RimWorld

RimWorld

[WH40K]Adeptus Mechanicus: Magos Xenobiologis
 This topic has been pinned, so it's probably important
Ogliss  [developer] 23 Feb, 2020 @ 9:59am
Balancing & Feedback
Any thoughts on balancing the contents of the mod Better?
Please keep in mind that the technology in 40k is Far more advanced than even that of a Glitterworld.
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Showing 1-12 of 12 comments
sleam222 1 Apr, 2020 @ 3:14pm 
Well, i was thinking about an idea, it would be great that you add some events (w40k friendly) in your mod or maybe in standalone.
For exemple ; "a space hulk lefting form a warp travel, have sent rescues pods in the map, but only deomons(or other race or abobination) is lefting the pod and will attack your colony"
I know that you have already done some events, but it would be very cool that you add some more (seriously, i ♥♥♥♥ myself when i saw this **** monolith, it was handsome)

(PS; sorry for my lack of mastery english i'm a french fanof these mods) =)
Ɛclips3 (anga) 25 Jul, 2020 @ 2:21pm 
This is not a complaint but if you were trying to make orcs tough af, you have succeeded sir.
Ɛclips3 (anga) 26 Jul, 2020 @ 10:40am 
The Eldar long rifle despite having 85% accuracy somehow misses 80% of the time, my colonist has a good shooting skill of 14 so they should be hitting. I have also seen in other cases the long-rifle hit right on top of an injured boomalope and the boomalope stays unharmed. This is really annoying because of the high cost of the Long-Rifle, I'm thinking of selling it back and exchanging it for a shuriken catapult. In a field test the shuriken catapult (long range) was able to make more hits than the Long-Rifle ( I would assume there is something drastically wrong with the Long-Rifle )

Edit: I may have just been getting ♥♥♥♥♥♥ luck but that luck would have to be VERY ♥♥♥♥♥♥.
Last edited by Ɛclips3 (anga); 26 Jul, 2020 @ 1:05pm
Joshuawood 16 Mar, 2021 @ 1:25pm 
some of the factions seem really weirdly balanced, the demons infestation for example is very annoying in that the tiny little demons (i forget their name) tank SOOOOOOOOOOOOO many shots, it would be cooler if there were 10 of them and they were 1 hit each like a proper swarm at least early on

then there are the tyranids! i have 5 pidly little guardsmen not even all in flak armour with only 3 of your modded weapons (which are far better than vanila most the time) so my raids are 6-10 men with clubs and bows or 5-7 men with guns

then the tyranids show up and it's 30 deadly beasts that can close the distance within 2 burst shots of an autogun and tear my men to shreds while being psychically deaf! vs 5 guardsmen with worse than normal equipment, i'm lucky if i kill 2... they need their costs increaced by 3-4 times to be in line with vanila or the other factions
Joshuawood 17 Mar, 2021 @ 9:48am 
Nurglings are literally more powerful that chaos space marines... for some reason?

all the flame chaos enemies are a massive pain to fight also even though they are mid tier enemies and when they split they don't get weaker attacks or anything

all of the factions that attack you are 5-25 TIMES too powerful compared to vanila

ONE of my soldiers can kill most of the vanila attacks but the tyranids kill me without taking a single loss and the chaos guys are hell to fight also because of the sheer volume of attacks thrown at you meaning everyone gets injured
knoife 21 Mar, 2021 @ 2:31am 
Orkz are fine for the most part. It's just the daemons, T'au and Tyranids that are the issue. Too many T'au spawn and their weapons are absurdly overpowered. Daemons are annoying as hell and feel like they take way too much punishment to effectively handle. Tyranids like the post above are just cracked. Making them each worth individually more points is probably in order.

Also, Keeper of Secrets lacks a description (it just uses the lord of change one).
ricwib 30 Aug, 2021 @ 10:49pm 
The orks seem to be under weighed for raid calculations. I always get swarmed with huge numbers of them compared to other raids. just had a colony 16 days in that got 2 raids simultaneously. 1 was a an ork raid with 8 guys and the other was a tribal raid with 4 guys. under 30k wealth aswell.
BlueDestinyPiss 10 Dec, 2022 @ 12:14am 
is there an option or tool to stop deamon raid inside your colony? it and instand loss if they spawn in area that you can't fight back what so ever
Ogliss  [developer] 10 Dec, 2022 @ 12:17am 
Originally posted by Kaisar the smutt enjoyer:
is there an option or tool to stop deamon raid inside your colony? it and instand loss if they spawn in area that you can't fight back what so ever
via the mods options, disable the demonic infestation and incursion incidents
Therival 15 Dec, 2022 @ 3:48am 
I love the demon events but really wish there was an option to have them spawn on the map edge, so you have to fight through a massive wave of demons instead of them just spawning/splitting/starting fires inside your base because they are insane compared to any other events I am getting.
Hound 26 Feb, 2023 @ 11:01am 
I find alot of my runs ending with very strong eldar raids quite early on, im talking 4 heavy duty eldar being matched against my 2 flak vest and machine pistol weilding lads.
Thanks for making the Demonic Incursions an option to turn off.

As the demons are currently, having a bunch of rifts destroy vital stores/infrastructure just sucks, and because they shrug off damage so often they're in aggregate overly tanky while just stunlocking everyone with flames. Not so bad when in the open with some modded manned emplacements since I can pull back and reengage elsewhere, but complete ass even when using bolters in long hallways. Maybe they become more manageable with Psykers and are power scaled for very OP mods, but in the mid game and when teching through the base game stuff they're way too intense.

Orcs are an absolute joy to fight so far. They're tanky but because all of their weapons have such poor accuracy it's a fun brawly type of dynamic.
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