RimWorld
Large Prison Camp
41 comentarii
「鐵血工造」衔尾蛇 6 nov. 2021 la 0:17 
1.3 plz!!
Sunlight88 30 sept. 2021 la 4:37 
Hi newcolonist, can you please update your mod to 1.3? :-}
benzxr 22 nov. 2020 la 4:13 
1.2 ?
test 9 aug. 2020 la 3:02 
hi i have a suggestion of a type when it suggests to update this mod to 1.1
PotatoIsUs™ 26 apr. 2020 la 23:53 
Hi @newcolonist, are you thinking of doing an update for this? It would be greatly appreciated?
Sasha Fox #SaveTF2 24 mart. 2020 la 15:36 
2nd that please
kzs583 23 mart. 2020 la 1:32 
1.1 please
submeg 23 mart. 2020 la 0:28 
Hi @newcolonist, are you thinking of doing an update for this? It would be greatly appreciated?
newcolonist  [autor] 13 mart. 2020 la 0:42 
Yes, there is a similar lay out for faction bases, but they are much more heavily guarded, and have no prisoners.
Blue North Star 12 mart. 2020 la 22:10 
I got a raider base looking exactly like this yesterday... WITHOUT this mod.
Valikdu 9 mart. 2020 la 5:03 
Why oh why did I install Glittertech...
Puppydoll 6 mart. 2020 la 14:38 
update would be appreciated
FrostFirn 1 mart. 2020 la 16:02 
1.1 Update?
newcolonist  [autor] 20 febr. 2020 la 22:56 
An actual cruise missile? Like modded? Defensive turrets of hostile bases inclue modded turrets, so it's a double edge sword.
Urist McMurgen 20 febr. 2020 la 19:15 
How do i not get hit by a cruise missle turret immediately upon entering the map?
newcolonist  [autor] 16 febr. 2020 la 2:05 
I'll look into it. It will be the next update, with balance.
DrBossWatson 14 febr. 2020 la 7:46 
I'm having great difficulty getting my attack party to stay on the map... I had to use the path avoid mod to get make them hate the outer two cells just so I didn't need to micromanage moving. There are really only four tiles that you can use to move and setup an attack which isn't much.
newcolonist  [autor] 9 ian. 2020 la 1:25 
OK, I'll look into it but it's not meant to be as hard as large faction bases. Maybe I'll delay the mean aggro time.
Azerbaijan_Technology 8 ian. 2020 la 14:26 
My experience with the forts are unfortunately not good, the fort is so ridiculously big there is no room to move and only 5 per cent of it is fought over. As soon as u make contact everyone on the map comes rushing out one door on the outer wall to be gunned down one by one., before you know it everyone is fleeing. There isn't any good fight, it's just praying that the mortar doesn't hit you. Consider making the ai like the one in Rimcities, where enemies hang around in cluster but attacking one doesn't aggro everyone on the map at the same time.
pepermunt genderbread 15 dec. 2019 la 8:03 
this sounds great. i was always a little under whelmed by the size of enemyies base when going for an attack
ambi 17 oct. 2019 la 5:14 
I think the difficulty is actually good. The game gets pretty easy after awhile and the forts are a good challenge.
newcolonist  [autor] 17 oct. 2019 la 3:27 
Yes, tribal forts are fine but pirates forts are tough. I'll see how i could rescale them. But these are mid-end game quests, when recruitment is hard, with potentially 5 instant recruits.
ambi 17 oct. 2019 la 2:37 
These forts are REALLY tough! You need a small elite team. A large team will get blown up by mortars.
Modraneth 8 sept. 2019 la 9:30 
i know that mod, but that wasent my idea...
i was thinking more along the lines of egypt pyramids ;/
newcolonist  [autor] 7 sept. 2019 la 0:47 
This looks more like 'real ruins', where it spawns colonies made by players, and even modded items. It's fun but known for breaking game balance.
Modraneth 5 sept. 2019 la 1:27 
pyramids full of gold, with mummies
the loot could be with high value of beauty or wealth and the mummies will be strong
should have special sarcophagus and stuff like that...
just my idea.. the content should be new so that gonna take loots of work i think
newcolonist  [autor] 5 sept. 2019 la 1:10 
i have ideas for one or two more world events, but any idea is welcome.
Modraneth 4 sept. 2019 la 13:39 
i would like to ask if you going to make more world events
if yes, then i have an idea i would like to share with you
newcolonist  [autor] 31 aug. 2019 la 9:41 
These camps have the same pattern, they're basically larger vanilla outposts + walls. But you should get 5 prisoners in each slaver fort.
koston32 31 aug. 2019 la 6:18 
nice but needs more base designs. i encountered 2 concentration camps and the 2nd was copy of the first. also had only 1 prisoner inside who joined me immediately when i entered map
newcolonist  [autor] 21 aug. 2019 la 10:09 
It tells you. And the icon is different, for a large prison camp you've multiple handcuffs.
Greken 21 aug. 2019 la 7:49 
Does the game tell you if it's a large prison camp or a standard prison camp, or do you have to find it out the hard way?
PistFissed 7 iun. 2019 la 20:47 
The Gems mod is having a fun little interaction with these camps--the ENTIRE OUTSIDE WALL has been lapis lazuli one time, then amethyst the next. That came out to over 6,000 pieces of amethyst worth around $50 each.

I need a mod that lets me bury treasure on the map now...
Astrobia 22 mart. 2019 la 12:59 
Anyone got a tried and true strategy for tackling these yet?
Deyon 2 febr. 2019 la 17:03 
i have attacked a prison fort, there were mortars and turrets all over, and like 5 unit thick walls with spaces in between, inside are alot of small buildings and like 5 prison cells
newcolonist  [autor] 2 febr. 2019 la 9:49 
For pirates, an outpost on steroids++, and prison cells.
Bjem 2 febr. 2019 la 9:29 
So is this pretty much an enemy outpost that looks like its an actual outpost instead of the vanilla shed with crops around it?
redxlaser15 30 ian. 2019 la 16:26 
This sounds nice! I can hardly wait to try it out! Sadly, my 100+ mods make Rinmworld load super slow :(
Deyon 26 ian. 2019 la 7:44 
looks good, gives me the great escape flashbacks but good mod
Billy 26 ian. 2019 la 7:40 
Holy balls.