RimWorld

RimWorld

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Dynamic Diplomacy - Continued
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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1.024 MB
12 Apr @ 9:52am
9 Jul @ 8:24pm
20 Change Notes ( view )

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Dynamic Diplomacy - Continued

Description
Disclaimer: I'm not the author. But after updating it to 1.5 I did add some new features, translations and minor fixes. All thanks to the original author NilchEi for this great mod

Languages available:
English
German (Added by original author)
简体中文 (Added by Shavius, minor correction by myself)
繁體中文 (Added by Shavius, minor correction by myself)
Français (Added by myself)


Pre 1.4 mod page

https://steamproxy.net/sharedfiles/filedetails/?id=1875168898

Github of this updated mod (source code included)

https://github.com/Ionfrigate12345/Rimworld_DynamicDiplomacyContinued

==============
1.5 UPDATE:

Now introduced Factional War and Factional War Shelling AI for some of the battle sim. Thanks ShadowRabbit for these funny and wonderful AI code.

==============
1.5 UPDATE:

You can now give all 4 incidents extra triggering chances in mod config, making them happen as frequent as you want, up to once every 6 hours.

==============
1.5 UPDATE:

Now the BETA version of "Semi battle simulation" is on. You can check it in mod option and read the mousehover tooltip for more details.

In simple words, it's a mode for players who prefer more intervention of warfares between NPC factions, instead of just watching them fighting each other for fun. The fight wont start until your pawns reach there, or after 2 days timeout it will be resolved automatically without simulation. You can reach them both via vanilla ways or using SOS2 shuttles (SRTS not tested, please feedback if it doesnt work).

Also I tried to fix some issues of NPC spawning in the rock during battle sim. However with Geological Landforms it may still happen for this mod often generate "extreme" mountain maps with few walkable area. If you use Geological Landforms It's recommended to turn off all mountain types in "Landforms" tab of mod config, unless you dont use battle sim at all.

Otherwise old battle sim still works as before, no other change.

=================


Credits

NilchEi as original mod author before 1.4

ShadowRabbit as author of Factional War. I used some of the AI in this mod for battle sim.

Dingo Ananas & aRandomKiwi as authors of MercenaryForMe. For I'm not good at GUI designing so I picked melee attack png of MFM as new battle simulation site icon

Shavius for Chinese translation.
https://steamproxy.net/sharedfiles/filedetails/?id=2124595827&tscn=1716387723
注意:本模组已内置该汉化包,该链接是为了鸣谢原作者并注明中文汉化出处,无需额外订阅。

Lastly Tynan Sylvester and Ludeon as Rimworld game maker.

=======================
If you want more player intervention of NPC diplomacy, this mod now collaborates with my own mod Diplomatic Marriage & Permanent Alliance , which furthermore collaborate with Rimcities , with all these mods you can now pick a faction to permanently ally with by marriage, then help their expansion for your own purpose, instead of being completely random with Dynamic Diplomacy alone. Besides I implemented a special version of military alliance making the player involved in the great war as well, more precisely, player + permanent ally VS the rest of the world.
140 Comments
Pyl 10 Jul @ 10:41pm 
While that is true, I still think they should take a bit of different strategy tho. A bit like rock paper scissors

I am also having a small issue where the pawn doesn’t fire mortars once they built it, is anyone facing the same issue?
Ionfrigate12345  [author] 10 Jul @ 8:04pm 
That way one side will look stupid to group in a small area and let the other side easily deal AOE damage.

But what I'm thinking of next will be involving 3rd faction which is ally of one side, they can use basic AI even both sides are using advanced AI so there will still be variations
Pyl 10 Jul @ 2:34pm 
It is a wonderful addition, I actually saw them building the artillery just today, this is great work!! Thank you!!
I also wonder if it is also possible to have "siege vs. wait" or "charge vs. wait" kind of variation?
Ionfrigate12345  [author] 10 Jul @ 8:00am 
Otherwise apart from that VOID is treated as a regular permanently hostile faction. DD may randomly make them expand. VOID just has extra overall chance to expand. It s not a conflict
Ionfrigate12345  [author] 10 Jul @ 7:57am 
@29622497 The only thing DD has to do with VOID is during the auto combat resolve if the battle sim timeout in semi simulation mod, by giving VOID faction a huge bonus score during the calculation and make them more likely to win. Nothing more.

I dont think there could be any conflict
2962342497 10 Jul @ 7:54am 
Does base expansion in VOID modules conflict with expansion in dynamic diplomacy modules?
Ionfrigate12345  [author] 9 Jul @ 8:31pm 
I just added Factional War Shelling AI. Same AI logic of the Faction Bombardment incident from Factional War. AI will pick spots, build siege camp and bombard each other.

So now there are 3 possible AI in each battle sim:

-Basic (both factions simply charge towards the other side)
-Factional War (both sides group first then assault)
-Factional War Shelling (both sides build siege camp and bombard each other, after one side take enough damage they will assault the other side)

You wont be informed about which AI the NPC factions are using in the beginning. You need to find out yourself later and if necessary, accommodate your own strategy when you join the fight.

Thanks to the code of ShadowRabbit, duplicating these complex AI in DD battle sim didn't take me alot of time.
Ionfrigate12345  [author] 9 Jul @ 5:43pm 
https://prnt.sc/KcWiei4D5DnH

If it's what you are looking for
Ionfrigate12345  [author] 9 Jul @ 5:42pm 
@RoninVV What do you mean "increase the conquests of towns"? If you need the conquest event to happen more often, I just made it possible yesterday. You can have extra chance for all events separately in mod config. I just made a sample screenshot in the comment above
RoninVV 9 Jul @ 5:39pm 
Would it be possible to add a setting to increase the conquests of towns, instead of doing it manually.