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Author Topic: [MOD] (Alpha 3F) PopCap+ (v.1.1)  (Read 23705 times)

ItchyFlea

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[MOD] (Alpha 3F) PopCap+ (v.1.1)
« on: February 26, 2014, 03:56:09 PM »

PopCap+ v1.1

Updated version maintained by Cala13er can be found here: [MOD] (Alpha 5) PopCap+


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

Mod Team:
Download:
PopCap+ v1.1

How to install:
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
Changelog:
V1.1:
  • Updates the mod to RimWorld Alpha 3F
  • Adds a new Storyteller AI that never has raiders appear. Called Phoebe Friendly+. She's found at the bottom of the list of storytellers.

[attachment deleted by admin: too old]
« Last Edit: July 17, 2014, 05:10:23 PM by ItchyFlea »
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a89a89

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Re: [MOD] (Alpha 2) PopCap+
« Reply #1 on: March 01, 2014, 09:55:58 PM »

THis looks great! Keep up the good work!
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keylocke

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Re: [MOD] (Alpha 2) PopCap+
« Reply #2 on: March 03, 2014, 11:51:25 AM »

500 colonists?  :o that would be awesome.

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

it's confusing.
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ItchyFlea

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Re: [MOD] (Alpha 2) PopCap+
« Reply #3 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.
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Dyllionaire

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Re: [MOD] (Alpha 2) PopCap+
« Reply #4 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?
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ItchyFlea

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Re: [MOD] (Alpha 2) PopCap+
« Reply #5 on: March 04, 2014, 05:18:04 AM »

That's correct. You can also stop using the mod at any point without problems.
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DarkXess

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Re: [MOD] (Alpha 2) PopCap+
« Reply #6 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:

OnyxShadow

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Re: [MOD] (Alpha 2) PopCap+
« Reply #7 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.
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ItchyFlea

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Re: [MOD] (Alpha 2) PopCap+
« Reply #8 on: March 07, 2014, 02:53:39 AM »

Odd. What storyteller are you using? Also, how did it go with getting more colonists?
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Dark0ne

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Re: [MOD] (Alpha 2) PopCap+
« Reply #9 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).
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ItchyFlea

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Re: [MOD] (Alpha 2) PopCap+
« Reply #10 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.
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OnyxShadow

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Re: [MOD] (Alpha 2) PopCap+
« Reply #11 on: March 08, 2014, 02:45:32 PM »

Using this mod on normal raiders stopped. Using this mod on random raiders still are coming.
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ItchyFlea

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Re: [MOD] (Alpha 2) PopCap+
« Reply #12 on: March 08, 2014, 07:54:19 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?
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Zack_Wester

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Re: [MOD] (Alpha 2) PopCap+
« Reply #13 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.
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Dynastiew

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Re: [MOD] (Alpha 2) PopCap+
« Reply #14 on: March 20, 2014, 02:54:52 PM »

Any news on that :P?
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