RimWorld

RimWorld

Dynamic Diplomacy - Continued
247 Comments
XY78 19 Jul @ 11:41am 
OK, thanks!
Ionfrigate12345  [author] 19 Jul @ 9:12am 
@XY78 DD doesn't alter anything on player settlement, it purely focuses on NPC faction vs NPC faction
XY78 19 Jul @ 8:45am 
Do raids against the player settlement follow the same logic as when NPCs try to conquer each others' towns, or are raids against the player still just vanilla?
Mereel 16 Jul @ 10:23am 
I was just about ask for such, a bunch of tribals apparently took over a space station in my play through lol
ObscureParticle 16 Jul @ 9:24am 
Awesome. Thank you!
Ionfrigate12345  [author] 16 Jul @ 9:17am 
@ObscureParticle Good bug catch. I just excluded all Odessy Space/Orbit biome settlements from the eligible list for events of this mod.

This was not a problem before in SOS2 since SOS2 didn't have space NPC settlements.
ObscureParticle 16 Jul @ 8:34am 
Any possible way to exclude the orbital traders from being conquered?
SmellyFishNuggets 9 Jul @ 2:07pm 
oh ok
Ionfrigate12345  [author] 8 Jul @ 3:51pm 
@SmellyFishNuggets From the description of the original author, yes you can use both if you want but both will act separately so not recommended for immersion (in one mod two NPC factions are at war but the other not, for example)
SmellyFishNuggets 7 Jul @ 8:16pm 
not compatible with rimwar right?
BigDorbo 17 Jun @ 11:36am 
Grateful for your updates to this one.
Ionfrigate12345  [author] 17 Jun @ 11:20am 
UPDATED to 1.6
Please check if the worldmap tiles calculations are correct (for example, new settlement expansion tile selection). Tynan made alot of code change in the framrwork about planet tiles.
I made some rough test, seems working but my test may not cover all use cases
V.O.I.D. Advisor L22B 15 Jun @ 12:35am 
Thank you for adding V.O.I.D. compatibility.
Ionfrigate12345  [author] 26 May @ 8:19pm 
@rout This is the light version of Rimwar. According to original author you can even use both, although not recommended.
Head 26 May @ 4:24pm 
Is this better than rimwar?
Deankiller Turnupseed 21 May @ 1:42am 
I tweaked some settings for this and getting this error on world gen now.

Error while notifying ideos of a HistoryEvent: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B374C142]
at RimWorld.IdeoUtility.Notify_HistoryEvent (RimWorld.HistoryEvent ev, System.Boolean canApplySelfTookThoughts) [0x0012b] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at RimWorld.HistoryEventsManager.RecordEvent (RimWorld.HistoryEvent historyEvent, System.Boolean canApplySelfTookThoughts) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Gozer 9 May @ 8:21am 
@Ionfrigate12345 I do have a faction without languages now in my save, but no crashes so far.
Don't know what will happen interacting with them.
Ionfrigate12345  [author] 9 May @ 8:03am 
@Gozer That mod is pretty new yet. I myself am not sure how exactly its language system works. Maybe DD new factions will inherit automatically the old faction language instead of crushing (not tested)

If not sure you can also deactivate faction creation in DD.
Gozer 9 May @ 7:21am 
@Ionfrigate12345 sure, I will.
I asked because you mentioned it and invited to read its description, but no such thing was there.
Both your mods introduce interesting things and it would be a pity for them not being compatible with each other.
Ionfrigate12345  [author] 9 May @ 7:05am 
@Gozer You need to ask Rim Languages mod author for details. This mod is not open source yet I can't CRUD its internal data in my own mode in such advanced way
Gozer 8 May @ 7:46pm 
@Ionfrigate12345 but how do we create languages manually?
Is not possible for you to add compatibility with Rim Languages so that new factions have a language?
Ionfrigate12345  [author] 5 May @ 7:05am 
WARNING for the new mod Rim Languages users:

You may need to manually create language for new factions dynamically created by DD to prevent crush.

See Rim Languages mod description for details

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3450332059&tscn=1746416533
V.O.I.D. Advisor L22B 25 Apr @ 4:15am 
YES THANK GOD V.O.I.D. COMPATIBILITY
Teneksi 19 Mar @ 8:07pm 
Ye, that's fair. I'm pretty sure that setting is working as intended. I was just hoping to manually override their current relations, if there's a way.
Ionfrigate12345  [author] 16 Mar @ 6:42am 
@Teneksi personally I never checked "allow permanent enemy factions to change relationships," , nor I touched the legacy code, so not sure what will happen.

Since I'm not the original author, there may be some legacy features on which I dont understand well myself.
Teneksi 15 Mar @ 1:55pm 
In case it may help, I set my "Length of History Generation" setting to 1000000. At lower values, it did in fact have very little effect.
Teneksi 15 Mar @ 1:53pm 
Is there a way to edit or reset the relations of other factions? I want to reset my pirate/savage factions to make sure they're enemies with pretty much everyone else.

I misunderstood the setting "allow permanent enemy factions to change relationships," thinking that would mean I could make them neutral toward me. Now, instead, the civil outlanders are refusing to come help me fight the pirates who live to kill and eat the weak, who somehow became their friends at some point.

...I could understand them forming a tenuous peace, and not wanting to threaten that. I just missed the ramifications of that option.

--

On a separate note, History Generation definitely works with this version. I don't know why, or why it might not, but it works on my machine.
Ionfrigate12345  [author] 14 Mar @ 7:23pm 
@ObscureParticle rebellion event has a chance to trigger on each conquer event
Ionfrigate12345  [author] 14 Mar @ 7:23pm 
@2_Modray I myself never saw them either since 1.4, seems the author didn't implement it and I have no idea of its purpose either so I left it as is
ObscureParticle 14 Mar @ 11:50am 
I've been waiting a while but no rebellion event. Or clone factions, even thought I have the option toggled.
2_Modray 14 Mar @ 9:22am 
History Generation seems to not do anything. I put it into my starting scenario, but nothing happens. No events trigger, no error messages to suggest it's anything messing with the mod, just nothing.
Ionfrigate12345  [author] 8 Mar @ 8:11am 
@Mordred From the original author's version, you can just set the faction elimination chance to 0, this way even it looses all settlements it can still rise again by rebellion event.

I didn't alter this part of the code.
Ionfrigate12345  [author] 8 Mar @ 8:09am 
@bryguy190 There's no systematic script to detect the number of player colony during NPC diplomacy incidents.

1. The alliance of this mod is only triggered between NPC factions, when one faction grows powerful, other NPC factions will ally themselves against it. It happens only among NPC factions themselves.

2. In my another mod Diplomatic Marriage & Permanent Alliance (DMP), there s something that may be similar to what you are asking for. If your permanent marriage ally faction grows too powerful, it will trigger the special variant of alliance incident of DD, all other NPC factions will create global alliance against your permanent ally AND PLAYER, it will be a permanent war until your permanent ally becomes weaker, or downgrade to a regular DD alliance event lasting 10 rounds if your marriage alliance with that NPC faction ends
bryguy190 7 Mar @ 7:41pm 
Will this mod be compatible with empire 1_5? I want to see if the worldwide alliance feature is strong enough to go against the player
Mordred 3 Mar @ 4:49pm 
If possible, will you add an option to prevent factions from conquering the last settlement of
other factions? Just the empire got wiped off my map quite quickly and barely got to interact with them at all.
Spiderbot7 24 Feb @ 4:26pm 
With ideology mechanics disabled at colony start, you still get the "Ideology changed" event for different factions. The pawns from those factions then have ideologies, ideology rituals, and ideology related hediffs, despite the ideologies being impossible to view and interact with.
Ionfrigate12345  [author] 20 Feb @ 11:17am 
@AkumuNyaaa Declare war and make peace between NPC faction it's already in DD, even before 1.4

As for reputations between NPC, it's hard to implement for they dont exist in vanilla data structure. There are no reputation values between NPC factions, only 3 states: hostile, neutral and ally, and the two latters make no real difference.
AkumuNyaaa 20 Feb @ 11:08am 
also they can declaring war
AkumuNyaaa 20 Feb @ 11:08am 
V you know factions, when we starting to trades to gain reputation and improve relations like friendly chats and conversation. But now the rimworld vanilla diplomacy is lame.
Ionfrigate12345  [author] 20 Feb @ 11:04am 
@AkumuNyaaa What do you mean "redux"? DD is already very lightweight compared with RimWar
AkumuNyaaa 10 Feb @ 5:41pm 
If dev comeback, would be awesome to do with redux diplomacy
Pyl 17 Jan @ 7:05pm 
Ah okay, thanks :)
Thought there’s an event or sth
Ionfrigate12345  [author] 16 Jan @ 7:33am 
@Benjomcfly #Skinned Monkey This mod concerns only NPC owned, Settlement type of world objects. There is nothing to do with outposts from other mods, as long as they dont use Settlement type.
Ionfrigate12345  [author] 16 Jan @ 7:31am 
@Pyl There s no specific incident for rebellion, but each conquest event has a chance to be a rebellion.

It's not done by me, it's how the original author made it work.
Pyl 16 Jan @ 7:23am 
Can I ask what's the console command for rebellion event? It just seems to never happen in my game.
Ionfrigate12345  [author] 15 Jan @ 6:27am 
@Vincenator I dont see the reason why not, but no guarantee since I never used Empire
Vincenator 14 Jan @ 8:54pm 
do yall know if it's compatible and interacts with Empire 1.5?
bdnews7805 21 Dec, 2024 @ 1:38pm 
@Ionfrigate12345 sorry for a (very) delayed response, no I do not get any red text upon the improperly simulated battle. I don't believe any of my mods alter pawn type of factions but I have several that add pawn types and factions, such as all of the VFE and VRE series. I could leave a link to my mod collection if you wish to do some investigating
Benjomcfly 18 Dec, 2024 @ 8:26am 
For me from the ideology DLC when outposts form around your base its possible for them to expand into their own factions and this has been a occurrence which adds unneeded factions which are causing problems with raids and other events
FirstBornAcorn 12 Dec, 2024 @ 10:29am 
This should be compatible with tiny worlds? (Mod that makes the generated wold smaller, helps with steamdeck performance)