RimWorld

RimWorld

Urban Factions - Framework
51 kommentarer
Hazzikaze 28. feb. kl. 21:20 
rip.... @mlie please revive im begging you
Flash 14. okt. 2024 kl. 4:54 
@milie pls!!
Celaughter22 20. sep. 2024 kl. 17:13 
@milie please help
Olegyhka228 9. aug. 2024 kl. 13:29 
Maybe 1.5? joke
Celaughter22 22. juni 2024 kl. 13:52 
please update to 1.5
B-Side Jon 23. maj 2024 kl. 13:53 
1.5? :'[
HYDRA 12. apr. 2024 kl. 18:50 
1.5?
Deuce 11. nov. 2023 kl. 8:40 
something is wrong with CE, termite charge is using NATO ammo and has higher range than AR :D
Sgtknispel23 16. sep. 2023 kl. 3:39 
@jabba i get that issue too,hope it eventually gets sorted out cause i love what this mod does for raiding bases
Jabba 14. sep. 2023 kl. 9:58 
Removing this mod does indeed fix the issue..
Jabba 13. sep. 2023 kl. 10:52 
Quick question - has anyone faced an issue where enemy pawns in outposts and such seem to just wander around in the center of the map, without attacking you?


This is an extremely frustrating issue, especially with tribals, since melee enemy pawns don't attack you. It ends up being a boring turkey shot lmao
skycrossercat 12. sep. 2023 kl. 0:30 
Oh and one more thing, will you consider replacing pawnkinds' weapon tags to vanilla counterparts (like Sniper or AssaultRifle) instead of just use "Gun"?
skycrossercat 11. sep. 2023 kl. 8:31 
Also, does the AI alter only for defending their own base, or also change their moves while attacking player's base?
skycrossercat 11. sep. 2023 kl. 8:28 
Is it necessary to have Ideology to use your faction mods? I would like to try your mods with custom base layout and AI, but I really dislike the management of Ideology.
このヘンタイ! 25. juli 2023 kl. 23:31 
wow I must try this
CAI-5k may good but they don't know how Urban warfare and keep random digging wall around settlement
hope this mod don't disappoint me like CAI-5k
TechnoFox  [ophavsmand] 23. juli 2023 kl. 19:30 
Hey Littleman, I am not quite sure, I assume it will just give you an error and dependent on which faction chosen could have different results. NWA, Hadm, and Volhards are likely to have the occasional error however the game should just default to a human by default. The new survivors mod should work just fine
Littleman 23. juli 2023 kl. 19:20 
So I have to ask, is Biotech a hard requirement for the factions that need it, as in it won't work without it? I really want to use this mod series but I don't own Biotech
TechnoFox  [ophavsmand] 22. juli 2023 kl. 18:58 
Hey B-roll Jon, yes unfortunately this is required for the modern combat mods, as it holds the AI, map gen, and resources for all of the modern combat mods, and a new faction is coming likely within the next couple days after I patch some of the older factions
TechnoFox  [ophavsmand] 22. juli 2023 kl. 18:56 
Hey ෴ ENTRECEIJO ෴ , yes and for the modern combat series I actually recommend it
B-Side Jon 20. juli 2023 kl. 23:22 
Is it optional or do you need this to use the Modern Combat mods? Btw awesome stuff man, hope you update/add more factions.
෴ ENTRECEIJO ෴ 20. juli 2023 kl. 5:19 
is it CE compatible?
TechnoFox  [ophavsmand] 28. juni 2023 kl. 12:09 
hey uhhhh... yeah, I will look into it lol thanks!
Sea salt_helper 28. juni 2023 kl. 9:39 
breaching tools' ce patches dont work
CaptArcticWolf 9. juni 2023 kl. 21:09 
I saw the results. Awesome mod still. Great work.
TechnoFox  [ophavsmand] 9. juni 2023 kl. 13:33 
Hey CaptArticWolf, no worries this is in part because of a recent patch that fixed it overlapping with vanilla barricades that was causing issues with mechanoids. That being said any loaded save files with the old barricades will cause an initial error but will not cause problems later on
CaptArcticWolf 9. juni 2023 kl. 13:30 
Glitch occurs when reloading a save-file. All Urban Faction Barricades are replaced with Vanilla Wooden/Steel Barricades or blueprints of them. (replaces doors,walls with them). Ill try just running the mod standalone to see if i get the same result. i don't have any mods i would think would conflict with this mod. ill see if the glitch occurs again. Not good at Error-logging.
balzacvondouchenberg 8. juni 2023 kl. 17:17 
thank you for your answer, i'll give some of your factions a spin
TechnoFox  [ophavsmand] 8. juni 2023 kl. 17:06 
This in addition to enemies being intrenched in buildings means grenades have more of a use to clear rooms as enemies won't hail marry you on sight, and if outside will attempt to dive behind cover before engaging (This is also very visible with CE which I recommend for the modern combat series). I hope this kinda answers your question
TechnoFox  [ophavsmand] 8. juni 2023 kl. 17:01 
This is hard coded and therefore for me at least wasn't as fun, hence my factions. My factions doesn't spawn turrets, as well as various places to take cover within the base. This means that you can approach way closer (unless you stumble onto a defensive position, which similar to the turrets initiates an assault) In addition because you can get closer the AI will prioritise cover making it seek that before trying to effectively engage
TechnoFox  [ophavsmand] 8. juni 2023 kl. 16:58 
Hey balzacvondouchenberg, so the adjustment to the AI is mostly in their decision making when it comes to the initiation of their assault and when to take cover. So for example if you approach a vanilla base and begin assaulting turrets or damaging property (or pawns) will cause the settlement to begin their assault
balzacvondouchenberg 8. juni 2023 kl. 16:52 
I tried to see if the AI would defend rather than attack but they ended up attacking my raiding force anyways, do I need your factions for this feature to work?

thanks
TechnoFox  [ophavsmand] 6. juni 2023 kl. 23:06 
Hey Very_FLOOFY, I wasn't tracking that was happening, thanks I will look into it
VERY_FLOOFY 6. juni 2023 kl. 16:25 
Hey, the wooden door barricade overrides the steel ones that drop with mech clusters
TechnoFox  [ophavsmand] 2. juni 2023 kl. 11:10 
Hey AbsolutelyNotSteveJobs, I have been informed by some others of the desire to not use RH2, and I am working on a patch that will allow you to toggle the factions to use vanilla apparel and weapons
TechnoFox  [ophavsmand] 2. juni 2023 kl. 11:09 
Hey CommanderAtlas, yes it is CE friendly, in fact my mod series modern combat recommends to use CE as it spices up breaches
AbsolutelyNotSteveJobs 2. juni 2023 kl. 10:44 
great mod but please make some factions without Rimmunation dependency or make it optional. they look butt ugly and there are too many stuff in those bloating the game :(
CommanderAtlas 2. juni 2023 kl. 4:58 
Question - and comes the dreaded spam - Is this CE friendly, untested, or severely incompatible?
Orix FC 29. maj 2023 kl. 11:21 
We Will Watch Your Career With Great Interest :steamthumbsup:
Smiley Face Killer 28. maj 2023 kl. 5:39 
Man the modern ops sounds neat but the AI5000 incomp kills me :/
Zacky 0.0 28. maj 2023 kl. 4:59 
nvm saw your other mod, ignore what I said earlier
Zacky 0.0 28. maj 2023 kl. 4:55 
Surely this is CE compatible?
(annoying but yeah)
Tittymcswaggy 28. maj 2023 kl. 4:18 
A mod that actually let me use artillery on buildings for once
TechnoFox  [ophavsmand] 28. maj 2023 kl. 0:24 
hey apieguy, as far as I am tracking extremely minimal. It was a commission (My c# coding isnt the best) but from my testing it seems to not waste any more resources regardless of pawn count
jinn in outer space 28. maj 2023 kl. 0:18 
how is the performance impact?
TechnoFox  [ophavsmand] 27. maj 2023 kl. 20:59 
Urban Factions Framework does things a bit different in the pawns will actively run for cover (even if its away) before trying to actively be engaged. this in combination with the the urban ops system I made in the modern combat series make it so when a building is breached enemies will actively try to defend and hold instead of blitzkrieing every time. Hope that helps!
TechnoFox  [ophavsmand] 27. maj 2023 kl. 20:56 
hey apieguy, tbh it's not necessarily better but rather different. from my undertanding AI 500 intends to make it so combat is overall improved by changing how the AI processes combat and proceeds with a strategy. A good example is AI 500 will actively try to get pawns to burrow around defences and try to flank pawns in the open
jinn in outer space 27. maj 2023 kl. 20:22 
how is it better than cai5000
rex6564 27. maj 2023 kl. 19:13 
fire
TechnoFox  [ophavsmand] 27. maj 2023 kl. 18:52 
However thanks for reminding me I forgot to put that up
TechnoFox  [ophavsmand] 27. maj 2023 kl. 18:51 
Hey SAUCE__GODD, unfortunately it is not