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 Απρ, 9:52
11 Αυγ, 8:35
21 σημειώσεις αλλαγών ( προβολή )

Συνδρομή για λήψη
Dynamic Diplomacy - Continued

ΠΕΡΙΓΡΑΦΗ
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.

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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.

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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.

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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.
166 σχόλια
Playkey 12 ώρες πριν 
There is a bug that goes off the map without attempting a battle in an inter-force battle.
RoninVV 17 ώρες πριν 
@csc001 do you have have maximum amount of faction bases? If you playing on maximum population, might be at settings limit.
kingcogius 11 Αυγ, 9:31 
no problems now. thanks for the update!
Ionfrigate12345  [Δημιουργός] 11 Αυγ, 8:46 
Updated:

1. Factional War Shelling AI may only be used in battle sims where both sides are post industrial factions (not tribal or medival). The triggering chance is also reduced.
2. There might be def name conflicts with Factional War during my copy paste, which causes some weird AI behavior in battle sim when playing together with that mod. I renamed these def in my mod and it seems working now at least on my side. For those who reported this bug please check again if you still have the same issues.
csc001 11 Αυγ, 7:35 
first thank your mod ,there is two red log bug,hope fix ,thank
csc001 11 Αυγ, 7:33 
[Dynamic Diplomacy] Failed to run NPC_Expansion in IncidentManager.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
DynamicDiplomacy.IncidentManager:RunDDIncident (string)
DynamicDiplomacy.IncidentManager:WorldComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Planet.WorldComponentUtility.WorldComponentTick_Patch0 (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
csc001 11 Αυγ, 7:33 
[Dynamic Diplomacy] Failed to run incident NPC_Expansion
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
DynamicDiplomacy.IncidentManager:RunIncident (RimWorld.IncidentDef)
DynamicDiplomacy.IncidentManager:RunDDIncident (string)
DynamicDiplomacy.IncidentManager:WorldComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Planet.WorldComponentUtility.WorldComponentTick_Patch0 (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
kingcogius 11 Αυγ, 6:35 
tested with just factional war continued and replicated the problem for me. shelling works fine but the ai breaks down on regular attacks
Ionfrigate12345  [Δημιουργός] 11 Αυγ, 5:12 
@watler I use factional war myself (1.5 is also under my maintenance) so I dont think its the problem. Tacticowl may be interesting, in the AI code I order always both sides to charge towards the other, without constant AI instruction update they may just swap their positions without fighting. But since I have Run and Gun they will fight on their move anyway so the problem becomes somehow hidden.

For siege AI of tribal, I ll just disable it in next update

Thanks for the test
watler 11 Αυγ, 1:03 
@Ionfrigate12345 i noticed an issue whilst testing: tribal factions can also use the shelling ai but it looks as if they fail to use the mortars after building them. Also the shelling AI is used too often in my opinion, it happens far more often than the normal ones (every time for me)

from my testing, I was able to get the problem to occur with this modlist: https://pastebin.com/6gycGGRH

but could not with this: https://pastebin.com/QQ17f7AG

the most impactful changes in my eyes are: [SR]Factional War Continued, Tacticowl (the 1.5 Ferris one), Tacticowl - Ghouls/Mechs Patch, Vanilla Expanded Framework, Clean Pathfinding 2, Vanilla Weapons Expanded - Coilguns - Heavy - Frontier, Coilguns - Low Power Mode