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Thank you for the good analysis of the mod!
I will see if something is being done first before anything else though.
why not simply value the baseline orc at a higher combat power ? they are clearly ahead of the baseline pertinent/drifter archetypes in their possible lethality, i would say somewhere between the tribal warrior and tribal berserker.
or does this generate problems for the selection code because it ends up with points it cant spend ?
not terribly familiar with the architecture of rimworld sadly.
I'll add a few more pawnkinds to make it more varied, which I avoided because even if the original author did come back and fix all the main issues, it would still make the save file dependant on this patch mod to maintain the pawnkinds I've made.
i prefer not to use killboxes, and a defensive setup that will obliterate massed tribal raids and pirates struggle with orcs because they're so numerous and hard to put down.
Vanilla expanded's flame turrets work wonders on the horde mind you, but it seems a bit cheesy that the best way to counteract a raid is to make half the map a blazing inferno as terrified orcs run around on fire.
It's a bit of an overhaul on those two aspects, but there should be a little more variety now.
Starting orcs spawn with far less things equipped from the get-go, as it should be like how other starts are like. I slightly rearranged the actual starting PawnKind, as there seem to be a confusion in that area and I've sorted it now.
You, madam, are a heroine, a scholar, and a future world leader.
Not sure. But thank you!
I'll be sure to check this one out, together will all these nifty Vanilla Expanded mods. I really need to start afresh, my savegame is getting outdated, lol.
Thanks helping me out!
As for "enemy only" mode, their starting relation is always hostile to you, ranging between -100 to -10. And faction relation change over time for them is set that it won't ever go up towards neutral even at -100.
If you aren't satisfied with that, I believe from Vanilla Faction Expanded - Core, there is a scenario condition that you can manually force certain relation aspects with all or specific factions, where you can set them to always hostile.
I'm not adjusting the Orc faction myself that much, to allow for other people's choice of play styles to be free.
That is, I only want these orcs as enemies - I don't want them as colonists, and I don't want their (possibly unbalanced) armor/weapons to be wearable by humans.
<disallowedTraits>
<li>Kind</li>
<li>Gay</li>
<li>Wimp</li>
</disallowedTraits>
As you can see, there's no fields available for a spectrum input to disable a specific part of a spectrum type trait. For now, degree -1 (Ugly) and degree -2 (Staggeringly Ugly) of defName trait Beauty is 5% and 10%, left untouched in the race mod. The author did put degree 1 and 2 on 0% chance.
And now just after some testing, it seems no beauty type traits never shows up with the current configuration.
<forcedRaceTraitEntries>
<li>
<defName>Beauty</defName>
<degree>2</degree>
<chance>50</chance>
</li>
At the race xml
I'll go check exactly where.
AFAIK Pretty and Beautiful can't be disabled, but you can set their commonality to very, very low.