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Since I'm not the original author, there may be some legacy features on which I dont understand well myself.
I misunderstood the setting "allow permanent enemy factions to change relationships," thinking that would mean I could make them neutral toward me. Now, instead, the civil outlanders are refusing to come help me fight the pirates who live to kill and eat the weak, who somehow became their friends at some point.
...I could understand them forming a tenuous peace, and not wanting to threaten that. I just missed the ramifications of that option.
--
On a separate note, History Generation definitely works with this version. I don't know why, or why it might not, but it works on my machine.
I didn't alter this part of the code.
1. The alliance of this mod is only triggered between NPC factions, when one faction grows powerful, other NPC factions will ally themselves against it. It happens only among NPC factions themselves.
2. In my another mod Diplomatic Marriage & Permanent Alliance (DMP), there s something that may be similar to what you are asking for. If your permanent marriage ally faction grows too powerful, it will trigger the special variant of alliance incident of DD, all other NPC factions will create global alliance against your permanent ally AND PLAYER, it will be a permanent war until your permanent ally becomes weaker, or downgrade to a regular DD alliance event lasting 10 rounds if your marriage alliance with that NPC faction ends
other factions? Just the empire got wiped off my map quite quickly and barely got to interact with them at all.
As for reputations between NPC, it's hard to implement for they dont exist in vanilla data structure. There are no reputation values between NPC factions, only 3 states: hostile, neutral and ally, and the two latters make no real difference.
Thought there’s an event or sth
It's not done by me, it's how the original author made it work.
However, many players (such as me) may like it more if the rebellion event's only requirement were a faction in need of a comeback, especially to avoid freezes or for roleplay reasons.
%USERPROFILE% \AppData\LocalLow\Ludeon Studios\RimWorld\ %USERPROFILE% \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\
我在修改代码时并未发现原作者有阻止一个派系失去最后殖民地的代码。我新加的代码只规定了一种情况能阻止一个派系失去某个殖民地,是在该殖民地和任何玩家当前任务有关联的时候(避免任务因为据点易主或被摧毁而无法完成)
Probably caused by the map already having enough settlements to prevent this event working.