RimWorld

RimWorld

Rim War
1,956 Comments
Colezeveryepik Apr 27 @ 9:07am 
I know it says that a new game is recommended, but will it kill my save if I do add it to a preexisting colony?
ColossalFossil Apr 23 @ 7:09am 
@a gamer - You can install a mod that clamps the world's tech level to whatever you want it to be while you are starting out and then change it once you are established.

A crash-landed scenario doesn't work too well with Rim War if you have a lot of other mods that extend the gameplay. I created a custom scenario where I start with 6 or 8 pawns. I keep 3-5 of them at my main starting town and let the other 3 form a semi-permanent caravan right at the start of the game. The idea is that it emulates the concept of a player controlled scouting party.
a gamer Apr 23 @ 1:43am 
it works well enough, still have to deal with raiders with marine armor (not fully armored but still) and high-tech weapons though but they were easy to deal with i guess
a gamer Apr 22 @ 10:53pm 
i just found it and made some changes, testing to see if it works though
Nesano Apr 22 @ 11:38am 
There is a difficulty slider. Don't know how well it works, though.
a gamer Apr 22 @ 9:20am 
my settlement is getting railed because of this mod, please add a difficulty slider for this since i do not want to experience a fully-kitted out band of pirates with charge rifles and ARs whilst only having MPs and some bolt-actions
ColossalFossil Apr 12 @ 11:45am 
@Green King - Google it. There are literally hundreds of videos on it.
Green King Apr 12 @ 11:41am 
TO EVERYONE! Does anyone have a good reference Video they can share that explains this mod. I can't figure it out. Many people on discord and other spots also ignore this mod because they don't understand it. Is there a video for this mod???
Liquorice Apr 10 @ 4:57pm 
"Discuss the mod on Discord: https://discord.gg/WsY4UBE"

I guess he is on his discord despite not being here much
Liquorice Apr 10 @ 2:17pm 
Latest Development is at https://github.com/TorannD/RimWar---Threaded

Just in case people are confused, technically this mod wasnt abandoned in 2020 or it wouldnt function.
DemonBonejangles Apr 10 @ 9:23am 
The mod seems to be incompatible with the Winston waves storyteller
枯叶的风 Apr 10 @ 1:10am 
We need zh
Szczygiel Apr 9 @ 3:41am 
this mod is dead for 5 years or so and waiting for its succesor or take over.
123caboom Apr 8 @ 3:37am 
Do i have to participate in the war or can play a lil village striving to survive in the wages of wars everywhere around?
Scytheangel Apr 7 @ 3:36pm 
getting raided on peacefull difficulty, how do i disable raids until i increase the dificulty?
Liquorice Apr 5 @ 6:03pm 
@Chicken_Smuggler theres a potential fix for the caravan issue posted in the github that was likely never committed. https://github.com/TorannD/RimWar/issues/3
Nesano Apr 5 @ 1:08pm 
It works, it just takes a little configuring and if you use Restricted Events mechanoids don't raid you anymore.
Aftermath434 Apr 5 @ 1:07pm 
is this ded or still working
fergis4 Mar 29 @ 5:53pm 
Can I have multiple alliances or will forming a second undo the first? I want to create a united nations of the rimworld
ArticBlazer Mar 29 @ 6:58am 
how do i change the NPC faction behavior?
FotisP68n Mar 29 @ 6:10am 
@Average Genestealer yes it is
Nesano Mar 27 @ 3:35pm 
That's unfortunate because what this mod aims to achieve is how the base game should operate.
Axelerator Mar 27 @ 12:49pm 
@nucleartaco Seems like this mod has mostly just been updated for the last 2-3 years to work in newer versions of rimworld and no real change to the mod.
Average Genestealer Mar 27 @ 11:07am 
Is this compatibel with vanilla outposts expanded?
EnderBaig Mar 24 @ 10:23pm 
Iron within
Iron without
nucleartaco Mar 21 @ 11:50am 
Is this still being worked on?
Chicken_Smuggler Mar 21 @ 6:08am 
I was wondering why my caravans weren't moving and I found this mod to be the culprit. Dont think it's working for 1.5 despite what the mod tag says
k.slama95 Mar 18 @ 10:45am 
could you adda a thing that the caravans actually arive from correct side?
markmywords800 Mar 17 @ 10:25am 
hello, i have been trying to pair this mod with things like the 40k mod and the covenant.

there have been issues and i have been trying to identify if it is coming from this mod or the others, and just want to ask for input.

the errors regularly being shown are

Could not get new name (first rule pack: NamerSangheiliFemale)
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Exception while generating pawn group: System.ArgumentOutOfRangeException: Length cannot be less than zero.
Parameter name: length
[Ref D08CC351]

IncidentWorker_CaravanMeeting could not generate any pawns.
UnityEngine.StackTraceUtility:ExtractStackTrace ()

this happens almost exclusively when trying to initiate caravan combat on the world map, but it only happens about half the time and the other half it works with no issues.
Nesano Mar 16 @ 11:15am 
That's why you need to set settlement growth to around 10% and settlement growth frequency to 24 hours. The first time I played with this mod I randomed down in the middle of a ton of tribal camps and I couldn't play the game because there was so many corpses and weapons on the ground.
UNITED STATES OF AMERICA Mar 16 @ 10:58am 
Does this mod affect raid opportunities and is there a way to reduce it? I get raided every single other fucking day.
Nesano Mar 15 @ 11:46am 
Yeah, mechanoid raids will happen if you disable Restrict Events, but that kind of defeats the purpose of the mod. With Restrict Raids on, you're basically playing on a planet the mechanoids haven't arrived on yet, so they only fall out of the sky with ship parts. Not the end of the world.
Liquorice Mar 15 @ 1:08am 
As to Nesanos comments about mechanoids I believe its due to the map based overhaul of raids. Mechaoids dont have a place on the map so you may want to implement a separate setting for people to choose whether they get random mechanoid raids
Nesano Mar 12 @ 5:37pm 
Restrict Events seems to make it so that you never get attacked by mechanoids. Not sure if this is intended, but it's noteworthy.
Nesano Mar 10 @ 7:41pm 
Warning to anyone that wants this mod to even remotely make sense: Set settlement growth rate to like 10% and settlement growth frequency to 24 hours.
John Shartaloney Mar 9 @ 2:12pm 
is this compatible with the vanilla expanded modpack?
Michael Mar 9 @ 10:46am 
Considering it adds a ton of map stuff that constantly is loaded, It does affect FPS. Atleast it did for me (but that was like 2 years ago)
(Goth Mommy) GHOST_023 Mar 8 @ 5:19am 
How bad does this affect FPS?
I Sap People Mar 6 @ 4:19pm 
More victims you use war crimes on, i concern myself with how many people i torture instead of killing therefore i no longer trade
S.E.D.F Mar 2 @ 7:57pm 
how do i go about toning down the amount of enemies there are in each settlement because i sent like 8 clones over with high powered weapons and heavy gear all to get wiped out by 150 soviet scum with bolt action rifles, shotguns and pistols
Nanook Mar 1 @ 12:29am 
recommended load order please ?
zloi_krendel Feb 28 @ 2:06pm 
is it safe to remove it mid save? Because there is a small proble, i live on an island and due to that all raids i get (once-twice a year) is just dropship raids or raids that are forced by the tribals expanded storyteller.
[RTB] Sarianos Feb 21 @ 4:47am 
@Torann is this mod still under active development or is it in maintenance mode / on hiatus?
[Apply_Meme] Feb 21 @ 12:10am 
is this compatible with Raids for me, and other similar mods that add more raid events?

https://steamcommunity.com/sharedfiles/filedetails/?id=1633517937
ramdizz Feb 20 @ 5:24pm 
@urliamo compatible. No problem with this mod
urliamo Feb 19 @ 11:35pm 
is there compatibility with Roads of the Rim? seems like a perfect match!
Canyon Feb 16 @ 4:53pm 
5 hours later, the campaign has had several battles, new settlements, and it updates if a faction is defeated.

This mod works fine on 1.3 for anyone who wants to know.
Canyon Feb 16 @ 1:04pm 
Using Rimworld 1.3 with 120+ mods including Vanilla Expanded / Save our Ship 2 / Combat Extended I'll added this mod and have been using it the last hour without any issue or slow-down

My colony has 22 pawns, with 1 ship in orbit, and 2 large colonies

Haven't had any bugs or slow-down, can't say how it performs on 1.5, but so far 1.3 feels smooth
Canyon Feb 16 @ 11:52am 
Oof, this mod is pretty much everything I want to add to my current 1.3 Save our Ship 2 / Combat Extended RTS style 2 year strong campaign, but everyone is saying this will slow my game to a crawl, so... let's see, I'll report back!
GreyApache Feb 6 @ 6:08pm 
I also had this issue