Add Wasteland Settlers scenario

Introduce a new starting scenario for independent wasteland settlers. It defines the starting pawn mix, arrival method, starting gear and caps, optional ballistic weapons support, and custom scenario flavor text for a trade-focused colony start.
This commit is contained in:
RickGrymes
2026-07-25 09:01:16 -05:00
parent a3d0d3c64e
commit 5dba262b81
2 changed files with 67 additions and 8 deletions
@@ -0,0 +1,66 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ScenarioDef ParentName="ScenarioBase">
<defName>FCP_Scenario_Wastelander_Settlers</defName>
<label>Wasteland Settlers</label>
<description>No faction, no flag, no patron - just a handful of settlers with a caravan guard and a trade instinct, looking for a stretch of ground nobody else has claimed yet.</description>
<scenario>
<summary>Independent wasteland settlers strike out to build a home of their own.</summary>
<parts>
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns_KindDefs">
<def>ConfigurePawnsKindDefs</def>
<pawnChoiceCount>8</pawnChoiceCount>
<leftBehindPawnKind>FCP_Pawnkind_Wastelander_Citizen</leftBehindPawnKind>
<kindCounts>
<li>
<kindDef>FCP_Pawnkind_Wastelander_Citizen</kindDef>
<count>2</count>
<requiredAtStart>true</requiredAtStart>
</li>
<li>
<kindDef>FCP_Pawnkind_Wastelander_Caravan_Guard</kindDef>
<count>2</count>
<requiredAtStart>false</requiredAtStart>
</li>
<li>
<kindDef>FCP_Pawnkind_Wastelander_Trader</kindDef>
<count>1</count>
<requiredAtStart>false</requiredAtStart>
</li>
</kindCounts>
</li>
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>DropPods</method>
<visible>false</visible>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>FCP_Currency_Caps</thingDef>
<count>100</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>FCP_Apparel_Caravaneer_Outfit</thingDef>
<count>5</count>
</li>
<li Class="ScenPart_StartingThing_Defined" MayRequire="Rick.FCP.BallisticWeapons">
<def>StartingThing_Defined</def>
<thingDef>FCP_Gun_Caravan_Shotgun</thingDef>
<count>5</count>
</li>
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>It is the year [FCP_Year]. No NCR contract, no Legion banner, no Brotherhood patrol watching your back - just a caravan, a trade route that dried up, and a decent-looking patch of dirt.\n\nOut here, that's as good a start as any.</text>
</li>
</parts>
</scenario>
</ScenarioDef>
</Defs>
@@ -336,14 +336,7 @@
<ignoreIdeoRequirements>true</ignoreIdeoRequirements>
<respectPopulationIntent>false</respectPopulationIntent>
<countRange>0~1</countRange>
<slaveKindDef>FCP_Pawnkind_Protectron_VersionA</slaveKindDef>
</li>
<li Class="FCP.Core.StockGenerator_PawnsWithXenotype" MayRequire="Rick.FCP.Robotics">
<ignoreIdeoRequirements>true</ignoreIdeoRequirements>
<respectPopulationIntent>false</respectPopulationIntent>
<countRange>0~1</countRange>
<slaveKindDef>FCP_Pawnkind_Protectron_VersionB</slaveKindDef>
<slaveKindDef>FCP_Pawnkind_Protectron</slaveKindDef>
</li>
<li Class="FCP.Core.StockGenerator_PawnsWithXenotype" MayRequire="Rick.FCP.Robotics">