RimWorld

RimWorld

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RimCities
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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11.117 MB
19. juni 2019 kl. 16:13
17. aug. kl. 16:46
138 ændringsbemærkninger ( vis )

Abonner for at downloade
RimCities

Beskrivelse
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.
Populære diskussioner Vis alle (35)
150
26. aug. kl. 6:34
Bug Reports
i2ID
3
23. mar. kl. 16:13
Book Loot Broken
Cheese Ant
7
15. jan. 2024 kl. 15:06
How do you defend city? It seems impossible?
Daeminos
1.753 kommentarer
jagdpenguin 25. aug. kl. 10:34 
is there a way i can make it so that instead of making new cities, It only changes old settlements into cities, I like the map how it is but I just want some of the settlements to be cities.
DocHolliday 24. aug. kl. 20:01 
@lord of the Hold I have never encountered a compatibility error using ANY vehicle mods with this, however, vehicles, especially larger ones, can get stuck if they end up wedged between buildings. It's an easy fix though as all you have to do it deconstruct the blocks that are trapping them. you can even use god mode and just destroy those blocks to simulate the vehicle just going through it providing you in a tank or something.
Lord of the Hold 24. aug. kl. 16:42 
Was discussing mods for Rimworld in a Discord and when I mentioned this mod I got a bunch of aggressive pushback telling me not to use it because it conflicts with Vehicles? Is that actually an issue or if it was an issue was it patched? Very interested in this mod, and using vehicles within the city just sounds awesome, so hoping they do work together.
Dent 23. aug. kl. 4:07 
Hey, great mod. Are the turrets supposed to be powered in cities?
danya0122003 21. aug. kl. 13:13 
so uh, does rimcities have a loot blacklist? because i just started in one (ghost) and found a "Cerebrex node"
CeilingYoda  [ophavsmand] 17. aug. kl. 16:48 
Hello all, I released a patch which should fix the ghost city scenario. Cheers!
dreamur1 16. aug. kl. 2:35 
What's the intended difference between the "Abandonded City" start vs the "Ghost City" start? I selected the Ghost City start thinking that the map wouldn't have raiders in it, but found out the hard way that I was wrong & didn't have the starting equipment to deal w/ 60+ humanoids.

Would the "Abandonded City" have been a more casual start, or are any of the added scenarios meant for a slower start?
WeeNick 13. aug. kl. 8:08 
is there a way to restrict faction cities to their tech level? or at least make it so only industrial factions have cities?
alfred2020 12. aug. kl. 11:10 
Not sure if this is a bug or if I am doing it wrong. I did a ghost city start and it was still full of enemies. Is there any way to start in an empty abandoned city and not have to fight to survive?

I tried abandoned as well and there were still enemies.
Sushin 9. aug. kl. 17:12 
If you try to fly a shuttle to an enemy city, it just disappears along with the colonists. I guess you can say they have anti-air defenses but it seems like more of a bug.