RimWorld

RimWorld

Urban Factions - Framework
51 Comments
Hazzikaze Feb 28 @ 9:20pm 
rip.... @mlie please revive im begging you
Flash Oct 14, 2024 @ 4:54am 
@milie pls!!
Celaughter22 Sep 20, 2024 @ 5:13pm 
@milie please help
Olegyhka228 Aug 9, 2024 @ 1:29pm 
Maybe 1.5? joke
Celaughter22 Jun 22, 2024 @ 1:52pm 
please update to 1.5
B-Side Jon May 23, 2024 @ 1:53pm 
1.5? :'[
HYDRA Apr 12, 2024 @ 6:50pm 
1.5?
g0jira Nov 11, 2023 @ 8:40am 
something is wrong with CE, termite charge is using NATO ammo and has higher range than AR :D
Sgtknispel23 Sep 16, 2023 @ 3:39am 
@jabba i get that issue too,hope it eventually gets sorted out cause i love what this mod does for raiding bases
Jabba Sep 14, 2023 @ 9:58am 
Removing this mod does indeed fix the issue..
Jabba Sep 13, 2023 @ 10:52am 
Quick question - has anyone faced an issue where enemy pawns in outposts and such seem to just wander around in the center of the map, without attacking you?


This is an extremely frustrating issue, especially with tribals, since melee enemy pawns don't attack you. It ends up being a boring turkey shot lmao
skycrossercat Sep 12, 2023 @ 12:30am 
Oh and one more thing, will you consider replacing pawnkinds' weapon tags to vanilla counterparts (like Sniper or AssaultRifle) instead of just use "Gun"?
skycrossercat Sep 11, 2023 @ 8:31am 
Also, does the AI alter only for defending their own base, or also change their moves while attacking player's base?
skycrossercat Sep 11, 2023 @ 8:28am 
Is it necessary to have Ideology to use your faction mods? I would like to try your mods with custom base layout and AI, but I really dislike the management of Ideology.
このヘンタイ! Jul 25, 2023 @ 11:31pm 
wow I must try this
CAI-5k may good but they don't know how Urban warfare and keep random digging wall around settlement
hope this mod don't disappoint me like CAI-5k
TechnoFox  [author] Jul 23, 2023 @ 7:30pm 
Hey Littleman, I am not quite sure, I assume it will just give you an error and dependent on which faction chosen could have different results. NWA, Hadm, and Volhards are likely to have the occasional error however the game should just default to a human by default. The new survivors mod should work just fine
Littleman Jul 23, 2023 @ 7:20pm 
So I have to ask, is Biotech a hard requirement for the factions that need it, as in it won't work without it? I really want to use this mod series but I don't own Biotech
TechnoFox  [author] Jul 22, 2023 @ 6:58pm 
Hey B-roll Jon, yes unfortunately this is required for the modern combat mods, as it holds the AI, map gen, and resources for all of the modern combat mods, and a new faction is coming likely within the next couple days after I patch some of the older factions
TechnoFox  [author] Jul 22, 2023 @ 6:56pm 
Hey ෴ ENTRECEIJO ෴ , yes and for the modern combat series I actually recommend it
B-Side Jon Jul 20, 2023 @ 11:22pm 
Is it optional or do you need this to use the Modern Combat mods? Btw awesome stuff man, hope you update/add more factions.
෴ ENTRECEIJO ෴ Jul 20, 2023 @ 5:19am 
is it CE compatible?
TechnoFox  [author] Jun 28, 2023 @ 12:09pm 
hey uhhhh... yeah, I will look into it lol thanks!
Sea salt_helper Jun 28, 2023 @ 9:39am 
breaching tools' ce patches dont work
CaptArcticWolf Jun 9, 2023 @ 9:09pm 
I saw the results. Awesome mod still. Great work.
TechnoFox  [author] Jun 9, 2023 @ 1:33pm 
Hey CaptArticWolf, no worries this is in part because of a recent patch that fixed it overlapping with vanilla barricades that was causing issues with mechanoids. That being said any loaded save files with the old barricades will cause an initial error but will not cause problems later on
CaptArcticWolf Jun 9, 2023 @ 1:30pm 
Glitch occurs when reloading a save-file. All Urban Faction Barricades are replaced with Vanilla Wooden/Steel Barricades or blueprints of them. (replaces doors,walls with them). Ill try just running the mod standalone to see if i get the same result. i don't have any mods i would think would conflict with this mod. ill see if the glitch occurs again. Not good at Error-logging.
balzacvondouchenberg Jun 8, 2023 @ 5:17pm 
thank you for your answer, i'll give some of your factions a spin
TechnoFox  [author] Jun 8, 2023 @ 5:06pm 
This in addition to enemies being intrenched in buildings means grenades have more of a use to clear rooms as enemies won't hail marry you on sight, and if outside will attempt to dive behind cover before engaging (This is also very visible with CE which I recommend for the modern combat series). I hope this kinda answers your question
TechnoFox  [author] Jun 8, 2023 @ 5:01pm 
This is hard coded and therefore for me at least wasn't as fun, hence my factions. My factions doesn't spawn turrets, as well as various places to take cover within the base. This means that you can approach way closer (unless you stumble onto a defensive position, which similar to the turrets initiates an assault) In addition because you can get closer the AI will prioritise cover making it seek that before trying to effectively engage
TechnoFox  [author] Jun 8, 2023 @ 4:58pm 
Hey balzacvondouchenberg, so the adjustment to the AI is mostly in their decision making when it comes to the initiation of their assault and when to take cover. So for example if you approach a vanilla base and begin assaulting turrets or damaging property (or pawns) will cause the settlement to begin their assault
balzacvondouchenberg Jun 8, 2023 @ 4:52pm 
I tried to see if the AI would defend rather than attack but they ended up attacking my raiding force anyways, do I need your factions for this feature to work?

thanks
TechnoFox  [author] Jun 6, 2023 @ 11:06pm 
Hey Very_FLOOFY, I wasn't tracking that was happening, thanks I will look into it
VERY_FLOOFY Jun 6, 2023 @ 4:25pm 
Hey, the wooden door barricade overrides the steel ones that drop with mech clusters
TechnoFox  [author] Jun 2, 2023 @ 11:10am 
Hey AbsolutelyNotSteveJobs, I have been informed by some others of the desire to not use RH2, and I am working on a patch that will allow you to toggle the factions to use vanilla apparel and weapons
TechnoFox  [author] Jun 2, 2023 @ 11:09am 
Hey CommanderAtlas, yes it is CE friendly, in fact my mod series modern combat recommends to use CE as it spices up breaches
AbsolutelyNotSteveJobs Jun 2, 2023 @ 10:44am 
great mod but please make some factions without Rimmunation dependency or make it optional. they look butt ugly and there are too many stuff in those bloating the game :(
CommanderAtlas Jun 2, 2023 @ 4:58am 
Question - and comes the dreaded spam - Is this CE friendly, untested, or severely incompatible?
Orix FC May 29, 2023 @ 11:21am 
We Will Watch Your Career With Great Interest :steamthumbsup:
Smiley Face Killer May 28, 2023 @ 5:39am 
Man the modern ops sounds neat but the AI5000 incomp kills me :/
Zacky 0.0 May 28, 2023 @ 4:59am 
nvm saw your other mod, ignore what I said earlier
Zacky 0.0 May 28, 2023 @ 4:55am 
Surely this is CE compatible?
(annoying but yeah)
Tittymcswaggy May 28, 2023 @ 4:18am 
A mod that actually let me use artillery on buildings for once
TechnoFox  [author] May 28, 2023 @ 12:24am 
hey apieguy, as far as I am tracking extremely minimal. It was a commission (My c# coding isnt the best) but from my testing it seems to not waste any more resources regardless of pawn count
jinn in outer space May 28, 2023 @ 12:18am 
how is the performance impact?
TechnoFox  [author] May 27, 2023 @ 8:59pm 
Urban Factions Framework does things a bit different in the pawns will actively run for cover (even if its away) before trying to actively be engaged. this in combination with the the urban ops system I made in the modern combat series make it so when a building is breached enemies will actively try to defend and hold instead of blitzkrieing every time. Hope that helps!
TechnoFox  [author] May 27, 2023 @ 8:56pm 
hey apieguy, tbh it's not necessarily better but rather different. from my undertanding AI 500 intends to make it so combat is overall improved by changing how the AI processes combat and proceeds with a strategy. A good example is AI 500 will actively try to get pawns to burrow around defences and try to flank pawns in the open
jinn in outer space May 27, 2023 @ 8:22pm 
how is it better than cai5000
rex6564 May 27, 2023 @ 7:13pm 
fire
TechnoFox  [author] May 27, 2023 @ 6:52pm 
However thanks for reminding me I forgot to put that up
TechnoFox  [author] May 27, 2023 @ 6:51pm 
Hey SAUCE__GODD, unfortunately it is not