RimWorld

RimWorld

The Empire strikes back
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.
o0Zeke0o 26 Sep @ 11:36pm 
i know you've answered one comment, but also i've had pawns spawning with unmastered arms, but i'm also using quite a few of mods

this seems to happen on empire caravans, i've tried to check the patches but i didn't see anywhere the extra bionics arms listed, how do i remove them from the pool?
LetTheMossReclaimYou 9 Sep @ 8:03am 
@KahirDragoon All good man, I'm starting up a run today so if I run into anything that looks wonky I'll try and send an update. For what it's worth, TMM also does some bits like adding in Warcaskets to the Empire, and if you've got mods like the Exosuit Framework/DMS Mobile Dragoon then NPC factions can make use of the Dragoon suits from that, if you've got any interest in that sort of avenue of difficulty scaling too.
BigGovernment 9 Sep @ 7:43am 
Thanks for this mod. Definitely a favorite!
KahirDragoon  [author] 9 Sep @ 7:09am 
@LetTheMossReclaimYou Thanks for letting me know.
Didnt even know that mod also contains patches to make the empire harder. Seriously there is just too much going on there..

Added some small compatibility patches and also added Too much Compat to the About,xml to make sure this mod is loaded after.

Didnt notice any problems but only tested it briefly since Too many Compat is not part of my currently load order. Please let me know if there are any other problems.
LetTheMossReclaimYou 8 Sep @ 3:58pm 
It appears this mod has an overlap with Too Many Mods - Compats and Rebalances, which causes some errors to be thrown. They tentatively seem to be resolved by loading this mod AFTER you load TMM, but I haven't yet done full testing on that.
Mohxy 7 Sep @ 5:43am 
Installed this mod thinking what's the worst the Empire could throw at me, all of my colonists were dismembered and pulverized by 15 genetically modified Hussars. 10/10
ShiftyNoob7 20 Aug @ 11:09am 
@KahirDragoon Awesome, thanks for that. I'm sure the combat power slider is exactly what I need. I can set it low in early game, then crank it up over time to simulate the empire progressing in their tech.
KahirDragoon  [author] 20 Aug @ 5:58am 
@ShiftyNoob7 I dont want to mess with raid generation for compatibility and complexity reasons. There is a lot going on with deciding how many and what pawns spawn. But i added a multiplier Settings for the empires pawns combat power. Higher combat power = less pawns, lower combat power = more pawns.

@gmhude possible? yes. wouldnt be that difficult. but since i have limited time at the moment i would rather focus on the mods i have and use instead of making new ones.
ShiftyNoob7 16 Aug @ 6:04am 
I love the idea of this, good stuff mate. Although the empire troops keep obliterating me on my current hardcore modpack. Most raids are a handful or ragtag pirates with pistols and then suddenly there is a raid of 6 gigachad super soldiers with impervious armour. Not complaining, I love the pain! But could we get a simple size/wealth modifier slider that applies to these empire raids if possible? This way we could still get raided by the empires finest but maybe only 2-3 at a time in the early game rather than the full squad of chad death bringers.
gmhude 15 Aug @ 9:58am 
would it be possible to get a mod that gives 1-3 random implants/bionics to outlanders?
KahirDragoon  [author] 13 Aug @ 7:33am 
@Get Donked I just subscribed to my own mod and testet the workshop version. My cataphracts have mastered their arms as it should be. Added a image to the gallery.

All i can propose is resubscribing at this point.
Get Donked On 12 Aug @ 9:24am 
the integrated implants extra bionic arms (non archotech ones) most cataphracts seems to spawn with em and have them set at the beginning stages where they only give negatives.
KahirDragoon  [author] 12 Aug @ 3:46am 
@Get Donked On They should spawn with mastered arms. Steam might have downloaded an old version of this mod. With happens quite frequently for some time now. Try resubscribing and verifiny game files. I heard that helps. For me it also sometimes solved itself after a day or two.

Or the arms are from a mod that are called differently than the default ones. Since Hediffs are generated i try to catch them in code set the severeity. might have missed them. What type of arms are those?
Get Donked On 11 Aug @ 10:35am 
any chance u could set the integrated implants extra arms heddif severity higher so they spawn in with them already functional instead of them just being a net negative to their manipulation and melee speed?
Ryanisunique107 7 Aug @ 5:20am 
unprivet your profile i wanna see what other mods u make
KahirDragoon  [author] 6 Aug @ 12:15am 
@TSense Valid points. So unlikly to be hundreds of ships but more like a handfull.
TSense 5 Aug @ 11:44am 
Well, if the Empire had a bigger presence on the Rimworld, it wouldn't be a Rimworld to begin with.
It is a planet with a minor civilization present that failed to form any large nations. They have failed colonization. Or they got wiped out somehow. Now we got the offspring of people crashlanding here, pirates hiding out and anything else moving in on this free-for-all.
The Empire might think it owns this planet and all 10,000 people on it, but they can't enforce any real law or even keep track of what is going on.

It is always funny how they call you an Landholder under imperial law, this is a forest the size of north america and it has like 200 humans in it
KahirDragoon  [author] 4 Aug @ 2:04pm 
yea, its kinda interesting how nearly everything in Rimworld is left so vague that everybody can build their own head cannon and everybody is still right. what a great game it is :D
dog boy dick suckrr 4 Aug @ 1:58pm 
real !! the wiki describes them as the royal remnants of an interstellar civilization, in my brain i figure that as royal refugees that managed escape via wealth.

in my headcannon i figure it's what remains of a royal guard, esp considering travel restraints like no FTL. either way cool mod :3c
KahirDragoon  [author] 4 Aug @ 1:54pm 
The only lore information i found is that in the wiki. Which is basically only the ingame description and a post from tynan.

They were a multi-planet empire so "tiny" could still be anything from a handfull of ships to serveral hundreds if compareed to that.
And according to it they didnt put a vacation home there instead they fled some sort of unspecified calamity.

But thats pretty much all there is. No information wether they can or cannot reproduce their tech. They do give out Glitterworld Medecine as permits so i assumed they could still produce their tech.

But imho i think your interpretation could be as easly correct. This is only my interpretation of what i could find.
dog boy dick suckrr 4 Aug @ 1:06pm 
yea in lore they're a smaller group and operate largely off planet, but the idea is interesting enough i suppose

also noting that the empire probably gets poorer gear due to balance. currently cannibalizing some poor vanilla empire prisoners, should keep in mind that capturing or downing one lets you surgically remove bionics as well as their armor
TSense 4 Aug @ 12:56pm 
I always understood them as the shattered Empire. Like 99% of them got wiped out, but the 1% right at the edge of the empire on some backwater Rimworld just pretends that didn't happen. The only reason they are even on a Rimworld is because some lowborn noble wants to be a squidgame VIP and shoot tribals, and they put their vacation home here.
They can't produce their supertech anymore and they are wasting their stockpiles as if nothing happened to their homeworld
Left4Ban 4 Aug @ 12:53pm 
ohh hell yeah
Sylaise 4 Aug @ 1:21am 
I added the mod and raided an empire outpost. I got creamed.
The modified base xenotypes were really sneaky. Fantastic mod!
KahirDragoon  [author] 4 Aug @ 1:14am 
@Get Donked On Cataphract already has Armorskin in vanilla. Stellics have Stonekin. i think its good this way since the Stonekin also reduced movement speed. Which is not sp important for Stellics since theyare only used as defenders but more important for cataphract which are used in raids.

@zanaikin Bionic and equipment changes yes (bascially all XML patches). They apply everywhere. The other buffs are not available to pawns called via permit since i was hesitant to patch pawn generation instead of raid generation for performance reasons. So only raid .Allied reinforcements also counts as a raid so they will get it too. Might be overly cautios and i will test this in the future.
zanaikin 3 Aug @ 6:50pm 
Do these bonuses also apply when you call in empire squads (via licenses) or empire reinforcements?
Get Donked On 3 Aug @ 4:32pm 
excellent, any chance of adding armor and stoneskin glands to cataphracts?
KahirDragoon  [author] 3 Aug @ 2:27pm 
Will take a look at the suggestion but might take some time to implement all. Busy next weeks.
free kill 3 Aug @ 11:24am 
could you integrate this mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540876712

would make sense for the wanna be space kinghts.
Crim Profitia 3 Aug @ 4:17am 
I'm just gonna assume that this mod works with 1.5 and use it, lol.
FlyOnTheWall 2 Aug @ 4:09pm 
I love to make my game unbeatable and as hard as possible without adding other mods to balance things for me yes I love to suffer so much God it's so good to suffer
KΞNTΛR 31 Jul @ 10:16am 
This mod makes so much sense.
TurtleShroom 31 Jul @ 9:17am 
AWESOME!
D3K43 31 Jul @ 9:06am 
Possible Archotech Expanded integration?
But Warcaskets are so cool, if Imperials used them it would be like mini-Space Marines and that would be awesome and fit the vibe so well!
萱亲 31 Jul @ 4:38am 
Thank you
KahirDragoon  [author] 31 Jul @ 4:22am 
@萱亲 I assume yes as long as the vanilla and VRE Hussar genes are not removed via Cerry Picker. I didnt see any problems while skimming through the changes they made but with a list that big i might have missed something.
萱亲 31 Jul @ 4:12am 
Is it compatible with Too Many Mods - Compats and Rebalances?
KahirDragoon  [author] 31 Jul @ 3:36am 
Added Odysees support. Now pawn can spawn with unique weapons and get the Vaccum gene if they raid in space.
KeiChan0215 30 Jul @ 8:47pm 
This is lit