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RimWorld => Mods => Releases => Topic started by: Albion on July 24, 2019, 02:05:44 PM

Title: [1.2] Go Explore!
Post by: Albion on July 24, 2019, 02:05:44 PM
(https://cdn.discordapp.com/attachments/400234259320799240/603346621408870418/goex2.png)
Go Explore!

This mod provides new events and exciting opportunities for exploration.

Go explore ancient cities and try to capture a space ship.

Download links
Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1814100216)
NexusMods Link (https://www.nexusmods.com/rimworld/mods/304/?tab=files) (manual download)

If you enjoy the new events and want to support me, please consider to buy me a coffee:
(https://i.imgur.com/dmllKqT.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=H4MASSEC38TF4&source=url)

New Events

Lost City
An ancient city got somehow destroyed.
You can travel there and loot resources and items but beware the danger!

There are currently 3 different "Lost Cities":

Ship core startup
You detect a neraby energy signature of a ship core that is powering up!
Go investigate. Maybe you can take over the ship or scrap it down for parts.
You'll have to kill the former owners though...


Ambrosia addicted animals
There is a large ambrosia sprout nearby!
However some animals seem to be hooked on the fruits and will defend them from intruders.


New settlement
A faction expanded and created a settlement in your general area.


Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.


Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders or help the prisoners flee.

Intercepted message
Your comm unit intercepted an unencrypted message. It indicates a nearby location where some loot is stored.
You suspect it could also be a trap to lure your caravan into an ambush.


Compatibility

If you encounter any issues, please report them and I'll try to fix them.

Credits

(https://i.imgur.com/dmllKqT.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=H4MASSEC38TF4&source=url)

License
This mod is licensed under CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)
(http://mirrors.creativecommons.org/presskit/buttons/88x31/svg/by-nc-sa.svg)
You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
Title: Re: [1.0] Go Explore!
Post by: Menoske on July 24, 2019, 02:50:26 PM
This is awesome man!!! Just saw this in the unfinished area earlier this week and got really excited about it.

Will try it out tonight!
Title: Re: [1.0] Go Explore!
Post by: ManHuntingSquirrel on July 24, 2019, 10:02:49 PM
I'm glad you released it! I'll definitely give it a try
Title: Re: [1.0] Go Explore!
Post by: ThiIsMe007 on July 25, 2019, 12:57:43 AM
You definitely have my interest with this kind of mod.

Thank you for releasing and sharing it.
Title: Re: [1.0] Go Explore!
Post by: Albion on July 28, 2019, 09:36:54 AM
I just uploaded a new version with an all new event:

Intercepted message
Your comm unit intercepted an unencrypted message. It indicates a nearby location where some loot is stored.
You suspect it could also be a trap to lure your caravan into an ambush.

Enjoy the new event!
Title: Re: [1.0] Go Explore!
Post by: Albion on August 05, 2019, 03:28:48 PM
Hey guys, I just uploaded a new version on Steam and Nexusmods that fixes a severe the bug with the prison camp after loading.
However it only works if you spawn a second prison camp site. You can either wait until one pops up or do it yourself by activating the Development mode in the options menu. "Open debug actions menu" (5th symbol from the left) -> "Do incident (World)..." -> PrisonCampLGE
Once you have done this a new prison camp site should spawn and the errors should disappear.
Sorry for the inconvenience.
New prison camps will continue to work fine after this.
Title: Re: [1.0] Go Explore!
Post by: RicRider on August 08, 2019, 09:14:52 AM
Do you have a version that doesn't use Steam or require me to sign up like Nexusmods? Would really appreciate something like Github.
Title: Re: [1.0] Go Explore!
Post by: Kori on September 13, 2019, 04:36:36 AM
Please add some balance to the Prisoner Camps for the early game.
My colony existed for only a few weeks now with 4 colonists and poor equipment when I got my first Prisoner Camp quests.
These places are swarming with 20+ enemies and they even have mortars! Because the maps are so small, the mortars can cover them completely, which means the second you arrive your people and animals get bombarded with no chance to prepare or take cover. Especially when playing with CE, mortar shells are extremely deadly with an huge AoE, making these quests absolutely impossible and the poor reward you would get is not worth it at all. :(

The other extreme was the Ambrosia addicted animals event, where I found one ambrosia plant guarded by one animal.
Title: Re: [1.0] Go Explore!
Post by: Vehicular_Zombicide on September 14, 2019, 07:34:39 PM
Quote from: Kori on September 13, 2019, 04:36:36 AM
Please add some balance to the Prisoner Camps for the early game.
My colony existed for only a few weeks now with 4 colonists and poor equipment when I got my first Prisoner Camp quests.
These places are swarming with 20+ enemies and they even have mortars! Because the maps are so small, the mortars can cover them completely, which means the second you arrive your people and animals get bombarded with no chance to prepare or take cover. Especially when playing with CE, mortar shells are extremely deadly with an huge AoE, making these quests absolutely impossible and the poor reward you would get is not worth it at all. :(

The other extreme was the Ambrosia addicted animals event, where I found one ambrosia plant guarded by one animal.

I would argue that balance is not necessarily, and that not everything should be scaled to level, so to speak. For quests that have no negative repercussions if you choose not to complete them and are entirely optional, making them an event that only an endgame colony could beat gives the player something to strive for.
Title: Re: [1.0] Go Explore!
Post by: Ruisuki on September 15, 2019, 04:20:01 AM
Quote from: Vehicular_Zombicide on September 14, 2019, 07:34:39 PM
Quote from: Kori on September 13, 2019, 04:36:36 AM
Please add some balance to the Prisoner Camps for the early game.
My colony existed for only a few weeks now with 4 colonists and poor equipment when I got my first Prisoner Camp quests.
These places are swarming with 20+ enemies and they even have mortars! Because the maps are so small, the mortars can cover them completely, which means the second you arrive your people and animals get bombarded with no chance to prepare or take cover. Especially when playing with CE, mortar shells are extremely deadly with an huge AoE, making these quests absolutely impossible and the poor reward you would get is not worth it at all. :(

The other extreme was the Ambrosia addicted animals event, where I found one ambrosia plant guarded by one animal.

I would argue that balance is not necessarily, and that not everything should be scaled to level, so to speak. For quests that have no negative repercussions if you choose not to complete them and are entirely optional, making them an event that only an endgame colony could beat gives the player something to strive for.
Hmmm thats interesting. Quests that had negative repercussions would be interesting though. What if a faction was gradually defeated by another without your intervention.
Title: Re: [1.0] Go Explore!
Post by: Kirby23590 on September 19, 2019, 03:35:12 PM
Quote from: Vehicular_Zombicide on September 14, 2019, 07:34:39 PM
Quote from: Kori on September 13, 2019, 04:36:36 AM
Please add some balance to the Prisoner Camps for the early game.
My colony existed for only a few weeks now with 4 colonists and poor equipment when I got my first Prisoner Camp quests.
These places are swarming with 20+ enemies and they even have mortars! Because the maps are so small, the mortars can cover them completely, which means the second you arrive your people and animals get bombarded with no chance to prepare or take cover. Especially when playing with CE, mortar shells are extremely deadly with an huge AoE, making these quests absolutely impossible and the poor reward you would get is not worth it at all. :(

The other extreme was the Ambrosia addicted animals event, where I found one ambrosia plant guarded by one animal.

I would argue that balance is not necessarily, and that not everything should be scaled to level, so to speak. For quests that have no negative repercussions if you choose not to complete them and are entirely optional, making them an event that only an endgame colony could beat gives the player something to strive for.
I remember getting one of these quests, and seeing a really nice reward for completing one and it was a resurrector mech serum, so i brought 4 guys to and to my surprise...

The enemies were more powerful or should i say, more of them something like assaulting a faction base, so i didn't like it and told my guys to exit the place. Nope, nope, nopeity nope...

Sadly it was a shot getting one of these rare resurrector mech serum item... But i left and didn't get any awards. Ah well...  :(

Some tweaks and balancing for prisoner camps or slave camps would be nicer with bit lower numbers for the guards there, even though i don't use CE but good gravy i hate it when they have mortars... It's nice to actually go in a city for risk and award for high-gear and loot...
Title: Re: [1.0] Go Explore!
Post by: kenmtraveller on October 22, 2019, 05:15:01 PM
I have been using this mod as part of HCSK.  It's rare that I find the risk associated with an event to be worth completing it. 
I think one of two things would help.  Either make the rewards better (things I can't get without leaving my own map, eg. ressurector mech serum for example, are great rewards) or have tie-ins to the current colonists -- I would be a lot more interested in risking pawns rescuing prisoners if the prisoner in question was a current colonists wife or child.
Title: Re: [1.0] Go Explore!
Post by: RicRider on October 23, 2019, 09:06:45 AM
Quote from: RicRider on August 08, 2019, 09:14:52 AM
Do you have a version that doesn't use Steam or require me to sign up like Nexusmods? Would really appreciate something like Github.

So I guess that's a no? Let me know if you ever have plans to use Github. Steam and Nexusmods are terrible options for some people.
Title: Re: [1.0] Go Explore!
Post by: Snowpig on October 31, 2019, 05:28:17 AM
suggestion: Event where a faction loses one settlement (in opposite to new settlement)
Title: Re: [1.0] Go Explore!
Post by: NaraSumas on February 23, 2020, 05:40:25 PM
I sent you a private message, did you get it? It's about a translation
Title: Re: [1.1] Go Explore!
Post by: Albion on February 29, 2020, 08:15:17 AM
Hello everyone,

It took me a bit longer than expected but I was finally able to publish the latest version of the mod which is both 1.0 and 1.1 compatible.
Enjoy!

@NaraSumas: Yes, thank you. I included your translation into the mod. I also added a ukranian and russian translation provided by Modg.

Please remember that we modders provide you with this content for free, created in our free time. Consider to buy us a coffee by donating some money. Every dollar is appreciated.
I never totaled up my hours but I think so far I've gotten about 1 cent for every hour I spend on my mods. I'm not complaining but I don't think a lot of people realize this fact.

(https://i.imgur.com/dmllKqT.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=H4MASSEC38TF4&source=url)
Title: Re: [1.1] Go Explore!
Post by: NRFBToyStore on April 09, 2020, 07:43:31 AM
Just a note. I did a tribal start, rocking the storyteller that is suppose to only do medival, and when I went to Prison camp...half the place was androids and they had battery powered turrets! ... I'm like a year in, and up till now, the biggest tech I saw was a PISTOL...

As others mentioned, the rewards are NOT worth the risk 4/5 times... Possibly, a calculator like the raids...check wealth of my colony. If "faction X" is asking me to save their people, they must think I have enough ability... yet I show up with slingshots and they got AK's, HEH.
Title: Re: [1.1] Go Explore!
Post by: Simstu on June 24, 2020, 06:25:43 AM
Hi there, maybe I'm just dumb or it's a mod mashup but when I kill all enemies on Prison camp and break the door of the cell nothing happens. I cannot even interact with the prisoners except for ,,arresting'' them. Tribal faction wants it to be destroyed so I think they won't send me the reward by pods... How can I get it then? When I form a caravan nothing happens either. Help please!
Title: Re: [1.2] Go Explore!
Post by: Albion on August 14, 2020, 06:20:23 PM
Updated Version for 1.2 and backwards compatibility ist available.
Please check the first post for Steam and NexusMods Links.

The mod now also includes Mod Settings with the possibility to disable events.
Title: Re: [1.2] Go Explore!
Post by: justinx931 on August 22, 2020, 04:01:57 AM
is it normal for all mechanoids to actively make a beeline towards you on the orbital bombardment mission? once the area holding them in gets revealed thats what they do, except for some of them, 4 who sticked around the middle of the map.

fairly difficult, having to reposition pack animals while every mechanoid comes after you while beams of light destroy the general area, lone saving grace is the buildings which are cramped enough so mechanoids cant snipe all of the colonists at once.

very much worth it though, a ai core, 100+ gold and some great weapons. and all it cost was one arm from one of my colonists.
Title: Re: [1.2] Go Explore!
Post by: Albion on September 18, 2020, 06:03:32 PM
Yes this is intended. I could have made them stick around but I wanted the event to feel like a mad scramble to go in and salvage as much as possible as quickly as possible dodging mechs and orbital beams while doing so.
The lost cities are high risk, high reward.