RimWorld

RimWorld

The Firm
17 Comments
lil-Ant 9 Dec, 2023 @ 2:16pm 
Great mod, A lighter version would be great though, less dependencies
TurtleShroom 8 Dec, 2023 @ 7:47am 
Welcome back! I suggest that you should look into Zaljerem's version of the Mod so that people don't have to download so many Dependencies. His version preserved your use of them, but also allowed for players without them to enjoy the Mod.
Trokare  [author] 8 Dec, 2023 @ 6:22am 
1.4 update published with integration of the DLC Biotech and Ideology + some of the new Vanilla Extended Mods like the Vanilla Races Extended and the Memes and Structures Mod for Ideology that include a Corporate origin and a Trader Meme.
TurtleShroom 15 Dec, 2021 @ 11:23am 
Please consider making a version without the Vanilla Explanded bloat.
Trokare  [author] 21 Sep, 2021 @ 12:48pm 
@Croctus : yes, sadly I found no way to manage hostility based on tech level so they are hostile to tribal but neutral if you choose the crashlanded start. Actually depending on my tests, they may even be hostile to industrial factions if the ideologies are conflicting.

@theothers : without the required mods, they are rough outlanders who trade in slaves, drugs and organs so they aren't interesting.

Actually the whole mod was built around theses weapons and will develop to include them even more via custom events and quests.

I plan to create other faction mods, some of them with even more requirements like biome requirements, I fully understand that this will put off some players but you can't satisfy everybody.
Croctus 21 Sep, 2021 @ 8:16am 
So are they meant to be permanently hostile to tribals? I keep getting peace talks with them that succeed but they stay at -100 reputation.
jaeger972 18 Sep, 2021 @ 9:22pm 
you might want to try conditional patches that allow compatibility with certain mods without requiring them.
TurtleShroom 18 Sep, 2021 @ 2:46pm 
I mean, it's your Mod, so you do you, but many of us have hundreds of Mods and don't want MORE weapons and armor spam, etc., to clog up our game.
TurtleShroom 18 Sep, 2021 @ 2:46pm 
There ARE only three optional Mods. The rest is monstrous Mod bloat. I personally wouldn't require anything but Vanilla Apparel and Vanilla Weaponry.
CrackaJack 18 Sep, 2021 @ 2:14pm 
sometimes vanilla raiders kidnap colonists instead of stealing what they can, maybe you can increase the chance for that smh?
Trokare  [author] 18 Sep, 2021 @ 12:56pm 
@CrackaJack : I'm trying to do that, there is a team with non-lethal weapons but they aren't kidnapping yet.

@TurtleShroom : The mods that aren't needed are on the recommended list, one of my goals creating this mod and a few others I planned, is to put to use some often overlooked part of the vanilla extended collection.
CrackaJack 18 Sep, 2021 @ 11:51am 
i think this might be a rlly good one, will try
CrackaJack 18 Sep, 2021 @ 11:48am 
send recruiters=raid you with stun weapons and kidnap people?
TurtleShroom 18 Sep, 2021 @ 10:54am 
HOLY CRAP I LOVED THAT BOOK!

That said, HOLY CRAP , that Dependency List is MURDER. PLEASE consider making that optional! Does it REALLY need anything besides the Vanilla Apparel Expanded and Vanilla Weapons Expanded Mod?
Roque the Rogue 18 Sep, 2021 @ 7:32am 
I thought this was a pseudo shattered empire faction for some reason, where you could rise in the ranks gain permits, there were a few mods that done this in the past, heh.
Anyways, this mod looks good, I'll be sure to test it soon.
Chargeflare001 18 Sep, 2021 @ 7:24am 
Cool Idea:steamthumbsup: