RimWorld

RimWorld

Vanilla Factions Expanded - Empire
 This topic has been pinned, so it's probably important
Oskar Potocki  [developer] 26 Apr, 2023 @ 4:25am
Feedback
Post feedback relevant to the mod in here.
< >
Showing 1-15 of 117 comments
Ontario 26 Apr, 2023 @ 4:37am 
The Grand Chair is an item in the game that has received a lot of attention due to its high beauty index. With a beauty index of 400, it surpasses even the Marble Grand Meditation Throne, which has a beauty index of only 210 despite also being a masterwork. However, the cost of the Grand Chair is several tens of times higher than that of the Marble Grand Meditation Throne, which may seem counterintuitive at first glance.

One reason for this discrepancy is that the Grand Chair requires only 100 wood to build, while the Marble Grand Meditation Throne likely requires more expensive materials. Additionally, even an ordinary quality chair adds a significant amount of beauty to a room, with an 80 point increase. This may seem excessive considering that an average builder is capable of constructing such a chair.

the VFE - Empire mod is a fantastic addition to the game that adds a lot of depth and complexity to an already excellent game. Whether you're a veteran player looking for new challenges or a newcomer looking to expand your horizons, this mod is definitely worth checking out.
Nicanor 26 Apr, 2023 @ 4:03pm 
Rather than have the titles going "Baron, Count, Archcount" in ascending order of seniority, would you instead consider having them go "Baron, Viscount, Count", and just ditch Archcount altogether? I feel that would make more sense for the historical-inspired naming scheme, since AFAIK 'Archcount' is an entirely fictional noble title; by contrast Viscount is an actual title that's above a Baron but below a Count or Earl.
Candelabra doesn't seem to have a darklight option. Would it be possible to add a darklight version for it to allow pawns with both darklight precept and royal titles to be comfortable around them?
BlakeIrons 9 May, 2023 @ 4:02pm 
This mod rocks. The only thing to be desired here is something to help deal with multiple nobles with titles, like discarding throne room requirements(but keeping the bedroom ones) for nobles who aren't the "primary" or highest ranking title in the colony.

There was a mod that used to do this for vanilla royalty stuff, but I don't know if it still exists, and if so, I'm guessing it wouldn't play nicely here.
犬走椛 13 May, 2023 @ 2:36am 
The "Gossip" seems OP to me. I've had 2 Yeomans after the classic "rescue a noble" and "babysit a pet" quests, they were +100 friends and they gossiped each other to knights for permits within half a year or so.

That feels weird as Honor should be some kind of an Empire status, not a circlejerk within your own colony :)

Instead, I think it might be better to have the gossip be "off map", basically a check would go every now and then for a random "off map" or non-colonist noble that knows your colonist noble and roll a d100, then add their opinion and if the roll is 100-200, add a honor (or more for the max), if the roll is 0-100, no change and -100-0 subtract honor.

This would reflect someone else talking about your colonist, rather than colonists promoting each other.
Datanazush 14 May, 2023 @ 1:57am 
Please add an option to remove the Honors from a pawns nickname, as it stands I don't use them because it cuts off the now extended nickname on the pawn bar which looks pretty ugly to me.
TurtleShroom 17 May, 2023 @ 7:27pm 
If I had a wish list for this Mod, it would be this:

1. XML support for multiple Deserter Pawn Kind Defs without C-Sharp.

2. An option to add any generated Pawn with a Title from the Empire to the Hierarchy, which is disabled by default.

3. An option to set manually invited Royal Visitor Quests to give a certain level of Honor, with the default being zero. In my opinion, you should get back the Honor that you spend if the character survives and is happy the whole time, with a chance to earn more Honor.

4. Either making Royal Gossip high enough in the list of Interactions with other Pawns to be certain to occur, adding a means to initiate it like you would Romance, or add an option to adjust its frequency. Also, I'd like to see Royal Gossip occur among ANYONE with ANY Royal Title in the Empire.
Sorrowsnow 19 May, 2023 @ 11:55pm 
I agree with @TurtleShroom 's last post of point 3 and 4 , so far my royal haven't seems to gossip once , there's two royal in my colony for at least a month (in game) .
Some goofi dummi 28 May, 2023 @ 5:36pm 
Just letting you guys know, that during a dev quick gen test my average tps was around 250 on a brand new colony with nothing and the amount of world pawns in the fallen empire faction was in excess of 300 mainly related to the hierarchy stuff and them having random family members.

On my second test I used "never generate relations" to reduce said world pawns and the dev test game on generation got now had around 120 world pawns in the empire faction, this change drastically reduced the resources used on world pawn ticks to the point that i'm seeing a tps that can hit 600-700 as compared to the initial 250 when the world pawns had relationship pawns generated

I really think that some kinda options for excluding the fallen empire from random relation gen should be added as a toggle in the settings along with some way to scale down the size of the hierarchy stuff to include less overall world pawns.
TurtleShroom 29 May, 2023 @ 9:14am 
Where is the "never generate relations" setting in the VFEE settings?
Attic Goblin 29 May, 2023 @ 10:16pm 
The Deserters, to me, seem like the weakest part of this wonderful and otherwise high quality addition of a mod.

As far as I've experienced, they are either obnoxious or colony-ending. I'm not sure about the other players here, but having 19, Empire-geared hostiles drop into the middle of my MOUNTAIN base through a section of constructed roof is extremely unfair.

Other times are where they go rogue off of a visiting group of traders, which is strange, as NOT A SINGLE SOUL of my ALLIED FACTION(s) would question "Hey, why are our guys suddenly fighting OUR ALLIES?" Only to then cause said allied faction to go hostile as the 2 deserters attracted the attention of my 5 turrets and 5 pawns in the area who friendly-fired them...

The answer to these situations was to save scum to avoid them or solve the puzzle before me. Save scumming should be eliminated by modders as best as you can, as if players like me felt these encounters were fair, we wouldn't save scum. But who knows? Maybe i'm the only stupid moron experiencing these problems because "lmao dogwater" and therefore my opinions shared by me and me alone should be discarded.

Not even mentioning this mod only increases the reasons why you shouldn't go against the Empire, and the Deserters function as just another antagonist.
Last edited by Attic Goblin; 29 May, 2023 @ 10:18pm
Oskar Potocki  [developer] 30 May, 2023 @ 3:10am 
Originally posted by gremlin cheeseburger:
The Deserters, to me, seem like the weakest part of this wonderful and otherwise high quality addition of a mod.

As far as I've experienced, they are either obnoxious or colony-ending. I'm not sure about the other players here, but having 19, Empire-geared hostiles drop into the middle of my MOUNTAIN base through a section of constructed roof is extremely unfair.

Other times are where they go rogue off of a visiting group of traders, which is strange, as NOT A SINGLE SOUL of my ALLIED FACTION(s) would question "Hey, why are our guys suddenly fighting OUR ALLIES?" Only to then cause said allied faction to go hostile as the 2 deserters attracted the attention of my 5 turrets and 5 pawns in the area who friendly-fired them...

The answer to these situations was to save scum to avoid them or solve the puzzle before me. Save scumming should be eliminated by modders as best as you can, as if players like me felt these encounters were fair, we wouldn't save scum. But who knows? Maybe i'm the only stupid moron experiencing these problems because "lmao dogwater" and therefore my opinions shared by me and me alone should be discarded.

Not even mentioning this mod only increases the reasons why you shouldn't go against the Empire, and the Deserters function as just another antagonist.
The moment deserters attack you they become part of the deserter faction and can be killed by both you and your allies.
Attic Goblin 30 May, 2023 @ 10:07am 
Originally posted by Oskar Potocki:
Originally posted by gremlin cheeseburger:
The Deserters, to me, seem like the weakest part of this wonderful and otherwise high quality addition of a mod.

As far as I've experienced, they are either obnoxious or colony-ending. I'm not sure about the other players here, but having 19, Empire-geared hostiles drop into the middle of my MOUNTAIN base through a section of constructed roof is extremely unfair.

Other times are where they go rogue off of a visiting group of traders, which is strange, as NOT A SINGLE SOUL of my ALLIED FACTION(s) would question "Hey, why are our guys suddenly fighting OUR ALLIES?" Only to then cause said allied faction to go hostile as the 2 deserters attracted the attention of my 5 turrets and 5 pawns in the area who friendly-fired them...

The answer to these situations was to save scum to avoid them or solve the puzzle before me. Save scumming should be eliminated by modders as best as you can, as if players like me felt these encounters were fair, we wouldn't save scum. But who knows? Maybe i'm the only stupid moron experiencing these problems because "lmao dogwater" and therefore my opinions shared by me and me alone should be discarded.

Not even mentioning this mod only increases the reasons why you shouldn't go against the Empire, and the Deserters function as just another antagonist.
The moment deserters attack you they become part of the deserter faction and can be killed by both you and your allies.
I guess I didn't make myself clear, my apologies. What happened was: Deserters turned hostile and my turrets and pawns attempted to engage, but the bullets would hit the nearby and very in-the-way allied merchants. These allied merchants had guns but made no attempt to kill the Deserters (is this a bug?). Also, I think a good change would be to have the Deserters plant bombs in areas with high value, that way they do not try to bomb my crops but actually my base where all the important stuff is. If that is even possible.
Last edited by Attic Goblin; 30 May, 2023 @ 10:12am
legodude17  [developer] 30 May, 2023 @ 11:29pm 
Originally posted by gremlin cheeseburger:
Originally posted by Oskar Potocki:
The moment deserters attack you they become part of the deserter faction and can be killed by both you and your allies.
I guess I didn't make myself clear, my apologies. What happened was: Deserters turned hostile and my turrets and pawns attempted to engage, but the bullets would hit the nearby and very in-the-way allied merchants. These allied merchants had guns but made no attempt to kill the Deserters (is this a bug?). Also, I think a good change would be to have the Deserters plant bombs in areas with high value, that way they do not try to bomb my crops but actually my base where all the important stuff is. If that is even possible.
The deserters aren't hostile to the merchants, they are only hostile to the Empire, and the player if they have nobles.
Wolfy 1 Jun, 2023 @ 4:38pm 
Is there any chance we might see a new scenario ie. New Family - light, that separates the colonist arrival from the villa spawn function?
The villa placement seems to bump heads with a mountain of mods during map generation and it would be nice to enjoy VFEE narrative with more extensive mod lists than the bare basics
(removing the villa from the scenario usually allows map gen. with just the raid and no colonists, but it's an uneducated guess that the arrival is baked in).

Perhaps the narrative can even be preserved somewhat with a vanilla crash landing followed by a raid arriving via shuttle from your pursuers as if they shot you down and are there to finish the job.
< >
Showing 1-15 of 117 comments
Per page: 1530 50