RimWorld
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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8.691 MB
19 juin 2019 à 16h13
2 avr. à 12h04
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RimCities

Description
Overview
RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld players. This mod adds randomly generated cities to the world map, which are similar to other settlements but are far more difficult to attack. Pirate-controlled cities provide even more of a challenge by occasionally bombarding you with mortar shells.

It is possible to visit and explore friendly cities with in-person trading and custom quest objectives. Rival factions will attack one another's cities from time to time, giving you opportunities to choose sides and establish military alliances.

You may also come across abandoned cities, which provide great scavenging opportunities for you and other nearby raiding parties.

Citadels are very long, very narrow, heavily fortified city maps. Conquering a citadel requires an elite, battle-hardened team of colonists, and the rewards are far greater than those of traditional cities.

RimCities is compatible with existing save files and works with Combat Extended, Real Ruins, Zombieland, Faction Control, RimQuest, Quest Tab, Medieval Times, and many other mods. If you're encountering issues, try disabling other mods and/or tweaking the load order.


Scenarios
RimCities includes default "Crashlanded" scenarios for various city types, as well as a combat-focused "Task Force" mission taking place on a narrow Citadel map.

If you'd like to create a custom city scenario, click "Scenario Editor" and check the box next to "Edit mode". From there, click "Add part" and add the "Start in city (RimCities)" option. You can then customize the scenario to your liking.


Development
GitHub repository and downloads:
https://github.com/rvanasa/rimworld-cities

Bug reports & compatibility requests:
https://github.com/rvanasa/rimworld-cities/issues

Work in progress! Let me know if you have any ideas or suggestions for the mod.
Discussions populaires Tout voir (29)
131
10 sept. à 13h07
Bug Reports
i2ID
1
31 juil. à 8h27
Can't reform Caravan [Resolved]
Rat, Devourer of Cheese
7
15 janv. à 15h06
How do you defend city? It seems impossible?
Daeminos
1 607 commentaires
Gamma 5 oct. à 0h58 
Hello, is there a way to "peacefully seize" a city? Im playing with VFE Empire, and it would be sick to actually rule over a city you've made your vassal
Dark Luminary 3 oct. à 5h10 
Is it possible to add more cities midgame? I tried it via Dev Mode > Spawn World Object > City_Faction but the city shows an error when clicking on it and seems to be broken.
Cabbage  [créateur] 27 sept. à 19h36 
Hi @Greven, it's possible to add this mod at any point, and cities will automatically generate across the world map without affecting any existing settlements.
Greven 27 sept. à 11h20 
I am guessing you cannot add this mid game as it wont spawn a city, right?
Or will it transform a settlement into a city?
pgames-food 11 sept. à 23h06 
i think it was a via a world map event in devmode
pgames-food 11 sept. à 23h05 
hi there might be a way similar to the real ruins mod, where you can spawn in a ruins map from that mod but only when on the world map. (if you make a backup of your saves and ludeon folder with rimworld closed first, to play safe, maybe there is a way there too)
Lunar Nepneus 11 sept. à 22h59 
Is there a way to spawn them in via dev mode on an ongoing game? I did find one way but it was bugged and even though it showed up it wasnt visitable.
坦克人占占占 3 sept. à 17h14 
This mod is interestingBut have two problem.
1. My pawns can't unload from vehicle by Vanilla Vehicles Expanded.
2. My ally invite me to attack one city. Although we failed in end, the city still change ownership to my ally.
batatafritada 23 aout à 17h28 
I love the mod, but the cities trading inventory is lacking a lot compared to normal settlements, I have yet to see a city sell an archite capsule for example. Also, cities not buying flake is kinda of a kick in the balls.
Swaggy 19 aout à 6h33 
I'd love to play with this mod, but apparently it has a rather big performance impact, because it has an "always active slow patch" according to performance mods blacklists eating a constant 0.5 ms. Is there any way you can tone down the cost of this patch (eg. move Update to LongUpdate), or even better make it inactive until the cities are visited?