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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on February 26, 2014, 03:56:09 PM

Title: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: ItchyFlea on February 26, 2014, 03:56:09 PM
PopCap+ v1.1


Updated version maintained by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481) can be found here: [MOD] (Alpha 5) PopCap+ (http://ludeon.com/forums/index.php?topic=4820.0)


Description:
PopCap+ increases the total population cap to around 250 colonists, although levels off a bit for an average of 25.

Mod Team:
Download:
(http://i.imgur.com/KwibIVn.png)PopCap+ v1.1 (http://ludeon.com/forums/index.php?action=dlattach;topic=2157.0;attach=1842)

How to install:
Changelog:
V1.1:

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: a89a89 on March 01, 2014, 09:55:58 PM
THis looks great! Keep up the good work!
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: keylocke on March 03, 2014, 11:51:25 AM
500 colonists?  :o that would be awesome.

but what do you mean about this?
Quotealthough levels off a bit for an average of 25.

it's confusing.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on March 03, 2014, 03:38:35 PM
Storytellers have 3 fields regarding the number of colonists you can have. Minimum, Maximum, Critical

The max is at 25, and critical is at 500. Once you reach 25 the game will generally make it harder to get new colonists, but not impossible. Once you reach 500, you won't ever incap someone, see a slaver ship or travellers until you have less than 500 colonists.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: Dyllionaire on March 04, 2014, 01:30:40 AM
Thanks for this! Trying it out now. One question, my understanding is that because of the way this mod works I won't be required to start a new game. Is that correct?
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on March 04, 2014, 05:18:04 AM
That's correct. You can also stop using the mod at any point without problems.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: DarkXess on March 04, 2014, 06:41:42 AM
Thanks for posting your release. Please update your release post with our download links too :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/523-popcap/)
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: OnyxShadow on March 07, 2014, 02:08:17 AM
I started using this mod around day 150 and between that time and day 200 I was never attacked by raiders. Before installing the mod, I was getting attacked about every 5 days almost like clockwork.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on March 07, 2014, 02:53:39 AM
Odd. What storyteller are you using? Also, how did it go with getting more colonists?
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: Dark0ne on March 07, 2014, 09:53:33 AM
Just to confirm that I used this mod today and get the same situation. I was on day 180 and was struggling under the strain of raider attacks every 3-5 days without fail. After installing the mod I've currently gone 30 days without an attack (the occasional squirrel will go mad, though!).

Can confirm the popcap stuff is working, however. While originally I'd never incap any raiders, receive no slaver ships or get any passing people, I now do. I've gone from 11 residents to 18 over about 40 days, so not bad.

I am using the casual storyteller for beginners (not the sandbox mode, but the easy mode).
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on March 07, 2014, 03:12:33 PM
Hmm. Very odd, as I've checked the mod code, and the only thing that's different from the original file is the population numbers.
I'll look into it further and see if I can figure out why this is happening.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: OnyxShadow on March 08, 2014, 02:45:32 PM
Using this mod on normal raiders stopped. Using this mod on random raiders still are coming.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on March 08, 2014, 07:54:19 PM
Quote from: OnyxShadow on March 08, 2014, 02:45:32 PM
Using this mod on normal raiders stopped. Using this mod on random raiders still are coming.
Was this in already-established colonies, or with new colonies? Also what happens if you disable the mod, do raiders re-appear?
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: Zack_Wester on March 09, 2014, 09:24:05 AM
hmm I think it have to do whit the fact you rased the popcap aim point for the AI so it will not spawn raider as you are to low on pop... not sure. remember the AI take into consideration your popcap when desiding things and whit the curent pop lev in % set so low it might never roll for raider. Like in DnD where player reported situvation of having an successes if you rolled an 7 on an 6 side dice. 1d6 in other word impossible to get.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: Dynastiew on March 20, 2014, 02:54:52 PM
Any news on that :P?
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on March 20, 2014, 10:01:31 PM
I assume Zack is correct with why raiders stop appearing when this mod is active. If Zack is correct, there is nothing I can do to fix it.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: keylocke on April 11, 2014, 11:32:35 PM
Quote from: Zack_Wester on March 09, 2014, 09:24:05 AM
hmm I think it have to do whit the fact you rased the popcap aim point for the AI so it will not spawn raider as you are to low on pop... not sure. remember the AI take into consideration your popcap when desiding things and whit the curent pop lev in % set so low it might never roll for raider. Like in DnD where player reported situvation of having an successes if you rolled an 7 on an 6 side dice. 1d6 in other word impossible to get.

any more news on this?

what part should we look at to change the percentage of events kicking off? (assuming that raider spawns are based on the percentage of current population compared to maximum population)

i wanted to play tough cassandra without the pop cap 'coz randy random is too erratic.. sometimes there's so much peace time on the end game that it gets boring, while sometimes i get a string of unfortunate events coupled with simultaneous raids at the beginning.

i wanted a gradual but challenging increase of difficulty (tough cassandra) but with a very high population limit (like randy random). is there a way to do this?
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: a89a89 on April 13, 2014, 09:44:59 AM
I love this mod, will you update the mod for alpha 3?
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: ItchyFlea on April 13, 2014, 09:50:08 AM
This will be updated in a few days. I need some time to experiment to ensure the game plays as it should with the adjusted population limit.
Title: Re: [MOD] (Alpha 2) PopCap+
Post by: burki on April 15, 2014, 06:03:07 PM
Hows the version for alpha 3 coming along?
Title: Re: [MOD] (Alpha 3F) PopCap+ v1.1
Post by: ItchyFlea on April 16, 2014, 01:12:34 AM
Finally updated to RimWorld Alpha 3!

This works fine with Alpha 3F.  The update changes the maximum number of colonists to 250, instead of 500 like the Alpha 2 version. It also adds a new Storyteller AI, Phoebe Friendly+. She should never throw raiders at you.
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: Jdalt40 on April 26, 2014, 10:30:31 PM
Can you please make it a zip file because I cannot open 7 zip files even though I have 7 zip :D
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: ItchyFlea on April 27, 2014, 08:46:46 AM
Quote from: Joshy1111 on April 26, 2014, 10:30:31 PM
Can you please make it a zip file because I cannot open 7 zip files even though I have 7 zip :D
Rename the file so it ends in .zip instead of .7z. A quick test shows that WinRAR doesn't notice the difference, so whatever it is your using shouldn't either. I suggest associating .7z files with 7zip, otherwise there really is no point in having it installed on your system.
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: Bodog999 on May 08, 2014, 09:49:19 AM
When I installed the mod I also didnt got any raids until I stopped all possible power sources and drained all the power from my batteries and then the raiders came again

ps I was playing on randy random
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: Evmeister on May 08, 2014, 09:35:40 PM
ItchyFlea, is it possible to modify it so throttles and averages around 50 instead 25? Is it something I could do myself or would be interested in doing a higher average one?
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: ItchyFlea on May 09, 2014, 02:32:28 AM
Quote from: Evmeister on May 08, 2014, 09:35:40 PM
ItchyFlea, is it possible to modify it so throttles and averages around 50 instead 25? Is it something I could do myself or would be interested in doing a higher average one?
This is something you could do this yourself, either by making your own mod or modifying this one.
If you go the route of modifying this one, all you need to do is find this field for each storyteller in this file: PopCap+\Defs\StorytellerDefs\BaseStorytellers.xml
<desiredPopulationMax>25</desiredPopulationMax>and change it to:<desiredPopulationMax>50</desiredPopulationMax>
The only tool you need is a text editor, such as notepad. :D
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: Evmeister on May 09, 2014, 11:32:35 AM
Okay Great! That's pretty simple. Thank you!
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: Rex705 on June 17, 2014, 04:24:39 PM
Will this mod be updated? I really liked having a big colony.
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: nmid on June 17, 2014, 05:29:14 PM
Mods\Core\Defs\StorytellerDefs\BaseStorytellers.xml

Make the changes to
      <desiredPopulationMin>3</desiredPopulationMin>
      <desiredPopulationMax>11</desiredPopulationMax>
      <desiredPopulationCritical>16</desiredPopulationCritical>
in each story teller mode.

Edit - Oh, Itchy already mentioned this a few posts ago... Didn't you see it ;) ?
Title: Re: [MOD] (Alpha 3F) PopCap+ (v.1.1)
Post by: ItchyFlea on July 17, 2014, 08:26:24 AM
For those wondering about whether or not an Alpha 5 version of this will occur: Cala13er has been given permission to continue development of this mod.
In other words, yes, I'm fairly confident there will soon be an Alpha 5 version. :)

Updated version maintained by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481) can be found here: [MOD] (Alpha 5) PopCap+ (http://ludeon.com/forums/index.php?topic=4820.0)