RimWorld

RimWorld

Dynamic Diplomacy - Continued
Showing 1-10 of 21 entries
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Update: 11 Aug @ 8:35am

[Auto-generated text]: Update on 8/11/2024 11:35:06 AM.

Update: 9 Jul @ 8:24pm

[Auto-generated text]: Update on 7/9/2024 11:24:43 PM.

Added Factional War Shelling (mortar bombard) AI for Battle sim.

Update: 9 Jul @ 5:01pm

[Auto-generated text]: Update on 7/9/2024 8:01:28 PM.

Update:

Update:

Improved NPC spawning algorithm on battle sim. Now both sides are guaranteed to spawn at two locations sufficiently far away so that they wont clash too early. This is especially helpful when they fight using advanced Factional War AI. Also I added the matching cell finding condition to make both spots reachable each other so that they wont spawn on two sides of the map separated by mountain without regular path.

May still not always work on some extreme mountain maps generated by mods like Geological Landforms.

Update: 9 Jul @ 12:43pm

[Auto-generated text]: Update on 7/9/2024 3:43:14 PM.

Update:

1. Fixed the issue of mod config window too small

2. Introduced a new AI for battle sim, the one of Factional War made by Shadow Rabbit, if you use this mod as well you wont be strange of that funny and wonderful AI. Now for all battle sims, both sides are highly likely to use the same AI to fight each other.

Update: 8 Jul @ 7:40pm

[Auto-generated text]: Update on 7/8/2024 10:40:47 PM.

Added a small but useful feature:

Now you have 4 new mod options for all 4 incidents of this mod (Conquest, Diplomacy Change, Expansion, Ideology Convert) to add extra triggering chance per 6 hours, which are independent of storyteller base chance. You can make whatever incident you want to trigger as often as you want, up to once every 6 hours or 4 times a day when setting to max value 100.

Update: 8 Jul @ 2:51pm

[Auto-generated text]: Update on 7/8/2024 5:51:10 PM.

Updated a new algorithm of autoresolving semi battle simulation after timeout.

Now instead of 50/50, the winning chance of each faction is based on their tech level. Some well known modded factions which are much more powerful than vanilla will have extra score during the calculation. Currently my script can only identify VOID from Faction V.O.I.D and SacrilegHunters from Caravan Adventure.

Update: 8 Jul @ 1:14pm

[Auto-generated text]: Update on 7/8/2024 4:14:02 PM.

Add inspect text for battle sim

Update: 8 Jul @ 7:10am

[Auto-generated text]: Update on 7/8/2024 10:10:49 AM.


A small fix. I forgot to serialize battle sim label and description

Update: 7 Jul @ 8:21pm

[Auto-generated text]: Update on 7/7/2024 11:21:38 PM.

Fixed a bug about battle sim:

When SOS2 or Rimnauts2 are detected, the script will now use fixed temperature range check to search for simulation tile, instead of suitable biome check for NPC pawns. For unknown reason these two mods cause issue of suitable biome check for both NPC and player pawns, making tile search fails and end up always in the same tile 0 (or maybe -1), even in ocean.

Also added description on each battle sim site to show who is against who for which contested settlement.

Update: 7 Jul @ 5:33pm

[Auto-generated text]: Update on 7/7/2024 8:33:22 PM.

Hotfix about SOS2/Rimnauts2 breakdown the battle simulation tile search.