RimWorld

RimWorld

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Large Faction Bases (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.407 MB
May 30, 2024 @ 1:41pm
Jun 24 @ 7:48am
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Large Faction Bases (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
923 items
Description

Update of newcolonists mod https://steamcommunity.com/sharedfiles/filedetails/?id=1841553735



[discord.gg]
[github.com]


Generate larger faction bases. Their size and manpower evolve with time. It also factors in the difficulty level, and some randomness. A high-risk, high-reward challenge.

Safe to add/remove in-game.

For compatibility with other mods changing faction bases, check Choose your enemy base from BrokenBed.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: high-risk challenge
36 Comments
Sarelth Jul 25 @ 12:05am 
Any ideas on how I might bend this to a Medieval Play through?
I imagine a set of Base layouts that get bigger proceduraly, but that sounds scary hard.
Mlie  [author] Jul 24 @ 10:39pm 
@Cleric_McManus There is no upper limit as far as I know
Cleric_McManus Jul 24 @ 3:42pm 
This mod sounds great, but can it result in a base with an outrageous number of turrets and mortars? I'm curious if there is an upward limit that would keep it from being *impossible* to raid.
Mlie  [author] Jul 19 @ 10:29pm 
@тетеря, блин Please see the Reporting Issues section described above
тетеря, блин Jul 19 @ 2:37pm 
on loading:

Error in Large Faction Bases (Continued), assembly name: LargeFactionBase, method: SymbolResolver_EdgeDefense2:Resolve, exception: System.MissingMethodException: Method not found: void RimWorld.LordJob_DefendBase..ctor(RimWorld.Faction,Verse.IntVec3,bool)
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
Leozingameplays Jul 16 @ 5:11am 
Well, I tested it and got my ass handed by mortars and a lot of turrets... guess it works like a charm lol
Mlie  [author] Jul 15 @ 11:43pm 
@Fantasy System Please see the Reporting Issues section described above
Fantasy System Jul 15 @ 11:28pm 
Error checker throws an error

https://pastebin.com/14mkGrKT
Leozingameplays Jul 9 @ 11:40am 
That is nice. I'm using vehicles and I figured that the bases with lots of guys don't really work well on making it difficult, since there is no actually dangerous turrets on the bases, just the small turrets and ocasional mortars that are very avoidable even in vanilla. Wanted a lil more chalenge.
Mlie  [author] Jul 9 @ 10:45am 
@Leozingameplays I have no reports of such incompatibilities at least