RimWorld
3,782 oy
RimCities
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Ödül
Favorilere Ekle
Favorilere Eklendi
Favorilerden Çıkar
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Dosya Boyutu
Gönderilme
Güncellenme
11.117 MB
19 Haz 2019 @ 16:13
17 Ağu @ 16:46
138 Değişiklik Notu ( görüntüle )

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RimCities

Açıklama
Overview
RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld players. This mod adds randomly generated cities to the world map, which are similar to other settlements but are far more difficult to attack. Pirate-controlled cities provide even more of a challenge by occasionally bombarding you with mortar shells.

It is possible to visit and explore friendly cities with in-person trading and custom quest objectives. Rival factions will attack one another's cities from time to time, giving you opportunities to choose sides and establish military alliances.

You may also come across abandoned cities, which provide great scavenging opportunities for you and other nearby raiding parties.

Citadels are very long, very narrow, heavily fortified city maps. Conquering a citadel requires an elite, battle-hardened team of colonists, and the rewards are far greater than those of traditional cities.

RimCities is compatible with existing save files and works with Combat Extended, Real Ruins, Zombieland, Faction Control, RimQuest, Quest Tab, Medieval Times, and many other mods. If you're encountering issues, try disabling other mods and/or tweaking the load order.


Scenarios
RimCities includes default "Crashlanded" scenarios for various city types, as well as a combat-focused "Task Force" mission taking place on a narrow Citadel map.

If you'd like to create a custom city scenario, click "Scenario Editor" and check the box next to "Edit mode". From there, click "Add part" and add the "Start in city (RimCities)" option. You can then customize the scenario to your liking.


Development
GitHub repository and downloads:
https://github.com/rvanasa/rimworld-cities

Bug reports & compatibility requests:
https://github.com/rvanasa/rimworld-cities/issues

Work in progress! Let me know if you have any ideas or suggestions for the mod.
Popüler Tartışmalar Tümünü Görüntüle (36)
151
24 Eyl @ 15:23
Bug Reports
i2ID
4
21 Eyl @ 5:56
Book Loot Broken
Cheese Ant
7
15 Oca 2024 @ 15:06
How do you defend city? It seems impossible?
Daeminos
1.764 Yorum
DOCTOR CROW 18 Eki @ 18:56 
crashing the game everytime
exavior75 4 Eki @ 15:48 
this is a really great mod, but i do find it annoying that when i'm defending a city for another faction, goodwill drops from damaging buildings. I get that if you we're really reckless it'd look bad, but the city effectively is a warzone, and it's annoying to leave on powerline on fire that drops my 100 goodwill to -100, when i'm trying to explode the enemy waves. If certain things that dropped goodwill in a city ONLY when defending it were disabled, this mod would be perfect!
LifeIsAbxtch 29 Eyl @ 8:46 
My Rimcities mod is not generating cities right, some of the buildings are missing and aren't generated right, the roads just cut through everything, I use a lot of mods but I haven't seen this before...HELP!
RoNeG 24 Eyl @ 16:10 
Having an issue when loading the game, it seems Generic Ammo experience is creating an error when I also have RimCities mod enabled

Can't paste the whole error as it goes over 1000 characters, but it is saying something like:

Could not resolve cross-reference: No Verse.ThingDef named Turret_M240B found to give to Cities.GenStep_Emplacements+EmplacementOption

Does anyone know if I might be doing something wrong, or is this mod just not compatible with Generic Ammo Experience mod?
[安全总监] 德穆兰 20 Eyl @ 8:08 
I encountered a silver escort task that required me to transport 17157 pieces of silver from one city to another distant city. However, I did not have a button to collect the silver when I went to the target city. Even if I entered the city, I could not find where to collect the silver. Asking someone to pick up the silver directly would deduct the faction's favorability, and carrying the silver directly to the destination would also result in a large deduction of favorability from all factions. How should I proceed with this task? Please give me some guidance. I don't think it's caused by mod conflicts, as I haven't received any error messages.
(Using mechanical translation, please forgive any grammar issues)
Cat 13 Eyl @ 13:24 
this mod doesnt seem compatible with anytthing.
dieruki 12 Eyl @ 6:28 
any potential problems with deleting mod from modlist and loading save?
Is this MO Compatible?
DocHolliday 1 Eyl @ 17:42 
awesome mod either way though.
DocHolliday 1 Eyl @ 17:42 
I really wish there was a way to limit how many citadels each faction CAN have... It's so freaking annoying trying to get a map generated where I want the shattered empire specifically to have a citadel only to get three f*cking tribal faction citadels instead..........................