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RimWorld => Mods => Unfinished => Topic started by: cudelo on September 06, 2018, 02:44:25 PM

Title: [WIP] The capital - A special faction mod
Post by: cudelo on September 06, 2018, 02:44:25 PM
The Capital

(https://raw.githubusercontent.com/oleduc/TheCapital/master/Assets/Screenshots/worldgen.png)

What is The Capital mod?

The capital is a large metropolis (for the Rim's standards) comprised of several districts which each have different tiles with different specialties. It is meant as a mid to late game challenge for the player and as a great way for them to unleash the might of their powerful colony. The Capital is meant to be a formidable adversary that wields technologies that no one else has on this rim world. From the mid game the player may start encountering some of these war assets and may even be able to capture them for their own benefits.

The capital will have its own AI and trackers to enable it to react to world events and trigger a late game crisis that the player may have to deal with. The capital will also react to the player's action through gossiping. Be careful what you let you visitor see, make sure your colonists don't get captured and hide those weapons of mass destruction in a deep cave because the capital is always listening and always watching.

Speaking of weapons, the capital will seek to remain the sole wielder of its air vehicle, biological weapons and yes even nuclear weapons. The capital also seeks to keep other factions from benefiting from nuclear and fossil energy so you better have a plan ready before you build that Rimatomics reactor or start pumping that oil!

On top of adding capturable air and ground vehicles and weapons of mass destruction. The capital mod will also include low tech ways of dealing with the capital such as AA guns, diplomatic options, strategical options such as direct assaults or indirect assaults on its infrastructure. You will have to find and capture pilots for your new mechanized assets and scientists to maintain and launch those shiny WMDs.

Everything the capital adds is meant to be hard, challenging and rewarding. This mods is for the experienced player looking for a new way to punish and challenge their colony.

What is the state of development?

I'm not dedicating a huge amount of time to this mod since I'm programming 8 hours per day for work. I only put in time when I feel like it but here is the progress I've done so far:

Done
In development

Planned

How can I help?
I'm a professional programmer which means I can handle the code but I'm in dire need of artists, writers, play testers. That said if coding is your specialty, there is a lot of work to do and your help would be most welcome :D !

Here is a list of things I would appreciate help with:

This mod is open source and you can contribute and follow its development on github!

Github Link (https://github.com/oleduc/TheCapital)

Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 06, 2018, 03:03:30 PM
Definetly gonna give this a shot.  Expect to see me alot in here likly with poorly formatted bug reports :P

File version unknown:  Took a second to find it in my modlist

Still trying but having issues getting the mod to show any sign of being active.  Likly just me failing lol
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 06, 2018, 03:13:09 PM
I'm waiting until I have at least one event implemented or the local map generation part tackled before putting out a test release but if you want to enjoy the cosmetic aspect of having a huge capital on your world map that part is ready to test  ;D
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 06, 2018, 03:18:30 PM
Quote from: cudelo on September 06, 2018, 03:13:09 PM
I'm waiting until I have at least one event implemented or the local map generation part tackled before putting out a test release but if you want to enjoy the cosmetic aspect of having a huge capital on your world map that part is ready to test  ;D

I'm also play testing other big mods too but cant get the mod to register even the astetics
ugh... seems adding your mod triggered an annoying bug.  Gonna have to see what faction I can drop to try fixing it.  Its something to do with limitations on map gen and with like 20 factions already it wont spawn the capital let alone any of the faction bases aside from 1 base per faction
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 06, 2018, 03:24:02 PM
Yea I'm not sure the assemblies in the master branch are fully functional as I'm working on a feature branch which is under heavy development. I'll put out a test release that I know works for sure when I get home from work in a few hours :) Thanks a lot by the way.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 06, 2018, 03:26:57 PM
Quote from: cudelo on September 06, 2018, 03:24:02 PM
Yea I'm not sure the assemblies in the master branch are fully functional as I'm working on a feature branch which is under heavy development. I'll put out a test release that I know works for sure when I get home from work in a few hours :) Thanks a lot by the way.
No problem just wish this paid for food lol
Tho what can I say it gives me a way to bug people while messing around lol

Oh do you have any plans for mechs or possible upgrades for vanilla mechs?  If so I can test compatibility with one of the other mods that would affect them
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 06, 2018, 03:47:12 PM
QuoteOh do you have any plans for mechs or possible upgrades for vanilla mechs?  If so I can test compatibility with one of the other mods that would affect them

No, I'm currently working on forking over the whole pawn logic into a new class hierarchy so that my vehicles don't have the same limitations as other vehicles mods. That said this part is very far from being ready as it is the current focus of development.

QuoteNo problem just wish this paid for food lol
Lol you and me both :)
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 06, 2018, 04:00:41 PM
If I had an actual job and not a bunch of bills I could easily see myself paying somone to do rimworld mods
Title: Re: [WIP] The capital - A special faction mod
Post by: Roolo on September 07, 2018, 04:28:34 AM
This looks really promising and ambitious. Good luck with the development!
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 07, 2018, 09:36:53 AM
Quote from: Roolo on September 07, 2018, 04:28:34 AM
This looks really promising and ambitious. Good luck with the development!
I'll be helping with bug testing and you know my record there
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 07, 2018, 04:48:28 PM
Hey, sorry for the delay but here is a bundle that should work.

https://github.com/oleduc/TheCapital/releases/tag/0.0.1
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 07, 2018, 04:59:35 PM
Quote from: cudelo on September 07, 2018, 04:48:28 PM
Hey, sorry for the delay but here is a bundle that should work.

https://github.com/oleduc/TheCapital/releases/tag/0.0.1

It works fine now.  Well least far as the ascetics anyway
Title: Re: [WIP] The capital - A special faction mod
Post by: Bunkier on September 07, 2018, 05:44:50 PM
I can try to make some art for ya, just dm me on discord sma342
#9694
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 07, 2018, 08:35:33 PM

Exception filling window for TheCapital.Dialogs.Dialog_DebugTool: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.AutoHomeAreaMaker.Notify_BuildingSpawned (Verse.Thing) <0x00034>
at Verse.Building.SpawnSetup (Verse.Map,bool) <0x003a4>
at (wrapper dynamic-method) Verse.GenSpawn.Spawn_Patch2 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool) <0x00c0a>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.WipeMode) <0x00069>
at TheCapital.Dialogs.Dialog_DebugTool/<>c.<DoListingItems_Map>b__1_0 () <0x000af>
at Verse.Dialog_DebugOptionLister.DebugAction (string,System.Action) <0x0014b>
at TheCapital.Dialogs.Dialog_DebugTool.DoListingItems_Map () <0x000db>
at TheCapital.Dialogs.Dialog_DebugTool.DoListingItems () <0x000be>
at Verse.Dialog_OptionLister.DoWindowContents (UnityEngine.Rect) <0x004e3>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Verse.Log:Error(String, Boolean)
Verse.Widgets:EnsureMousePositionStackEmpty()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Just gonna add in the mouse stack thing too.

Gonna assume your aware of this but i was just curious about the little I icon in dev mode so I clicked
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 07, 2018, 08:49:20 PM
Quote
Just gonna add in the mouse stack thing too.

Gonna assume your aware of this but i was just curious about the little I icon in dev mode so I clicked
Hey! Actually no it works fine for me and should display a tool to spawn a placeholder helicopter when you're on a local map and nothing with you're on the world map or menus.

Were you viewing your local colony map, world map or in menus when it happened? Did you have another window opened? I'm using a Harmony patch to hook into the debug menu so perhaps there is a conflict with other mods.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 07, 2018, 09:00:43 PM
Quote from: cudelo on September 07, 2018, 08:49:20 PM
Quote
Just gonna add in the mouse stack thing too.

Gonna assume your aware of this but i was just curious about the little I icon in dev mode so I clicked
Hey! Actually no it works fine for me and should display a tool to spawn a placeholder helicopterwhen you're on a local map and nothing with you're on the world map or menus.

Were you viewing your local colony map, world map or in menus when it happened? Did you have another window opened? I'm using a Harmony patch to hook into the debug menu so perhaps there is a conflict with other mods.
I'll try in each of those cases but I've seen similer errors before reguarding load order

Local map nothing selected throws error
Local map with windows open throws error
World map has no options
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 07, 2018, 10:17:13 PM
Quote from: rawrfisher on September 07, 2018, 09:00:43 PM
Quote from: cudelo on September 07, 2018, 08:49:20 PM
Quote
Just gonna add in the mouse stack thing too.

Gonna assume your aware of this but i was just curious about the little I icon in dev mode so I clicked
Hey! Actually no it works fine for me and should display a tool to spawn a placeholder helicopterwhen you're on a local map and nothing with you're on the world map or menus.

Were you viewing your local colony map, world map or in menus when it happened? Did you have another window opened? I'm using a Harmony patch to hook into the debug menu so perhaps there is a conflict with other mods.
I'll try in each of those cases but I've seen similer errors before reguarding load order

Local map nothing selected throws error
Local map with windows open throws error
World map has no options

Thank you very much for your report! I pushed a fix.
https://github.com/oleduc/TheCapital/releases/tag/0.0.2

Please note that the start button does not yet work and should cause an error in your debug window :)
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 07, 2018, 10:27:15 PM
I'll give it a shot.  Hows progress on the current part going?

Oh right I get e mail notices of replies on here and often reply soon as I get the message

I just had to try attacking the capital with a random caravan and your console message is funny
Title: Re: [WIP] The capital - A special faction mod
Post by: Albion on September 10, 2018, 09:10:53 AM
This project looks very interesting. I hope you'll continue to work on this as I think it is rather large in scope. Maybe focus on a minimal viable product and expand from there.

As a programmer myself I'm very curious about your plans and implementation of capturable air and ground vehicles. Creating those properly and better than previous mods might require quite a lot of coding and code quality.
If you are on discord I would happily chat with you or even help you with that aspect of the mod.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 10, 2018, 09:54:34 AM
I would love to see you handle the events for this mod albion
Title: Re: [WIP] The capital - A special faction mod
Post by: cudelo on September 10, 2018, 03:27:04 PM
Quote from: Albion on September 10, 2018, 09:10:53 AM
This project looks very interesting. I hope you'll continue to work on this as I think it is rather large in scope. Maybe focus on a minimal viable product and expand from there.
Hey, thank you for the kind words! Yes I'm aware that this project is very large in scope but initially I had another developer in my team which allowed us to dream big but even though he is no longer involved I'd still really like to deliver at least a basic version of this mod in the coming months.

As it stands the minimum set of feature that I envision for the first release are the following:

The more complex events, diplomacy, WMDs and gossips are planned for after the first release.

Quote
As a programmer myself I'm very curious about your plans and implementation of capturable air and ground vehicles. Creating those properly and better than previous mods might require quite a lot of coding and code quality.

As it stands, its pretty easy to make capturable vehicles. I made it so vehicles have two states. Parked vehicles are regular buildings (which already have a claim feature)  and moving vehicles are a new subclass of Thing that are not based on Pawns that I call Actors.

The issue with most mods is that vehicles are implemented on top of the Pawn class and just have vehicles components tacked on top (such as with JecsTools based vehicles). I'm circumventing those limitations by forking over all the Pawn logic and simplifying it greatly by stripping out all the Pawn specific code. This way it will be possible to create entities that can path over walls or use custom pathing and AI.

You can follow my progress on this part of the mod here (https://github.com/oleduc/TheCapital/tree/master/TheCapital/Source/ActorFramework).
I'm also planning on shipping the Actor code as a library if it works well for my mod.

QuoteIf you are on discord I would happily chat with you or even help you with that aspect of the mod.
I'll on hop on the discord this evening then! Your help would be most welcomed :D
Title: Re: [WIP] The capital - A special faction mod
Post by: Albion on September 10, 2018, 04:52:54 PM
Well I too believe that simply strapping some comps on top of the pawn class is not the way to go but creating your own set of classes also requires a lot of work and additionally a lot of updating once the new/final Rimworld version hits.

I would be happy to help though. I wanted to create vehicles for a long time but never looked into it too closely. Just send me a text. I'm Albion#0905
Title: Re: [WIP] The capital - A special faction mod
Post by: Roolo on September 11, 2018, 05:18:45 AM
I'm looking forward to see how your attempt on vehicles will work out. Just a suggestion: it would be really cool if you develop all the vehicle code in a separate dll. This way, you can release a separate mod with all the vehicle code, that could function as a framework which other modders can use for creating vehicles.
Title: Re: [WIP] The capital - A special faction mod
Post by: NecroCharge on September 12, 2018, 12:35:00 AM
I've been hoping for something like this for a long time. Thank you OP!
Title: Re: [WIP] The capital - A special faction mod
Post by: Dragoon on September 13, 2018, 01:42:13 PM
Wooot!
Title: Re: [WIP] The capital - A special faction mod
Post by: Albion on September 13, 2018, 02:37:54 PM
@rawrfisher: I won't be handling the events of this mod but I would certainly be available for consulting on them 8)

@Roolo: cudelo and me talked a bit yesterday and we decided to collaborate on the vehicles part of this mod. The goal right now is to deliver a new framework to use for xml-modders so they can simply leverage the framework and create their own kind of tanks, pickups, busses, trucks and helicopters.
Additionally we plan to release a library the vehicle framework is based on, which is extendable to create all new kinds of cool stuff like special monsters or ships or stuff like that.
Creating this kind of framework will take quite a long time though, especially since he both work full-time and are only able to dedicate what free time we have to this project. It'll probably take weeks if not months to finish this. We hope to get a working prototype or proof of concept soon.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 13, 2018, 02:41:55 PM
Oh ok.

Just figured division of labor to speed up production.  I'm waiting for somthing to test involving attacking the capital and maybe multiple capitals spawning on the map with an occasional expansion of said capitals.  Kinda bored with almost nothing to test.
Title: Re: [WIP] The capital - A special faction mod
Post by: PM_ME_NAKED_SINGULARITIES on September 13, 2018, 11:04:11 PM
I'm starting to get into programming mods for rimworld. I'd love to help out. But Any advice on where I can go to practice and understand more about how to mod this game would be awesome. Currently I stuck on figuring out how to use and decompile .dll files. Once I get that down I think I might actually be able to help out a bit lol. I'd love to help reach the ambitious goals of this project!
Title: Re: [WIP] The capital - A special faction mod
Post by: Roolo on September 14, 2018, 02:17:53 AM
Quote from: Albion on September 13, 2018, 02:37:54 PM
@rawrfisher: I won't be handling the events of this mod but I would certainly be available for consulting on them 8)

@Roolo: cudelo and me talked a bit yesterday and we decided to collaborate on the vehicles part of this mod. The goal right now is to deliver a new framework to use for xml-modders so they can simply leverage the framework and create their own kind of tanks, pickups, busses, trucks and helicopters.
Additionally we plan to release a library the vehicle framework is based on, which is extendable to create all new kinds of cool stuff like special monsters or ships or stuff like that.
Creating this kind of framework will take quite a long time though, especially since he both work full-time and are only able to dedicate what free time we have to this project. It'll probably take weeks if not months to finish this. We hope to get a working prototype or proof of concept soon.

Awesome! I wish I had time to help out as well but my other mods will consume wathever time I have available modding for the coming time.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 14, 2018, 12:01:50 PM
Roolo do you need anything else raked over the coals?

I'm bored....
Title: Re: [WIP] The capital - A special faction mod
Post by: bigheadzach on September 14, 2018, 12:08:30 PM
Ooh, what about making the colony the site of a horrific bloodsport involving children as a show of power and fear of the Capital! Punishment Soccer*!

*a registered trademark of the Thrilling Adventure Hour / Workjuice Industries
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 14, 2018, 12:12:30 PM
The capital is meant to be a mid/late game challenge for the player to overcome.  The spreading aspect would force the player to prepare quite carefully when attacking them.  I will say that having a limit on the number of each type of part would definitely help in the long run.
Somthing along the lines of 10 farms 10 suburbs 5 power plants. 
Title: Re: [WIP] The capital - A special faction mod
Post by: Roolo on September 14, 2018, 02:51:45 PM
Quote from: rawrfisher on September 14, 2018, 12:01:50 PM
Roolo do you need anything else raked over the coals?

I'm bored....

I might have something for you in a few days. I'll send you a PM if I have :). Also, you'd be my hero if you're able to reproduce the error reported by 425204930 and Derek on the bug report thread on Steam Workshop of What the Hack!?
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 14, 2018, 03:03:38 PM
Lol lemme take a look
Took forever but I found numbers post
Really would help if I had more info then just a 1 liner about trade.  It is possible he might have that illusive trade bug I had during 17 and 18
Never did nail that one and managed to stump fluffy and hugs with it

Would have been nice if you mentioned that Derek's was in the bug reports not the main comment section.  I need more information from both of them if I am gonna be able to assist.  I have the same limitations as you do when troubleshooting these  :-\ 

Side note:  I know I changed the topic but we should really get back to the topic of the capital since it is the main topic of this thread :P

On that note I don't recall if I posted or not but I typed up several suggestions for after there's a stable system in place.
Title: Re: [WIP] The capital - A special faction mod
Post by: Roolo on September 15, 2018, 02:03:39 PM
Quote from: rawrfisher on September 14, 2018, 03:03:38 PM
Would have been nice if you mentioned that Derek's was in the bug reports not the main comment section.  I need more information from both of them if I am gonna be able to assist.  I have the same limitations as you do when troubleshooting these  :-\ 

Sorry for going off topic again, but if you read my previous post carefully you can see I was already referring you to the bug report thread.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 15, 2018, 02:05:19 PM
Oh lol  I musta misread it thinking you ment bug reports in general.
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 17, 2018, 12:49:46 AM
Just had to :P

[attachment deleted due to age]
Title: Re: [WIP] The capital - A special faction mod
Post by: ParadoxalObserver on September 25, 2018, 04:12:36 AM
Just want to say that if you accomplish the goal of having the "Capital" derive its power from background simulation of its resources, then you might end up spawning a plethora of amazing mods that rework faction mechanics. Thoroughly excited to see what becomes of this!
Title: Re: [WIP] The capital - A special faction mod
Post by: MechanoidHiveMind on September 29, 2018, 06:20:06 PM
Ok guys I´m dumb how do I install this mod?
Only Extracting it is not working bcs it says that the version is unknown
helllpppp please
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on September 29, 2018, 06:29:04 PM
Currently it only adds astetics
Title: Re: [WIP] The capital - A special faction mod
Post by: Ruisuki on October 11, 2018, 06:23:07 AM
Just wanted to let you know if you hadnt already the author of Orbital Hubs united created workable airplanes, and the author of Yes vehicles did cars. The latter has been plagued for months now with bugs from what I heard but a third party created a bugfix. Maybe contact one of them in case you run into a wall in development
Title: Re: [WIP] The capital - A special faction mod
Post by: PM_ME_NAKED_SINGULARITIES on October 11, 2018, 05:51:47 PM
Quote from: Ruisuki on October 11, 2018, 06:23:07 AM
Just wanted to let you know if you hadnt already the author of Orbital Hubs united created workable airplanes, and the author of Yes vehicles did cars. The latter has been plagued for months now with bugs from what I heard but a third party created a bugfix. Maybe contact one of them in case you run into a wall in development

Have any of those vehicle mods been updated for B19 or later?
Title: Re: [WIP] The capital - A special faction mod
Post by: Ruisuki on October 12, 2018, 08:15:45 AM
Quote from: PM_ME_NAKED_SINGULARITIES on October 11, 2018, 05:51:47 PM
Quote from: Ruisuki on October 11, 2018, 06:23:07 AM
Just wanted to let you know if you hadnt already the author of Orbital Hubs united created workable airplanes, and the author of Yes vehicles did cars. The latter has been plagued for months now with bugs from what I heard but a third party created a bugfix. Maybe contact one of them in case you run into a wall in development

Have any of those vehicle mods been updated for B19 or later?
No. Yes vehicles has had a lot of problems, but the basics of the mod worked for a time. Orbital hubs was very stable for b18 and I'd be surprised if the OP doesnt update once the game is officially out next week, given his history here.
Title: Re: [WIP] The capital - A special faction mod
Post by: PM_ME_NAKED_SINGULARITIES on October 14, 2018, 10:15:25 AM
Quote from: Ruisuki on October 12, 2018, 08:15:45 AM
Quote from: PM_ME_NAKED_SINGULARITIES on October 11, 2018, 05:51:47 PM
Quote from: Ruisuki on October 11, 2018, 06:23:07 AM
Just wanted to let you know if you hadnt already the author of Orbital Hubs united created workable airplanes, and the author of Yes vehicles did cars. The latter has been plagued for months now with bugs from what I heard but a third party created a bugfix. Maybe contact one of them in case you run into a wall in development

Have any of those vehicle mods been updated for B19 or later?
No. Yes vehicles has had a lot of problems, but the basics of the mod worked for a time. Orbital hubs was very stable for b18 and I'd be surprised if the OP doesn't update once the game is officially out next week, given his history here.

I really hope so. But I don't think the OP of the dropship mod has been active since early August.

But this capital mod looks be the last mod this game will need lol. Finally adds a meaningful end game goal besides just leaving. I hope it comes out eventually.
Title: Re: [WIP] The capital - A special faction mod
Post by: Kramoliun on December 19, 2018, 02:47:10 PM
Is ther any download link? im very interested on this mod
Title: Re: [WIP] The capital - A special faction mod
Post by: SansMasterBudaa :3 on February 20, 2019, 07:19:40 PM
Hello!!!
I could be one of the player tester's
I dont know if this mod will hang more of 100 mods  :-\
Title: Re: [WIP] The capital - A special faction mod
Post by: rawrfisher on February 20, 2019, 11:43:35 PM
In the form I was messing with it held fine with 125 mods
It was only cosmetics at that time tho.
Title: Re: [WIP] The capital - A special faction mod
Post by: Kramoliun on May 09, 2019, 07:52:44 PM
i wish that was a 1.0 version to test, it would be a challenge to face a nation like this mod offers
Title: Re: [WIP] The capital - A special faction mod
Post by: Dinkel on June 17, 2019, 07:59:53 PM
Really love this mod! Will we ever be able to trade with them at different districts?

Also what sort of art do you need? Got a list of specifics somewhere?