RimWorld

RimWorld

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The Empire strikes back
   
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Mod, 1.6
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29 Jul @ 6:22am
1 Oct @ 1:46pm
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The Empire strikes back

Description
Tired of watching the ultratech ‘Empire’ show up to your killbox like they’re roleplaying as medieval cosplayers with charge rifles?

The Empire is supposed to be the most evolved faction on the rim. They hail from a glitterworld. They have military expierience. They are the only faction resembling an actual country and
having something like a uniform army. And they have the best tech. At least they should have. They should not be getting wiped out by 3 naked cannibals and a tamed boomalope. Let alone any modded player faction.

With this mod, Empire raids become legitimately terrifying — filled with gene-enhanced supersoldiers, implants, and gear worthy of their tech level.

Mod Philosophy

The aim of this mod is to give the empire same or at least some of the tools player factions have access too. This means genes, implants, bionic and gear. There will be no new things except for a small Hediff.
Instead the Empire will take its arsenal out of your modlist. Trying to be as plausible lorewise according to my interpretation of the Empire. The Empire is not supposed to turn into just a generic super faction. They should still keep their identiy.
The Empire should be challenging but not super op. For this reason and because it makes sense lorewise the empire only has access to Ultratech stuff and below. No archotech stuff.

This is mainly achieved by giving the empire better equipment and bionics.

The most changes are done at cataphract level pawn in order to make the early game not overly punishing considering that the empire is naturally hostile to all player factions except New Arrivals.

Customizable by Mod Settings where feasible.

Features

Settlements are better defended. They now inlcude Stellic Guards and Wardens and roughly double to triple the amount of defenders.

For everyone:
- better equipment for all pawns
- increase access to bionics
- increased money and access to equipment (if you use mods with stronger spacer weapons they now have the money to pruchase them)
- biocoded weapons
- painstoppers
- military training hediff that gives small combat related bonus (toggable in Mod Settings)
- unwaveringly loyal (toggable in Mod Settings)
- chance for luciferium infusion (changeable in Mod Settings)

Troopers:
- basic Military appeal (no more wearing troopers Cowboy Hats)

Champion
- advanced basic Military appeal

Cataphract
- ItemQuality set excelent
- Bionic Eyes
- Bionics Legs
- Bionics Arms

Stellic Guards and Warden
- only masterwork equipment
- full set of basegame bionics
- Coagulator
- HealingEnhancer
- Immunoenhancer

Supported Mods/DLC
And now where the real power comes from.
(all following mods/dlcs are optional)

Biotech
(configurable in Mod Settings)
Be ready to fight the empires own genetic super soldiers.

The empire now also starts genemodding their pawns and creating super soliders. Combat related genes will be added to their Xenotypes. Also negative genes will be added to balance out the metabilic cost.
The higher your wealth the more genes are added. The genes are handselected to give some form of advantage during battle.

Also inlcudes the new Hussar genes for the empires gene experiments.

Odyssey
- Pawns can spawn with unique weapons (configurable in Mod Setting)
- If biotech is installed pawns in Space will get the Vaccuum Resiliant gene

Supported bionic mods
There is support for some of the bigger bionic mods to give the empire more power. If any of the following mods are installed, better bionics are distrubited to the epmires pawn.
Starting with the Stellic Defender and Warde getting the improved set of bionics. The cataprhact get the old Stellic bionics while the old Cataphract bionics getting passed down to champions and janissaries.
- Integrated Implants
- EPOE-forked
- [FSF] Advanced Bionics Expansion
- [FSF] Vanilla Bionics Expansion
- RSBE (Hadrcore Edition should work too)
- MSE2
(For maximum implants and bionics on empire pawns use the first three, but all add something)

- The Absolver gets new bionics too

- Adds new rarer pawnkinds with eltex weaponry wearing psychic-sensitivity increasing equipment.

Also patched the Eltex Weapon Tag to replace it with "EltexGun" and "EltexMelee". Didnt find another way to only give the weapons to the new pawns. But make sense lorewise since only empire spawn with eltex gear in vanilla. Should also work as a slight buff if this weapon pack is used since these are not that great on 100% sensitivity vs 100% sensitivity fights which are probaly the norm.
Disclaimer: Not sure how good they actually are. Sound good on paper but didnt play enough to see if these are truly strong on high sensitivity pawn.

If Powerful Psycast AI (Continued) or AI Can Use Psycasts is installed a new psycaster pawn will be added to raid, with psycast specifig gear.

While not explicitly supported, for additional difficulty and anti cheese i recommend using
- Harder Gear Looting or Death Acidifiest
- Vanilla Psycasts Expanded (only this or one of the Psycasts mods mentioned above)

Technical stuff
XML patches are used where possible. But something cant be done without C#. Especially adding the gene since i didnt want to bloat the game with dozen new Xenotypes just to make the empire stronger.
All harmony patched behaviour can bis disabled in the Mod Setting if needed in case there are problem, incompatibilies or just because you prefer it that way.

Performance impact should be neglectable small. Pawn a modified and raid creation and with my hardware i didnt notice more lag during raid generation than normal, even with raid points raid.

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Please feel free to leave feedback (balance or general), more support suggestions or problem/bugs in the comments.
Generally i would be interessted if the random gene approach is fine or if fixed progression of added xenes would be better.

Disclaimer: I wont add immediate support for big gene mods like Alpha genes, B&S or WVC. There are simply too many genes and i think the current random approach doesnt work very well there.
Im think if doing it a litte bit different with them. So no ETA on support for those.

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GLORY FOR THE EMPIRE
59 Comments
KahirDragoon  [author] 14 Oct @ 4:25pm 
@Lemon caro No. Might work anyway havent tried it. You would "only" gain the exellence quality, higher hediff buget, luciferium, military training, unwaveringly loyal and the additional genes (if enabled).

Probably need to load MO after this so their patches can remove/overwrite mine.

Will put testing it on my todo list but no promise or ETA.
Lemon caro 14 Oct @ 1:58pm 
is their a version for medieval overhaul?
pillbug2 12 Oct @ 2:09pm 
Thank you very much!!
snake 4 Oct @ 5:37am 
hey, could you also add a chance for Bionic Hearts to spawn on imperials?
KahirDragoon  [author] 1 Oct @ 1:46pm 
Added compatibility with MSE2
KahirDragoon  [author] 28 Sep @ 4:57am 
@pillbug2 Havent used MSE2 but acording to their Stam page they remove the advanced bionics. Since my patch forces them on pawns it fails.

Can try to find a solution for this but it will take a few days.
pillbug2 27 Sep @ 4:59pm 
Hello, hope you are well. I found that EPOE-Forked errors if this mod and Medical System Expansion 2 are loaded in a minimal list. Do you know how this could be fixed? I realize this could be an issue from any of these mods. Thanks you.

https://gist.github.com/HugsLibRecordKeeper/c85c3ceee897f50bd0507b3fb890fce3
KahirDragoon  [author] 27 Sep @ 9:35am 
Yes if you want prevent some from being bought randomly add them to the Dissallowed patch.

My mod does force some bionics like limbs, painstopprer and so on by patching techHediffsRequired. They also have an increased budget in addition which they use to buy bionics on spawn.
o0Zeke0o 27 Sep @ 9:28am 
Oh ok thank you very much, i now understand, so basically what all those patches were doing is just adding them to the allowed list of bionics for the pawns from the empire, for every type (example, cataphract, janissary, etc)

and then the mod also gives them more budget for bionics

so if i want to disable them i just have to get the thingdef name for the extra bionic arms and add it to the list?
KahirDragoon  [author] 27 Sep @ 8:46am 
Now i see the problem. The arms are not added by this mod. The pawn by them with their own budget for bionics (which this mod increases). Thats why they not always have them.
I added a c# patch on raid generation that sets them to mastered which doesnt affect caravans.
Might have to pach pawn generation directly although that could affect performance. Not sure how much so.

Quick fix would be adding the arms to the list of disallowed bionics for the pawns.

In 00_EmpirePawnKindPatches.xml
find the part
<Operation Class="PatchOperationAdd">
<xpath>Defs/PawnKindDef[@Name="ImperialFighterBase"]</xpath>
<value>
<techHediffsDisallowTags>
<li>PainCauser</li>
<li>Joywire</li>
<li>DrillArm</li>
</techHediffsDisallowTags>
</value>
</Operation>

you can add the arms to the list.

Will think about a better solution.