RimWorld

RimWorld

Dynamic Diplomacy - Continued
275 Comments
新垣夜夏 Oct 28 @ 1:34am 
What does the "history length" in mod setting means? What would be altered by changing it?
Pyl Oct 20 @ 12:54am 
Can I make the suggestion to use the in-game raid spawn to spawn attacking and defending forces for simulation battle? It might help the performance significantly when pairing with other raid compression mods while adding variables to the simulation result. I think combat AI performs slightly better with in-game raid mechanic in 1.6 as well.
Kos1 Oct 13 @ 6:17am 
Does this mod have high performance impact? I added it and felt that my (already slow) game is slower, or am i just hallucinating?
SrslyTony Sep 15 @ 10:38am 
Many thanks for keeping this mod up for us! Hope you had a nice summer/winter :Hearthian_Wink:
Smoker Sep 14 @ 4:41pm 
The Corporation is another strong faction with marines and mechs.
Jetwolf Sep 13 @ 4:06pm 
thanks for that update, and all expanding fine. appreciated.
iF Sep 7 @ 8:29am 
It's make faction more realistic, more fun. Also seems stable.
Ionfrigate12345  [author] Aug 28 @ 10:45am 
@Hazard Maks I dont know, it's the word of the original author in his page.
Pyl Aug 28 @ 8:11am 
I actually played it with Rim War if there's no other mod conflicts... it pairs quite well if you ask me.
Hazard Maks Aug 28 @ 2:25am 
Why is this not recommended with Rim War?
Pyl Aug 26 @ 9:09am 
If you are playing insectoid 2 mod, the hive's settlement expands too, but it doesn't get destroyed.
Ionfrigate12345  [author] Aug 26 @ 7:55am 
@Morcalvin Yes it's a legacy feature made by original author before 1.4. All AI factions can expand until reaching max settlement limit in mod config
Ionfrigate12345  [author] Aug 26 @ 7:54am 
UPDATE:

Settlement expansion is also banned on Odessy space maps (I forgot to add this check in this incident)
Jetwolf Aug 25 @ 3:44pm 
I've had issues with new settlements expanding (not happening and log errors) but am not convinced it is this mod yet. Will require more rimming to find the culprit.
Morcalvin Aug 20 @ 4:20am 
Does this mod let factions build new settlements?
Teneksi Aug 17 @ 11:54pm 
Could I get options to ramp the frequency of events WAY too high for normal gameplay? I want the whole world map to be reshaped by random chance without taking years to do it. I would gladly accept the lag spikes from having expansion and conquest at an extreme frequency

wait

something clicked in my head

Do incident x10 (World)... NPC_Conquest
THAT'S WHAT I'M TALKIN ABOUT ok sorry i

New request: can I turn off the Letter notifications?
Riven Aug 17 @ 7:47pm 
Hello, I have a question, sorry if it's already been asked: do incidents added by other mods get simulated too? Like a base attack rimworld cities?
Ionfrigate12345  [author] Aug 16 @ 8:42am 
@ArmoredStone I play with both for long, never see any problem with two mods, they are simply two incident packages.

Besides, my own mod collaborating with DD, Diplomatic Marriage & Permanent Alliance, is even extended from MFI event of the same name.
ArmoredStone Aug 15 @ 11:38pm 
Hey Ion do you think this would pair well with More Faction Interaction? Or would most of the additions be overlap and redundancy? I see in their comments the author said someone reported this mod working with it, but I don't really see anything this mod adds that it doesn't?
CreeeesP Aug 6 @ 4:38pm 
@Ionfrigate12345 Thank you for your reply. I will make some aesthetic adjustments and send the translation to git in the next 24 hours;)
Ionfrigate12345  [author] Aug 6 @ 4:33pm 
@CreeeesP The language files of this mod, in my case, is in C:\SteamLibrary\steamapps\workshop\content\294100\3220299022\Languages

It should already be in your steam workshop mods

You can pick a language as starting point, like English, then copy to new folder to translate.

You can then upload to git, or any public link, I'll pick your file and integrate them.
CreeeesP Aug 6 @ 4:25pm 
@Ionfrigate12345 I may have translated my message incorrectly. I think I meant the "integration" of the translation, and not that you will translate it into all available languages yourself xD In any case, if you are engaged in integration, then tell me where to download the archive with the translation, and if not, then I'll go to hell;)
Ionfrigate12345  [author] Aug 6 @ 4:13pm 
@CreeeesP Not myself, but any help of translation into more languages are welcome.
CreeeesP Aug 5 @ 8:56pm 
@Ionfrigate12345 Hi, are you adding translations to the mod?
Ionfrigate12345  [author] Aug 3 @ 11:37am 
@NilchEi Hi, welcome back. I didn't touch anything about history generation, nor I studied how it works exactly. I'm not even sure if and how history generation deals with my new events. I usually just turn off or minimize this feature
NilchEi Aug 2 @ 11:16pm 
I've recently returned to Rimworld due to Odyssey DLC, and the maintenance and additions you have made to this mod are amazing! I did notice History Generation seems to tick very slowly now, maybe because of performance optimizations made in the new version? I uploaded the video of how it used to work on original mod page though it's definitely an esoteric feature not many will miss (it does somewhat serve as good dev mode simulation and it's also pretty cool how factions end up kind of clumping after hundreds of events)
CalamaBanana Jul 23 @ 8:56am 
Would it be possible to include a toggle to exclude minor factions? As in those factions that generate for unaffiliated camps. Nations like to declare too much war on that single hunting camp near my base.
Fowl Jul 22 @ 8:25am 
I've encountered what I think is a non-fatal issue with this mod interacting with 'Vanilla Ideology Expanded - Memes and Structures' and/or potentially others (Rim Languages? The faction is from VFE - Classical). This faction changed Ideoligion and its deity type related to Nationalism meme spat out an ERR on the ideoligion screen. Name of the deity generated fine, as did everything about their co-deity. Let me know if you'd like a screenshot or anything else.
XY78 Jul 19 @ 11:41am 
OK, thanks!
Ionfrigate12345  [author] Jul 19 @ 9:12am 
@XY78 DD doesn't alter anything on player settlement, it purely focuses on NPC faction vs NPC faction
XY78 Jul 19 @ 8:45am 
Do raids against the player settlement follow the same logic as when NPCs try to conquer each others' towns, or are raids against the player still just vanilla?
Mereel Jul 16 @ 10:23am 
I was just about ask for such, a bunch of tribals apparently took over a space station in my play through lol
ObscureParticle Jul 16 @ 9:24am 
Awesome. Thank you!
Ionfrigate12345  [author] Jul 16 @ 9:17am 
@ObscureParticle Good bug catch. I just excluded all Odessy Space/Orbit biome settlements from the eligible list for events of this mod.

This was not a problem before in SOS2 since SOS2 didn't have space NPC settlements.
ObscureParticle Jul 16 @ 8:34am 
Any possible way to exclude the orbital traders from being conquered?
SmellyFishNuggets Jul 9 @ 2:07pm 
oh ok
Ionfrigate12345  [author] Jul 8 @ 3:51pm 
@SmellyFishNuggets From the description of the original author, yes you can use both if you want but both will act separately so not recommended for immersion (in one mod two NPC factions are at war but the other not, for example)
SmellyFishNuggets Jul 7 @ 8:16pm 
not compatible with rimwar right?
BigDorbo Jun 17 @ 11:36am 
Grateful for your updates to this one.
Ionfrigate12345  [author] Jun 17 @ 11:20am 
UPDATED to 1.6
Please check if the worldmap tiles calculations are correct (for example, new settlement expansion tile selection). Tynan made alot of code change in the framrwork about planet tiles.
I made some rough test, seems working but my test may not cover all use cases
V.O.I.D. Advisor L22B Jun 15 @ 12:35am 
Thank you for adding V.O.I.D. compatibility.
Ionfrigate12345  [author] May 26 @ 8:19pm 
@rout This is the light version of Rimwar. According to original author you can even use both, although not recommended.
Head May 26 @ 4:24pm 
Is this better than rimwar?
Deankiller Turnupseed May 21 @ 1:42am 
I tweaked some settings for this and getting this error on world gen now.

Error while notifying ideos of a HistoryEvent: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B374C142]
at RimWorld.IdeoUtility.Notify_HistoryEvent (RimWorld.HistoryEvent ev, System.Boolean canApplySelfTookThoughts) [0x0012b] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at RimWorld.HistoryEventsManager.RecordEvent (RimWorld.HistoryEvent historyEvent, System.Boolean canApplySelfTookThoughts) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Gozer May 9 @ 8:21am 
@Ionfrigate12345 I do have a faction without languages now in my save, but no crashes so far.
Don't know what will happen interacting with them.
Ionfrigate12345  [author] May 9 @ 8:03am 
@Gozer That mod is pretty new yet. I myself am not sure how exactly its language system works. Maybe DD new factions will inherit automatically the old faction language instead of crushing (not tested)

If not sure you can also deactivate faction creation in DD.
Gozer May 9 @ 7:21am 
@Ionfrigate12345 sure, I will.
I asked because you mentioned it and invited to read its description, but no such thing was there.
Both your mods introduce interesting things and it would be a pity for them not being compatible with each other.
Ionfrigate12345  [author] May 9 @ 7:05am 
@Gozer You need to ask Rim Languages mod author for details. This mod is not open source yet I can't CRUD its internal data in my own mode in such advanced way
Gozer May 8 @ 7:46pm 
@Ionfrigate12345 but how do we create languages manually?
Is not possible for you to add compatibility with Rim Languages so that new factions have a language?
Ionfrigate12345  [author] May 5 @ 7:05am 
WARNING for the new mod Rim Languages users:

You may need to manually create language for new factions dynamically created by DD to prevent crush.

See Rim Languages mod description for details

https://steamcommunity.com/sharedfiles/filedetails/?id=3450332059&tscn=1746416533