RimWorld
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RimCities
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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8.691 MB
19 JUN 2019 a las 4:13 p. m.
2 ABR a las 12:04 p. m.
133 notas sobre cambios ( ver )

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RimCities

Descripción
Overview
RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld players. This mod adds randomly generated cities to the world map, which are similar to other settlements but are far more difficult to attack. Pirate-controlled cities provide even more of a challenge by occasionally bombarding you with mortar shells.

It is possible to visit and explore friendly cities with in-person trading and custom quest objectives. Rival factions will attack one another's cities from time to time, giving you opportunities to choose sides and establish military alliances.

You may also come across abandoned cities, which provide great scavenging opportunities for you and other nearby raiding parties.

Citadels are very long, very narrow, heavily fortified city maps. Conquering a citadel requires an elite, battle-hardened team of colonists, and the rewards are far greater than those of traditional cities.

RimCities is compatible with existing save files and works with Combat Extended, Real Ruins, Zombieland, Faction Control, RimQuest, Quest Tab, Medieval Times, and many other mods. If you're encountering issues, try disabling other mods and/or tweaking the load order.


Scenarios
RimCities includes default "Crashlanded" scenarios for various city types, as well as a combat-focused "Task Force" mission taking place on a narrow Citadel map.

If you'd like to create a custom city scenario, click "Scenario Editor" and check the box next to "Edit mode". From there, click "Add part" and add the "Start in city (RimCities)" option. You can then customize the scenario to your liking.


Development
GitHub repository and downloads:
https://github.com/rvanasa/rimworld-cities

Bug reports & compatibility requests:
https://github.com/rvanasa/rimworld-cities/issues

Work in progress! Let me know if you have any ideas or suggestions for the mod.
Discusiones populares Ver todo (27)
125
13 JUN a las 11:52 p. m.
Bug Reports
i2ID
7
15 ENE a las 3:06 p. m.
How do you defend city? It seems impossible?
Daeminos
9
25 JUN 2022 a las 1:29 a. m.
Enemy Cities are completley broken.
Spyrot La Iguana
1,587 comentarios
Ionfrigate12345 16 JUN a las 12:42 p. m. 
Hi author,

I found a logical bug in your Quest_Assault:

public override void ChooseParts() {
base.ChooseParts();
alliedFaction = Find.FactionManager.RandomAlliedFaction(minTechLevel: TechLevel.Industrial);
target = Find.WorldObjects.Settlements
.OfType<City>()
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
.RandomByDistance(HomeMap?.Parent, 80);
}

This way your attack target may just be hostile to the player, but not the alliedFaction. You need to add a condition to pick the target faction that is also hostile to alliedFaction. Otherwise your ally and enemy may not fight each other once you enter the city

.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && s.Faction.HostileTo(alliedFaction ) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
Psyckosama 14 JUN a las 10:27 p. m. 
https://steamcommunity.com/sharedfiles/filedetails/?id=2998095518

if I may make a suggestion, you might want to look at the abandoned This Rim of Mine mod for ideas for city generation.
SS5DEJAN 13 JUN a las 9:39 p. m. 
Im not loading buildings in cities and the maps are loading in a very weird resolution.
https://gist.github.com/HugsLibRecordKeeper/111f91958a6532e8c0cb51cf28f17be2
McLets 9 JUN a las 1:04 p. m. 
unfortunately they're usually a bunch of borg cubes...
TheoRhetorical 6 JUN a las 2:52 p. m. 
Any time I visit a city to loot stuff my wealth jumps up to crazy levels, as if I claimed the tile the city itself entirely. This really breaks the mod for me, though I don't think this is how the mod is intended to behave. Is there any fix for this? It's such a cool mod, I would really love to be able to use it, but as it is I just can't.
Dosboy 2 JUN a las 5:43 p. m. 
The cities are so COOL, espc when you visit a trader. Is there any way to turn down the loot? I was given 20k silver, 400 glitterworld meds and like 400 components plus tons of other stuff. I was at 150k wealth right away on day 3 or 4. I just found a ruins (my first one) with maybe a hundred thousand dollars of stuff in it...
Oldman 2 JUN a las 1:42 p. m. 
Crashed pretty hard on the citadel assault start. Lots of "unknown entity' flags.
joyce manor enjoyer 29 MAY a las 10:05 p. m. 
Does this work for medieval playthroughs
Yrol Denjeah 28 MAY a las 7:19 p. m. 
DAOWAce,
Thank you for your post :o)
I better stay far away from this mod then. ( no sarcasm or irony used )
DAOWAce 10 MAY a las 8:26 p. m. 
@The Realest Nooblet: Yeah this has never worked as probably intended for me. Trying to visit a friendly city to trade, no trade option, click the "enter city" button, it immediately claims it as my own city and a bunch of "bed unassigned" messages popup for NPCs that don't exist in the city.

It's like it auto-converts the city to abandoned. There's maybe a couple hostile NPCs, but nothing else. Then a raid spawns 2 minutes later. On the map, it still shows as being a friendly city with the "show what will buy" button and the faction icon.

Hearing you test it vanilla and seeing the same behavior leads me to believe this isn't a mod conflict, and the mod is just not functioning as intended.

I love these "addition" mods like Real Ruins too, but with the way they break balance or bugs, I suppose I keep them out of my future saves..