RimWorld

RimWorld

[RF] Faction Control [b18]
Showing 1-7 of 7 entries
Update: 31 Dec, 2017 @ 10:56am

- Updated the Japanese translation files.

Update: 31 Dec, 2017 @ 10:49am

- Added a "young warrior" pawn kind with a weaker combat strength, in order to allow tribal factions to be usable for early (35 point) raids. Without them, in games using only tribal factions, early raids simply weren't being generated.

Update: 23 Dec, 2017 @ 10:33pm

- Fixed the faction base density slider so it works as it's supposed to. (The density was accidentally being influenced by faction count, meaning that in games with a lot of faction mods, far more bases were being generated than should have been.)

- For the benefit of those who liked the insanely overpopulated worlds that the mod was generating, I added an "insane" setting to the faction density slider.

Update: 23 Dec, 2017 @ 9:58am

- Added Japanese language translation files provided by Proxyer.

Update: 22 Dec, 2017 @ 12:08pm

- The mod now dynamically creates settings options for any factions added by mods, so you have the same control over those factions that you have over vanilla factions.

- A "nation building" slider has replaced the "group factions" toggle, so you can decide just how geographically constrained the various faction groups' bases should be.

- If all factions are disabled, you'll simply have a planet with no faction bases, even if the "minimum faction count" is set higher than 0. No more defaulting to a planet full of pirates.

- Further refined the base placement logic.

Update: 17 Dec, 2017 @ 6:55pm

- There should no longer be any chance of faction bases being stacked on top of each other on tile 0 (at the very middle of the world map).

- If you choose to group faction bases geographically, pirate factions will now be more diffuse, with bases overlapping territory otherwise held by the more "nationalistic" factions, since pirate factions are less interested in holding territory than in raiding it.

- The mod now works with the "Mod Sync Ninja" updater.

Update: 15 Dec, 2017 @ 7:12pm

- Initial release (spun off from "Configurable Maps").

- The "total number of factions" slider now has a minimum setting of 0 rather than 3. So, yes, you can create a world with no faction bases at all.

- Added a "faction base density" slider to allow you to set how densely the world is populated with faction bases.

- The number of factions which start out hostile to the player now scales upward with the total number of factions on the map.

- Vanilla factions now have wider ranges of "starting goodwill" options, so their initial feelings about the player faction (and other factions, too) will vary more.

- If you create a world with no hostile factions on the map, mechanoids will be able to show up as raiders from the very beginning of the game. (Even if you have disallowed mechanoids, this still applies, as mechanoids will always be available for raids in the absence of other hostile factions.)