RimWorld
Filthy Orc Invasion temporary fix
26 comentarii
Mlie 31 iul. 2020 la 11:51 
Since this patch seems to fix and improve the original mod more to the way the original author described it I have chosen to incorporate most of the changes in the 1.1-version.
Thank you for the good analysis of the mod!
Tarojun  [autor] 20 apr. 2020 la 19:15 
This patch only fixes the current issues of 1.0, and if you want 1.1, it may as well re-publish that mod as a new one.
I will see if something is being done first before anything else though.
aastronautic 20 apr. 2020 la 18:20 
Hey, wondering if you're gonna update this to 1.1, but since this is supposed to be a patch i dont think that would be possible.
Tarojun  [autor] 13 febr. 2020 la 12:38 
From original mod, yes. I have not changed anything on that aspect.
Fly666monkey 13 febr. 2020 la 0:20 
Is it intended for Orcs to be Male only?
Tarojun  [autor] 10 febr. 2020 la 14:45 
Load this after the race mod. I'll add this to clarify it in the description for consistency like other patch mods should be doing.
H-72 10 febr. 2020 la 13:16 
I apologize for asking this if the answer is evident but in terms of load order, should this be above, below or does it not matter?
HandsomeAwkward 9 febr. 2020 la 22:13 
Thanks for this fix. Looking to get back into Rimworld after a long while off of it and I was wondering if this mod had been patched yet. Haven't tried it yet but as long as the faction at least appears this time around you've done more than the author has.
Draken 3 febr. 2020 la 3:21 
oh i see, so the problem is the pawns the storyteller can "purchase" span too broad a equipment selection rather than the pawns themselves being undervalued as i figured they where ?

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.
Tarojun  [autor] 2 febr. 2020 la 14:42 
Thanks for the feedback about the raid size. Having only two available pawnkinds to work with does make it very limited in how to balance it, as if there is too much difference in combat power rating, it can sort of make the raid not generate properly.

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.
Draken 2 febr. 2020 la 13:24 
you sure you didn't go overboard on the orc raid sizes ? they outnumber the tribals and come with significantly more armor per pawn.

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.
Tarojun  [autor] 1 febr. 2020 la 6:43 
Please describe the problem with more details.
Gemi ningen 16 dec. 2019 la 4:01 
Thank you for this amazing works!! I really enjoying this fix. Just...just thnak you sp much!
Vreek Klonk 15 dec. 2019 la 1:57 
Tested it, and it's definitely much better now.
Tarojun  [autor] 14 dec. 2019 la 9:59 
I think I see the problem, and I've updated the pawnkind and raid loadout.
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.
Vreek Klonk 14 dec. 2019 la 6:19 
I noticed that when just starting a new game only 1 orc pawn will be spawned at their faction bases. This makes it extremely easy to annihilate them at the start. Could you maybe look into this?
Tarsis 13 dec. 2019 la 19:34 
You, sir, are a hero, a scholar, and a gentleman. or perhaps:
You, madam, are a heroine, a scholar, and a future world leader.

Not sure. But thank you!
Yolo$wagger 13 dec. 2019 la 14:45 
Ahh, you are 100% right! I just noticed that the "orcs" mod that I have installed is different from the one your fix is applying to.

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! :steamhappy:
Tarojun  [autor] 13 dec. 2019 la 13:55 
All their armour and weapons can only be equipped by Orcs, how it already is in the main mod.

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.
Yolo$wagger 13 dec. 2019 la 13:41 
Hey there! Is there any way to make sure that the orcs are in some kind of "enemy only" mode?

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.
Tarojun  [autor] 13 dec. 2019 la 9:58 
The Orcs already got forced traits for ugly and staggering ugly, but what the author wanted is to also disable pretty and beautiful. The HAR framework for disabling traits is like this:
<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.
Oniwabanshu 13 dec. 2019 la 9:14 
I think this is it:
<forcedRaceTraitEntries>
<li>
<defName>Beauty</defName>
<degree>2</degree>
<chance>50</chance>
</li>

At the race xml
Oniwabanshu 13 dec. 2019 la 9:10 
I really can't assure any of what ia am about to say, but i think i remember the Asari race had a higher chance of being beautiful defined in their xml.
I'll go check exactly where.
Tarojun  [autor] 13 dec. 2019 la 8:56 
Setting the trait commonality affects everyone else if I did that, and a race mod shouldn't even touch that. It's just how the HAR framework handles disabled traits restrictions, without considering specific parts of the spectrum if it has one, such as Beauty type traits, they're all actually under the same trait def.
Oniwabanshu 13 dec. 2019 la 7:44 
Thanks for the fixes!
AFAIK Pretty and Beautiful can't be disabled, but you can set their commonality to very, very low.
ManfromGalilee 13 dec. 2019 la 2:49 
Thx Man now i can insult orc warlord by comms console