invide a faction to a party to increase relations or to make a red wedding type of ambush.
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#17
Outdated / Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
November 21, 2017, 10:58:39 AM
it's a idea but always i get beaten by the scrin, i will let then there and make some GDI turrents in that direction, i have enough of shock troopers for 3 runs.
#18
Outdated / Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
November 21, 2017, 05:31:53 AM
man you telled that and 2 scrin activate ships arrive on the map, i'm dead meat.
#19
Ideas / Re: Better NPC Bases
November 21, 2017, 05:30:11 AM
About friendly factions the Marjory interaction can happen by radio with new options like:
Organize a raid: Plan with the faction a raid against an enemy faction, they can besiege, attack after a while or attack when entering the map, the ally unit will wait on the location for 5 day to begin attack together with the colonists(player) and if those don't appear the attack will not happen.(for calling such a thing will be needed 100 of affection with the faction and losing 25 more 500 silver when called)
Make a refuge camp: If the faction is destroyed and have good relations with the colonists (player), they can request to settle for a period of time in the player map, they will build using materials that they have brought so making small huts with beds, food sources and defenses outside the player home area, but will use resources like animals, food and raw materials that was not hunted or collected to increase the camp and self-sustain, they will help in the defense against raiders and after some time an event will happen where a settlement was established by the faction, they will dismantle their buildings, collect resources in their area and get out the map.
Make a feast:Colonists (player) can call a faction to make an inter-cultural party that will happen on the colony to increase relations, the faction that will be called need to be neutral and if attacked during the party a raid will happen, 20% of chance that the faction leader can be on this event.
In the case of the other factions the names would be not the same, I named outposts because it's a pirate faction but let's say it's a tribal faction they would have warrior camps that have the same use as outposts but are more primitive and have more numbers, Village same use as city but the wall will be made of wood with many traps around the perimeter and some building will be made of stone material and the Ancient City were is a city ruin with a tribal touch, same use as the citadel.
The Outlander faction I don't know how should be, because then not only can be of the same technology level as the colonists as they can be superior or inferior too.
Organize a raid: Plan with the faction a raid against an enemy faction, they can besiege, attack after a while or attack when entering the map, the ally unit will wait on the location for 5 day to begin attack together with the colonists(player) and if those don't appear the attack will not happen.(for calling such a thing will be needed 100 of affection with the faction and losing 25 more 500 silver when called)
Make a refuge camp: If the faction is destroyed and have good relations with the colonists (player), they can request to settle for a period of time in the player map, they will build using materials that they have brought so making small huts with beds, food sources and defenses outside the player home area, but will use resources like animals, food and raw materials that was not hunted or collected to increase the camp and self-sustain, they will help in the defense against raiders and after some time an event will happen where a settlement was established by the faction, they will dismantle their buildings, collect resources in their area and get out the map.
Make a feast:Colonists (player) can call a faction to make an inter-cultural party that will happen on the colony to increase relations, the faction that will be called need to be neutral and if attacked during the party a raid will happen, 20% of chance that the faction leader can be on this event.
In the case of the other factions the names would be not the same, I named outposts because it's a pirate faction but let's say it's a tribal faction they would have warrior camps that have the same use as outposts but are more primitive and have more numbers, Village same use as city but the wall will be made of wood with many traps around the perimeter and some building will be made of stone material and the Ancient City were is a city ruin with a tribal touch, same use as the citadel.
The Outlander faction I don't know how should be, because then not only can be of the same technology level as the colonists as they can be superior or inferior too.
#20
Outdated / Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
November 20, 2017, 06:50:12 PM
or just join the tiberium world, i let the entire map become tiberium and it was glorious, no enemys can arrive in your position, no murderer squirels or fire.
#21
Outdated / Re: [A17] TiberiumRim: Factions - Which side are you on?
November 19, 2017, 08:11:26 AM
i see, but would not be better the militia armor be more recemble to the militant armor from the second tiberium war and kane wrath? the brotherhood have far greater understanding of tiberium then the GDI, but this armor appears that they are space pirates of some sort, just my personel opinion.
#22
Ideas / Re: Better NPC Bases
November 18, 2017, 01:54:15 PM
I think the actual NPC base system and Factions are too much easy and boring, would be great if the factions interact with each other like take bases or make peace things like that.
Something that should be added is Base tiers, like a pirate faction have 3 types of bases: Outpost, City and Citadel.
Outpost: A small base (like the actual bases) with few defenses and with the objective to spot targets for future raids, improvised building like metal and wood, simple food and even some potato fields to increase the lack of supplies coming from other settlements, 5-13 members are to maintain and defend such position.
City:A large Base that have walls of steel making a perimeter with turrets and few mortars, it's objective is too supply outposts and organize raids against targets spotted by the outposts, internal buildings are organized with a decent level of furniture and joy utilities, can have prisoners that would be sell as slaves that can be rescued (would join your colony or rejoin their faction those increasing your favor with such a faction), have great fields of many types of food and even some herds for meat or transport, 10-22 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction).
Citadel:A fortress that have plasteel walls or is deep underground with many turret and mortars as defenses, it's the "capital" of the faction and house the leader, the best members, weaponry and spoils from raids. Can have prisoners that are used as slaves that can fight in defense of their masters, have many rooms with food that come from cities and hydroponics locations inside the base, don't have any animal that is not for combat and have excellent buildings and furniture, 19-30 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction), 15% to have a mass destruction weapon, if this base is destroyed or taken the faction is destroyed and the surviving settlements become new factions or are captured by enemies of this faction.
Something that should be added is Base tiers, like a pirate faction have 3 types of bases: Outpost, City and Citadel.
Outpost: A small base (like the actual bases) with few defenses and with the objective to spot targets for future raids, improvised building like metal and wood, simple food and even some potato fields to increase the lack of supplies coming from other settlements, 5-13 members are to maintain and defend such position.
City:A large Base that have walls of steel making a perimeter with turrets and few mortars, it's objective is too supply outposts and organize raids against targets spotted by the outposts, internal buildings are organized with a decent level of furniture and joy utilities, can have prisoners that would be sell as slaves that can be rescued (would join your colony or rejoin their faction those increasing your favor with such a faction), have great fields of many types of food and even some herds for meat or transport, 10-22 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction).
Citadel:A fortress that have plasteel walls or is deep underground with many turret and mortars as defenses, it's the "capital" of the faction and house the leader, the best members, weaponry and spoils from raids. Can have prisoners that are used as slaves that can fight in defense of their masters, have many rooms with food that come from cities and hydroponics locations inside the base, don't have any animal that is not for combat and have excellent buildings and furniture, 19-30 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction), 15% to have a mass destruction weapon, if this base is destroyed or taken the faction is destroyed and the surviving settlements become new factions or are captured by enemies of this faction.
#23
Outdated / Re: [A17] TiberiumRim: Factions - Which side are you on?
November 18, 2017, 10:17:06 AM
good mod, but why is the GDI soldier armor more like from tiberium sun while the nod militant armor is not?
#24
Unfinished / Re: [A17][WIP] Macrocosm
November 12, 2017, 07:44:12 AM
For what i have understood this mod make you see events that happen on the colony coming in the world map, a very good idea that should be on the main game if possible and for that i congratulate you and thank you for the effort, but those events like raiders and caravans can be intercepted by colony caravans? like a response force that way the colony would not be damaged during combat and it only possible to spot the events using the tower or you can have other constructions like a video link with a satelite?
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