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[mod] Amazons


loder

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Posted
On 7/9/2025 at 2:13 PM, ReMeDy said:

 

Well wait, isn't that kinda the whole point of making an Amazon mod? Are the male pawns tied thematically into the mod somehow, like for example are they assigned collars maybe?


Unfortunately I'm not familiar with raid spawn mechanics and I hoped to meet somebody familiar with that modding Rimworld who could aid me in this.  I suspect it's possible but I'm not experienced enough.  Perhaps creating an entirely new race could accommodate this but I'm outta ideas....

 

Posted
1 hour ago, loder said:


Unfortunately I'm not familiar with raid spawn mechanics and I hoped to meet somebody familiar with that modding Rimworld who could aid me in this.  I suspect it's possible but I'm not experienced enough.  Perhaps creating an entirely new race could accommodate this but I'm outta ideas....

we are planning to outsource the rjw nymph raids and i think they would fit well into your mod. Would you be interested in implementing them?

Posted
16 hours ago, Skömer said:

we are planning to outsource the rjw nymph raids and i think they would fit well into your mod. Would you be interested in implementing them?

Yes absolutely.  Sounds like fun!

Posted (edited)
On 7/27/2025 at 4:18 PM, loder said:


Unfortunately I'm not familiar with raid spawn mechanics and I hoped to meet somebody familiar with that modding Rimworld who could aid me in this.  I suspect it's possible but I'm not experienced enough.  Perhaps creating an entirely new race could accommodate this but I'm outta ideas....

 

I think there's a gene (both in RJW Genes and Alpha Genes mods) that has a "female only" effect. Maybe a custom amazon race with that gene could solve the problem? Then just set the entire faction to that custom race... I think that could work.

 

An Amazon faction raid with male pawns is really kind of out of place lol

Edited by QuackShot
inclusion of genes mods
Posted

FYI, I did a quick test as proof of concept, and it works like a charm. I created a custom Xenotype with a Female Only gene (tried with Alpha Genes), and set the amazon faction to only use that Race. Now all spawning events done with the amazon faction spawns only female pawns :)

Posted
On 7/9/2025 at 2:13 PM, ReMeDy said:

 

Well wait, isn't that kinda the whole point of making an Amazon mod? Are the male pawns tied thematically into the mod somehow, like for example are they assigned collars maybe?


Thanks to QuackShot I was able to utilize Alpha Genes to create a custom race.  As a consequence all future raids spawn with females correctly. 

 

Posted (edited)
On 8/2/2025 at 1:04 AM, QuackShot said:

FYI, I did a quick test as proof of concept, and it works like a charm. I created a custom Xenotype with a Female Only gene (tried with Alpha Genes), and set the amazon faction to only use that Race. Now all spawning events done with the amazon faction spawns only female pawns :)


You're a genius!  Thank you.  I was able to integrate your suggestions. 

Initially I was under a few misconceptions about how to utilize other mods.  This method solved the problem and all of the raiders were female. 

Thanks again.

P.S I integrated your Rim of Magic fix too.

Amazon_Genes.jpg

Edited by loder
Posted

Nice! They are quite overpowered now by the way lol

 

Just another silly suggestion, I changed the Xenotype icon from <iconPath>UI/Icons/Xenotypes/Highmate</iconPath>
 to the Amazon icon in <iconPath>Things/World/Amazon</iconPath>. I think it looks better.

 

 

  • 3 weeks later...
  • 3 weeks later...
Posted
On 8/23/2025 at 3:46 PM, Ero.praz said:

Looks like amazons like to eat empire settlements


They are relentless and will attack any opponent. 

  • 2 weeks later...
Posted

Just now I've noticed that the Amazon faction is the only faction that does not have a leader listed on the Factions Tab... despite having a pawn created as leader on World Pawns... maybe there's some other setting missing in the mod?

Posted
On 9/15/2025 at 11:32 AM, QuackShot said:

Just now I've noticed that the Amazon faction is the only faction that does not have a leader listed on the Factions Tab... despite having a pawn created as leader on World Pawns... maybe there's some other setting missing in the mod?

 

Whaaat, there's no option to go capture/enslave Hippolyta...!?!?!  Dang, that's half the reason I'm trying this mod.  Although the fact that this mod's raiders show up with more implants than the Empire is admittedly quite comical.

Posted (edited)
On 9/16/2025 at 6:20 PM, ghostfalll said:

 

Whaaat, there's no option to go capture/enslave Hippolyta...!?!?!  Dang, that's half the reason I'm trying this mod.  Although the fact that this mod's raiders show up with more implants than the Empire is admittedly quite comical.

I still think you can do it, since an amazon pawn leader with the queen title is indeed created as normal. However, specifically at the Factions Tab, no pawn is listed as leader for the Amazon faction. (Edit.: Nevermind... just fixed that by setting hideFactionLeader tag to 'false'.)

 

Another weird quirk I've found, got this quest with a reward for 'noble points' with the amazon faction, with no name lol

 

image.png.cbd1c6ab6add8377668049600e1036bc.png

 

 

Edited by QuackShot
Fix
  • 2 weeks later...
Posted
On 9/16/2025 at 2:20 PM, ghostfalll said:

Although the fact that this mod's raiders show up with more implants than the Empire is admittedly quite comical.

Also, since this mod's faction is classified as "industrial," and the game only limits drop pod raids to "tribal" factions, it can spawn drop pod raids.  Which is hilarious when a 26-pawn raid lands in a small enough room to cover basically the entire room with uberwomensch.  Maybe some sort of weird overflow mechanic in the game when it spawns drop pod raids for the odd spawn definition (instead of spread across a few nearby rooms), but still, I guess at least I was kind of OK with letting that run fall by the wayside.

 

But seriously, "industrial!?!"  Tried finding where the game defines raid behaviors for drop pod raids (since it's limited for tribal factions), but can't find where it has the: List<RaidStrategyDef> disallowedRaidStrategies; so dunno how to limit it.  Seems like no faction (except pirates!) really uses this option in the FactionsDef, so I guess it's half-baked... but since the base game also lacks any medieval factions, maybe it wasn't worth fleshing out.

Posted
On 9/28/2025 at 7:32 AM, ghostfalll said:

Also, since this mod's faction is classified as "industrial," and the game only limits drop pod raids to "tribal" factions, it can spawn drop pod raids.  Which is hilarious when a 26-pawn raid lands in a small enough room to cover basically the entire room with uberwomensch.  Maybe some sort of weird overflow mechanic in the game when it spawns drop pod raids for the odd spawn definition (instead of spread across a few nearby rooms), but still, I guess at least I was kind of OK with letting that run fall by the wayside.

 

But seriously, "industrial!?!"  Tried finding where the game defines raid behaviors for drop pod raids (since it's limited for tribal factions), but can't find where it has the: List<RaidStrategyDef> disallowedRaidStrategies; so dunno how to limit it.  Seems like no faction (except pirates!) really uses this option in the FactionsDef, so I guess it's half-baked... but since the base game also lacks any medieval factions, maybe it wasn't worth fleshing out.


I wasn't aware that drop pod raids could occur with Amazon raids... I'll set them back to medieval in a future update to rectify this. 

Posted
On 9/15/2025 at 7:32 PM, QuackShot said:

Just now I've noticed that the Amazon faction is the only faction that does not have a leader listed on the Factions Tab... despite having a pawn created as leader on World Pawns... maybe there's some other setting missing in the mod?

That's odd... I could have sworn I fixed that issue in an early version of the mod.   An update it is due soon and I'll take a look.  Thanks for reporting.

Posted (edited)

There's also clearly an error somewhere in the mod's code that handles faction rep changes, this mod always shifts it's faction rep values upon startup (well, or it's somehow conflicting with another mod that I have no way of identifying).  This is NOT the normal faction rep value changes, since those also occur along with whenever the other factions shift, and it is ONLY occurring with this mod.

 

It was at first aggressively negative (which was annoying since the player would hit -100 by mid-game, but understandable since it's within the spirit of the mod).  However, when I tried fiddling around with the values to reduce how quickly it was changing upon startup, I was able to somehow change it; now its adding positive rep upon startup!  Decided not to mess with it further for now...

Edited by ghostfalll
  • 5 weeks later...
Posted
On 10/7/2025 at 2:34 PM, ghostfalll said:

There's also clearly an error somewhere in the mod's code that handles faction rep changes, this mod always shifts it's faction rep values upon startup (well, or it's somehow conflicting with another mod that I have no way of identifying).  This is NOT the normal faction rep value changes, since those also occur along with whenever the other factions shift, and it is ONLY occurring with this mod.

 

It was at first aggressively negative (which was annoying since the player would hit -100 by mid-game, but understandable since it's within the spirit of the mod).  However, when I tried fiddling around with the values to reduce how quickly it was changing upon startup, I was able to somehow change it; now its adding positive rep upon startup!  Decided not to mess with it further for now...

Happening to me too, it's funny, they'll swing down to -100, then go back to 0, and then swing back to -100. 

Posted (edited)

I'm running combat extended mod, and I'm getting errors each time an amazon bow is fired during battle... is this mod CE compatible? A CE patch would be great, if possible... the battle lags a lot and it gets kind of hard to play during battles... here's the error that repeats a lot:

 

Exception ticking Niichaad (at (188, 0, 41)): System.InvalidCastException: Specified cast is not valid.
[Ref 53A74381] Duplicate stacktrace, see ref for original
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Core, Assembly-CSharp.dll] Verse.TickList.Tick()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.DoSingleTick_Patch4(Verse.TickManager)
[Core, Assembly-CSharp.dll] Verse.TickManager.TickManagerUpdate()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Game.UpdatePlay_Patch1(Verse.Game)
[Core, Assembly-CSharp.dll] Verse.Root_Play.Update()
 

Exception ticking Arrow_Amazon736601: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3B3937E0]
  at Amazon.Projectile_AmazonArrow.Impact (Verse.Thing hitThing, System.Boolean blockedByShield) [0x0008c] in <4a72655810944df2b93aa7bfdd6441da>:0 
  at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3 c) [0x00228] in <46372f5dadbf4af8939e608076251180>:0 
    - TRANSPILER OskarPotocki.VEF: IEnumerable`1 VEF.Weapons.VanillaExpandedFramework_Projectile_SetTrueOrigin_Patch:Transpiler(IEnumerable`1 codeInstructions)
    - POSTFIX OskarPotocki.VEF: Void VEF.Weapons.TeslaProjectile+ProjectilePatches:Postfix()
  at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3 lastExactPos, UnityEngine.Vector3 newExactPos) [0x00171] in <46372f5dadbf4af8939e608076251180>:0 
    - TRANSPILER OskarPotocki.VEF: IEnumerable`1 VEF.Weapons.VanillaExpandedFramework_Projectile_SetTrueOrigin_Patch:Transpiler(IEnumerable`1 codeInstructions)
    - PREFIX Dubwise.Rimatomics: Boolean Rimatomics.HarmonyPatches+H_CheckForFreeInterceptBetween:Prefix(Projectile __instance, Vector3 lastExactPos, Vector3 newExactPos, Boolean& __result)
  at Verse.Projectile.TickInterval (System.Int32 delta) [0x00074] in <46372f5dadbf4af8939e608076251180>:0 
  at Verse.Thing.DoTick () [0x000eb] in <46372f5dadbf4af8939e608076251180>:0 
  at Verse.TickList.Tick () [0x00139] in <46372f5dadbf4af8939e608076251180>:0 
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Core, Assembly-CSharp.dll] Verse.TickList.Tick()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.DoSingleTick_Patch4(Verse.TickManager)
[Core, Assembly-CSharp.dll] Verse.TickManager.TickManagerUpdate()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Game.UpdatePlay_Patch1(Verse.Game)
[Core, Assembly-CSharp.dll] Verse.Root_Play.Update()
 

Edit.:

 

For those having the same problem, a workaround is to use the CherryPicker mod to disable the Nightingale Bow :)

 

Edited by QuackShot
Posted
On 11/7/2025 at 3:21 AM, SecretAgentClank said:

Happening to me too, it's funny, they'll swing down to -100, then go back to 0, and then swing back to -100. 

Weird, that sounds like a stack overflow thing.  That didn't happen to me though, it just went -100 then stayed at -100 (well, until I tried fiddling and then somehow got the positive rep change to occur instead).

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