RimWorld

RimWorld

Two Royal Families (hostile)
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)
Gen. HugglyPugglyWuggly Jun 13, 2021 @ 12:29am 
Hey was wondering if this was compatible 1.2 ?
brucethemoose Aug 30, 2020 @ 3:01am 
I *think* I saw the same error in 1.1, but never had an issue with it. Its been awhile.
Zeri  [author] Aug 30, 2020 @ 2:56am 
Missing faction leader might have been sort of intentional. It's part of preventing them from issuing quests, if I recall.
Or I might have found a different work around, and that's either a holdover, or it really is an issue from transferring to 1.2.
brucethemoose Aug 30, 2020 @ 2:28am 
* an error, not a warning.
brucethemoose Aug 30, 2020 @ 2:27am 
+1 for 1.2

For what its worth, it seems to work fine. The hostile empire generates, raids generate, though there is a warning about a null faction leader in the log:

https://gist.github.com/HugsLibRecordKeeper/392835781c657cd034ec2aa43e54ccb7#file-output_log-txt-L89
Max jamón Aug 14, 2020 @ 9:01am 
no worries it´s enough with knowing that you will update it, take your time and thank you so much
Zeri  [author] Aug 14, 2020 @ 6:50am 
uhhhhh
I mean I do have *plans* but will I? It might be a bit tbh. Pure laziness. Guarantee I will at some point.
Max jamón Aug 13, 2020 @ 6:49pm 
hello @zerithos XII I hope you are having a great day, so I was wondering if you have any plans to update this mod to the 1.2 version?
Zeri  [author] Apr 14, 2020 @ 8:28am 
Yes. Both empires treat psycasts the same way - if you aren't on their list of approved nobles, they don't like the cast, regardless of where you got the ability from. This "Hostile" version of the mod has the second empire pretty much irrelevant for that, though, since it's mostly a relations penalty on cast.
WabbaCat Apr 14, 2020 @ 4:56am 
in other words... I cant have one pawn a loyalist to one empire, and one pawn a deserter to the other? At least, not without the deserter causing issues unless he also sucks up to the loyalist side....?
Zeri  [author] Apr 14, 2020 @ 1:54am 
While quests won't appear for the hostile empire, you can ofc still go ahead and fight them - the single "Deserter" quest in the vanilla game is really the only thing you'll miss. Fight them in their bases to steal their tech or just use them as a raid source, like a normal hostile Empire.
If the cast you're wanting to use is illegal to a faction, the illegality will apply to that faction independently of other factions. As long as you have the appropriate rank in the normal Empire, the one you want to go loyalist in, they won't have any problem with you using casts.
WabbaCat Apr 13, 2020 @ 10:31pm 
I am,... confused?
How do I pursue both loyalist and deserter at the same time? I got quests for loyalist... but I dont have any for the enemy empire,.. because well, they are enemy. Am I suppose to do something to become 'deserter' to them?
And if I am deserter/rebel to one empire, won't illegal psy usage still piss off both?
Spinecone Apr 10, 2020 @ 12:32pm 
Understood and much obliged for the quick response! :)

I'll test it out and get back to you.
Zeri  [author] Apr 10, 2020 @ 11:51am 
Hmm... I can't entirely say that I know the answer here, but as this is basically just a faction mod, Faction Discovery should handle it the same as any other. Nearly everything is the same with the second Empire as with the first, so techprints should be available.
Spinecone Apr 10, 2020 @ 11:16am 
Heya, big thank you for all the due diligence you're doing here in making all this work, christ knows there's plenty of other good mods that've just died from sheer neglect.

Few questions if you have the time, will this work with the Faction Discovery mod to ensure a health sprinkling of hostile empire bases to raid? Secondly, when I DO raid them, will I still find techprints and the like in there?
Zeri  [author] Mar 22, 2020 @ 7:01am 
I guess this is still "today." Anyone who has an existing faction leader for these guys still has a chance of getting a Royal Ascent quest from them, but after that leader dies there shouldn't be a problem... well, not a consequential one.
I'm working on a better fix still.
Zeri  [author] Mar 21, 2020 @ 7:08am 
Aright, doing it today. All y'all better be prepared. Also including a patch for Psycast AI, so expect fiercer resistance if you have that mod.
Zeri  [author] Mar 18, 2020 @ 7:50am 
Okay... I have a solution to the issue, but it requires stripping down the second Empire to the extent that it's no more complex than the pirate faction. This would mean no titles, no inheritance, and a lot of lost tags, but when raiding they work the same as normal. Doesn't crash on change, but any pawns with titles with them on the Non-Hostile version would lose the titles if switching, and when switching to Non-Hostile version the leader of the second Empire will be dead, at least for a while, and quests from them aren't very forthcoming.
I'll let things sit for a day or so, and test it myself to make sure nothing goes horribly wrong. I don't expect switching between the two mods to be possible any longer.
Zeri  [author] Mar 18, 2020 @ 6:47am 
Or, alternatively, fail the quest. You can get the Ascent quest multiple times.
Zeri  [author] Mar 18, 2020 @ 6:40am 
Oh. That really shouldn't happen. No, you don't, and I need to fix that issue ASAP. Switch to the Non-Hostile version if you want to actually use that Stellarch quest, or experiment with dev tools. Sorry for the inconvenience.
CordialVillain Mar 18, 2020 @ 4:23am 
Do you get two instances of the Stellarch visit quest? Because I just got one for the hostile empire, but not one for the friendly/neutral one.
Blue North Star Mar 17, 2020 @ 7:54am 
@HappyHead - There's a mod that allows factions to change their diplomatic status with each other. Can't remember the name right now though, but it does work with vanilla (DLC & Non-DLC RimWorld) and modded factions.
Zeri  [author] Mar 16, 2020 @ 11:51pm 
@HappyHead, An alternate way of handling things exists in the Non-Hostile version, linked above. It was the original mod, and had it such that you could earn favor with both factions. Since they both also registered psycasts as illegal if above their standing and had separate ranks, rising with one doesn't technically mean losing favor in the other, but it does if you only rise with one and use their psycasts/link weapons.
If you use that, make sure you get More Quests or something, to ensure you still have enough quests to handle both at once - you might find yourself getting too many from your foe instead.
Think3r Mar 16, 2020 @ 10:32pm 
Since you asked: I guess a somewhat similar attempt is made with Megacorp .
HappyHead Mar 16, 2020 @ 9:12pm 
NICE mod btw, it does add a little somthing. A mod like this is a nice addition
HappyHead Mar 16, 2020 @ 9:09pm 
Q. is there any way to rig things where both start out neutral and then getting favor with one =s disfavor with the other and vice versa? Get some politicing going on n stuff? lol