RimWorld

RimWorld

Royalty Empire Rework
32 Comments
Fangslash 23 Nov, 2021 @ 9:33am 
Hi there, I believe I've found a bug related to permits in this mod and the two sub-mods:

Since you gave all permits the same defName, only the faction that is loaded last will have permits.

That is, if Rimarian/Rimirian Empire are installed, only one will have combat permit while the other have nothing, and the original empire only have food/medicine permit
Bulquerque 16 Nov, 2021 @ 9:47am 
make 1.3 this is a good mod
Bulquerque 14 Oct, 2021 @ 5:29am 
1.3 i love this mod
Dark Speaker 17 Jul, 2021 @ 9:30pm 
Nice mod. Will there be any updates for supporting 1.3?
literally 21 Nov, 2020 @ 12:55am 
maybe remove the circadian half-cycler from the troop bionic implants? they walk so slow because the armor + toughskin gland + 75% consciousness and lower all their stats
MadeThrone11206  [author] 25 Aug, 2020 @ 8:48pm 
Announcement!

I have now released two new civil war submods that brings in two new empire factions that seceded from the empire.
MadeThrone11206  [author] 22 Aug, 2020 @ 4:24pm 
@Reel

There, I have now created another version where the vanilla weapons has been unedited.
MadeThrone11206  [author] 21 Aug, 2020 @ 11:36am 
@Hohen

So... You find it redundant since the beginning message when they arrive etc, already says imperial/imperials which makes the beginning word 'imperial' on the troops to be unnecessary.

And do you mind telling how you 'misunderstood was the purpose of this mod' for I think it should be quite obvious since this game takes place centuries into the future, and so that the empire should be fielding up to date technology instead of the now primitive flack armor and industrial weaponry that they did.

And like I said to Reel, that this is the main reason why I even decided to make this mod in the first place. For I found it to be very underwhelming for the empire to be fielding such outdated equipment.

I'm sorry if this perhaps sounded a bit rude, but I would just like to know, and since you really didn't explain yourself in full enough detail, I really am still not too sure what you mean exactly.
MadeThrone11206  [author] 21 Aug, 2020 @ 8:52am 
@Hohen

1.

I believe you misunderstood, for it is not 'imperial imperial' for one of the imperials is referring to the whole group such as the 'imperials form the (name) are fleeing' while the other such as in the now 'imperial trooper' is just referring to the pawns name.

And no, I never said that you didn't say anything about them not being 'imperial' or being 'bleak.' For that is what I said to explain why their names may seem to be either 'star wars-y' or just perhaps a bit bland and uninspiring. And again no, I am not saying that you are saying this. For I am the one saying this to try and explain why their names are the way they are.

And if they had a better name besides their faction being known as 'empire' then I would give it to them, but they are just known as 'empire.'
MadeThrone11206  [author] 21 Aug, 2020 @ 8:52am 
@Hohen

2.

And I also plan on trying to make another mod where the empire is in a civil war, where the separatists will be named differently, like instead of 'Imperial Trooper' they would perhaps be renamed to 'Rimarian Trooper' of the new Rimarian Empire since they are on a rimworld.

Now I thank you for bringing up the capitalization errors on the troops and they should now be fixed.
MadeThrone11206  [author] 21 Aug, 2020 @ 6:25am 
@Hohen

I'm sorry you feel that way, but they are referred as 'imperials' in the game, nor do they really have a proper name either besides being know as 'empire.' So that is why they may seem to be a bit 'bleak' name-wise.
MadeThrone11206  [author] 21 Aug, 2020 @ 5:42am 
@Reel

There, I gave them new bionic implants. If you think I should change something, perhaps let me know.
MadeThrone11206  [author] 21 Aug, 2020 @ 5:39am 
@Sexual Mongolian Yurt

There, changed some of the names. Thanks for the feedback.
Clocktower_Echos 19 Aug, 2020 @ 2:01pm 
This looks like an excellent little mod! My only suggestion would be in the names. Have the Cataphracts be Imperial Shock Troopers, have the Champions be Imperial Grenadiers and shorten the names of the last two to something like "Imperial Foot Guard" or "Imperial Legionary Warden".
Reel 19 Aug, 2020 @ 8:17am 
That's actually smart making them biocoded, cheers.
MadeThrone11206  [author] 19 Aug, 2020 @ 5:53am 
@Reel

There, it should be better now, and all of those who posses spacer weapons should now be only bicoded to them so that it cannot be as you said, 'cheat-y' for the player, and I also made them a bit more expensive to make as well.
MadeThrone11206  [author] 19 Aug, 2020 @ 5:18am 
@Reel

Thanks, and now that you bring it up, I think I also will make another mod that makes it so that the raiders and such won't have them, and make the spacer guns only exclusive to the mechs and the empire. Also I might have to make them a bit more expensive to make as well so that the player just can't make too much of them, for the spacer guns should be end game since they will be more powerful than the industrial ones.

Or I will just do that in this one.

Now I thank you for the advice, and perhaps let me know of anything else you think I should hear.

Now once again I thank you, and I bid you good day.
Reel 19 Aug, 2020 @ 5:05am 
Yeah it's all good, I agree with some parts about the Empire needing better gear than just plate armor and flak. I also checked the XML file and compared the spacer weapon stats with vanilla.

I think Charge Rifles should be 30 range, 21 damage and 40% penetration and Charge Lances should be 40 range, 1.4 warmup and 45 damage

I get that you're focusing this around the fact that the empire should be using these but outside of empire usage this is going to affect raiders and possibly mechanoids too, and if your own colonists ever manage to obtain these weapons it might feel a bit cheat-y to use if you're allied with the empire.

Thanks for hearing me out though I'm excited to see what this has to offer in the future considering this mod works pretty well with my Playable Empire Scenario mod, good luck dude!
MadeThrone11206  [author] 19 Aug, 2020 @ 4:55am 
@Reel

The reason why I edited the spacer weapons, is that I wanted them to be futuristic weapons that the empire would use, for they would be more efficient and deadly than the now primitive regular weapons since this game takes place centuries into the future.

That is also the main reason why I even made this mod in the first place, for I found it to be very underwhelming for them to field basically rabble with now outdated equipment such as flack armor. For they really should be fielding better troops with up to date technology that I tried to give them.

So no, I have no plan to revert them completely back in this mod, but if I get complaints about them being a bit too op, then I will see about lowering their stats some. I'm sure you understand.

And I might also see about giving them more implants as well, now that you bring it up.

I'm sorry for any inconveniences that this may have caused, but like I said, I'm sure that you understand.
MadeThrone11206  [author] 19 Aug, 2020 @ 4:42am 
@Reel

I suppose I will make a different version of this that does not change the base weapon stats.

And also note that I am still trying to 'balance' them still, for I looked at the other weapons and I saw that spacer guns were a bit too much, so they should now be better, game-wise so to speak.

Now my main goal is to make the empire faction into more of an actual up to date faction that should be challenging when up against, and most importantly not field such now primitive gear.

Now I thank you for the advise and I hope that you enjoy the mod, and either decide to side with the empire, or try to crush them and end their imperialism of trying to take over the rimworld. At least that is what you could imagine to make things more interesting so to speak.
Reel 19 Aug, 2020 @ 2:13am 
Idk about changing the vanilla weapons but I do like the idea behind this mod, how about revert the weapons but give the imperials more bionic implants?
MadeThrone11206  [author] 19 Aug, 2020 @ 12:24am 
@HappyHead

So you want me to make it so that they have fewer bases? Well I'm sorry, but my knowledge of modding is very limited so I'm not too sure how to do that, but I suppose that I could one day look into it by making a different mod for it. Or it is actually very simple and all I have to do is edit some file, but which one that is I'm not too sure just yet.

Now I'm not too sure about creating more royals, for like I said my knowledge in this field is not that 'grand' per say. Yet for at the moment I think they have enough royal pawns, well at least I think they do. Or perhaps you mean something else entirely.
MadeThrone11206  [author] 18 Aug, 2020 @ 9:34pm 
@CatLover366

Hmm, it would seem that the 'excellent' quality, is the highest it will go I'm afraid.
HappyHead 18 Aug, 2020 @ 9:09pm 
Can you also lower their city spawn rate?
I like how strong the empire is, but I also feel their presence is a tad much for a "rim-world" yknow? A small powerful faction able to dominate the planet from their few hq's makes more thematic sense, and could give more character to the royals you encounter since you're more likely to see them again
MadeThrone11206  [author] 18 Aug, 2020 @ 8:26pm 
@CatLover366

I tried to put in legendary but it didn't work, yet I never tried to put in masterwork, so I will give it a try.
CatLover366 18 Aug, 2020 @ 7:38pm 
nice tho i thing the stellic units ought to have masterwork gear cos they are elites
MadeThrone11206  [author] 18 Aug, 2020 @ 6:44pm 
@CatLover366

There's now a better description of what this mod is, just to let you know.
CatLover366 18 Aug, 2020 @ 6:07pm 
ok
MadeThrone11206  [author] 18 Aug, 2020 @ 5:56pm 
@CatLover366

I also renamed them as well.
MadeThrone11206  [author] 18 Aug, 2020 @ 5:55pm 
@CarLover366

It simply gives the empire troops better gear and weapons.

Note that I had to edit the spacer weapons, so if you want, perhaps let me know if you find them to be a bit too op.
CatLover366 18 Aug, 2020 @ 5:52pm 
what does it do