RimWorld

RimWorld

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Dynamic Diplomacy - Continued
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.435 MB
Apr 12, 2024 @ 9:52am
Aug 26 @ 7:52am
26 Change Notes ( view )

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Dynamic Diplomacy - Continued

Description
Disclaimer:

I'm not the original author. I just took charge of the update since 1.5. All thanks to NilchEi for this great mod.

However from 1.5 I did add some funny new features, translations and minor fixes. Details will be explained below.

Languages available:
English
German (Added by original author)
简体中文 (Added by Shavius, minor correction by myself)
繁體中文 (Added by Shavius, minor correction by myself)
Français (Added by myself)


Pre 1.4 mod page

https://steamcommunity.com/sharedfiles/filedetails/?id=1875168898

Github of this updated mod (source code included)

https://github.com/Ionfrigate12345/Rimworld_DynamicDiplomacyContinued

==============
Important new features:


- "Semi battle simulation" :

Enable/disable in mod config.

For those who prefer more intervention of warfares between NPC factions, instead of classic battle sim allowing only passively watching without having time to join yourself.

Main features:

1. The battle wont start unless your pawns reach there.

2. If you don't reach the battle site in 2 days, the battle will be resolved automatically without sim.

You can reach them both via vanilla caravan or using shuttles (Vanilla Imperial, SOS2, SRTS etc.)

This feature is also more CPU friendly for it wont generate one map for each battle.

- This feature uses independent auto battle resolving algorithm after 2 days. Basically it considers tech level of all factions, higher tech NPC has also slightly high chance to win. It also identifies some extremely powerful modded factions by giving them extra winning chance, currently only VOID and Sacrileg Hunter (from Caravan Adventure). If you know some other well known modded powerful factions please suggest in the comment together with their reasonable bonus score, so that their auto battle results wont be too different from simulated ones. For reference of scores currently in use: VOID is 500, Sacrileg Hunter is 100.

- Now introduced Factional War and Factional War Shelling AI for some of the battle sim. Thanks ShadowRabbit for these funny and wonderful AI. (AI code copied already, Factional War is not required)

- You can now give all 4 incidents extra triggering chances in mod config, making them happen as frequent as you want, up to once every 6 hours . If you have battle sim activated, for performance purpose it's recommended to use the new semi battle sim for high conquest frequency setup, so that only those battles you want to join will be simulated.



Compatibility

Compatible with all DLC, including Odessy. If you have Odessy, DD events will never happen on space/orbit NPC settlements.

For mods compatibility, DD only adds some random events to make NPC factions interact each other, it doesn't touch player colony map at all. So it should be compatible with most mods, even including RimWar (although unrecommended by original author himself)

Currently known minor issues:

- Geological Landforms: It may generate "extreme" maps which seriously interfere NPC pathing. I tried to optimize the spawn locations of both NPC armies, but pathing issues of NPC armies may still happen occasionally. It's recommended to turn off all mountain types in "Landforms" tab of mod config, unless you don't use battle sim at all.

- Rim Languages: It's a new mod with exact behaviors unknown to me. My suggestion is to using exclusively race-based language. When DD creates new factions (rebel, division, etc.), I'm not sure what will happen under faction-based language setting for these new factions without languages.


Credits

NilchEi as original mod author before 1.4

ShadowRabbit as author of Factional War. I used some of the AI in this mod for battle sim.

Dingo Ananas & aRandomKiwi as authors of MercenaryForMe. For I'm not good at GUI designing so I picked melee attack png of MFM as new battle simulation site icon

Shavius for Chinese translation.
https://steamcommunity.com/sharedfiles/filedetails/?id=2124595827&tscn=1716387723
注意:本模组已内置该汉化包,该链接是为了鸣谢原作者并注明中文汉化出处,无需额外订阅。

Lastly Tynan Sylvester and Ludeon as Rimworld game maker.

=======================
If you want more player intervention of NPC diplomacy, this mod now collaborates with my own mod Diplomatic Marriage & Permanent Alliance , which furthermore collaborate with Rimcities and A Petition for Provisions, with all these mods in addition of DD, you can now pick a faction to permanently ally with by marriage, then help their expansion for a purpose of your own, instead of just watching NPC fight themselves for fun. Besides I implemented a special version of military alliance making the player involved in the great war as well, more precisely, player + permanent ally VS the rest of the world.
272 Comments
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)