RimWorld

RimWorld

104 ratings
Powerful Faction Bases
 
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Mod, 1.0
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0.332 MB
Nov 22, 2018 @ 1:54am
Jan 10 @ 7:33pm
10 Change Notes ( view )

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Powerful Faction Bases

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Description
== Proof-of-concept mod I made for fun, using the fact that attacking faction bases are not mandatory content of the game. ==


I was always disappointed at how easy it is to destroy NPC faction bases, since enemy does not properly scale to player's strength unlike raids. Since I did not have sufficient modding knowledge to change this, I instead increased strength of enemies that defend vanilla NPC bases.

Natives spawn in greater numbers. Outlanders spwan more defenders, which features new units stronger than the original. Pirates feature both greater numbers and powerful enemies which make their base extremely difficult to destroy. Attacking these bases will be suicidal, because they are intended to be near impossible to beat - but perhaps some ambitious player could aim to destroy them as late-game content, just because they can.

Mod features:
+ Designed using only vanilla items.
+ Much more greater enemy numbers defending their bases.
+ More powerful enemies (that only appear on NPC bases)
+ Affects optional content of the game only: no changes to event locations!
Popular Discussions View All (3)
4
Jan 10 @ 11:45pm
PINNED: Compatibility with other mods report
NilchEi
3
Dec 3, 2018 @ 2:16pm
PINNED: Update Notes
NilchEi
2
Dec 23, 2018 @ 10:19am
Bug : Pirate base not spawning anyone, just turrets.
Sgt.Apples
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50 Comments
NilchEi  [author] Feb 4 @ 6:36pm 
@Daimyo All faction bases.
Daimyo Feb 4 @ 10:50am 
Does this make all faction bases stronger or just a select few? How do you tell which ones are more powerful if only select? Does it scale or starting out they're just super strong?
Alyx Jan 28 @ 10:49pm 
@et bilu if you heal their wounds, get what you want from the area, then leave the cell and "settle" in another cell, you may need to toggle multiple colonies in options, you can rest them up there etc
Et Bilu Jan 27 @ 8:46am 
When after I defeat the base I only have 24 hours to left the area, and sometimes this time isnt enough since I have to heal my colonists and their animals. Do you guys know any mod or way to increase this time?
CANADIAN TAPEZOID Jan 17 @ 5:40pm 
faction bases are awful they barely have any loot and take for ever to destroy not only that but they dont even have farms and theres like 20 of them this will jsut make the game harder
EP!C Jan 11 @ 1:59pm 
or with the "god Gun" mod
EP!C Jan 11 @ 1:19pm 
you could probably beat the pirates if you used the scenario editor and gave your people tornado genarators and orbital bombardment targetters lol
Tarsis Jan 11 @ 6:19am 
Glad you were able to return to the patch version. Thanks!
NilchEi  [author] Dec 26, 2018 @ 11:33pm 
@Vybe Unfortunately I don't think there is a way to control the direction of entry/exit on the original game. I recommend retreating immediately if you have bad starting position, which generally shouldn't be hard since the player spawns near edge of the map.
Vybe Dec 26, 2018 @ 10:20pm 
Is there a way to control where your colonists enter on the map? My colonists tend to enter on the worst parts of the map.. like, literally in the enemy base.