RimWorld

RimWorld

Rim War
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Update: Nov 26, 2020 @ 11:57am

[Auto-generated text]: Update on 11/26/2020 12:57:18 PM.

Update: Nov 26, 2020 @ 12:11am

[Auto-generated text]: Update on 11/26/2020 1:11:44 AM.

RimWar v0.9.7.1 update
Bug Fixes:
o Fixed an xpath bug if another mod adds comps to Caravans
o Fixed a bug with something something programming nonsense due to Empire dll reference

Update: Nov 25, 2020 @ 8:53pm

[Auto-generated text]: Update on 11/25/2020 9:53:16 PM.

Update: Nov 25, 2020 @ 6:10pm

[Auto-generated text]: Update on 11/25/2020 7:10:19 PM.

New:
o Threading has been incorporated into the base Rim War mod courtesy of Karim (AmusedSaucer)
o Improved world unit icons courtesy of Poet
o Units engaged on the world map by a caravan have additional options to redirect the unit to visit the player colony or attack a nearby enemy, for a price
o Compatibility added for Empire mod:
- Player settlements are recognized as "vassal" factions to the player
- Vassal states are able to generate units at the direction of the player
- Vassal settlements that are attacked by an enemy unit will trigger a settlement defense event from the Empire mod; this will always cost the Vassal settlement RimWar points, regardless of the outcome
- Vassal settlement growth rate is limited by the settlement power level
o All mod options now have explanation tooltips
o New mod option for AI aggression cost and cooldown - adjusts the frequency AI settlements may initiate aggressive acts against the player
o Added two new presets for 'easy' and 'hard' settings
o Selecting a settlement on the world map will now draw a ring that shows the settlements effective range
o AI Settlements will now display their aggression points in the settlement info box; selecting player colonies will show the minimum aggression points a settlement needs to attack
o Added relative power unit costs - to help prevent faction snowballing, unit costs will be adjusted +- 25% based on a factions relative, overall combat power

Tweaks:
o Reduced the natural growth rate for settlements
- Growth rate is determined by biome, capitol, faction tech level, and behavior
- Growth ranges are 24 to 60 points per settlement per day; this can be adjusted in the mod options
o Reduced overall settlement starting power by 50%
o Caravans should have a reasonable chance of being undetected by units with overwhelming combat power
- Detection factors in caravan visibility, wealth, and distance to enemy unit
o Settlement effective range has been modified to be less dependent on settlement power
o Caravan engagements with other units should be more responsive

Bug Fixes:
o RimWar support added for Factions using fixed names
o Alert lists are sorted before displaying
o Template generation added for Factions without any defined Groups
- This will allow factions without pre-defined groups functionality
- The script is executed each time the game loads with parameters that are random-in-range

Update: Oct 20, 2020 @ 8:26pm

[Auto-generated text]: Update on 10/20/2020 9:26:19 PM.

Tweaks:
o Modified comms console to be more selective when removing default options for trade and military aid requests
o RimWar tab will update stored silver count immediately when opening the tab

Update: Oct 18, 2020 @ 8:57pm

[Auto-generated text]: Update on 10/18/2020 9:57:35 PM.

Bugs:
o hotfix for errors when trying to use the comms console and when opening the RimWar tab

Update: Oct 18, 2020 @ 1:13pm

[Auto-generated text]: Update on 10/18/2020 2:13:30 PM.

v0.9.5.0 - Beta

New:
o Formal Alliances will now require a financial tribute to establish
- The player can select and request unit deployments from allied settlements
- This feature is separate from comms console and allows a greater degree of action
o Comms console revamp
- All factions can now provide military assistance, though only technologically capable factions can launch a warband
- Each unit (Scout, Warband, Launched Warband) provides a variety of options for power, speed, and cost

Tweaks:
o Added attributes to each faction that modify movement speed, combat power, and growth rate
- attributes can be defined in the RimWarDef file or will be randomized each game
- this feature can be toggled when starting a new game but requires a new game to take effect
- all existing games will be unaffected
o Each faction will be assigned a capitol - the faction capitol will act more frequently, have improved growth rate and will gain a small bonus to defense
o Improved performance for various Harmony patches courtesy of Wiri

Update: Oct 11, 2020 @ 11:30pm

[Auto-generated text]: Update on 10/12/2020 12:29:56 AM.

RimWar v0.9.4.1
Tweaks:
o Events triggered from hidden factions are no longer suppressed

Bug Fixes:
o Settlers will no longer attempt to settle on tiles with Biomes that can't support bases or are extreme (compatibility with Impassable Map Marker)
o Null reference checks added for several methods
o Fixed a bug when calling for aid from allied factions

Update: Oct 11, 2020 @ 10:59pm

Reverted due to incomplete update

Update: Oct 11, 2020 @ 10:58pm

[Auto-generated text]: Update on 10/11/2020 11:58:29 PM.