RimWorld

RimWorld

Dynamic Diplomacy
668 Comments
Orfanclub6 31 May @ 5:57am 
Works in 1.5 , I think the salutes are for the mod author.
Snorlax 27 Mar @ 10:28pm 
nuh uh
Winter 27 Oct, 2024 @ 7:36pm 
o7
seabazian 15 Oct, 2024 @ 1:24am 
o7
MikkieRM 19 Sep, 2024 @ 3:48pm 
o7
Azraile 6 Sep, 2024 @ 1:14am 
o7
asleepsheep 12 Jul, 2024 @ 3:20pm 
o7 thank you
velascoje 10 May, 2024 @ 9:32am 
Thank you for your work.
Clunas 5 May, 2024 @ 4:26pm 
This one was a staple in my mod list for years. Thanks for all the fun!
Alu 17 Apr, 2024 @ 1:17pm 
RIP you'll be missed. Thanks for the mod, and the person who updated it. I do hope the idea of this mod, or the one from Rimwar, is put into the core game eventually. It seems too good to pass up that this will be official someday. Even Dwarf Fortress has wars, invasions, peace, etc.
Ionfrigate12345 12 Apr, 2024 @ 10:01am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3220299022

I made an updated version. Thanks the author for the great mod, its one of the favorite mod I m using in 1.4 and I dont want to abandon it.

In general the only code I need to change to match 1.5 is the way this mod uses to pop up letters.

Find.LetterStack.ReceiveLetter()

This function has parameters changed in the new assembly

So I suppose it should still work in 1.5
NilchEi  [author] 9 Apr, 2024 @ 10:18am 
No, I'll give permission to anyone willing to update & continue my mods.
sirduck 8 Apr, 2024 @ 5:05pm 
you will update for 1.5?
Stellar forester 11 Mar, 2024 @ 12:57pm 
i still get quests but sadly i cant trade with them at their bases.
NilchEi  [author] 10 Mar, 2024 @ 8:24pm 
They'll eventually come back if Rebellion is enabled, and they should still show up on the events.
Stellar forester 10 Mar, 2024 @ 6:21am 
could it happen that one faction gets wiped out? like the empire? i have no empire bases on my map and dont know how to get them back.
Charisk The Amalgamate 9 Mar, 2024 @ 5:14pm 
Is it compatible with the Rim War mod?
ODevil 25 Feb, 2024 @ 1:47am 
I got like 1300 letters telling me the result of 2 factions finishing their simulated fight, don't think that's supposed to happen...
NilchEi  [author] 7 Feb, 2024 @ 8:38am 
Use Faction Customizer mod.
Duncanois 4 Feb, 2024 @ 6:17pm 
How do I manually change relations? The empire faction and friendly outlanders won't fighter each other
NilchEi  [author] 17 Jan, 2024 @ 11:03am 
@Kribble It's persistent bug associated with simulated battle option that I haven't been able to root out, are you using History Generation?

@ItzKreifer I remember VOID being compatible (unless new update added something), though this mod treats VOID as "normal" faction resulting in non-thematic events like Void settlement being conquered by Tribals.
ItzKriefer 7 Jan, 2024 @ 4:38pm 
Is this compatible with the V.O.I.D. Faction?
Kribble 30 Dec, 2023 @ 2:32pm 
I've been having a strange bug where after a battle ends and there's a conquest for some reason the conquest event spams rapidly and infinitely in the same place as dozens of dots appear on the same tile in seconds. What is that and how do I fix it?
NilchEi  [author] 30 Dec, 2023 @ 11:42am 
You'll have to modify Storytellers_Patch.xml. Just duplicate line 3-35 and change xpath to whatever name the custom storyteller is using (It's already compatible if it's BaseStoryteller).
sarin555 30 Dec, 2023 @ 8:43am 
Is there a way to make non-vanilla storytellers compatible with this mods?
NilchEi  [author] 13 Nov, 2023 @ 10:00pm 
No, Dynamic Diplomacy events are purely RNG and designed to be thematic background events with low gameplay impact. I recommend Rim War, it does everything you're asking for at cost of lower performance and compatibility.
🅾🅼🅸🅲🆁🅾🅽 13 Nov, 2023 @ 6:50pm 
I'm a newcomer to this mod, but is it possible to influence NPC conquest results as the player? Can I help defend and prevent friendly allied factions from being conquered? Is it possible to aid them in conquering enemy factions? Is the default setting purely a random faction change or are there weights involved (for example it being less likely for tribals to take over a shattered empire location).
NilchEi  [author] 23 Oct, 2023 @ 1:00pm 
Unfortunately Multiplayer mod is too complicated for me to design a compatibility parch :slugcatdead:
Koneko 16 Oct, 2023 @ 12:39am 
Do you think it'd be possible to make this work in Multiplayer, via a compaitibility patch?
I'd love to have this in my playthrough, it feels like the last missing piece to make the world truly feel alive even outside out the played tiles.
Rips 3 Oct, 2023 @ 6:39am 
@NichEi ty! Amazing mod. Really makes the world feel alive while being much lighter weight than say Rimwar.
NilchEi  [author] 2 Oct, 2023 @ 12:46pm 
@Rips Bit late, but if you still need an answer, new faction basically grabs default template of the parent faction and uses it - so all major details about it is going to be identical. Haven't touched this mod for awhile but distance stuff shouldn't affect it if I didn't explain such restriction on event description. "Clone factions are always permanently defeated when their counterpart is alive" means that faction that has clone counterpart is going to be 100% eliminated when they lose all their settlements no matter what; so let's say friendly outlander B was created from A due to event. A or B will completely be eliminated from the campaign if they lose everything, since there's another faction that are basically identical to them. This is to prevent number of factions from being cluttered.
NilchEi  [author] 2 Oct, 2023 @ 12:38pm 
Only major option that should affect FPS is Expansion and Distancee-based conquest stuff, all that should be off by default.
Rips 2 Oct, 2023 @ 2:40am 
@shane_357 I think that varies based on how what options you have selected. I have Simulate Battles turned off, Distance Based calculation and its derived features turned off, Ideoreligion Change and bloc turned off, Permanent enemy faction and Empire diplomacy change off.

This seems to give no noticeable TPS decrease but the world still feels dynamic with growth, conquest, and non-Empire/pirates/savage tribes fighting each other or making peace & vice versa.

Since you can completely customise which features you have turned on, I can't imagine there is a straight answer to that question.
shane_357 1 Oct, 2023 @ 5:14pm 
Can I ask what the tps cost is for running this?
Rips 30 Aug, 2023 @ 10:41pm 
Can someone describe the formation of new factions behaviour? What happens exactly? Does it need the distance based conquest and alliance enabled or is it OK with the basic random conquest/no alliance behaviour? What does it mean "Clone factions are always permanently defeated when their counterpart is alive"?
NilchEi  [author] 8 Aug, 2023 @ 8:57pm 
Unfortunately no, I think algorithm favours expansion into depopulated areas but I don't recall adding any code that considers player colony placement at all.
Darth Tiredlass 8 Aug, 2023 @ 7:30pm 
Hey, just a couple of questions:

- Is there any way to make settlements more likely to spawn / regenerate near me? The goal is to not depopulate my local area by over-raiding unsustainably

- And related to the first point, is there a way to see the actual count of how many settlements are present on the world map? I usually play with 100% map generation, so I am moderately worried that I'd end up driving all my neighbours to extinction but everywhere else would be full of life
NilchEi  [author] 15 Jul, 2023 @ 8:06am 
Yes
pyatr 15 Jul, 2023 @ 2:15am 
Is it compatible with More Faction Interactions?
Karmapowered 23 Jun, 2023 @ 5:01pm 
@Trow To reset the settings of a mod, you can try to delete the file corresponding to it in your RW configuration folder :

%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\

It should be a file called :

Mod_1875168898(something?).xml

PS: Don't forget to create a backup of the file before deleting it.
NilchEi  [author] 8 Jun, 2023 @ 9:12pm 
Unfortunately don't know how to implement it
Trow 8 Jun, 2023 @ 4:56pm 
Is there a way to reset the mod settings? I couldn't find a reset button myself.
NilchEi  [author] 1 Jun, 2023 @ 7:02pm 
I've heard Faction Customizer mod works perfectly at changing relationships
0BSCURlTY 1 Jun, 2023 @ 6:45pm 
is there a way to force faction relation changes via debug? doing an empire-centric run with few colonists; mainly relying on reinforcements and i didn't change the "forbid empire relation changes" setting beforehand
NilchEi  [author] 6 May, 2023 @ 7:21pm 
New Update
* first attempt at better compatibility. If IdeoGenerator class cannot generate an ideology name, idology change event forcedrops.
* If simulation setting is enabled, conquest start notification now directs directly to the battlefield map.
Duck56 6 May, 2023 @ 6:44pm 
i would guess similar stuff could be the case with all the other factions, ancients for example
Duck56 6 May, 2023 @ 6:44pm 
thank you <3
NilchEi  [author] 6 May, 2023 @ 6:32pm 
Vanilla Faction Expanded Classical incompatibility. Looking at the mod, they seem to create new system for modded factions resulting in conflict. I'll see if I can find a way to exclude them from ideology events.
Duck56 6 May, 2023 @ 4:52pm 
Could not get new name (first rule pack: VFEC_NamerFactionEastern)

something with "r Deity Type"

something with "DeityChristian"

probably not much of a help but somehow now hugslib just wont let me generate a report so i ll get back when i manage to