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Funny thing was she was awful (bad ideology*, lots of disabled work types, etc.) but it still made things interesting and I kept my pawn.
*What was hillarous (and sad about it) was my pawn was already unhappy at being dumped/rejected a number of times (biggest reason I wanted to take the marriage for him). Then her ideology was one that had lovin set to never.
The space maps from the new Odessy DLC are now also identified and behave in the same way of previous SOS2 & Rimnauts 2 space maps.
For example, a letter pops up :
"Your colonist <name>, child of your faction leader <name>, is now adult.
These factions may propose a diplomatic marriage for them :
* faction list, with estimated time before proposal *"
If we had no compatible faction before (not enough relation) but we do have enough now, maybe a different letter :
"The faction <name> now considers diplomatic marriages with your faction.
These pawns are eligible for diplomatic marriage :
*pawn list*
This faction will propose a marriage in roughly <time>"
(Also if it could be retro-active, meaning if you do code this and after I update the mod, any currently eligible pawn and faction will trigger the letter)
Also, may I suggest making this event a bit more variable with the ability to generate encounter map and control PA pawns during it?
Why does couple requiring help from raid always decide to just chill in the snow instead of going inside the house or home area at least?
@Rhaenys This mod focus on marry-off, which means your pawn will leave to join an NPC ally faction yet you still need to worry about their safety to keep the union. If I let player ideology leader marry off, they will no longer be your leader for they are no longer player controlled pawn, unless I let the other side marry in, but marry-in is not a part of this mod for making your own pawn a VIP of the union will make the most important playstyle of this mod pointless. If you like marry-in, a mod called Romance on the Rim can do similar things
Do you have any plans to allow the players leader to marry the child of another leader? I know there would be an issue with leaders not spawning with family, but I am very willing to customize families of leaders in my saves, this feature would add so much!
会检测mod文件夹里是否有游戏原版的dll文件。然后恰好这个mod就有,而且是在log的最上面,我找了两天才找到进游戏就弹窗的原因。
I just updated the latter by adding a new feature called "Semi battle simulation", allowing you to join any battle sim between two NPC factions. The battle wont start until you arrive (unless timeout) so you now have another way to help your PA expand by winning the DD battle sim.
Later I may add some warning messages in DMP for all DD battle sims concerning your marriage union ally. But it's not a must have as long as you dont miss the DD popup messages.
It may make vanilla settlement assault too easy with such ally reinforcement. It's recommended to use a mod making enemy faction base more powerful, such as Vanilla Faction Base Expanded or Powerful Faction Base
Added a new option on radio station to ask reinforcement from PA faction when attacking a regular enemy settlement. This will make your PA takeover the settlement after victory, instead of destroying it as usual.
This feature allows you to help your PA expand much faster. You just need to attack an enemy settlement, once entering the map you can call PA in your colony to join you.
Does NOT work on Rimcities special settlements (city, citadel etc.). For Rimcities joint assault, there are other quests for this purpose.
The old one was written in the beginning of Beta, lots of new features are missing.
In previous version it counts only the ratio of total number of settlements, but now Rimcities special settlements (cities and citadels) contribute to more weight during the calculation whether your PA is enough powerful to be targeted by other factions.
Add widgets to show info about current Permanent Alliance and temporary stay incident, if they are available, so that you won't be confused who is your permanent ally, which child you married off, or when they will leave your colony during a temporary stay.
The widgets are on the bottom right, just above icons panel, where it shows biomes and temperatures etc. The detailed info are shown only on mouse hover.
For random NPC pawns suits rerolling may not be a problem, but for DMP it will void a major part of the feature.
A small compatibility update for VEE (Vanilla Events Expanded), now the chances of most incidents of this mod can be configured dynamically in VEE, except Temporary Stay which uses complex and dynamic chance calculation.
Just pay attention to the quest Permanent Ally City Defense, the chance is tripled when the alliance is active against your PA (if you have both Rimcites and Dynamic Diplomacy) so setting to a higher value may make yourself too busy.
Rimnauts 2 Celestial bodies maps are also considered as SOS2 space maps.
A small update for more realistic chance calculation of Rimcities city defense quest:
When your permanent ally is targeted by the special variant of global military alliance in Dynamic Diplomacy, they will ask you much more often to help them defend their large cities (In another word, they will send you Rimcities city defense quest much more often)
Please note that this Rimcities quest may make them loose the city if you ignore or fail it, its how it works in "Vanilla" Rimcities
A small fix that I didnt think of for A Petition For Provisions patch:
Now the items request option is unavailable on SOS2 space map, just like other inappropriate mod events. The APFP delivery caravan NPC and their animals obviously don't have EVA suits protections
Now DMP can also collaborate with Dynamic Diplomacy (DD).
In DD, there is an event Global Military Alliance which triggers when one faction is too powerful and is about to conquer the whole planet, this event make all other factions ally themselves and declare war on the most powerful one.
With DMP + DD, your permanent ally may be targeted by a special DMP variation of alliance. Unlike DD which let only NPC fight themselves, the DMP version of alliance will make the whole world declare war on your permanent ally AND the player. If you use the features of Rimcities (or other mods of your choice) to help your PA to become too powerful, now you'll face the challenge against the whole world together with your PA.
Permanently hostile factions and the Empire may or may not join the alliance against you, depending on the mod config of DD (This mod reads the config of DD)
I also updated DD for some code improvement.
Integration done for A Petition For Provisions (APFP). The code of this mod is well organized so that I easily injected my Harmony patches. Didn't take me alot of time.
Details about how it works can be found in the tooltip of the new in-game mod config But to summerize in brief words:
1. Items requests become a privilege offered exclusively by your permanent ally. You can no longer make request to any non-hostile faction.
2. There is a CD after each successful transaction until you can make another request (my patch considers the moment when APFP caravan drop any goods as a successfuly trasaction).
3. The CD length depends on the power of your permanent ally, more precisely, on the percentage of their settlements over settlements of all factions on the world.
4. If Rimcities is installed, large cities are also counted as settlements during this calculation.
This way it will have real benefit to help your PA to conquer the world.
-Added Rimcities city defend quest as well.
- For Rimcities quests, fixed a bug causing quest to show incorrect description and look target
- Now the couple will likely to appear among NPC of your permanent ally in all Rimcities quests.
The version seems stable enough, I now remove the Beta tag.
Enter World map-> Open Debug Action Menu -> Do Incident (World) -> DMP_Rimcities_PACombinedAssault
This quest is NOT prohibited if the player is on SOS2 space map, unlike most others
As I said just promised days ago, this update introduces a BETA version with collaboration of Rimcities.
Now permanent ally may ask you to assault large cities of your common enemies, if you have Rimcities installed. The quest is fully from Rimcities, unless it's triggered by my mod and always given by your permanent ally. It wont interfere with the same quest in Rimcities and the chance is calculated independently in this mod.
If you have Rimcities, please place this mod after it (or use tools like Rimpy to sort again). This may change the mod loading order of your current save but is harmless despite the warning message
If you dont have Rimcities, this update wont have any change.
This is still a BETA for the test of collaboration with Rimcities. If works well, I'll make more content into this quest (making the couple guaranteed to appear in combat, for example), also more Rimcities events to come as new interactions with PA, such like city defense, assassination, etc
- (Rimcities) The permanent ally has additional chance to ask you to help them attack a city. This is a Rimcities quest that my mod can directly trigger.
- (A petition for provisions) Only permanent ally will offer you these cheap goods at your choice and deliver them to your home. Other factions will simply deny your request. Also, failing to offer enough silver will have a chance to break the PA. Otherwise this mod is abit too OP.
I will try to achieve them with only harmony reflection (this way there wont be dependencies on these mods), but I need to dig abit into the code of these two mods to see if they are feasible.
1. Fix a bug causing homesick (nostalgia) event still happening even the player only has SOS2 space map.
2. Fix several language texts in some popup letter titles making placeholders like {0} to appear
If you need some explanation about this message, the script check regularily if you currently have a valid permanent alliance, INVALID_EMPTY means you dont have it. There are other status codes if you open the xml file
getting quite a few errors from this:
DMP: Permanent Alliance Validity Check. Result code:INVALID_EMPTY
DMP: Permanent Alliance Validity Check. Result code:INVALID_EMPTY
DMP: Permanent Alliance Validity Check. Result code:INVALID_EMPTY