边缘世界 RimWorld

边缘世界 RimWorld

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Superhero Genes - Villains and Stereotypes
   
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Mod, 1.4, 1.5, 1.6
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1.417 MB
2023 年 11 月 19 日 上午 5:29
9 月 28 日 上午 6:53
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Superhero Genes - Villains and Stereotypes

在 Alite 的 2 个合集中
Super Genes Collection
4 件物品
Alite's Gene Mods
13 件物品
描述
Villains and Stereotypes gives an enemy faction that uses the genes provided by Superhero Genes, and some xenotypes and gene randomizers that make it easier to quickly make a super. It also adds a new scenario that makes everyone other than the Villain faction permanently hostile, and a storyteller that increases the game difficulty a decent amount.

By default, the Super-villain Gang is hostile, but if you manage to turn them into an ally through quests, gifts, and good old fashion murder, you can rise through their ranks to gain access to a new end-game quest. You can increase your rank through quests similar to how you can rise in ranks with the Empire. Every tier after initiate gives a permit point that can be spent on special villain permits. These permits can be obtained through the normal permit menu by selecting the arrow circle in the top left corner of the menu to select the faction.

Superhero Genes - Hero Organization adds non-evil super factions, and for those with royalty it adds a few quests including one to two end-game quests. It requires this mod, and many of the Hero Organization's quests involve the League of Villains.

[github.com]
[ko-fi.com]
[discord.gg]
90 条留言
Alite  [作者] 9 月 30 日 上午 4:20 
There's a medieval villains setting that restricts what they can spawn with, and if you have the Hero Organization mod there's a similar setting for that one as well
Bones 9 月 29 日 下午 7:55 
Can this work in a Medieval playthrough?
Alite  [作者] 9 月 22 日 下午 8:23 
If you're referring to the label that the throne shows for satisfies title, that's a mistake on Ludeon's part where it only shows the last title that accepts the throneroom despite it working for both of them (i.e. if the throne says satisfies tier 5 villain and you assign a baron to it, the baron will still be happy).

You can still assign the throneroom and get the proper alerts for the pawn's Empire title even though the throne will continue to claim it's trying to satisfy the reqs for a different type of title. I wish I had an actual fix for it, but because it's a bug in the vanilla code any solution I try to come up with risks causing more problems than I solve.

If you aren't using any mods that change the Empire's throne reqs, the throneroom requirements are the same between the two similar tiers (i.e. Acolyte and Tier 2 are mostly the same, Knight and Tier 3, etc), with the main exception being that villains don't mind Anomaly buildings.
[193rd] Sunrise 9 月 22 日 下午 7:34 
Sorry, I wasn't clear. The throne room's title requirement says "Villain tier X" and I'm trying to figure out how to revert it to the standard Acolyte, Baron, ect.
Alite  [作者] 9 月 22 日 下午 7:24 
No clue what you mean by "switch the title requirements". If you just mean the permits, you can go back to the Empire's menu the same way you got to the Villain's. There isn't anything else I can think of that involves switching anything
[193rd] Sunrise 9 月 22 日 下午 7:01 
Hi, sorry to pester you, but is there a way to switch the title requirements back to vanilla royals? I've been trying to figure it out for a while and haven't found the switch, if indeed a switch there be.
oinko sploinko 9 月 8 日 上午 7:19 
Thanks, honestly never made sense to me that laborers wouldn't be good at labor
Alite  [作者] 9 月 7 日 上午 7:04 
Laborer skills should be fixed now. It won't impact existing laborers, but future ones should now have okay levels in construction, crafting, and mining, with a chance for some other bonus skills. If new laborers are spawning with below level 8 in any of those skills, verify file integrity and/or force steam to redownload this mod (and hero organization).
Alite  [作者] 9 月 6 日 下午 5:58 
They use the same information as the Empire's laborers, though now that I think about it I don't recall those laborers having very good skills either. I'll make myself a note to look into doing some skill override stuff for the villain laborers
oinko sploinko 9 月 6 日 下午 4:58 
Are villain laborers supposed to have such awful labor stats? Both groups I've gotten so far are borderline useless