RimWorld

RimWorld

[RF] Tribal Raiders [b19]
25 Comments
E-Claire  [author] 14 Oct, 2018 @ 1:21pm 
E-Claire  [author] 23 Sep, 2018 @ 6:34am 
@Sheyka: Comments about "Fertile Fields" really ought to be posted on the "Fertile Fields" thread, not here. :) And on that thread right now, you'll find a message I posted last night, noting that I'm working on a b19 update which I hope to release later today.
Sheyka 23 Sep, 2018 @ 5:58am 
hello friend.
your mods are realy great. all of them :D
i use a lot of your mods and wonder why is there no b19 update for the "fertile fields" mod :D
i would love it if you update this mod <3

you do a great job to all this mods :)
Pesto Posta 20 Sep, 2018 @ 10:14am 
Keep up the good work guv. :D
I am very much looking forward to seeing your tribal mod get up today,
the game feels lesser with out it. :)
E-Claire  [author] 19 Sep, 2018 @ 7:54pm 
UPDATE:

- Adjusted the "young warrior" pawn kind to bring it into line with vanilla's new "penitant" pawn kind.

- Fixed name and pronoun references in tribal raider backstories.

- Tribal raiders will now draw backstories only from the tribal raiders set, and not from the vanilla tribal set.
E-Claire  [author] 19 Sep, 2018 @ 3:29pm 
@draciox: Really? Odd. I hadn't caught that.
dracoix 🐉 19 Sep, 2018 @ 2:16pm 
Tested with tribal reborn, seems to work no matter which load order and I can't tell the difference at first glance when raiding. Your backstories has a bug with NAME and HECAP still being shown instead of the visual names. Overall, works like a charm.
E-Claire  [author] 19 Sep, 2018 @ 12:41pm 
@Dracoix: Sure.
dracoix 🐉 19 Sep, 2018 @ 12:34pm 
Also, can I have permission to add you as a mod contributer to Tribal Reborn itself?
dracoix 🐉 19 Sep, 2018 @ 11:05am 
I kept the defs the same name, I'm hoping it's just a matter of load order.
dracoix 🐉 19 Sep, 2018 @ 11:03am 
Because I merged a clone of yours in Tribal Reborn. Might be slightly conflict. :p
E-Claire  [author] 19 Sep, 2018 @ 11:02am 
How so? :)
dracoix 🐉 19 Sep, 2018 @ 10:59am 
Well crap, RF gave me work to do.
Cocomine 19 Sep, 2018 @ 4:25am 
nice
von_krysiak 19 Sep, 2018 @ 2:19am 
Very nice mod, as always RF ;-)
ShadyBhaz 18 Sep, 2018 @ 7:53pm 
Thank you!
E-Claire  [author] 18 Sep, 2018 @ 7:50pm 
Those interested in tribal games might also want to take a look at my new "Tribal Pawn Names" mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1516736892
Sentient_Worm 18 Sep, 2018 @ 7:11pm 
You will have to disable quite a few more things too since spaces are used for quite a few events
D9sinc 18 Sep, 2018 @ 6:38pm 
Ah well I'm using the map configuartion mod so I can remove Ancient Shrines so as to avoid the issue.
E-Claire  [author] 18 Sep, 2018 @ 6:32pm 
Mechanoids can be disabled; I may go ahead and add that to this. Spacers, on the other hand, are problematic, as if they're disabled, "ancient danger" crypts and various other scattered game elements would stop working or throw errors, since spacer faction pawns are used for lots of things.
D9sinc 18 Sep, 2018 @ 6:29pm 
Disable Mechanoids and Spacers I mean.
D9sinc 18 Sep, 2018 @ 6:28pm 
Thank you so much for this and the option to have a Tribal Planet. I might still disable it myself because I want to do a Pure Tribal run (I/E no planet escape quest, but have a nomadic tribe who are determined to destroy all other tribes and conquer the world.
E-Claire  [author] 18 Sep, 2018 @ 6:26pm 
@Lonewolf: The option does literally nothing other than stop outlander and pirate factions from being used when a new map is created, so it won't prevent "Faction Discovery" or other mods from adding factions to a game already in progress.
Lonewolf187 18 Sep, 2018 @ 5:21pm 
If the Tribal planet option is used, can Orions Faction Discovery mod still add in other factions? (Example: The medieval factions from the Medieval Times mod?)
Cat_Herder 18 Sep, 2018 @ 4:40pm 
Noice ty