RimWorld
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Powerful Faction Bases
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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508.063 KB
22 NOV 2018 a las 1:54 a. m.
6 ENE 2023 a las 9:54 a. m.
45 notas sobre cambios ( ver )

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Powerful Faction Bases

Descripción
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.

These sprawling bases are defended by numerous units stronger than the original, posing an optional end-game challenge that will take herculean efforts to overcome. 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, purely just for the satisfaction of taking down the behemoth...


Mod features:
+ This mod does not add any new additional overpowered items for enemies.
+ More enemy pawns defending their settlements.
+ Adds new powerful enemy variants for vanilla factions, which will only appear as defenders and therefore won't affect raid difficulty.
+ Removed limitation on types of turrets that can be used by NPC settlement.
+ Can change size of NPC settlements from the mod settings.
+ Change the number of enemy settlements in single map via mod settings (default = 2). This affects enemy numbers so can be used to adjust difficulty.

Information:
+ This mod can be safely added or removed from existing save files, though just to be sure I wouldn't do so while you're attacking enemy settlement (retreat first if so).
+ I recommend changing the settlement number to 1 if you're significantly increasing the settlement size on the mod settings.

Known Incompatible Mods:
  • Misc. MapGen FactionBase
  • Large Faction Bases
  • VFE - Settlers and Insectoids
  • Vanilla Base Generation Expanded

Credits:
Significant thanks to Mehni for providing me with the code that made mod settings functional!
Thanks to Proxyer for Japanese translation.
Discusiones populares Ver todo (6)
9
24 AGO 2020 a las 6:04 a. m.
can't close mod settings
test
12
21 MAR 2021 a las 7:15 p. m.
FIJO: Compatibility with other mods report
NilchEi
3
3 DIC 2018 a las 2:16 p. m.
FIJO: Update Notes
NilchEi
264 comentarios
NicoLiks 21 MAY a las 3:27 a. m. 
1.5?
Ionfrigate12345 16 MAY a las 7:37 a. m. 
Also by the test of some players, this mod still works well in 1.5
Ionfrigate12345 15 MAY a las 8:06 p. m. 
Hi author, do you have Github and source code for this mod?

I m the one who updated your another mod Dynamic Diplomacy, I may have a try if you have the source.
Bisquit 15 MAY a las 9:29 a. m. 
Thank you for announcing youre not going to update, too many mods are left in a confusing state around updates
琪露诺逆天改命 22 ABR a las 7:56 a. m. 
...
NilchEi  [autor] 21 ABR a las 1:27 p. m. 
I'm unable to keep updating my Rimworld mods, I give permission for anyone willing to take over ownership of this mod and keep it updated.
wi9390 21 ABR a las 8:08 a. m. 
1.5?
whdmsrb009 20 ABR a las 9:25 p. m. 
1.5?
engager6 12 ENE a las 8:12 a. m. 
Being using since 1.0 and finished several planet extermination runs using it. Reciently decided replay the game with 1.4 biotech, and noted that your pawn generator is way out of hand. Outlander trash bases are filled with hundreds of pawns using top tier spacer tech (!!!) weapons (lasers, gauss rifles, charge miniguns from VWE) with at least excellent-masterwork quality. 100000 silver budget on wepons in EliteDefender? This is not good, and needed to be toned down hard! Even if it's fine to give occasional charge gun to elite outlanders, full base of them with like 100 excellent-masterwork charge miniguns/gauss rifles/laser rifles (VWE) makes no sense at all. Would really like to see pawn weapon/bionic budget limit in the mod's options, so player can adapt that to their own weapon mod list.
s͟o͞me slop̷py b͞oi at work 27 DIC 2023 a las 7:32 p. m. 
Any way to keep the base at the center of the map? Kinda sucks having to enter the map only to be immediately greeted by 50+ raiders and turrets that make quick work of you because the base generated on the same edge of the map as you.