RimWorld

RimWorld

Rim War
Torann  [developer] 7 Sep, 2020 @ 9:06pm
Suggestions and New Feature Requests
Think the mod could use a new feature or have thoughts on how to improve the mod? Post here!
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Showing 1-15 of 179 comments
TropicalRenegade 7 Sep, 2020 @ 10:13pm 
First of all thank you for sharing your work.

I would like to suggest watch towers or similar structures d like the mod spotted (i recommend checking it out).Also a scouting ability for finding potential theats.
Torann  [developer] 7 Sep, 2020 @ 10:18pm 
@TropicalRenegade
Thanks for the suggestion. The player is currently able to see the entire globe as well as any warband, trader, scouting party etc that exists. So the need for a watch tower currently doesn't exist as you'll be able to see a hostile force leave their settlement, travel across the map, and attack your base. You'll also get some helpful alerts when hostile enemies are nearing your settlement.

I might consider a "fog of war" or sight range in the future, so only activity near your caravans or settlements could be seen.
TropicalRenegade 7 Sep, 2020 @ 10:24pm 
Fog of war would be a great idea!!Total war saga uses it a lot on the strategic map.

You can get some nice ideas from those games. :)
Last edited by TropicalRenegade; 7 Sep, 2020 @ 10:25pm
TropicalRenegade 7 Sep, 2020 @ 10:28pm 
Or mount and blade
Kazeriousz 8 Sep, 2020 @ 6:04am 
Continuing the watchtower idea... the 'Empire' mod creates a """player""" faction by making a separate faction that is always +100 to the player. You could perhaps make something similar to that, a faction called 'Player Watchtowers', where each watchtower is just a faction base and gives vision in the fog of war. This faction starts with 0 bases and you can perform some action to create more on the map. Trading would make sense as they are permanent outposts, though the inventory would be limited to very basic supplies: Food, Wood/Stone, basic weapons.

Now for something that may or may not be possible: Upgrading Watchtowers into player settlements. Since they are another faction, you cannot actually enter their map, without attacking that is. So, in order to upgrade a watchtower to a full settlement, you would have to attack pawns that are supposedly in your faction. A possible way around this is to have the generated structures contain NO pawns, which should give an instant victory, allowing the player to turn that map tile into a settlement. If the game forces you to have an enemy when the player 'attacks' a settlement, put a single manhunting rat.
Kasta 8 Sep, 2020 @ 6:22am 
A feature I always wanted which I feel fits this mod is a "faction heat/anger" modifier, which after destroying a base, betraying or killing a trade caravan the heat modifier rises which gives a scaling bonus chance for that faction to launch a raid against you and a scaling bonus to the power of the raid.

It is always weird how factions barely care that you attack them, even if you are already at war actually attacking them should turn their attention towards you in retaliation.
A casualty counter, that counts the dead and injured on all sides.
Xeno42 8 Sep, 2020 @ 8:54am 
how about missions that allied factions ask for assistance for a raid
Xeno42 8 Sep, 2020 @ 8:56am 
rimcities integration
Originally posted by Xeno42:
rimcities integration
this
I have tried it for a while. It is fun and raids are more engaging. The constant message spam on the side are annoying though. Is there a reason it isn't one of those messages like with visitors leaving gifts?

Also about the messages, it would be helpful to know what the factions "means" when a message pops up. [Allied] [Friendly] [Neutral] [Unfriendly] [Enemy] and Trader/Merchant, Warmongers/Raiders, that stuff.

Quests would be fun too. Friendly Merchant Caravan got hit by a raiding force, the Caravan can stall for 2 more days before they get wiped out. You get goodwill and reward, that decreases over time if you help, meanwhile intercepting the attack on the world map could give you the full reward and goodwill, but you wont have allies in the battle (or maybe said merchents could help you out then)

If any of this is possible that would be great.
Torann  [developer] 8 Sep, 2020 @ 9:46am 
@DIO DO
Thanks for the feedback.
You can decrease the amount of alerts you get by reducing the "alert radius" in the mod options.
Lnova 8 Sep, 2020 @ 11:04am 
I could ask you one thing:

I recommend in this mod a system that has in addition to everything established, some kind of event that depends on whether we do it or not, not only affect the other factions, especially if they are at war, something like an assassination of their leader who is in travel, or take away a very important package, or even assassinate a diplomatic group to prevent a war, or also recruit a traitor and use his information to ruin the old faction.
XPsmoke 8 Sep, 2020 @ 1:48pm 
Faction control compatibility
Joko 8 Sep, 2020 @ 6:13pm 
What about making an embassy (small room inside your base) to accommodate a diplomat from your allies? Something like the vanilla events that ask you to keep a noble happy for X amount of days.

Making this diplomat uncontrollable by the player and will only work as a way to communicate with your ally to ask for support when being raided or to ask for a trader, etc. If you decide to attack/kill the diplomat, that will start a war with that faction (forcing the player to protect that diplomat 24/7 if they dont want to be at war)

This will work perfect with "Guards for me" since the player can set body guards to protect the diplomat.

Also, keeping happy the diplomat will ensure that the faction goodwill don't drop over time.
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