边缘世界 RimWorld

边缘世界 RimWorld

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Faction Resources
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
文件大小
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更新日期
412.339 KB
2020 年 2 月 24 日 下午 2:08
2024 年 4 月 21 日 上午 10:19
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Faction Resources

描述
Unlisted due to bugs that popped up with the last couple Rimworld updates. No game breaking bugs but there will be times where resources will not be added or subtracted at the appropriate times.

If you'd prefer a lighter-weight alternative, try my new mod Faction Raid Cooldown.

If you want a rather ambitious replacement, try Rim War instead.


Original Description
The goal of this mod is to make the factions feel less like infinite enemy spawners and more like actual factions in the world. If a faction sends a huge raid at you and you kill most of them, they will suffer massive losses and be unable to send another large raid for some time.

This is only applied to factions that have settlements in the world. So mechanoids, insects, or any other 'hidden' faction are not affected.

Designed to be used with my other mod, Enemy Self Preservation, but can be used standalone.


Mechanics
Factions how have resources they spend when they spawn groups of pawns. This applies to most scenarios where pawns are spawned, so that includes raids against your settlements, your attacks on enemy settlements, caravan ambushes and so on. Factions without enough resources should be automatically excluded from events, however if a faction is forced to spawn pawns for some reason and they don't have the resources for it, they will be allowed to spawn a single pawn to avoid anything breaking.

When a pawn leaves a map of it's own free will the resources that were spent on the pawn are refunded, minus a percentage based on its current health. If a pawn gets shot up badly but manages to limp away, the faction will only receive a small amount back.

This also applies to friendly factions. So if a trading caravan shows up at your door, the faction had to pay for it with a significant amount of resources which they will receive back when the caravan leaves... unless of course something happens to them.

A faction's maximum resource capacity is based on how many settlements they currently have, plus a multiplier based on their tech level and a little bit of randomness. In general, the higher the tech level, the higher the maximum capacity. If a settlement is destroyed, their maximum capacity suffers.

Every in game hour every faction will receive a small amount of resources based on their maximum capacity, their tech level, and your chosen difficulty level. In general, the lower the tech level, the faster they regain resources. It is easier to acquire a club than it is to acquire an assault rifle after all.


Extra Features
  • Customizable: Each faction has a multiplier for their resource capacity that can be adjusted at anytime on the settings screen if you feel a certain faction should have more or less resources. Adjusting the capacity will also recalculate all other values.
  • Exclude factions: If you have a certain faction that you don't want to use the resource system, they can be excluded from the settings screen and they will operate like a vanilla rimworld faction.
  • The message that appears when a faction receives a refund for a pawn exiting a map can be disabled.


Compatibility
  • Not compatible with Rim War: Use Rim War instead of this mod. Rim War has its own system similar to this mod, using this mod with that one will have undesirable results.
433 条留言
Darius Wolfe 8 月 15 日 下午 12:40 
This mod was replaced by another one (Faction Raid Cooldown) and mlie has a continued version of that one here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3547098393

It accomplishes a similar function, but is less complex.
MurMax 8 月 15 日 上午 8:12 
does it work on 1.6? Anybody tested?
MajorityOfTheInternet 7 月 14 日 下午 6:51 
This mod is actually quite needed considering Rim War is a dead mod based on how Torann never updates it (it's been almost 1.5 years). Do you plan on updating it to 1.6?

Maybe it works on 1.6 without needing to change anything I assume?
HighFlyer96 4 月 19 日 上午 7:04 
Just encountered a bulk goods trader at my base. A Single pawn without resources, animals or trading option. When a caravan encounters another caravan to trade, they often just have 1 pawn, no animals and 1-2 pemmican to trade without any money.
HighFlyer96 4 月 18 日 上午 8:23 
Same experience as Scytheangel. Allied factions lose resources just like enemy raid, but don't recover anything even if I gift the caravan a bunch of resources.

Furthermore, quests that promise me a handful of enemies in an outpost only spawn a single enemy colonist when the resources of the factions are low. Accordingly, they drop to 0 when I kill that single pawn.
Scytheangel 4 月 10 日 下午 5:23 
not working correctrly for me, when traders come they lose resources, but when they leave they dont recover them.
Mayo 1 月 5 日 下午 6:42 
@blackrave from my experience, it works pretty well still. The faction resources are deducted when a raid starts, and when a raider leaves the map the resources have gone back up a little bit. I haven't really noticed any drastic amounts of points being added when a raider leaves the map, nor have I noticed a lack of points being deducted or added during raids, but then again I'm often too focused on the raid itself to really pay attention to those numbers.

In short, 99% sure it works all the time even on a heavily modded game.
blackrave 2024 年 11 月 10 日 下午 7:18 
So what is the state of this mod.
It works? Doesn't work?
Or works sometimes?
Ionfrigate12345 2024 年 6 月 14 日 下午 12:23 
@Lachy Distance based calculation is very performance consuming. I dont think thats a good idea.
Lachy 2024 年 6 月 10 日 下午 9:47 
"A faction's maximum resource capacity is based on how many settlements they currently have"
This means playing on a 50% map is harder than 30% because all the settlements globally are one giant pool of resources?
If that's true, then surely it should be based on settlements in a radius of actual travel time of x days.