RimWorld
[1.2] Playable Shattered Empire
25 opmerkingen
Dami_XK 8 jul 2022 om 17:32 
can someone create another version please.. for 1.3
??? 30 mei 2022 om 10:36 
Nice lin
Stardust Commander 29 mei 2022 om 17:17 
hey im sorry but it seems the successor has been taken down is there any other version?
Reel  [auteur] 18 apr 2022 om 13:46 
Boomer has made a spiritual successor to this mod that works in 1.3, feel free to use that instead.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2796471618&searchtext=

I will probably be discontinuing this mod since I ran into a couple issues working with the XML that I was unable to fix.
Makoto Freaki 13 jan 2022 om 12:40 
How's this going?
Ornlu 25 aug 2021 om 9:28 
Is the 1.3 patch still coming? No sweat if you still need some time tho, work is more important than this mod.
Reel  [auteur] 6 jul 2021 om 14:12 
I'll get onto a 1.3 patch once I have free time, currently occupied with work outside of modding.
Reel  [auteur] 14 jun 2021 om 13:25 
@Vauban I've probably played this scenario more than any of the vanilla ones, this mod attempts to stay true to the vanilla style, and titles are the same. If you randomize pawns long enough you'll be able to start with pawns that have the freeholder/yeoman titles with their psylinks included.

Vanilla Expanded Framework is used so that you start the game with hostile relations to every faction, while being allied to The Shattered Empire. Players will have to either destroy the hostile factions or attempt to make peace with them, this is mostly a balancing decision as a trade-off to being allied with a powerful faction, and start out with decent gear.
TheSordishMan54 14 jun 2021 om 12:27 
That modification is underrated as heck, can't even resist this mod by playing as a freakin' division of the Shattered Empire faction, sounds cool on the paper but mostly importantly: Does have changes on honourable titles or no changes in vanilla style?
Reel  [auteur] 5 mrt 2021 om 14:15 
King Zog 5 mrt 2021 om 10:54 
Thanks, king.
Reel  [auteur] 5 mrt 2021 om 10:11 
@South Sudan Gaming I'll see what I can do.
King Zog 4 mrt 2021 om 18:35 
could you make a mod that allows the player to start as a barbaric tribe? I like the faction base icon.
MadeThrone11206 26 aug 2020 om 8:37 
Oh, hello Reel. I didn't know that the mod you were talking about was of your own creation. Congrats!

Well, since I'm here. I might as well let you know if you haven't already, that I have now created two new civil war submods for the 'Royalty Empire Rework' mod I made, and since I made them they should make this here mod more interesting to play.

If you want, the 'Royalty Empire Rework' and the 'Royalty Empire Rework: Vanilla Weapons' mods will have a description of them both along with links to their mod page.

If you perhaps decide to get one or both of them, I hope that they will make your game more interesting to play, and even perhaps more so since with this mod you will be right in the middle of the civil war and will have to try and put it down and reunite the empire from the separatists if that's what you want.

Well... In that case Reel. I bid you good day.
Daronkil 4 aug 2020 om 7:31 
thanks for the help! Really appreciated it!
Reel  [auteur] 4 aug 2020 om 7:03 
@daronkil Apologies for the slight detour I fixed the new issue
Reel  [auteur] 4 aug 2020 om 6:29 
@daronkil Give me a sec actually, found a new issue
Daronkil 4 aug 2020 om 6:28 
Thanks haha
Reel  [auteur] 4 aug 2020 om 6:06 
Updated the mod to work on 1.2! In the future I might consider adding more of the newer royalty-related events to the custom scenario, we'll just see how it goes.

@Daronkil Fixed the issue by unticking "Affects hidden factions" on the forced faction relations section in the scenario. For some reason despite it directly forcing those hidden factions to be hostile, they just really want a hug, haha. You might have to start a new game for it to take place, or use DevMode to change their relations to hostile (if that's even possible) Hopefully that fixes that though!
Daronkil 4 aug 2020 om 4:49 
Hello, uhh when I added this mod and played this scenario, for some odd reason all the mechanoids, ancient people and the insects are neutral to my colony, even with the mech pod incident and the infestation incident they are not hostile nor my colony is hostile to them. (there shouldn't be any conflicts because I have no mods modifying all three of those factions and this issue began when I just started a new colony with this mod. Only had this mod added recently, besides the electric braziers.)
Reel  [auteur] 26 jul 2020 om 9:45 
@Smithers
You're using the scenario it comes with, right? If so then it might be a mod that either conflicts with VFE Core in general, or a mod that changes faction relations by default whenever you start a game.

I'm not sure how changing the player faction would fix it, considering all that would change would be the base icon and the starting pawns. Have you tried using dev mode to change the faction relations? (Fourth top button, General category, Set Faction Relations)

If that doesn't work either, then you can just make a custom scenario and add "Forced faction relations" with empire being +100
Smithers 26 jul 2020 om 7:52 
Hi, I love the mod and have been looking for something exactly like this in my playthroughs.

My problem: I always start at -100 faction relations with the Empire no matter what I do. Relations can't be raised by sending them gifts. If I change my faction to 'New arrivals' in the scenarios, it works as intended. I have VFE loaded before your mod as intended. Could it be a conflict with another mod?
Reel  [auteur] 25 jul 2020 om 6:25 
@Hoki
1. Starting faction relations is apart of Vanilla Factions Expanded Core, which is required for the mod. Factions that are added from mods will also be affected from the -100 relations. So if you were to add a friendly fox race faction mod and play the scenario, it'll start out at -100 relations.


2. The starting pawns come with the noble titles of Freeholder or Yeoman, nothing else above that. You do automatically get the research available to make noble apparel and the starting pawns will spawn with Eltex shirts assuming you're not using any other mods. From there on, you can choose which pawn you want to become the leading noble.
Hoki 25 jul 2020 om 5:47 
intresting approach for the DLC.

there are 2 things i was wondering:
1. "All factions including hidden (Starting: -100, Natural: -100)" is that an option in the editor? because im simply asking regarding factions that are added via mods and wether or not they are affected by this as well.

2. since you're basically playing as a vassal shouldnt you start with at least one set of noble attire?