RimWorld
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RimCities
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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 черв. 2019 о 16:13
2 квіт. о 12:04
Змін 133 ( перегляд )

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RimCities

Опис
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.
Популярні обговорення Переглянути всі (29)
1
31 лип. о 8:27
Can't reform Caravan [Resolved]
BatterienInhalator
128
26 лип. о 17:56
Bug Reports
i2ID
7
15 січ. о 15:06
How do you defend city? It seems impossible?
Daeminos
Коментарів: 1 596
The Beast 6 серп. о 6:38 
Hey, started with this mod, but then I got sick of finding the last 3 people that don't break after killing every single other pawn.I want to remove it but the game started, is it safe to remove it ?
pgames-food 4 серп. о 17:33 
hi if you dont have a workshop folder called 1775170117 you might need to do a right-click in steam library for rimworld and do a Verify game files - it might force re-check all the mods and update (but you might need to unsubscribe first, and restart steam, and then re-add it and do the verify)
Homeskillet 3 серп. о 8:31 
For some reason I'm subscribed to this mod, but it's not downloaded lol.
titanic0603 29 лип. о 11:50 
so i can just do war crimes now?
cool
Dr Jimothy 28 лип. о 0:13 
What's the difference between abandoned and ghost cities in the scenario selector?
Dr Jimothy 28 лип. о 0:11 
@Pen4a
Check out ThisRimofMine.
ThisRimofMine cities are divided into squares and very neat, but are pretty lacking in loot to scavenge, seemingly picked clean, and faction settlements and cities never spawn on them in my experience.
RimCities cities are a little more chaotic, but actually have loot and defenders.
I like to use both, under a "ThisRimofMine = cities that were pre-planned as residential areas by a powerful and advanced society, perhaps even automatically by mechanoids, hence lack of inhabitants or decorations" and "RimCities = cities that were built progressively and organically to meet needs as they arose by their inhabitants."
Pen4a 27 лип. о 9:37 
would be cool to see some damaged cars on a roads
DustLine 19 лип. о 16:01 
Хороший, но плохо оптимизированный мод /:
Golden Emperor 19 черв. о 19:14 
Does the Ghost city start make your plants die of poison like a defoliator ship? because my plants keep dying of poison and I defogged the map to see why and there was nothing
Ionfrigate12345 16 черв. о 12:42 
Hi author,

I found a logical bug in your Quest_Assault:

public override void ChooseParts() {
base.ChooseParts();
alliedFaction = Find.FactionManager.RandomAlliedFaction(minTechLevel: TechLevel.Industrial);
target = Find.WorldObjects.Settlements
.OfType<City>()
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
.RandomByDistance(HomeMap?.Parent, 80);
}

This way your attack target may just be hostile to the player, but not the alliedFaction. You need to add a condition to pick the target faction that is also hostile to alliedFaction. Otherwise your ally and enemy may not fight each other once you enter the city

.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && s.Faction.HostileTo(alliedFaction ) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)