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https://github.com/emipa606/powerfulfactionbases

Repository for the Rimworld mod named Powerful Faction Bases (Continued)
https://github.com/emipa606/powerfulfactionbases

csharp gaming modding rimworld xml

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Repository for the Rimworld mod named Powerful Faction Bases (Continued)

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# [Powerful Faction Bases (Continued)](https://steamcommunity.com/sharedfiles/filedetails/?id=3274807828)

![Image](https://img.litet.net/logos/Info.png)

Update of NilchEis mod https://steamcommunity.com/sharedfiles/filedetails/?id=1570960972

![Image](https://img.litet.net/logos/Notice.png)

![Image](https://img.litet.net/logos/OriginalDescription.png)

Proof-of-concept mod I made for fun, using the fact that attacking faction bases are not mandatory content of the game.

I was always disappointed at how easy it is to destroy NPC faction bases, since enemy does not properly scale to player's strength unlike raids. Since I did not have sufficient modding knowledge to change this, I instead increased strength of enemies that defend vanilla NPC bases.

These sprawling bases are defended by numerous units stronger than the original, posing an optional end-game challenge that will take herculean efforts to overcome. Attacking these bases will be suicidal, because they are intended to be near impossible to beat - but perhaps some ambitious player could aim to destroy them, purely just for the satisfaction of taking down the behemoth...

# Mod features:

+ This mod does not add any new additional overpowered items for enemies.
+ More enemy pawns defending their settlements.
+ Adds new powerful enemy variants for vanilla factions, which will only appear as defenders and therefore won't affect raid difficulty.
+ Removed limitation on types of turrets that can be used by NPC settlement.
+ Can change size of NPC settlements from the mod settings.
+ Change the number of enemy settlements in single map via mod settings (default = 2). This affects enemy numbers so can be used to adjust difficulty.

# Information:

+ This mod **can be safely added or removed from existing save files**, though just to be sure I wouldn't do so while you're attacking enemy settlement (retreat first if so).
+ I recommend changing the settlement number to 1 if you're significantly increasing the settlement size on the mod settings.

# Known Incompatible Mods:

- Misc. MapGen FactionBase
- Large Faction Bases
- VFE - Settlers and Insectoids
- Vanilla Base Generation Expanded

# Credits:

Significant thanks to Mehni for providing me with the code that made mod settings functional!
Thanks to Proxyer for Japanese translation.

![Image](https://img.litet.net/logos/ReportingIssues.png)

- See if the the error persists if you just have this mod and its requirements active.
- If not, try adding your other mods until it happens again.
- Always post your log using the [Log Uploader](https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404)
- For best support, please use the Discord-channel for error-reporting.
- Do not report errors by making a discussion-thread, I get no notification of that.
- If you have the solution for a problem, please post it to the GitHub repository.
- Use [RimSort](https://github.com/RimSort/RimSort/releases/latest) to sort your mods

[![Image](https://img.shields.io/github/v/release/emipa606/PowerfulFactionBases?label=latest%20version&style=plastic&color=9f1111&labelColor=black)](https://steamcommunity.com/sharedfiles/filedetails/changelog/3274807828) | tags: end-game challenge