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Powerful Faction Bases (Continued)

[img]https://img.litet.net/logos/Info.png[/img] Update of NilchEis mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1570960972]https://steamcommunity.com/sharedfiles/filedetails/?id=1570960972[/url] [img]https://img.litet.net/logos/Notice.png[/img] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2Fh5TY6DA][img]https://img.litet.net/logos/Discord.png[/img][/url][discord.gg] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Femipa606%2FPowerfulFactionBases][img]https://img.litet.net/logos/Github.png[/img][/url][github.com] [img]https://img.litet.net/logos/SafeToAdd.png[/img] [img]https://img.litet.net/logos/SafeToRemove.png[/img] [img]https://img.litet.net/logos/OriginalDescription.png[/img] 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 [b]can be safely added or removed from existing save files[/b], 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: [list] [*] Misc. MapGen FactionBase [*] Large Faction Bases [*] VFE - Settlers and Insectoids [*] Vanilla Base Generation Expanded [/list] Credits: Significant thanks to Mehni for providing me with the code that made mod settings functional! Thanks to Proxyer for Japanese translation. [img]https://img.litet.net/logos/ReportingIssues.png[/img] [list] [*] 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 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Log Uploader[/url] [*] 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 [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FRimSort%2FRimSort%2Freleases%2Flatest]RimSort[/url][github.com] to sort your mods [/list] [url=https://steamcommunity.com/sharedfiles/filedetails/changelog/3274807828][img]https://img.shields.io/github/v/release/emipa606/PowerfulFactionBases?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url] | tags: end-game challenge