Recommendations for Medieval / Rim of Magic / Zombies Modlist

Started by Logiwonk, January 30, 2020, 11:52:22 AM

Previous topic - Next topic

Logiwonk

The Rise of the Necromancer

I'm currently putting together a game setup / modlist / scenario inspired by some of Rhadamant's RW playthroughs, would appreciate folks input on designing the modlist, scenario, and goals of the playthrough.

The goal is to have a medieval only world (no spacer content), a medieval times mod based medieval tech supplemented with Rimworld of Magic for a true fantasy playthough and with Zombies as the major obstacle to overcome/deal with.

Lore - Magic has returned to the world and the Necromancer has risen and is waging war against the living. He has conjured a plague that makes the dead walk. You start as a band of individuals running from a castle decimated by the living dead. Your task is to build a bastion against the horde of undead.

Currently core mods for this are:
Medieval Times - Core medieval tier tech
Rimworld of Magic - Core magic
Rimword Zombie Apocalypse - Core zombie functionality
Rimworld Medieval Edition - Forbids tech levels beyond medieval

Current Add ons:
Mending and Recycling (Medieval)
Lots of QoL mods
Vanilla Faction Expanded Core + Medieval (for the storyteller and the wine)
Lots of VGP mods (some content disabled by RW medieval edition)
Some mod that adds big gates (blast doors disabled)
Gloomy furniture mods
Floor mods
Some combo of storage mods
DeepRim for deep mining (can't go out for resources cause of zombies have to go down)

Scenario Conditions - Forbid Incidents (all spacer / technology related)

Concerns
1) For those who are experienced with Rimworld of Magic, do you think Zombies will hamstring the player faction by blocking caravans?

Goals - Still need a big goal. Thoughts:
1) Ideally, mount an attack on the Necromancer's stronghold and fight through waves of undead to slay him in his keep.
- No idea how to accomplish this short of making a custom mod to mod in 1) a new faction and 2) a pre-scripted fortress. If I were going to take this route it would also make sense to block zombie events from the Zombie Apocalypse mod and make instead zombie attacks from the Necromancer's faction (so that if you defeat the Necromancer, the zombie raids stop). Of course I would have to learn how to mod to do this :).
2) Leave the AI ship escape event in, rebrand it as a vision from the gods or something, and make the goal to quest to the ship and escape this world of undead.
3) Hold out X years from the undead swarm (least cool option)

Thanks for the feedback and suggestions!

Pizi

that would be great, i m looking for something like this a long time

Canute

Alternativ of Rimword Zombie Apocalypse
Zombieland
https://ludeon.com/forums/index.php?topic=46548.0

Alternativ for Rimworld Medieval Edition
Lord of the Rims - The Third age
https://github.com/Lord-of-the-Rims-DevTeam
Maybe the Lord of the Rim's races maybe fit at the scenario too.

I recommend a storage mod if you don't use the stack enhance.
Extended storage is a find thing
https://github.com/DoctorVanGogh/ExtendedStorage


Logiwonk

@Canute Thanks for the recommendations. I like the Zombie apocalypse because of the limb infection mechanic that allows you to amputate to survive the infection. I always use a storage mode, usually something like stack XXL + deep storage.

I think the Lord of the Rims mod is a cool idea but I want to stay away from the Tolkein content for this playthough I'm designing. I do intend to do a dwarven city playthrough with it at some point however.

Logiwonk

After some experimenting with the core mods, I think Zombie Apocalypse is not going to work, it forces you to wall in early and at lot of medieval period damage potential comes from melee which is very high risk with zombie, especially before your durid is trained up to regrow limbs.

I think if I'm going to realize this vision I would have to make a mod with dependencies on Rim of Magic that caused periodic necromancer attacks.

Canute

QuoteAfter some experimenting with the core mods, I think Zombie Apocalypse is not going to work, it forces you to wall in early and at lot of medieval period damage potential comes from melee which is very high risk with zombie, especially before your durid is trained up to regrow limbs.
Since you play with Rim of Magic too, you have alot ways to avoid close range for your pawns.
Summoner can summon turrets and elements you can use as tanks.
Geomancer got the gargyles, which act as tanks too.
Serveral combat styles got damage absorbtion, which should reduce the risk for infections too.
Combination of different styles. A gladiator is doing a whirlwind into a hugh pack of zombies, while the summoner summon him back out of danger.

Logiwonk

Thanks for the tips Canute, I'm doing a medieval + Rim of Magic game right now to learn Rim of Magic, first time using it. It seems like there are a lot of ways to keep folks at a distance. I was originally thinking a low magic/might user to regular pawn ratio, would likely have to go with all might/magic characters if I was fighting zombies.