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Royalty Empire Rework: Redux (Beta)
   
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Mod, 1.6
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1.236 MB
8 Apr, 2024 @ 1:44am
22 Aug @ 11:59pm
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Royalty Empire Rework: Redux (Beta)

In 1 collection by MadeThrone11206
Royalty Empire Rework: Redux - Trilogy Collection
6 items
Description
A new and improved complete rework of the Imperial troops to make them more of an actual futuristic threat, or allies of your choosing. Equipped with advanced bionics and weaponry.

This mod also includes some re-balanced changes to spacer armor/pulse weapon stats to make them more useful along with new traits for pawns and soldiers alike.

Additionally, this is also compatible with the "VFE - Empire/Deserters" mod and even includes a complete rework of the Deserter troops like the Empire to make them more formidable. Furthermore, it is highly recommended to get the "Integrated Implants" mod to prevent negative EMP effects on soldiers fielding brain/stomach implants.

Side Note: Though Biotech isn't required, the Empire units will be nerfed without it, as they won't have access to Hussars nor the beamgraser and hellsphere cannon.

Empire Units:

Normal Fights:
- Trooper
- Grenadier
- Supporter
- Royal Soldier
- Royal Guard

Breach Fights:
- Royal SpecOp (Assaulter)
- Royal SpecOp (Supporter)
- Royal SpecOp (Suppressor)
- Royal SpecOp (Vaporizer)
- Royal SpecOp (Demolisher)

Special Units (Stellic Guards):
- Royal Honor Guard (Ranged)
- Royal Honor Guard (Melee)

Deserter Units (if using "VFE - Empire" mod):

Normal Fights:
- Trooper
- Grenadier
- Heavy Trooper
- Supporter
- Officer

Breach Fights:
- SpecOp (Assaulter)
- SpecOp (Grenadier)
- SpecOp (Suppressor)
- SpecOp (Supporter)
- SpecOp (Officer)

P.S.

This is the main dependent mod of the Redux trilogy, meaning all the other faction submods are reliant on it to work and are optional. Additionally, the Redux trilogy is currently in beta, so expect some possible unbalancing here and there.

Expressions of improvement are welcome and encouraged. This is a beta, after all, so player feedback would be nice to help aid development.

Also, if you do happen to have the "VFE - Empire" mod enabled, note that I made a patch that should prevent Deserters from spawning in other faction raids.

Credits:
Ludeon Studios - Preview image
Zaljerem - Preview image edit
Team behind "Vanilla Expanded" series - Creators of the "Vanilla Weapons Expanded" mod.
삼치구이/CeroForGrill - Creator of "Rimsenal - Augmented Vanilla Pack" mod.
Popular Discussions View All (4)
0
6 Aug @ 8:31pm
PINNED: Gear Stat Changes
MadeThrone11206
0
12 Aug @ 1:02pm
Improvement/Balance Suggestions & Bug Reporting
MadeThrone11206
0
9 Aug @ 11:28am
Develeper Blog
MadeThrone11206
9 Comments
MadeThrone11206  [author] 7 Sep @ 1:39pm 
Warning:

The upcoming 3.0 update will break saves fielding these mods due to changes in their FactionDefs:

Competent Outlanders = Semi-Advanced Outlanders
Well-Organized Pirate Band = Advanced Pirate Band
Organized Pirate Band = Semi-Advanced Pirate Band

Apologies for the inconvenience. That said, I’d recommend either making mod backups or deleting the factions from your saves to prevent needing a restart.

The update will arrive in a few days once finalized.

Side Note: Some changes were also made in the “Advanced Outlanders” FactionDefs, but shouldn’t break saves once the update arrives. Still, just to be sure, I’d also recommend either a backup or deletion like the other three.
MadeThrone11206  [author] 22 Aug @ 11:11pm 
Notice:

Since the “VFE - Deserters” mod is primarily a campaign add-on for the base “FVE - Empire” mod, I have decided to integrate the “Royalty Empire Rework: Redux - VFE: Deserters” mod directly into the main “Royalty Empire Rework: Redux” (RERR) mod through patches. As a result, the “RERR - VFE: Deserters” mod has been removed and is no longer available as a standalone option. It is now fully merged with the base RERR mod.
MadeThrone11206  [author] 21 Aug @ 2:20pm 
Update - Future Plans:

With a bit more browsing, I’m considering adding the “Vanilla Armor Expanded” mod as another dependency (alongside possible others: i.e., the “Vanilla Weapons Expanded - Heavy Weapons” mod), which could enhance the trilogy rather nicely. It would even spark a few more subfaction mods, including some overhauls to virtually all factions within the trilogy to accommodate the additions.

Furthermore, the “siege-breaker” armor will either be a prototype created by the Imperials or instead be worn by a rival to said Imperials; say some ultratech expeditionary force upon the rim from mysterious origins that just so happen to field armaments more advanced than the Sophians’, as the armor has shielding and is a tier higher in terms of strength and durability.

“No one knows who they are or where they came from. If anyone has a clue, it would likely be the Imperials who might have some inkling about these enigmatic outworlders.”
MadeThrone11206  [author] 20 Aug @ 10:33pm 
Update (Part 1):

The Improved Deserters submod is now available alongside the new 2.5 update.

Furthermore, I found a “no fleeing” tag within the Deserter faction def, so I decided to add it to the base Empire faction along with The Foundation, meaning they won’t flee during battle.

Additionally, a “raid delay” tag was also found within the Deserter faction def, which I decided to implement for all the other factions within the Redux trilogy. The delay tag in question implies that the earliest a raid can happen is within 100 days, which should give the player enough time to prepare before facing the “organized” factions within the trilogy.

Should there be a request to tweak the delay to be longer or shorter for any particular faction, note that I will take notice. The same applies to the “no fleeing” tag as well, regarding whether it should be removed for the three factions.
MadeThrone11206  [author] 20 Aug @ 10:33pm 
Update (Part 2):

That said, I found a mod relating to the royalty intro quests being delayed and decided to implement it with an expanded timeframe. You should expect to see the intro noble wimp quest to fire after 100 days have passed. And when it comes to the intro deserter quest, it should fire after 110 days. Furthermore, I also implemented another mod by the same author that allows the quest to raid an Imperial outpost for loot and psylinks to be repeatable.

Here are the two mods in question that I implemented regarding the quest delays and repeatable outpost quest:

Yoann - Deserter Empire Outpost Delay Intro Quests: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3333345097

Yoann - Deserter Empire Outpost: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3332899289

Side Note: If the added intro quest delays do not suffice, then I’ll take notice in altering them to be longer or shorter if requested.
MadeThrone11206  [author] 12 Aug @ 12:57pm 
Update: 2.0 experimental release
MadeThrone11206  [author] 11 Aug @ 5:31am 
Update:

After some browsing, I’ve decided to remove the additions from the “Expanded Charge Weaponry” mod and have them be replaced by the additions of the “Rimsenal - Augmented Vanilla Pack” mod, effectively acting as the “new” advanced charge weapons introduced by the Imperials.

Furthermore, the charge weapons from the “Vanilla Weapons Expanded” mod, alongside the base charge rifle, will serve as the “outdated” charge weaponry used during the ancient war upon the rim. That said, this “2.0” update to the Redux trilogy will arrive eventually after some editorial testing. Afterward, I will then see about improving the Deserters within the “VFE - Deserters” mod, as stated in that “Developer Blog” I posted.
MadeThrone11206  [author] 31 Jul @ 1:48pm 
@DigitalDomino

Thank you for the bug report. I believe "imperial bio-engineering" was also broken when looking at the file. That said, it should be fixed now.
DigitalDomino 31 Jul @ 6:20am 
Why is the "studious" trait actively halving my pawn's global work speed? Surely, it's meant to be increasing it rather than decreasing it?