematic background events with low gameplay impact. I recommend Rim War, it does everything you're asking for at cost of lower performance and compatibility.
🅾🅼🅸🅲🆁🅾🅽 Nov 13, 2023 @ 6:50pm 
I'm a newcomer to this mod, but is it possible to influence NPC conquest results as the player? Can I help defend and prevent friendly allied factions from being conquered? Is it possible to aid them in conquering enemy factions? Is the default setting purely a random faction change or are there weights involved (for example it being less likely for tribals to take over a shattered empire location).
NilchEi  [author] Oct 23, 2023 @ 1:00pm 
Unfortunately Multiplayer mod is too complicated for me to design a compatibility parch :slugcatdead:
Koneko Oct 16, 2023 @ 12:39am 
Do you think it'd be possible to make this work in Multiplayer, via a compaitibility patch?
I'd love to have this in my playthrough, it feels like the last missing piece to make the world truly feel alive even outside out the played tiles.
Rips Oct 3, 2023 @ 6:39am 
@NichEi ty! Amazing mod. Really makes the world feel alive while being much lighter weight than say Rimwar.
NilchEi  [author] Oct 2, 2023 @ 12:46pm 
@Rips Bit late, but if you still need an answer, new faction basically grabs default template of the parent faction and uses it - so all major details about it is going to be identical. Haven't touched this mod for awhile but distance stuff shouldn't affect it if I didn't explain such restriction on event description. "Clone factions are always permanently defeated when their counterpart is alive" means that faction that has clone counterpart is going to be 100% eliminated when they lose all their settlements no matter what; so let's say friendly outlander B was created from A due to event. A or B will completely be eliminated from the campaign if they lose everything, since there's another faction that are basically identical to them. This is to prevent number of factions from being cluttered.
NilchEi  [author] Oct 2, 2023 @ 12:38pm 
Only major option that should affect FPS is Expansion and Distancee-based conquest stuff, all that should be off by default.
Rips Oct 2, 2023 @ 2:40am 
@shane_357 I think that varies based on how what options you have selected. I have Simulate Battles turned off, Distance Based calculation and its derived features turned off, Ideoreligion Change and bloc turned off, Permanent enemy faction and Empire diplomacy change off.

This seems to give no noticeable TPS decrease but the world still feels dynamic with growth, conquest, and non-Empire/pirates/savage tribes fighting each other or making peace & vice versa.

Since you can completely customise which features you have turned on, I can't imagine there is a straight answer to that question.
shane_357 Oct 1, 2023 @ 5:14pm 
Can I ask what the tps cost is for running this?
Rips Aug 30, 2023 @ 10:41pm 
Can someone describe the formation of new factions behaviour? What happens exactly? Does it need the distance based conquest and alliance enabled or is it OK with the basic random conquest/no alliance behaviour? What does it mean "Clone factions are always permanently defeated when their counterpart is alive"?
NilchEi  [author] Aug 8, 2023 @ 8:57pm 
Unfortunately no, I think algorithm favours expansion into depopulated areas but I don't recall adding any code that considers player colony placement at all.
Darth Tiredlass Aug 8, 2023 @ 7:30pm 
Hey, just a couple of questions:

- Is there any way to make settlements more likely to spawn / regenerate near me? The goal is to not depopulate my local area by over-raiding unsustainably

- And related to the first point, is there a way to see the actual count of how many settlements are present on the world map? I usually play with 100% map generation, so I am moderately worried that I'd end up driving all my neighbours to extinction but everywhere else would be full of life
NilchEi  [author] Jul 15, 2023 @ 8:06am 
Yes
pyatr Jul 15, 2023 @ 2:15am 
Is it compatible with More Faction Interactions?
Karmapowered Jun 23, 2023 @ 5:01pm 
@Trow To reset the settings of a mod, you can try to delete the file corresponding to it in your RW configuration folder :

%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\

It should be a file called :

Mod_1875168898(something?).xml

PS: Don't forget to create a backup of the file before deleting it.
NilchEi  [author] Jun 8, 2023 @ 9:12pm 
Unfortunately don't know how to implement it
Trow Jun 8, 2023 @ 4:56pm 
Is there a way to reset the mod settings? I couldn't find a reset button myself.
NilchEi  [author] Jun 1, 2023 @ 7:02pm 
I've heard Faction Customizer mod works perfectly at changing relationships
0BSCURlTY Jun 1, 2023 @ 6:45pm 
is there a way to force faction relation changes via debug? doing an empire-centric run with few colonists; mainly relying on reinforcements and i didn't change the "forbid empire relation changes" setting beforehand
NilchEi  [author] May 6, 2023 @ 7:21pm 
New Update
* first attempt at better compatibility. If IdeoGenerator class cannot generate an ideology name, idology change event forcedrops.
* If simulation setting is enabled, conquest start notification now directs directly to the battlefield map.
Duck56 May 6, 2023 @ 6:44pm 
i would guess similar stuff could be the case with all the other factions, ancients for example
Duck56 May 6, 2023 @ 6:44pm 
thank you <3