RimWorld

RimWorld

Prisoner Ransom
114 Comments
OrangeQuill 31 Mar, 2024 @ 9:03am 
ayo real shit would this by some miracle still work in 1.4
Aaronthelemon 8 Jun, 2022 @ 3:40pm 
You people realize this mod is for version 0.18.
This mod predates the 1.0 release.
skk 8 Jun, 2022 @ 4:36am 
Yes agree with previous comment. If you comms console had added options (from Mods) the prisoner ransom option doesn't show. Would love to see a fix
fireflyinthdark 2 Mar, 2021 @ 6:30pm 
I love the looks of this mod but get an error when I add it - not sure if this means it's not for the latest version or if there's a conflict?
Feraa 22 Jan, 2021 @ 8:02pm 
Does this mod still work, even though it hasn't been updated in 3+ years?
natthegreat668 7 Dec, 2020 @ 10:48pm 
So for some reason the option to sell prisoners is completely removed if the comms console options are too many. Not even listed in a scroll down bar, it is missing entirely.
Obama Was Born In Africa 27 Jun, 2020 @ 7:52pm 
Author is still the goat for giving his time to make an update
Signur 15 Mar, 2020 @ 9:09am 
TL:DR

SJW doesn't like to be properly corrected
FoxWhite 6 Mar, 2020 @ 1:11am 
i meant to say 'leech off a successful mod' which you didn't, if you would have read the bit above that: 'if your intentions were good and you wanted to help people playing older saves, good, well done to you, you saved someone's save.' you could have read this and thought -yes, my intentions were good- and you could have stopped there but you chose to disregard all the IFs and you only acknowledged the bit that said: IF you plagiarised someone's work you are bad.


since you clearly also misunderstood me i think you should pipe down as well, i can't be asked for a long pointless argument.
Clouce 4 Mar, 2020 @ 3:47pm 
Don't waste your time on failed opportunities to have a perfectly good abortion. Thanks both Anacraft and Zer0Gamler, this helped me find the version I needed.
>70K = Cheater  [author] 4 Mar, 2020 @ 4:31am 
Plus, this can be added to and removed from save games so you really don't know what you are talking about. Just apologize now so you don't look bad and I'll accept it.
>70K = Cheater  [author] 4 Mar, 2020 @ 4:28am 
Oh, I forgot to ask, what is it exactly that I "leached"? "Leach of a successful mod" isn't even proper grammar. Do you think I got wealth, fame and women from this mod??? LOL!!!!
>70K = Cheater  [author] 4 Mar, 2020 @ 4:25am 
I followed the license, I didn't have to give a link! What are you talking about older saves? I made this when B18 was the latest version out. I volunteered 4 days of my time to get this update out since it didn't seem erdelf was going to release it for version b18. SORRY I volunteered my time to the RImWorld community. You clearly are either 1. Misunderstood (ignorant) or 2. Have some serious issues. (it's usually childhood issues...) Can you even articulate anything that I ACTUALLY did wrong, to make me a "sad human being"?
FoxWhite 2 Mar, 2020 @ 2:17pm 
you didn't say that in description except for it's made by erdelf. you didn't give a link.
if your intentions were good and you wanted to help people playing older saves, good, well done to you, you saved someone's save. On the other hand if you wanted to leach of a successful mod you're a sad human being.
>70K = Cheater  [author] 1 Mar, 2020 @ 5:53am 
@WhiteFox Who's a dickhead? I took freely available source code, updated it so it worked on B18 and CREDITED erdelf for being the ORIGINAL developer. Please try to not speak from ignorance in the future. Thanks.
FoxWhite 7 Dec, 2019 @ 3:32pm 
it's not a re-upload, it's the actual main upload. this guy just copy pasted it because he's a dickhead. :/ check the posted date and the updated date
Bubbles 23 Jun, 2019 @ 10:22pm 
How long does it take for the ransom
and did anyone update for 1.0?
N1A 28 Oct, 2018 @ 11:03am 
mod not that needed anyway makes game too easy
N1A 28 Oct, 2018 @ 11:03am 
forget b19 we need b20 or 1.0
Syrchalis 31 Aug, 2018 @ 7:59am 
erdelf updated it, not me
Newfolco 31 Aug, 2018 @ 7:57am 
thank you for the update
Tablenack 30 Aug, 2018 @ 7:21pm 
Tnx
Tablenack 30 Aug, 2018 @ 6:12pm 
are you gona update it ?
Gallonidas 29 Aug, 2018 @ 2:11pm 
Sir would you mind updating the mod to 0.19? Thanks!
Azrael 29 Aug, 2018 @ 7:05am 
Are you updating this to B19?
Meat Horse Array 26 Jun, 2018 @ 7:45am 
What I'm asking is that arranging a ransom should be very similar to selling prisoners into slavery. It should offer a higher reward, but it should also be more difficult than walking to the next town (or - lol - the next terminal)
Meat Horse Array 26 Jun, 2018 @ 7:33am 
Read 'em from bottom to top.
Meat Horse Array 26 Jun, 2018 @ 7:33am 
Triggering a tribal raid isn't exactly a punishment for failing to ransom. "You captured 5 of our tribesmen, killed 10, and suffered no casualties. And now you demand silver? For your insolence we will attack with a war-party of exactly the same strength! What could possibly go wrong?". Turn up the failure chance, and you've got an endless supply of silver coming in from raids and ransoms. Wash, rinse, repeat. *yawn*
Meat Horse Array 26 Jun, 2018 @ 7:33am 
Hostile factions are too trusting in this matter. "What's that? You promise to send our firekeeper back? Of course! We'll send 1500 silver via drop pod IMMEDIATELY!"
--> Another possible solution (or negotiation outcome) would be to have the player meet said faction on neutral ground, either in the wilderness or at a third-party base / trading hub. There is a lot of potential for storytelling here that is being squandered with this mod. For instance: what happens when you get there? Does everything go smoothly?
Meat Horse Array 26 Jun, 2018 @ 7:33am 
Ransoms are far too expedient.
There is no process of negotiation.
Payment comes immediately, and the hostages are gone in an instant.
--> Players should be responsible for keeping their prisoners healthy until such a point that someone from said faction can make the trip to get them so they still consume resources, thus making holding hostages more of a "business decision". This also opens the possibility that they might never show up, they don't actually care about said individual, and are just using them to drain your resources.
Meat Horse Array 26 Jun, 2018 @ 7:32am 
Very badly imbalanced mod. Taking prisoners in a caravan is a challenge. Selling them on ebay is not.
Critique and suggestions:

Holding people hostage is in no world a "friendly" thing to do. Players should never receive a goodwill boost for demanding ransom. That's not even a question of balance, just a question of sense. The fact that you could have done something worse does not make a bad thing better. Giving a boost to goodwil here makes it feel very cheaty. Yes, there's options, but whatever, "cheating" should not be the default. If anything, your logic is backwards. A very hostile faction might expect you to defacto kill prisoners, so it might make sense to give a small relationship boost at the very low end of that spectrum, but unless a ransom represents "changing your spots" it should be regarded as a very hostile action.
Johnny 23 Jun, 2018 @ 2:05pm 
To the people that want to change the options in the "Mod Config" but don't want to have that -0.1281611655489, here is how you do it.

Go to "AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" there you should see a .xml file with the mod name, open that file with notepad and simple change the numbers there to what you want.
Genaeve 18 Jun, 2018 @ 5:24pm 
Thank you so much! <3
Stollie 12 Jun, 2018 @ 8:57pm 
1. A cooldown between attempts to ransom to a given faction of 1 day.
2. The option to ransom 1 or all of the prisoners of that faction you have all at once, the chance of the demand being accepted going down as the amount of people and/or amount demanded goes up.
3. They don't send a raid every time, sometimes they just go tell you to go shove it or even funnier if they are a high tech faction cause the prisoner's 'suicide chip' to activate and kill him under your guard (lol)
4. Options to change these to other peoples liking, i.e. back to the settings you have right now.
Stollie 12 Jun, 2018 @ 8:57pm 
Awesome idea :D

I have a couple of issues with it though, I didnt want the tribe to become friendlier so I changed the setting to be negative by 2 instead, I mean I just sold one of their guys to them rather than let him go for free!

The main one is though I tried to ransom a leader back 3 times in a row and it caused 3 consecutive raids, the issue with this is essentially they keep just sending 1 guy and I effortlessly kill him and take his expensive stuff making it fairly unbalanced.

I would suggest some changes if you're open to make it more balanced - next post :)
R4skall 29 May, 2018 @ 9:05am 
@MainFrame that is most likkely correct, as if their friendly they wont attack you without strong provocation that makes them unfriendly
Frameson 29 May, 2018 @ 1:25am 
I am trying to provoke a raid from a faction, but they never send one.
They have rejected my ransom of one of their prisoners about 10 times, but they never sent a raid. Other factions don't behave that way.

The faction I'm talking about is friendly, could that be the reason?
R4skall 7 May, 2018 @ 10:19am 
why the heck do the options not go by ones but all the way to the sixth decimal?
ambi 24 Mar, 2018 @ 3:57am 
I managed to set the failure rate to 0%, but even then, factions might reject my ransom and send a raid. This mod is a little buggy. Has the modder abandoned this mod? Or did he die?
Bharg 17 Mar, 2018 @ 1:42am 
Wow, would it be possible to buy back your own colony members after they get kidnapped or are they just dead?
LionelCG 4 Mar, 2018 @ 2:54pm 
The sliders din´t work properly in the original mod either. Thanks for the update Anacraft! Maybe you find some time to fix the sliders but I´m happy you updated it.
khades 3 Mar, 2018 @ 10:13pm 
i wish i could buyout my stolen settlers
wiidad 21 Feb, 2018 @ 8:21pm 
My mod settings are sliders are also not working and now somehow the bottom slider did manage to move and then got stuck on 55% failure rate so now I cannot use it at all... PLS fix the SLIDERS... This is a good mod!
Ashe 12 Feb, 2018 @ 4:31pm 
When I try to move the failure chance slider from the default 20% it just affects the slider above it instead. I can find no way to adjust the failure chance (lowest bar).
Also the decimal points for all of the other sliders is pretty unnecessary and makes me worry it will break something with such unusual numbers being applied.
Besides that stuff this is really original and awesome, I love it!
Another suggestion would be to have the failure and success chances tied greatly to the pawn using the comms console's social skill. Or even whether they are abrasive or have an annoying voice.
Bio_Logical 30 Jan, 2018 @ 3:38pm 
First of all, I love the mod.
And I was wondering if I am the only one that has the problem of being unable to adjust the chance of failure slider. It automatically grabs the goodwill effect on failure slider instead, no matter where I click (below the chance on failure slider that is, other sliders work alright insane decimals included.
cheers,
Maarten
Alchemy Saga 21 Jan, 2018 @ 4:55pm 
Is there a way to make it so the increments the settings adjust by aren't so... ridiculous? They have ridiulous amounts of numbers after the decimel.
Depleted 12 Jan, 2018 @ 7:09am 
Jesse has spoken!
Fair7

You can abuse the mod for ez organs and or ez silver, one thing i can think of to combat this is the more you fail or the lower your goodwill with the faction becomes, the more raiders they send, the stronger, better outfitted the response squad should be.

While watching your stream you were raided by factions who walked to you, when i failed a ransom attempt with my most hostile faction at -100 they send a squad of 10 by drop pod right into my base where i store my weaponry and they ruined a few sections of my base via incendiary nades but I had failed it twice before with a different faction and they walked to me so I had time to prepare etc.