RimWorld

RimWorld

Rim War
Torann  [developer] Sep 7, 2020 @ 9:06pm
Suggestions and New Feature Requests
Think the mod could use a new feature or have thoughts on how to improve the mod? Post here!
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Showing 61-75 of 182 comments
raumz Sep 26, 2020 @ 6:51am 
Since trade caravans actually travel the map now, I think a "road construction crew" unit type would be fun. Factions would slowly try to expand and improve the road system to make it easier to get to their trading partners.
Armorguy1 Sep 26, 2020 @ 7:50am 
@raumz: and the type of road depends of the techlevel of the faction! Liek tribes can only build dirt roads but higher tiered ones could have access to stone or even actual highway roads.
polite name Sep 28, 2020 @ 6:29am 
any chance for a compatibility pass with save our ship 2? i'd love to have my ship as a central base to launch raids from, even if it might be a bit cheesy since enemy settlements can't reach me there (yet)
Last edited by polite name; Sep 28, 2020 @ 6:31am
Kasta Sep 28, 2020 @ 12:34pm 
There should be an indication that units are resting at night, like "Estimated time to destination 0.6 days (resting)".
MaysaChan Sep 28, 2020 @ 6:03pm 
Originally posted by joose:
any chance for a compatibility pass with save our ship 2? i'd love to have my ship as a central base to launch raids from, even if it might be a bit cheesy since enemy settlements can't reach me there (yet)

@joose I think with recent update, it's already compatible, I tested it myself, work fine on both start on ship and launch a ship.
Last edited by MaysaChan; Sep 28, 2020 @ 6:05pm
raumz Sep 29, 2020 @ 4:28am 
Maybe add in something to discourage the AI from sending raids from too far away. I'm playing at 50% globe coverage and I zoomed out and started looking around the planet at the units and where they were moving. I noticed that there were a few scouting forces heading toward my colony with days of travel tiles. A couple would have to cross a very large mountain range in order to get to me. Would make sense if the AI looked for targets closer to home.
Joko Sep 29, 2020 @ 6:18am 
there is already an option for that in the mod settings @raumz
Armorguy1 Sep 29, 2020 @ 9:52am 
Originally posted by raumz:
Maybe add in something to discourage the AI from sending raids from too far away. I'm playing at 50% globe coverage and I zoomed out and started looking around the planet at the units and where they were moving. I noticed that there were a few scouting forces heading toward my colony with days of travel tiles. A couple would have to cross a very large mountain range in order to get to me. Would make sense if the AI looked for targets closer to home.
@raumz: Yeah, what Joko said. I saw them coming for my base but they seemed to have changed their minds as they were going back to one of their bases again.
Gravefall Sep 30, 2020 @ 11:42am 
I'm wondering if you could add or have thought about adding remnants colonies like RIMMSqol, where you can leave some colonists behind and then you interact with the with the comms thing... But in this case add the logic you're using here for Factions to move around the map etc instead.
Game Penguin Oct 1, 2020 @ 3:09pm 
a patch for RimAtomics that allows industrial-level or higher factions to launch nukes at one another:
A faction goes to war with another faction. A large amount of fringe settlements (smaller ones) on both sides are destroyed. A countdown could start in some of the larger settlements on both sides, and when the countdown for each settlement expires, they gain a new tag, "nuclear-armed," visible when the settlement is selected. If the fighting increases further, the two main combatants will give the secrets of their nukes to their allies and allow them to begin the countdown as well. If the fighting gets extremely bad, a nuclear warhead will be launched by one faction at the other's largest settlement. This would immediately trigger the faction and its allies to launch as many nukes back as it can in retaliation, and the attacker's allies to do the same, until either
A. One or both sides have been destroyed or no longer have any nuclear-armed settlements
B. They run out of nukes to fire (they would build more over time if their settlements were large enough and continue afterward)
C. They, somehow, come to terms with one another
Generally, the outcome would be A, as silos would target nuclear-armed settlements first and then trickle down. Also, if two diametrically-opposed factions are both large enough, they might build nukes anyways and then immediately launch them at one another if, for some reason, they go to war. And, of course, tribals could capture a nuclear-armed settlement, spend some time learning their way around the nukes, and then start a nuclear war themselves.
This makes sense because it would make the game more dangerous (if you're an ally, you can get nuked too), and it's canonical. In the fiction primer, it specifically states that roughly half of all worlds engage in nuclear conflict at some point.
This might sound a tad ambitious, but I like explosions, and I thank you for even reading this far.
Joko Oct 1, 2020 @ 4:23pm 
that sound good but would be better as a whole new mod itself (an add-on mod for this one) in that way those that dont want to get wipped by a nuke, dont download the addon. Because i am pretty sure that not a lot of people like to face certain destruction against something that you had no way of preventing. Big raids wipes, you still have a way to win, a nuke, how can you stop a nuke? unless we have a missile that counter the nuke before it reach the city giving us a fair chance to defend against it.
Shogun Oct 3, 2020 @ 6:18am 
It would be great if you could add another alert when an ally gets attacked. I don't want my favorite trade partner to get destroyed without my knowledge. (Yes, you get nearby activity warning but it isn't as effective as an alert.)

Also, it would be great if we could support our allies indirectly in their upcoming battles. I don't know if it is possible to code but sending them weapons, silver or medicine could boost their settlement points.
Last edited by Shogun; Oct 3, 2020 @ 6:20am
Game Penguin Oct 3, 2020 @ 11:58am 
Originally posted by Joko:
that sound good but would be better as a whole new mod itself (an add-on mod for this one) in that way those that dont want to get wipped by a nuke, dont download the addon. Because i am pretty sure that not a lot of people like to face certain destruction against something that you had no way of preventing. Big raids wipes, you still have a way to win, a nuke, how can you stop a nuke? unless we have a missile that counter the nuke before it reach the city giving us a fair chance to defend against it.
I mean, yeah. It would be a separate mod. I've played with both mods at the same time, and it doesn't need a patch. It would be more of an "added functionality" situation. 'Sides, I'm pretty sure someone will learn how to mod in counterballistic missiles at some point.
Wolfguarde Oct 4, 2020 @ 6:37am 
Very much enjoying what I've seen of the mod so far. I've only encountered one bug (that I know of), but I have no error details for it so I'll gloss over that.

The main thought I have playing this is that RimWar could be the first mod to make use of faction leaders living, dying and being replaced. You could potentially take a leaf out of the Total War series's book, making leaders grant passive boosts to their faction based on their personal quirks (greater/lower integrity allowing bribes/payoffs or punishing attempts at them, security stat making it easier/harder to assassinate, pride for provocation, etc...). Assassination quests could be rolled into this as well. Expanding this could possibly be more work than it's worth (potentially add as an expansion mod?), but if you did, you could add in faction roles for particular pawns (on or off-map) such as commanders, diplomats, and other administration/military roles. Lots of potential there.

I've also noticed an interesting synergy with the Empire mod. To my knowledge the "player faction" you create doesn't expand independently, but I've had a new settlement pop up that's independent of my control while being under my Empire faction's banner. This isn't necessarily a bug, though it may be something the two of you can patch for compatibility (assuming this interaction isn't the responsibility of a third, unknown mod).

The "bug" may also be part of RimWar's gameplay - I don't get land traders anymore, at all. This isn't debilitating, and to my knowledge there's no errors referring to it, but if this is an intended mechanic change I recommend adding a blue notification popup for nearby caravans.
Last edited by Wolfguarde; Oct 4, 2020 @ 6:41am
raumz Oct 6, 2020 @ 6:36am 
It would be fun if scouting parties and warbands returning from raid had a small amount of loot as spoils from their recent raid.
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