RimWorld

RimWorld

NPC Bonus
11 Comments
Mlie 13 Aug, 2020 @ 1:50am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2195967255
Hope it helps anyone!
DMCurt 2 Jul, 2020 @ 9:49am 
I'm worried I'm not quite understanding this mod, looking at the settings for it.
Does this mod do anything upon install, or do you need to mess with the settings for your individual game to make this mod work to balance raiders?
If so, do you have any recommendations/guidelines for use?
Shark 2 Apr, 2020 @ 6:40am 
Hello, sir

Any chances we get this "limits or ties equipment use to the pawn faction best tech level" mod you stated before?

Not gonna lie. I really really want it. Many people like me play medieval mods just because there is no such mod to limit things to tech level. :steambored:


Pelador  [author] 7 Mar, 2020 @ 10:26am 
@brucethemoose

Not wrong, it's finding the sweet spot really of what you want with the settings. And I cannot compensate balance wise for your compliment of mods in considering what elements may have been added that then are accessible to NPC's and Players. Or considering any disparities between them. That would be far too complicated.

I could look into faction curves for max pawn points costing and the incident point curves themselves to see if "tweaking" this would add another option for players to adjust. But given current priorities, unsure when I could start to analyse and test these elements.
brucethemoose 7 Mar, 2020 @ 10:04am 
Would it be possible to adjust the spawn/raid budgets of tech eras? Correct me if I'm wrong, but as I understand this mod, the game will spawn fewer overall NPCs if each one is "more expensive" and vice versa.


I ask because I'm running the "Enemy Self Preservation" mod, and boosting the raid budgets of Tribal/Industrial era pawns would help balance it out. But in general, balancing event spawn budgets by tech era would be pretty cool.
OttersHoldHands 17 Feb, 2020 @ 9:44pm 
@Pelador
Thanks for the detailed response! That is an interesting insight into how all that works. I didn't think that giving them more money would make it take less time to gen a pawn but it makes sense. this mod seems to allow me to have constant challenges all the way to the late game which is something I'm missing. I look forward to trying it out. :D
Pelador  [author] 17 Feb, 2020 @ 9:10pm 
@OHH cont....

Potentially giving pawns a bonus will also reduce the number of attempts the generators apply as they are more likely to get a valid apparel set with more of an allowance. So it will help with pawn generation performance also.
Pelador  [author] 17 Feb, 2020 @ 9:06pm 
@OHH cont...

I did do a patch that fixed the tech level of the pawn for ChickenPlucker, which I also use for personal use. And this then limits or ties equipment use to the pawn faction best tech level. But that is more of a containment thing than a booster. I might have to release a version of it later as a mod other authors can make use of.

But if you boost allowances, you can be assured that pawns will try to apply better equipment. And in the case of modded use with additions or more expensive items in comparison to vanilla useful then to give the NPCs more of an equal footing where applicable.
Pelador  [author] 17 Feb, 2020 @ 9:03pm 
@OHH

The game kind of increases difficulty by varying what storytellers can do by applying more points based on your colony wealth which is attributable from a number of things. And generates a number of pawns based on that score for an event. Normally with the possibility of more difficult kinds that will use better gear (as per the vanilla convention) or because they are pawn specific to the event/incident.

"Pawnkinds" are interlinked with this process, but this is more to do with what those pawns are "potentially" able to equip, but the game uses other controls and biases by tags, commonality of items or materials, whether the pawn is actually capable of using the item and other nuances. It is quite involved and interrelated, and in the case of modded pawnkinds it get more complicated further as it depends on how the author has applied all of these elements and whether they are more unique or homogenising with vanilla or other modded definitions.
OttersHoldHands 17 Feb, 2020 @ 8:20pm 
Is there a way to tie the tech advancing of your colony to what this mod does? Can I start as medieval and as I get better tech the world gets better and better weapons?
Pelador  [author] 17 Feb, 2020 @ 6:14pm 
@update

Ludeon mod metadata reversion